Dungeons & Dragons Online® - Cordovan
Update 56: Archetypes and Archvillains Release Notes

Here are the release notes for Update 56, released on Wednesday, August 31st, 2022. 

Of Special Note:

The Temple of Elemental Evil has been updated!

The Temple of Elemental Evil has received an update, including new rewards! This classic adventure now supports Legendary difficulty (CR 34), and has been divided into multiple quests, among other changes detailed more in the release notes below. To get started, visit the Gatekeeper's Grove in The Harbor and speak with Bagnam the Gatekeeper on the east side of the Grove! Anyone who owns the Temple of Elemental Evil Adventure Pack can access this newly-updated Classic. FREE to VIPs and available in the DDO Store! Features Dungeon Master narration and audio journal discussion by actor Wil Wheaton!

Archetypes have arrived!

Archetypes are a new way to play a class! We're debuting with three Archetypes FREE TO EVERYONE:

Dark Apostate (Cleric): A Negative energy, dark magic using, Undead-shrouded necromancer!
Sacred Fist (Paladin): A Handwraps-using Paladin that combines Ki with Holy energies!
Stormsinger (Bard): An archetype focusing on Sonic, Cold, and Electric storm-based spellcasting!

When you select a class during character creation, a side window will appear that will contain the Base Class along with any of its associated Archetypes. Read more in the release notes below!

Bank and Reincarnation Cache User Interface Update!

We've updated the User Interface for the Character Bank, Shared Account Bank, and the Reincarnation Cache! Everyone will have the same amount of space they had prior to the update, but functionality has been greatly improved, including the ability to create tabs with editable names! 

News and Notes:

Temple of Elemental Evil
Temple of Elemental Evil Part One has been turned into two separate quests, with the first containing the Upper Temple and the Earth Temple and the second containing the Lower Temple.
Temple of Elemental Evil Part Two has been turned into five separate quests, with each Elemental Node becoming its own quest and the fifth quest leading into and including the fight against Zuggtymoy.
Additionally, several quests have had objectives added to make their game play flow more clearly. 
The Zuggtmoy and Falrinth encounters have had their difficulty adjusted.
The rewards for Temple of Elemental Evil have been adjusted:
NOTE: Existing Temple of Elemental Evil loot is NOT changing, and everything you have will remain unchanged, including its minimum level.
New items now appear in Temple of Elemental Evil at Minimum Level 8 in Heroic difficulty and Minimum Level 31 in Legendary difficulty. These items will appear in End Chests in ToEE quests.
There are now four Set Bonuses, one for each of the four elements in the Temple.
Some new Augments can be found in random encounter chests, in both Heroic and Legendary difficulty. 
Some new wands can be found in random encounter chests as well.
Old Temple of Elemental Evil named items will now be located in various tougher optional objectives in the new quests. These items remain unchanged. 
The old Temple of Elemental Evil item crafting system has been removed, although existing Ingredients will continue to exist. Existing base and crated weapons and armor will continue to exist, but will no longer drop. The old crafting station remains in its prior location.
Archetypes
Archetypes are new ways to play existing classes, and three Archetypes are now available. Here are specific details pertaining to archetypes:
If an ability requires you to be a specific class, any Archetype of that class will also qualify. For example, Dark Apostate (Cleric) will qualify for any ability that requires you to be a Cleric.
Archetypes can have different enhancement trees from their base class.
Archetypes can have different class Feats.
Archetypes can have different class spell books.
Archetypes can also have their own alignment restrictions.
Characters can multiclass into an Archetype just as they would a regular class, but a character cannot multiclass an Archetype with its base class or another Archetype of the same class. So a Cleric Archetype could multiclass into Fighter or a Fighter Archetype, but a Cleric Archetype could not multiclass into a different Cleric Archetype or base Cleric class. 
Archetypes have their own Past Lives that fit into the current Heroic Past Life system. If your majority class is in an Archetype, you will earn that Archetype's Past Life.
An Archetype's Past Life counts as a Prerequisite for the Heroic Active Past Life Feats, and an Archetype's Past Life Feat qualifies someone for Heroic Completionist if they have not earned it already. If you have one copy of all Heroic class Past Lives done on a character except for Cleric, for example, you'd be able to qualify for the Cleric portion with either base Cleric or with Dark Apostate. This means that as we release new Archetypees, Heroic Completionist won't be removed from players that have already earned it, and new options will open up for players still on that journey. Finally, with this release, Heroic Completionist will become automatically granted to characters that qualify.
When you select a class during character creation, a side window will appear that will contain the base class (again) and its Archetypes.
When multiclassing into a Archetype, you'll talk to that class' trainer, and you'll be asked if you would like to multiclass into the base class or any available Archetypes. If no Archetypes are available, or if you are ineligible for them because you are already that Archetype or that Base class, then you'll skip to the leveling up section you are already familiar with.
When selecting another player or viewing your own character sheet, Archetypes will be displayed in the class breakdown. Example: Dark Apostate 18, Monk 2.
You may swap into a Archetype during a Lesser Reincarnation. You won't need a +X Heart to swap levels during that Lesser Reincarnation; swapping into a Archetype during a Lesser Reincarnation does not count towards class swap totals and does not require class swaps to perform.
Dark Apostate (Cleric) - Changes from Base Class:
Instead of automatically preparing Cure Wounds spells, Dark Apostates automatically prepare the Inflict Wounds spells.
Past Life: Dark Apostate: +5 Negative Healing Amplification and +5 Negative Spell Power (stacks 3 times).
New Tree: Dark Apostate, Replaces Radiant Servant:
Themes: Dark healing, evil magic, negative damage, undead control and destruction. Shroud yourself in shadow as a master of darkness and negative energy magic!
Cores:
Core 1: Dark Apostate: Each core in this tree including this one grants you +5 Negative and Alignment Spellpower and +5 Negative Healing Amplification.
Core 3: Shadow Shrouding: Toggle: Shroud yourself in Necromantic Energies and assume the form of a Shadow. While in Shadow form, you are considered an Undead, gain a base 100% Fortification, and may heal from Negative Energies. This healing comes at a cost - Undead naturally only take 50% healing from Positive Energy and take 100% more damage from Light. You gain +2 Wisdom and +2 Constitution, as well as +5% Incorporeality and Concealment as your form is partially obscured and intangible. This is a Major Form.
Core 6: Enhanced Shadowform I: Your Shadow Shrouding gains an additional +5% Incorporeality and Concealment (for a total of 10% each). Your Apostate's Curse gains 1 additional damage dice.
Core 12: Enhanced Shadowform II: Your Shadow Shrouding gains an additional +5% Incorporeality and Concealment (for a total of 15% each). Your Bestow Curse, Doom, and Bane spells no longer have a saving throw.
Core 18: Enhanced Shadowform III: Your Shadow Shrouding gains an additional +5% Incorporeality and Concealment (for a total of 20% each). You also passively gain +1 Necromancy DC, and your Apostate's Curse gains 1 additional damage dice.
Core 20: Master of Shadows: Your Shadow Shrouding gains an additional +5% Incorporeality and Concealment (for a total of 25% each). You also passively gain +4 Wisdom, and your Apostate's Curse gains 1 additional damage dice.
Tier 1:
SLA: Bane
Apostate's Skills: +1/2/3 Heal, Hide, and Bluff. Rank 3: +1 Will saving throw
Shadowy Bulwark: +5/10/15 Hit Points
Apostate's Curse: Toggle: Your Favored Weapons channel the dark energies within you, twisting them into evil versions of themselves - they deal an additional 1d6 Evil Damage on hit (scaling with 100% Spell Power).
Traditionalist Caster: +3/6/10 Universal Spell Power when wielding an Orb or Staff.
Tier 2:
SLA: Prayer
Mighty Turning: When you successfully Turn Undead, the Undead are now destroyed.
Enhanced Turning: +2/4/6 Turn Undead charges.
Enhanced Curse I: (req Apostate's Curse) Your Apostate's Curse gains 1 additional damage dice, and grants your Favored Weapons Ghost Touch.
Dark Rewards: When you critically hit with a Negative or Alignment spell, you gain 3/6/10 Sacred Temporary SP that last for 1 minute.
Tier 3:
Pray for Mercy: Your Prayer-like spells (Bless, Bane, Prayer) now resonate with Evil energies, dealing 1d6 Evil damage per Caster Level to all enemies. This damage is doubled against enemies that are Cursed.
Endless Turning: Turn Undead uses regenerate at a rate of one every 120 seconds, or 10%/20%/30% faster if it already regenerates.
Cursed Words: SLA for Bestow Curse. This costs 0 Spellpoints to activate. Bestow Curse now deals 6d6 Bane damage to Undead per Dark Apostate Dice.
Enhanced Curse II: (req Enhanced Curse I) Your Apostate's Curse gains 1 additional damage dice. Favored Weapons are now an Implement in your hands.
+1 Wisdom
Tier 4:
Blessings of the Shadows: You gain +50/100/150 Incapacitation Range
Return to Dusk: While you are in any Undead form, when you are knocked unconscious, you dissolve into shadows, granting you Invisibility and Displacement. After 5 seconds, your body reforms, and you are healed for 1d6 Negative Energy per Character Level. This may only happen once every 3 minutes.
Dark Judgement: When you use Turn Undead, you and allies near you gain +3/6/10 Temporary HP per Apostate's Curse bonus dice.
Enhanced Curse III: (req Enhanced Curse II) Your Apostate's Curse gains 1 additional damage dice.
+1 Wisdom
Tier 5:
Benediction: Harm now scales with 2x Spell Power and may now kill enemies.
Ward of Shadow: Wards all nearby allies against all four alignments and light. This is Protection from Elements but for Law, Chaos, Evil, Good, and Light damage.
Necromantic Devotion: +1 DCs with Necromancy spells.
Ultimate Heresy: (req Enhanced Curse III) Your Apostate's Curse gains 2 additional damage dice. On crit, you apply 1d3 stacks of Vulnerability and apply the effects of the Curse spell.
Shadows of Death: You gain +5% Negative and Alignment Spell Critical Chance
Note that this tree releases alongside the revamped Divine Disciple tree.
Sacred Fist (Paladin) - Changes from Base Class:
Armor Class Bonus: (1, 2, 5, 10, 15, 20) - This version scales off of Charisma instead of Wisdom. If you are part-monk this will use the highest of Charisma or Wisdom.
Flurry of Blows (1)
Unarmed Strike (1, 4, 8, 12, 16, 20)
Evasion (2) (Note: they do not get Improved Evasion except as a Tier 5 enhancement in the Sacred Fist tree.)
Path of Light (1) - This is the Handwraps deity feat. As with all deity feats it grants Proficiency with its weapon (in this case Handwraps). It is automatically granted rather than being chosen during feat selection.
Divine Dream (6) - This is the level 6 "special" Deity feat. It makes you considered to be in Heavy Armor while centered for the purposes of the Sacred Defender tree. This does NOT let you be centered in heavy! It is automatically granted rather than being chosen during feat selection.
Removed: Sacred Fist Paladins do not gain Shield, Armor, or Martial Weapon Proficiency of any kind. Note that because they get the Path of Light this means they can use Handwraps!
Spellbook:
Level 1:
Added: Ki Bolt: Fire a bolt of pure Ki towards enemies. Deals 1d6 Fire and 1d4 Force damage per caster level, scaling with 300% Melee Power. Note that this spell has been adjusted for playability for this Archetype and Henshin Mystic will also see this increased damage! Cost: 10 Ki
Level 2:
Added: Sacred Flame Empowerment: Upon cast, you are empowered by holy magic, granting you +3 Sacred Fist Dice and allowing your critical hits to deal 1d20 Bane damage per Sacred Fist Dice, scaling with 100% of your Melee Power. Cost: 18 Ki, Duration: 20 seconds
Level 3:
Added: Incinerating Wave: Creates an incinerating wave of ki fire. Deals 1d6+3 fire and force damage per caster level to targets within the wall, scaling with 300% Melee Power. Note that this spell has been adjusted for playability for this Archetype and Henshin Mystic will also see this increased damage! Cost: 18 Ki
Level 4:
Added: Ki Explosion: Waves of fire emanate from your body, dealing 1d6 per Sacred Fist Dice in Fire, Light, and Force damage to enemies in your vicinity, scaling with 200% Melee Power. For 20 seconds after you cast this spell, you benefit from Fire Shield: Hot, which prevents 50% of your incoming Fire damage and deals a small amount of Fire damage to attackers that strike you in melee. Cost: 30 Ki
Misc Class Attributes:
Ki Ability: Charisma
Ki Progression: Monk
Note: If you are part-monk (which uses Wisdom for ki), the Ki system will ever so politely take the highest of those modifiers. So don't worry that you'll end up wis-based if you multiclass.
Past Life: Sacred Fist: +5 Healing Amp and +5 Positive Spell Power per stack.
New Tree: Sacred Fist, Replaces Knight of the Chalice
Cores:
Core 1: Sacred Flame: Toggle: Your melee attacks while centered deal an extra 1d6 Fire damage, scaling with 200% Melee Power. Each core ability in this tree grants you +5 Healing Amplification and +5 Positive Spellpower.
Core 3: +1 Saves and Armor Class. +1 Sacred Flame dice. Your weapons while using Sacred Flame now bypass Lawful + Good Damage Reduction.
Core 6: +1 Saves and Armor Class. +1 Sacred Flame dice. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target.
Core 12: +1 Saves and Armor Class. +1 Sacred Flame dice. You gain Immunity to Energy Drain.
Core 18: +1 Saves and Armor Class. +1 Sacred Flame dice. When you use Turn Undead, you and nearby allies gain +1 Ki on hit and +3 Ki on crit for 20 seconds.
Core 20: +4 Charisma, +3 Saves, +1 Sacred Flame dice. +10 Melee Power. +1[W] with Weapons. You absorb 25% of all Fire damage.
Tier 1:
Sacred Strike I: +1 to hit and damage with Favored Weapons.
Extra Smite: +2/4/6 bonus to Smite Evil.
Disciple of the Fist: +1/2/3 Heal, Concentration, and Intimidate. Rank 3: You gain +1 Reflex saving throws.
Deft Strikes: You gain +3/6/10% chance to make offhand attacks while centered.
Ki Shout: Ki Activate: Intimidates nearby enemies, encouraging them to attack you. This ability uses your Concentration skill, and shares a cooldown with the Intimidate skill. (Activation Cost: 5 Ki. Cooldown: 6 seconds)
Tier 2:
Sacred Strike II: +2 to hit and +1 to damage with Favored Weapons.
Sacred Whirlwind: Make a sweeping attack against all nearby enemies for +3[W] damage. Shares a cooldown with the Cleave feat. Cooldown: 5 seconds. Cost: 12 Ki
Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage
Fast Movement: You run 1% faster for each of your Paladin levels.
Action Boost: Doublestrike: Activate to gain +10/20/30% Action Boost bonus to Doublestrike for 20 seconds.
Tier 3:
Sacred Strike III: +1 to hit and damage with Favored Weapons.
Sacred Smite: An improved Smite that adds +1/2/3 to your weapon's critical damage multiplier and +1/2/3 to your weapon's critical threat range. In addition, this applies 1d2 stacks of Armor Destruction and 1d2 Stacks of Vulnerability unless the enemy makes a Fort Save (DC 10+Cha Mod+Sunder bonuses). Cost: 15 Ki (note: this is a Light ki melee attack)
Light of Hope: +1 Sacred Flame dice. Your Sacred Flame toggle now allows you to strike Incorporeal enemies as if you had Ghost Touch.
Instinctive Defense: You take 5/10/15% less extra damage when struck while helpless.
+1 Strength / Charisma
Tier 4:
Sacred Strike IV: +2 to hit and +1 damage with Favored Weapons.
Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds. (Antireq Tempest + Swash Deflect Arrows)
Light of Glory: +1 Sacred Flame dice. Your Sacred Flame damage is now Light instead of Fire. Your Ki Spells now deal Light damage in addition to their other damage types.
Iron Skin: While centered, you gain an additional 5/10/15 PRR.
+1 Strength / Charisma
Tier 5:
Sacred Strike V: +3 to hit and damage with Favored Weapons, +10 Melee Power.
Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.
Avenging Whirlwind: Make a sweeping martial arts attack against all nearby enemies for +5(W) damage. Damaged enemies gain one stack of Vulnerability. Shares its cooldown with the Great Cleave feat. Cost: 18 Ki
Violence Begets Violence: While Centered, when an opponent misses you in melee, you gain +1 critical threat range for 6 seconds. This stacks up to 5 times and is reset if you critically hit.
Divine Strike: You gain On Vorpal: Stun any Demons or Devils with no save for 3 seconds.
Added Tree: Radiant Servant, Replaces Vanguard - Changes from base Radiant Servant: All things that say "Cleric Level" now work off Paladin Level.
Stormsinger (Bard): Changes from Base Class:
Feats and Abilities:
Stormsingers gain the following feats:
Magical Training (1)
Stormsingers do not gain the following feats:
Improved Inspire Courage +1
Improved Inspire Courage +2
Soothing Song
Ballad Melody: Greatness
Inspiration Melody: Heroics
Spellbook:
Spell Level 1: Added: Shocking Grasp
Spell Level 2: Added: Electric Loop
Spell Level 3: Added: Lightning Bolt
Spell Level 4: Added: Ball Lightning, Sleet Storm
Spell Level 5: Added: Chain Lightning
Spell Level 6: Added: Thunderstroke
Past Life: Stormsinger: +5 Lightning and Sonic Spell Power per stack.
New Tree: Stormsinger, Replaces Swashbuckler:
Themes: Lightning and sonic damage, thunder, offensive spellcasting. Harness the thunderstorms to bring elemental destruction to your enemies!
Core Abilities:
Core 1: Stormsinger: You gain +5 Lightning, +5 Cold, and +5 Sonic Spell Power per core ability you take in this tree.
Core 3: Lightning Strike: Your Sonic and Cold spells have a 20% chance to cause a massive Lightning Strike whenever they hit an enemy. This lightning strike deals an extra 1d6 Electric damage per caster level.
Core 6: Enhanced Bolt I: Your Lightning Strike damage is upgraded to deal 1d6+2 Electric damage per caster level.
Core 12: Enhanced Bolt I: Your Lightning Strike is upgraded to add 1d3 stacks of Vulnerability when it goes off. The damage is upgraded to 1d6+4.
Core 18: Enhanced Bolt II: Whenever your Lightning Strike goes off, the enemy is Stunned with no save for 3 seconds. +1 Caster Level and Max Caster Level with Sonic + Cold + Electric spells.
Core 20: Master of Storms: +4 Charisma, +1 Evocation DCs. Your Lightning Strike now deals 1d6+6 damage per caster level. The stun is upgraded to 5 seconds. +1 Caster Level and Max Caster Level with Sonic + Cold + Electric spells.
Tier 1:
Multiselector: Sonic Blast or Niac's Cold Ray
Musical Refrain: +1/2/3 Bard Songs
Spell Critical: Electric and Cold 2%
Electrocution: Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds. This stacks up to 1/3/5 times.
Electric Reflexes: +1/2/3% Dodge
Tier 2:
Multiselector: Reverberate or Niac's Biting Cold
Metamagic Reduction: Maximize or Empower
Spell Critical: Electric and Cold 2%
Pierce Resistance: You bypass 5/10/15 points of Electric and Sonic Resistance.
Fast Movement: You run 1% faster for each of your Bard levels.
Tier 3:
Multiselector: Shout or Snowball Swarm
Metamagic Reduction: Maximize or Empower
Spell Critical: Electric and Cold 2%
Stormcaller's Aria: Your Inspire Courage grants nearby allies +2/4/6 more Universal Spell Power and Magical Resistance Rating.
+1 Charisma
Tier 4:
Inspire the Storm: Your Bardic Inspiration imbues allies with a chance to deal your Lightning Strike on melee and ranged attacks.
Ride the Lightning: Your main hand weapon is now considered an Implement. When you critically hit with a Sonic, Cold, or Lightning Spell, you gain +3% Dodge, +3 Reflex saving throws, and your spell point costs are reduced by 3% for 10 seconds.
Spell Critical: Electric and Cold 2%
+1 Charisma
Tier 5:
Horn of Thunder SLA
Eye of the Storm(singer): You are no longer negatively affected by Sleetstorm, and while in any Sleetstorm spells, you gain an additional Lightning Strike proc chance.
Spell Critical: Electric and Cold 2%
Stormcaller: +5/10/15 Electric, Cold, and Sonic Spellpower. Rank 3: You get Iceberg as a spell at level 6.
Storm Studies: +1 Evocation DCs
Spellsinger Notes: You may notice that this tree shares a few SLAs with Spellsinger - to help we've added multiselectors to Sonic Blast and Shout (Cure Light Wounds and Cure Light Wounds, Mass). You can't take Sonic Blast and Sonic Blast at the same time, same with the other shared SLAs. Also, we buffed Reverberate a bit!
General Bugfixes
Familiars from Feydark Illusionist and Falcons from Falconry now remain active while you are dead.
Feydark Illusionist Familiars no longer fall through the world.
Feydark Illusionist Familiars no longer spawn twice and then one explodes.
Familiars and Falcons no longer block mouse selection.
Single Weapon Specialty now correctly applies in all situations.
Fury of the Wild's Destiny Mantle now persists correctly through logout.
The Shadow debuff from Shadowdancer now properly drops 1 stack at a time.
Unyielding's Lay on Hands no longer prevents you from using it based on your Charisma score if your Constitution score is higher.
Warchanter's Iced Edges no longer drops on logout.
Nerve Venom in Shiradi no longer has an erroneous DC.
Sunblades should now respect two-handed fighting rules more accurately.
Unyielding Sentinel's Resurrection no longer erroneously requires 20 levels, is now 30 as intended.
Tabaxi's Dexterity to Damage now works correctly in Animal Form.
Weapons without an ability score modifier to damage no longer show a negative base damage rating.
Perfected Darkstorm Helm now has a caster level.
The camera has been adjusted such that mouse look will no longer occasionally turn your character 180 degrees and make you look up or down.
Party and Guild chat disconnects should no longer take as long to reconnect.
A large variety of text bugs and inconsistencies have been fixed.
monsters will no longer randomly gain stone prison on-hit effects due to your own gear
Sonic blast is now properly single target (note: it will still continue to hit breakables in an AOE).
Several Dinosaur Bone Crafting affixes no longer have an erroneous Saving Throw.
Gameplay Changes
Great Weapon Aptitude now allows Natural Fighting as one of its prerequisites instead of just Two Handed Fighting.
Khyber Dragonshards no longer drop. Recipes that use Khyber Dragonshards now use Siberys Dragonshards instead.
Eldritch Knight dice now work on Shields.
All level versions of the Abishai set is now a Profane instead of Artifact bonus.
There are 3 new Gameplay options:
Gather Trap Parts: (default True) - While true, disabling traps will cause you to gather Trap Parts from them. Turn this off to stop gathering trap parts from traps you disable.
Experimental Tumble Controls: (default False) - While true, pressing Block while moving will cause you to Tumble instead of causing you to Block. If you continue to hold Block, you will end the tumble in the blocking state.
Disable Full Character Effect Overlays: (default False) - While true, full character effect overlays on your character will be disabled. Affected visuals: 
Stoneskin
Barkskin
Goldskin
Fire Shield (Cold)
Fire Shield (Hot)
Elemental Forms (Both Sorcerer and Druid)
There are two new spells:
True Seeing, Mass: Cast True Seeing on yourself and your allies. Clr/FvS 8
Freedom of Movement, Mass: Cast Freedom of Movement on yourself and your nearby allies. Clr/FvS/Drd 7
Reaper Crafting's cost has been reduced to 75 Reaper Fragments.
You may now dissolve Reaper items at the second Reaper NPC at any amount of reaper points (note: crafting using these ingredients still requires 50 Reaper points)
Reaper crafting no longer accepts level 1 or 2 items.
Warchanter's Iced Edges now scales with Spell Power.
House Jorasco Favor buffs now have a "give me the works" option that charges the total platinum you'd get from just clicking them all individually.
House Phiarlan Favor buffs now last for 60 minutes.
Fred can now combine Dragonshards for you.
Spells that may target undead friends (aka Inflict spells) can now validate the caster as a redirected target (aka be cast targeting the caster implicitly) as long as the caster is undead.
The spells Bless, Prayer, and Bane all now have a cooldown of 10 seconds.
Base Attack Bonus is now capped at 25.
Tiefling's Incinerations are now: +2% and +3% Fire Spell Critical Damage.
Holy Smite, Order's Wrath, Chaos Hammer, and Unholy Blight now deal 1d6+4 damage per caster level.
Completionist is now automatically granted upon reaching level 3. Current characters with Completionist have been given a free feat respec token.
Swords to Plowshares now grants Handwraps a +1 Morale bonus to Critical Threat Range.
The Winter Hunt buff from Nature's Warrior core 5 now grants +5 Cold Spell Crit Chance and +15% Cold Spell Crit Damage.
Aasimar and Scourge Core 3 no longer provides a bonus to Healing Hands charges.
Aasimar and Scourge Core 5 no longer provides a recharge ability to Healing Hands charges, and also now provides +2 healing hands charges.
Angel of Vengeance core abilities no longer provide bonuses to caster level and max caster level.
Updated: Divine Disciple - This enhancement tree has been updated to the following:
Cores: 
Core 1: Multiselector:
Emissary of Light: Req Cleric 1, antireq Emissary of Darkness: You have chosen Light as your path. For each Core Ability you take in this tree, you gain +5 Light and +5 Universal Spell Power.
Emissary of Darkness: Req Cleric 1, antireq Emissary of Light: You have chosen Darkness as your path. For each Core Ability you take in this tree, you gain +5 Negative and +5 Universal Spell Power.
Core 3: Multiselector:
Aspect of the Sun: Req Cleric 3: You gain +2 to all Saving Throws and +3 Physical Resistance Rating.
Empowered by the Darkness: Req Cleric 3: You gain +2 to all Saving Throws and +3 Magical Resistance Rating.
Core 6: Multiselector:
Light Spellbook I: Req Cleric 6: Your Cleric spellbook gains Sunbolt as a Level 3 spell.
Dark Spellbook I: Req Cleric 6: Your Cleric spellbook gains Enervation as a Level 3 spell.
Core 12: Multiselector:
Light Spellbook II: Req Cleric 12: Your Cleric spellbook gains Sunbeam as a Level 6 spell.
Dark Spellbook II: Req Cleric 12: Your Cleric spellbook gains Necrotic Ray as a Level 6 spell.
Core 18: Multiselector:
Light Spellbook III: Req Cleric 18: Your Cleric spellbook gains Sunburst as a Level 8 spell. You gain +1 caster level and max caster level with Light/Alignment spells.
Dark Spellbook III: Req Cleric 18: Your Cleric spellbook gains Power Word: Stun as a Level 8 spell. You gain +1 caster level and max caster level with Negative Energy spells.
Core 20: Multiselector:
Priest of Endless Light: Req Cleric 20 and Emissary of Light: Your mastery over Light has granted you impossible power. +4 Wisdom, +2 to all Saving Throws, and +10 Light/Alignment spellpower and positive healing amp. You gain +1 caster level and max caster level with Light/Alignment spells and +1 evocation DCs.
Deacon of Endless Darkness: Req Cleric 20 and Emissary of Darkness: Your mastery over Darkness has granted you impossible power. +4 Wisdom, +2 to all Saving Throws, and +10 Negative spellpower and negative healing amp. You gain +1 caster level and max caster level with Negative Energy spells and +1 necromancy DCs.
Tier 1:
Nimbus of Light vs Inflict Light Wounds SLA
Defense of the Heart: +2/4/6 Physical Resistance Rating
Multiselector:
Divine Smiting I: +2% Light, Negative, and Alignment Spell Critical Chance
Domain Smiting 1: +2% Fire, Cold, Acid, Electric, and Force Spell Critical Chance (requires both Light and Dark Core 1) 
Defense of the Soul: +2/4/6 Magical Resistance Rating
Spell Points: +30/60/100 Maximum Spell Points
Tier 2:
Spell Penetration: +1/2/3 Spell Penetration
Improved Metamagic: Empower/Enlarge/Maximize/Quicken
Multiselector:
Divine Smiting II: +2% Light, Negative, and Alignment Spell Critical Chance
Domain Smiting II: +2% Fire, Cold, Acid, Electric, and Force Spell Critical Chance (requires both Light and Dark Core 1)
Shield of Dusk and Dawn: When struck, attackers are dealt 1/2/3d6 Light and Negative damage, scaling with your spellpower. Rank 3: When enemies critically hit you, they are Blinded for 2 seconds with no save.
Light and Dark: Whenever you cast a Light, Alignment or Negative spell, you gain +3 to your Negative, Light, and Alignment Spell Power for 6 seconds. This stacks up to 3/6/10 times.
Tier 3:
Necrotic Bolt vs Searing Light
Improved Metamagic: Empower/Enlarge/Maximize/Quicken
Multiselector:
Divine Smiting III: +2% Light, Negative, and Alignment Spell Critical Chance
Domain Smiting III: +2% Fire, Cold, Acid, Electric, and Force Spell Critical Chance (requires both Light and Dark Core 1)
Multiselector:
Disciple of Dusk: You gain +5/10/15 Negative Healing Amplification. Rank 3: +5 Negative Spell Power
Disciple of Dawn: You gain +5/10/15 Positive Healing Amplification. Rank 3: +5 Light and Alignment Spell Power
+1 Wisdom
Tier 4:
Order's Wrath vs Holy Smite vs Chaos Hammer vs Unholy Blight SLA
Improved Metamagic: Heighten
Multiselector:
Divine Smiting IV: +2% Light, Negative, and Alignment Spell Critical Chance
Domain Smiting IV: +2% Fire, Cold, Acid, Electric, and Force Spell Critical Chance (requires both Light and Dark Core 1)
Multiselector: (select what you did not select in Tier 3)
Disciple of Dusk: You gain +5/10/15 Negative Healing Amplification. Rank 3: +5 Negative Spell Power
Disciple of Dawn: You gain +5/10/15 Positive Healing Amplification. Rank 3: +5 Light and Alignment Spell Power
+1 Wisdom
Tier 5:
Multiselector:
Holy Power (req only Light cores): Your Holy Smite spell now deals full damage to all enemies, regardless of alignment.
Unholy Power (req only Dark cores): Your Unholy Blight spell now deals full damage to all enemies, regardless of alignment.
Balance of Power (req both Light and Dark cores): Your Chaos Hammer and Order's Wrath spells now deal full damage to all enemies, regardless of alignment.
Multiselector:
Transcend Light: Req having only Emissary of Light cores. You now gain the Spellbook spells of the Path of Darkness.
Transcend Darkness: Req having only Emissary of Darkness cores: You now gain the Spellbook spells of the Path of Light.
Bring Balance: req having both Light and Dark cores: The Word of Balance spell is added to your Spellbook at level 7. (yes, both light and dark cores... this tree is funky fresh)
Multiselector:
Divine Smiting V: +2% Light, Negative, and Alignment Spell Critical Chance
Domain Smiting V: +2% Fire, Cold, Acid, Electric, and Force Spell Critical Chance (requires both Light and Dark Core 1)
Multiselector:
Condemnation: +5% Light, Negative, and Alignment Spell Critical Damage
Acceptance: +5% Fire, Cold, Acid, Electric, and Force Spell Critical Damage, +2 Caster level and Max Caster Level with those spell elements[/color]
Divine Empowerment: +1 DCs with Evocation and Necromancy

Dungeons & Dragons Online® - Cordovan
The season runs until 10:00 AM Eastern (-4 GMT) on October 24th! Read more about the Hardcore server on DDO.com.

Dungeons & Dragons Online® - Cordovan
Update 55.2 Release Notes

Here are the release notes for Update 55.2, released on Wednesday, July 20th, 2022. 

Of Special Note:

A new raid is now available!

Face the Ghost Flame's roaring blaze and conquer the ferocious Death's Teeth in a new raid! "Skeletons in the Closet" is now available and included with your Isle of Dread expansion purchase! Skeletons in the Closet is a Legendary CR34 raid, and does not require quest flagging in order to access. To access the raid, speak to Miya of Mantru in the Village of Tanaroa on the Isle of Dread.

News and Notes:

Bug fixes:

  • Magus of the Eclipse's 4th Core Nightwind now grants its listed Spell Penetration, Spell Power, and Spell Points.
  • Magus of the Eclipse's Evocation DC enhancement now has a better icon.
  • Potentially fixed an erroneous chance to get 1 Tyrannosaur Tooth from the Saga Reward option.
  • New copies of Legendary Twinchopper have their proper effects.
  • Renamed a gem to Black Diamond to prevent confusion.
  • Scale damaging Augments have had their damage types fixed.
  • Artificer and Druid pets now factor in your Legendary Levels to their total level.
  • Melee and Ranged Power level 32 Augments now give their correct amounts of Melee and Ranged Power (+12).
  • Fixed a few typos across various systems relating to effect typing.
  • Certain attack animations for Aasimar males no longer physically turn your character.
  • Whispers of Return now drops its correct loot list.
  • Raptor mount animations should now play correctly for half orc females.
  • Cracking Attack now provides the proper +[W] and Melee Power boost when used with Crazy Strike.
  • A few Tabaxi effects no longer spam your combat log.

UI Changes

  • Examining your Artificer and Druid pets now shows their total level instead of a class breakdown.
  • Legendary characters in non-Legendary dungeons will now be able to tell if they are overlevel in the dungeon by checking the XP Report.
  • Non-legendary wilderness areas no longer display that Legendary characters are eligible to receive XP.
  • Augments now display their types in hover-overs again.

Gameplay Changes

  • An acid damage over time effect from items has had its damage dice changed from 1d100 to 10d10 to raise the floor and provide less of a random spread (found in Legendary Greensteel, Legendary Alchemical Crafting, Dinosaur Bone Crafting)

Known Issues:


  • Level 30 players in challenges of CR30 and above will see 0xp in their XP report erroneously, but will receive their proper amount of XP. These players are still eligible for XP since the CR is 30 or above.
Jun 22, 2022
Dungeons & Dragons Online® - Cordovan
Update 55 Release Notes

Here are the release notes for Update 55: Isle of Dread, released on Wednesday, June 22nd, 2022.

Of Special Note:

The Isle of Dread has arrived!

A mysterious island reappears off the coast of Stormreach and Foxpaw has been kidnapped by pirates to be dragged away to the island. To make matters worse, the Cult of Vecna has been sighted in the region. It can't be a coincidence. Prehistoric dangers await any that step onto the island's shores...if they can survive the passage.

Explore the island's mysterious ruins, encounter fearsome foes, gather new powerful items, play as the new Tabaxi race, and uncover what the Cult of Vecna is planning. The Isle of Dread is available to purchase now! Players that purchase the expansion now will receive immediate access to ingame items, cosmetics, and the all-new Tabaxi race! Learn more on DDO.com. Get started with Isle of Dread by speaking to Zalnathe the Dread Bundle Item Vendor to get any items with your purchase, and speak to Wulth Sulfork to travel to the Isle of Dread! Both NPCs are located in The Harbor past the Hut from Beyond on the Stormreach docks.

We have put together a series of guides and articles to get you more information about loot, the level cap, and more!

Treasure, Power, Pirates, and Dinosaur Bones
A Look at the next Level Cap
Isle of Dread: Story so Far
From Page to Game
Isle of Dread FAQ

News and Notes:

Bugfixes
  • A large variety of typos in various pieces of content and the user interface have been fixed.
  • Fixed an incorrect DC description for Devour the Soul.
  • SLAs in Divine Disciple may now heal undead players.
  • The Heighten Metamagic feat will no longer lower your spell DCs.
  • Greater Color Spray SLAs are now considered to be spell level 5.
  • Quench from Bottled Rainstorm now has a 1 second cooldown.
  • Removed visual effects from Tidal's on-hit imbue to prevent client lag.
  • Several armors have had their Maximum Dexterity Bonus corrected to appropriate values.
  • The Banquet Hall amenity no longer removes itself while zoning.
  • Otto's Stones of Experience no longer tell you that they add Epic Destiny XP.
  • Stat damage in dungeons is now restored more reliably.
  • Recipe text for augments in the Remnant Vendor are now correct.
  • On-hit fire damage from Champions now respects its internal cooldown.
  • Produce Flame may now be cast directionally.
  • Fixed a Tabaxi character creation bug where bows were sometimes held backwards.
  • Fixed typos in Vampire Ascendant Shroud.
  • Favored Soul Grace of Battle and Knowledge of Battle's effect on items now have slightly better effect nomenclature.
  • The Horseshoe Crab Shield now has a description.
  • The Golden Orb of Death's description now has punctuation.
  • Some collectibles are now categorized better.
  • Resist Energy: Sonic now gets bonus caster levels from Sorcerer's Air Savant correctly.
  • Fixed a string table error with the NPC Hada D'Jorasco.
  • Shadowdancer's Shadowstrike (Melee) now has a snappier animation.
  • Some old Epic Destiny ability scripting has been removed from Exalted Angel.
  • Rune Arms with Reaper bonuses now work 100% of the time.
  • Magus' Destiny Mantle no longer drops on zone transitions.
  • Flame Strike now does its proper damage, respects its line-of-sight requirements, and no longer gets supercharged when cast by a monster.
  • The 10% bonus to Ability Score Modifier to Damage granted by wielding a Bastard Sword or Dwarven Waraxe now applies properly regardless of exactly how you are using those weapons.
  • Fixed an issue where bonuses to Ability Score Modifier to Damage while using a Bastard Sword or Dwarven Waraxe would not apply correctly in some circumstances.
  • Tabaxi Trailblazer's Attune no longer drops on death.
  • Belt of the Ram's ability, Ram's Might, no longer drops on death.
  • Eldritch Knight's Subtle Force I now gives its listed Sonic Resistance.
  • Divine Crusader's Consecrate now properly damages non-evil creatures.
  • Using the shift key to fast fall now works on Monk's Slow Fall.
Gameplay Changes
  • The evil spirit that has been resetting so many bear traps after they've been triggered has been exorcised from DDO for now. Most bear traps will now only trigger once.
  • You may now trade 100 pack ingredients for a Star Fragment, and 100 Star Fragments and 500 Threads of Fate for a Nebula Fragment.
  • Enchantment DCs are now an option in Tier 3 of Magus of the Eclipse.
  • Teleport items found within expansion packs have been upgraded! These items are now able to teleport you to all destinations that the other teleport items had access to - this means that if you have one of these items, you'll be able to teleport directly to the locations of all of them. You must own the item associated with the location you are attempting to teleport to. This means that, for example, when using the Sharn Boarding Pass, you'll be able to teleport to the Feywild if you own the Feywild Tuning Fork as a part of your account. However, you do not need to have the Tuning Fork with you to do this - which means that carrying one of these items is now equivalent to carrying all of them, potentially saving you inventory space. You may also drag these individual locations from the menu onto your hotbars, so if you need to reach a specific destination often, you can activate them from there instead of from your inventory. The following items are affected:
  • Isle of Dread Treasure Map
  • Saltmarsh Compass
  • Feywild Tuning Fork
  • Sharn Boarding Pass
  • Bottle of Mist
  • The Mysterious Ring in the Sands of Menechtarun adventure pack is now a little cooler!
  • Many effects in the game that used to scale with Epic levels now scale with the total of your Epic and Legendary levels (effects that have changed this way specifically say so in their text.)
  • Bonuses to Ability Score Modifier to Damage are now described the same way in tooltips for both the Single Weapon Fighting and Two Handed Fighting feats.
  • If you now have bonuses to Ability Score Modifier to Damage from Single Weapon Fighting feats and Two Handed Fighting feats (including the new ML31 Specialty feats), only the highest of those two sets applies.
  • Hamstring effects are now considered Bleed effects and can be removed with effects that remove bleeds such as Close Wounds and Regeneration.
  • The dreaded exploding spiders of Sharn have had their Hit Points reduced to 25% of their original value. They also give a little more time before they explode. Blast them before they blast you.
  • Epic Destinies

  • In addition to earning more points for your Epic Destinies, the Epic Destinies will be modified to include their 4th core ability with the release of the level cap increase. These 4th core abilities each have a Minimum Level of 32. Here are the 4th core abilities for the existing 12 Epic Destinies, note that all of these cores grant Melee/Ranged/Spell Power/DCs and other stuff that their trees designate, even if it is not listed.
  • Draconic: Draconic Heritage II: -5% Spell Point cost on all spells. Your Draconic Heritage's Eschew Materials is improved: You no longer need special material components for your spells.
  • Fatesinger: Hear my Voice Friend: Greatest Shout, Great Shout, Shout, and Echoes of Discord spells now target allies inside their cones and heal them for 20% of the damage potential of the spell.
  • Magus of the Eclipse: Nightwind: +7 Spell Penetration. Enemies who take damage inside your Cold or Light Zone have a 5% chance to be frozen for 10 seconds with no saving throw.
  • Divine Crusader: Sunder Evil: Using Sunder or Improved Sunder deals 1d6 light damage per character level and applies a Divine Sundering effect. The light damage scales with 200% of the higher of your Melee and Ranged Power. Divine Sundering: -10% AC, -25% fortification, -3 saving throws. Lasts 12 seconds.
  • Exalted Angel: Multiselector:
  • Heavenly Wrath: When you use Angelic Charge or Leap of Faith, enemies you fly through take 1d6+3 light damage per caster level and 1d6+3 fire damage per caster level. This damage scales with Spell Power.
  • Heavenly Blessing: When you finish an Angelic Charge or Leap of Faith, you and allies near you take 1d6+2 plus 1 per caster level Positive Healing. This healing scales with Spell Power.
  • Unyielding Sentinel: Last Hope: When you drop below 20% health you gain +50 Melee Power and Physical and Magical Resistance Rating for 8 seconds and you apply the heal spell yourself as the divine spell, four times over the duration of the effect. This can only occur once every 5 minutes, or if you have the Guardian Angel feat once every 3 minutes.
  • Grandmaster of Flowers: Master of Philosophy: Multiselector:
  • Enlightening Philosophy: +3% Dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Light builder attacks.
  • Forbidden Philosophy: +3% Dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Dark builder attacks.
  • Aberrant Philosophy: +3% Dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Void builder attacks.
  • Legendary Dreadnought: Unparalleled Accuracy: When you activate an Action Boost, you gain 5% Dodge Bypass for 20 seconds.
  • Shadowdancer: Cut to the Soul: +3% Dodge bypass, +3% Fortification bypass, +3% damage versus the Helpless. When you cast the spell Trap the Soul, it automatically applies 3 stacks of the Darkness debuff even if the enemy survives the spell. Darkness debuff: You are vulnerable to Sneak Attacks. -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
  • Fury of the Wild: Be the Whirlwind: Using any of the feats Trip, Improved Trip, or Whirlwind Attack causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 200% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a balance check (DC equal to Improved Trip).
  • Primal Avatar: Regrowth: When your spell points drop below 5% of max you immediate restore 500 Spell Points and gain Nature's Resurgence which increases your Spell Critical Multiplier by 5% for the duration of the quest. This can only occur once during the quest.
  • Shiradi Champion: Fey Countenance: +2 to Saving Throws vs. spells. Whenever you activate Pin or Beguiling Charm, enemies near you become Fascinated for 12 seconds with no Saving Throw. Their Saving Throws vs. spells are also reduced by 2 for 12 seconds, even if the fascinate ends.
  • Feats
  • New Destiny Feats
  • Here are the new minimum level 31+ Destiny feats now available with Update 55:
  • Weapon Specialty Feats:
  • These four feats grant bonuses that resemble the Greater version of their Heroic feat line. Each feat requires having the Greater version of one of the other three weapon style combat lines, essentially allowing those who have taken feats in one fighting style to gain the effects of the full 3-feat-chain of a different fighting style.
  • Single Weapon Specialty: While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, rune arm, or nothing in your offhand) you gain a +30% Combat Style bonus to Attack Speed, +6 Combat Style bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword and Dwarven Waraxe, this adds to their existing 10% bonus. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
  • Two Weapon Specialty: Reduces the penalty for fighting with two weapons. You gain +60% offhand strike chance. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
  • Two Handed Specialty: While Two-Handed Fighting: +120% Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting. For the purpose of this feat, you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps). You are also considered to be Two-Handed Fighting while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms. In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus). When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand you now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies). Neither bonus applies in Animal Form. This does not count as a Combat Fighting Style feat.
  • Shield Mastery Specialty: While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield. If you are using a large shield, this bonus increases to +15. If you are using a tower shield, this bonus increases to +20. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
  • Spell Specialty Feats: These require the Epic Spell Focus feat from a school other than the one you're picking here, essentially allowing you to improve your potency with a secondary school. These are also antirequisites of the base spell focus feats - so you can't double up on a school you already have a spell focus for.
  • Spell Specialty: Abjuration: You gain a secondary spell focus: +3 to the DC of your Abjuration spells.
  • Spell Specialty: Conjuration: You gain a secondary spell focus: +3 to the DC of your Conjuration spells.
  • Spell Specialty: Enchantment: You gain a secondary spell focus: +3 to the DC of your Enchantment spells.
  • Spell Specialty: Evocation: You gain a secondary spell focus: +3 to the DC of your Evocation spells.
  • Spell Specialty: Illusion: You gain a secondary spell focus: +3 to the DC of your Illusion spells.
  • Spell Specialty: Necromancy: You gain a secondary spell focus: +3 to the DC of your Necromancy spells.
  • Spell Specialty: Transmutation: You gain a secondary spell focus: +3 to the DC of your Transmutation spells.
  • Elemental Form Specialty: Your elemental forms grant you mastery over the other three elements as well. Excluding the element of your current form, you gain the following bonuses to air, earth, fire, and water as long as you are in a Sorcerer's Elemental Apotheosis or Druid Elemental Wild Shape form: +3 Caster Levels with those elements, +3 to Max Caster Level with those elements, +20 to Spell Power of those elements, +2% Spell Critical Chance with those elements.
  • Wild Force: While in Druid Wild Shape, you gain some of the aspects of the form you aren't in. While in wolf or winter wolf form, you gain bear form's +10% exceptional bonus to Armor Class. While in bear or dire bear form, you gain wolf form's +10% movement speed.
  • Legendary Toughness: (Prerequisite: 21 Constitution) +100 Maximum Hit Points. This can be taken multiple times.
  • Legendary Aim: While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass.
  • Enhanced Elemental Dice: +1 damage die with Arcane Archer's Elemental Arrows, Vile Chemist's Poisoned Coating, Eldritch Knight's Spellsword, and Inquisitive's Law on Your Side.
  • Items
  • New augments, requiring Minimum Level 32 and using Level 32 scaling, debut with Isle of Dread.
  • Cannith Crafting has been expanded to allow for the crafting of Level 31 and 32 items using Level 31 and 32 power levels.
  • All items that are Minimum Level 29 and below that are currently named "Legendary" have been renamed to "Epic" and given their appropriate purple border. Legendary is now a term specifically reserved for items with a Minimum Level of 30 or higher.
  • Quests:
  • Creeping Death: Some traps have been updated to affect monsters, number of monsters reduced per group.
  • The Dragonborn Prophesy Quests ("Black and Blue" and "Newcomers") have had the number of monsters reduced throughout both dungeons including removing several sets of monsters.
UI Changes
  • Items within the Shared Crafting Storage now update their names and descriptions automagically should they be changed in a game update!
  • Item bind status is now displayed on one line in item tooltips.
  • Multiple improvements have been made to how weapons display their dice:
  • Base damage rating now factors in your ability score modifier, which makes it a much better estimator of a weapon's relative effectiveness.
  • Weapons no longer show dice estimations for their base and critical rolls, instead displaying a simplified view so that it's easier to understand what numbers mean.
  • Augments now display prettier! Their slot types now appear in examination and are color-coded appropriately.
  • There is now a separate icon for each Tome of Learning you've consumed.
  • Hovering over your character's build type on the character sheet will now display that character's total past lives earned.
  • The party display UI no longer makes players with temporary Hit Points appear to be at a higher percentage of health than they really are.
  • Searching in any search bar no longer also sorts your shared bank and Details+ tab.
  • Newly created Glamered shields will now cleanly equip to your cosmetic offhand without reporting that there's an inventory error when trying to double-click them.
  • Glamered items will no longer improperly show their weapon dice or their augment slots.
  • Glamered items have slightly prettier descriptions.
  • The Quest Selector UI now has a search bar! This also works for searching by level. You may also now search for a specific level in the Adventure Compendium.
Known Issues:
  • Some Isle of Dread ingredients are currently Bound to Account erroneously when they should be unbound.
Dungeons & Dragons Online® - Cordovan
Update 54 Release Notes

Here are the release notes for Update 54, released on Wednesday, April 27th, 2022.

Of Special Note:

The Pre-purchase for The Isle of Dread is now underway!

The cult of Vecna has been sighted in the region, and now a mysterious island has reappeared off the coast. It can’t be a coincidence. Prehistoric dangers await any who set foot on the island’s shores, so only true heroes will be capable of surviving the threats and stopping the cult. Experience new adventures, new monsters, and a level cap increase to 32! Play the new character race the Tabaxi or the Iconic Tabaxi Trailblazer, get your permanent Raptor Hireling, and more! The Isle of Dread is currently scheduled to be released on June 8th, 2022.

Once you have pre-purchased Isle of Dread you can speak to an NPC located past the Hut From Beyond in the Harbor docks named Zalnathe to pick up your available pre-purchase items!

News and Notes

Bugfixes
  • Eldritch Knight's elemental damage dice should now more reliably add up.
  • Eldritch Knight's Force's Point no longer spams your combat log.
  • Fixed a typo in the Quicken Metamagic enhancement for Exalted Angel.
  • A variety of active Exalted Angel abilities no longer work underwater.
  • 1st core of Exalted Angel now provides magical training correctly.
  • Fixed typos with Green and Shadow Dragon Breath in Draconic Incarnation.
  • Feywild Attunement in Shiradi Champion now grants its listed Spellpower.
  • Core 2 Shiradi now provides the doubled and listed dodge and fort bypass.
  • Fatesinger's Grandeur now functions.
  • Air Savant's Feather Fall no longer drops on death.
  • Shadar-kai chain can now be used while quelled.
  • Magus of the Eclipse: Lunar Insight now functions.
  • All Magus actives may now be used while moving.
  • Clarified Vistani core 4's tooltip to make sure it was more accurate.
  • Regeneration no longer has visual effects and therefore no longer has visual effect bugs.
  • Greensteel Regeneration no longer drops on death.
  • Raging Blows in Barbarian now correctly grants its +1[W].
  • Palemaster Undead Shrouds should now persist through logout better.
  • Holy Mantle from Divine Crusader should now persist through logout better.
  • Abyssal Shroud from Warlock should persist through logout better.
  • Shiradi's Pin now grants its listed 3[W] instead of 1[W].
  • Shiradi's Pin no longer has a DC.
  • Fixed a typo in the Draconic Destiny Mantle.
  • Fixed typo in Shiradi epic moment.
  • Killer Instinct now has removal floaty text to make it clearer when it wears off.
  • Storm's Eye now has no removal floaty text since that makes it visually obstructive.
  • Scion of the Astral Plane no longer drops on death.
  • Monster casted Flame Strike will damage players again.
  • Epic Delera's Rune Arm now drops as intended.
  • Legendary Saltmarsh Rune Arm now drops as intended.
  • Creeping Doom and Divine Wrath no longer go through Spell Absorption.
  • The Defiler of the Just Raid Questgiver no longer tries to teleport you into the dungeon no matter what you tell her.
  • Epic Spell Power categories no longer require minimum level 26.
  • Fixed typo in the Filigree Divinity: Seeker (Rare) (Melee attack power -> Melee Power).
  • Fixed a typo in a generic Sharn text line for town NPCs.
  • Fixed Slay:Blank bugs in the Splinterskull chain.
  • Displacement no longer takes Enlarge since its a self-only spell.
  • Artificers should find it much easier to mount up now while charging their Rune Arm.
  • Prevented scenarios where a Reaper Ring enchantment could be erroneously non-applied to a non-ring item.
  • Fixed a typo in barbarian's Focus Wide buff.
  • Crazy Strikes now grants its Weapon[W] bonus correctly.
  • Fatesinger Core 2 and 3 now grant its DCs.
  • Shillelagh now correctly gives Bludgeon DR bypass instead of Magic.
  • Gameplay Changes
  • When you Release from a dungeon while dead, you will be brought back to life with 20 Hit Points instead of 1 HP.
  • Trap the Soul has gotten an overhaul:
  • There is no more Hit Dice limit on this spell, and there is only one variant.
  • This spell now gives you the regular gem for all CRs.
  • Cannith Crafting recipes just use that one regular gem.
  • Changed the cooldown to 10 seconds (Sorcerer stays at 8 seconds).
  • Shiradi caster mantles changes:
  • All proc dice have been raised to 7d77.
  • Spellcast scaling has been raised to 100%.
  • Proc rate has been raised to 7%.
  • The elements offered have changed: now you may select from Light, Force, Poison, or Sonic.
  • The following Destiny Mantles now deal 1d6+6 damage per caster level when they proc:
  • Magus of the Eclipse
  • Fatesinger
  • Primal Avatar
  • Exalted Angel

Tabaxi and Tabaxi Iconic
  • The Tabaxi Race and Tabaxi Trailblazer Iconic have been added to the game! The Tabaxi base race is FREE to VIPs, included in your pre-purchase of Isle of Dread, and will be available for DDO Points in the DDO Store in the future.
  • Tabaxi are a base race that starts in Eberron. Resembling great cats like jungle cats, Tabaxi are a dexterous race that are light on their feet. Their innate feat allows them to move quickly for a after spending a short time planning their next move. Tabaxi make good Rogues, Monks, and Bards.
  • Tabaxi Base Stats:
  • +2 Dexterity
  • Starting Feat: Feline Agility: After standing still for 6 seconds, when you move again you gain a +20% Action Boost bonus to Movement Speed for 6 seconds.
  • Tabaxi Racial Past Lives:
  • +1 Tumble
  • +1 Dexterity
  • +1 Racial Action Point
  • Tabaxi Enhancement Tree:
  • Cores:
  • Core 1: +1% Dodge, +1 Maximum Dexterity Bonus in Light Armor. You gain Dexterity to Hit with Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
  • Core 2: Multiselector: +1 Dexterity / +1 Charisma
  • Core 3: +1% Dodge, +1 Maximum Dexterity Bonus in Light Armor
  • Core 4: Multiselector: +1 Dexterity / +1 Charisma
  • Core 5: +1% Dodge and Dodge Cap. +1 Maximum Dexterity Bonus in Light Armor
  • Tier 1:
  • Sharp Claws: +1/2/3 to Attack.
  • Cat Scratch: Active: +2[W] Area of Effect Melee Attack. 6 second cooldown.
  • Acrobatic: +1/2/3 Balance, Jump, and Tumble. +2/4/6 Armor Class while Tumbling.
  • Land On Your Feet: You don't take falling damage.
  • Sneaky Strikes: +1 Sneak Attack Die
  • Tier 2:
  • Surprise Claws: +1/2/3 to Attack while Flanking.
  • Hunt Down: Your Cat Scratch now Hamstrings opponents for 3 seconds, reducing their movement rate by 50%. Some creatures are immune to the Hamstring effect.
  • High Places: After falling for at least 1.5 seconds, when you land you gain +2 Critical Hit Confirmation, +2 Critical Hit Damage, and +25% Armor Piercing for 20 seconds.
  • Honed Reflexes: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
  • Slip Out of Danger: +2/4/6 Saves vs. Traps. Rank 3: You gain +1 to Reflex Saves.
  • Tier 3:
  • Stabby Claws: +1/2/3 to Melee Damage.
  • Corner: +1/2/3% Dodge Bypass
  • Improved Nimble Cat: You gain Dexterity to Damage with Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
  • Focused Agility: Your Feline Agility now only requires you to stand still for 3 seconds, and lasts for 9 seconds.
  • Sneaky Strikes: +1 Sneak Attack Die
  • Tier 4:
  • Feline Versatility:
  • Lash Out: +5% Offhand Strike Chance if using a Light Melee Weapon or Rapier in both hands.
  • Rapid Scratch: +3% Doublestrike while Single Weapon Fighting
  • Quick Paw: +3% Doubleshot with Thrown Weapons
  • Vigor: Vigor spell like ability
  • Deep Scratches: Your Cat Scratch now deals Bane damage to targets it hits that are vulnerable to Bleed. This damage is equal to 1d4 per Character Level, and scales with Melee Power.
  • 9 Lives: You gain Rogue's Defensive Roll feat. (While below 20% HP, there's a chance equal to your Reflex save that attacks do half damage and have their effects negated.)
  • Fast Sprinter: Your Feline Agility now grants 30% Action Boost Bonus to Movement Speed and lasts for 18 seconds.
  • Lucky Cat: (Requires: 9 Lives) You gain Evasion.
  • Tabaxi Trailblazers are Iconics that start in Sharn with one level of Monk. Passed down between generations of Tabaxi, the title of Trailblazer represents this Tabaxi's ability to always find a way forward. Like standard Tabaxi, they can gain the ability to negate falling damage and move with quick bursts of speed. Tabaxi Trailblazers can gain True Seeing and can gain defensive bonuses when they Dodge and Tumble. They also use their expanded Dexterity to excel with Quarterstaves, gaining offensive bonuses with the weapons and the ability to use them to trip all nearby enemies.
  • Tabaxi Trailblazer Iconic Base Stats:
  • +2 Dexterity
  • Base Feat: Feline Agility: After standing still for 6 seconds, when you move again you gain a +20% Action Boost bonus to Movement Speed for 6 seconds.
  • Tabaxi Trailblazers use a unique set of Quarterstaff attack animations!
  • Tabaxi Trailblazer Iconic Past Life Feat:
  • Iconic Past Life Stance: +1 to Trip DCs per stack of this Past Life, up to 3.
  • Passive Bonus: +1 to Saving Throws vs. Traps per stack of this Past Life, up to 3.
  • Tabaxi Trailblazer Enhancement Tree:
  • (Abilities in Orange are the ones that are different from the base Tabaxi.)
  • Cores:
  • Core 1: +1% Dodge, +2% Dodge Bypass. You gain Dexterity to Hit with Quarterstaves, Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
  • Core 2: Multiselector: +1 DEX / +1 WIS
  • Core 3: +1% Dodge, +2% Dodge Bypass
  • Core 4: Multiselector: +1 DEX / +1 WIS
  • Core 5: +1% Dodge and Dodge Cap. +2% Dodge Bypass
  • Tier 1:
  • Sharp Claws: +1/2/3 to Attack.
  • Low Blows: +1/2/3 Trip DCs. Doubled if you have a Quarterstaff equipped.
  • Acrobatic: +1/2/3 Balance, Jump, and Tumble. +2/4/6 Armor Class while Tumbling.
  • Land On Your Feet: You don't take falling damage.
  • Sneaky Strikes: +1 Sneak Attack Die
  • Tier 2:
  • Staff Deflection: While holding a Quarterstaff, when Deflect Arrows triggers you gain a +10% Action Boost bonus to Doublestrike for 6 seconds.
  • Wayfinder's Weapons: Quarterstaves and Wooden Weapons you are wielding are immune to damage.
  • High Places: After falling for at least 1.5 seconds, when you land you gain +2 Critical Hit Confirmation, +2 Critical Hit Damage, and +25% Armor Piercing for 20 seconds.
  • Deflect Arrows: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
  • Slip Out of Danger: +2/4/6 Saves vs. Traps. Rank 3: You gain +1 to Reflex Saves.
  • Tier 3:
  • Attune: +1 Ki Regeneration on melee attacks, +1 Passive Ki Regeneration
  • Great Weapon Aptitude: +5/10/20% Strikethrough (req: Two Handed Fighting)
  • Improved Instincts: You gain Dexterity to Damage with Quarterstaff, Dagger, Handaxe, Handwraps, Kama, Kukri, Light Hammer, Light Mace, Light Pick, Rapier, Short Sword, Sickle, or while Unarmed or in a Druid animal form.
  • Focused Agility: Your Feline Agility now only requires you to stand still for 3 seconds, and lasts for 9 seconds.
  • Sneaky Strikes: +1 Sneak Attack Die
  • Tier 4:
  • Wide Sweep: Melee Quarterstaff Trip Cleave Attack: +1/3/5[W] to all nearby enemies. Enemies who are hit must make a Balance check (DC 14 + Highest of DEX and WIS mod + Trip bonuses) or be Tripped for 20 seconds. Shares cooldown with Great Cleave.
  • Springing Pounce: You gain the Spring Attack feat. When you use it while holding a Quarterstaff, you gain Feline Agility and deal bludgeoning damage equal to your Jump score to all enemies Spring Attack hits. This damage scales with 200% Melee Power.
  • Cat's Eye: You have True Seeing, which cannot be dispelled from you.
  • Fast Sprinter: Your Feline Agility now grants 30% Action Boost Bonus to Movement Speed and lasts for 18 seconds.
  • Escape Artist: When you tumble, you gain 25% Incorporeality and 25% Concealment for 20 seconds. This can only trigger once per minute.

UI Changes
  • Hovering over your Epic Destiny points now displays a context-sensitive tooltip that reports your points breakdown.
  • The LFM UI Difficulty display element has been adjusted to be more vertically centered.
  • Hovering over a weapon now factors in the Improved Critical feat.
  • The character sheet has gotten a minor visual upgrade in its layout.
  • It now shows you your total level instead of your total Action Points.
  • Several text and bounding box inconsistencies have been fixed involving bad element placement.
  • The Saves label is now Saving Throws and is the proper font.
  • The BAB box is now lined up correctly, and the BAB amount is now centered.
  • A variety of UI improvements relating to how we display Character Level have been made:
  • Your character sheet no longer shows the Epic Class in its class breakdown.
  • When someone requests to join your LFM, you will now see their total level in parenthesis and then their class breakdown, which will no longer include their Epic class levels. Text Literal: "$NAME$ ($LVL$)($CLASSES$) would like to join your party."
  • The Character Selection screen will no longer display your Epic class levels.
  • Examining a player now shows their Total level and then their class breakdown, and the class breakdown no longer displays their epic level.
  • The Guild, Who, and LFM displays for players no longer shows their Epic levels as part of their class breakdown.
  • The Who, Guild, and LFM UI elements for player entries now have appropriate Skin Mapping hookups for UI Skinning.

Miscellaneous
  • There is a new Gameplay option: Force Heals to Self when Targeting Undead (default: false). While true, when you have an enemy Undead targeted, any positive healing actions will be cast on you instead of the undead.

Known Issues:

  • The Raptor Henchman's minimum level to use is incorrectly set to 3, when it should be level 7. The permanent hireling is a level 7 hireling for the purposes of quest XP. Its summoning cooldown is also incorrect at 30 seconds instead of 300 seconds.
Dungeons & Dragons Online® - Cordovan


Update 53 Release Notes

Here are the Release Notes for Update 53: Hunter and Hunted, released on Thursday, February 24th, 2022!

Of Special Note:

New Adventure Pack: Hunter and Hunted!

The Wild Hunt want you to join them...as prey! This new Adventure Pack is FREE to VIPs and available in the DDO Store! Hunter and Hunted includes two dungeons and a raid at level 32 on Legendary difficulty. The quests are level 7 on Heroic difficulty. The NPCs are located in a small public space accessible through The Hut From Beyond in The Harbor.

The Anniversary Event has returned!

The Anniversary Event is back to celebrate DDO's 16th year! Get started towards the back of House Phiarlan by finding Gnoa Bn'for. To celebrate 16 years we are giving away a selection of Bound to Account cosmetic outfits! Once per day characters can speak to the Anniversary Djinn outside of the Anniversary Dungeon in House Phiarlan to select their choice of Red, Blue, Green, Pink, and Silver. Each character can pick an outfit once per day, and there is no limit to the number of outfits you choose other than the once-per-day-per-character limit. The Anniversary Djinn will be available for players to acquire these cloaks through December 31st, 2022. The Anniversary Event runs through March 20th, 2022!

New items to barter for this year include masks and capelets that match our free coats. We have also added the following previous anniversary gifts to the Anniversary Event Barter Vendor:

  • The Sentient Jewel of the Dragon
  • 15th Anniversary Commemorative Cloak
  • Robe of Celebration
  • Medium Armor of Celebration
  • Heavy Armor of Celebration
  • Medium Docent of Celebration
  • Heavy Docent of Celebration

More Free!

The following races and classes from the core D&D Player's Handbook are now permanently free for everyone in DDO:

Races:

Dragonborn
Drow
Gnome
Half-elf
Half-orc
Tiefling
Wood-elf

Classes:

Druid
Monk
Warlock

Players who have already purchased these races and classes will receive a Greater Elixir of Discovery for each of the races and classes they own prior to the release of Update 53. Speak with Jubilee the Discoverer on the bottom floor of the Eberron Hall of Heroes to get one Bound to Account Greater Elixir of Discovery for each feature you had previously purchased. You may only claim each feature's Elixir once in total (across all characters and servers), so please use caution if you play on multiple servers. These Elixirs cannot be claimed on any active Hardcore worlds.

ALSO: VIPs now get daily Gold Rolls on Daily Dice for the remainder of 2022 (through 11:59pm Eastern (-5 GMT) on December 31st, 2022)!

News and Notes:

Classes
  • Absolute Zero now applies its frozen crowd control to Fire enemies that are immune to Death, instead of letting the Death effect bounce off and therefore having no effect.
  • The Druidic Oath system now only alerts you about breaking your Druidic Oath if you become oathbreaking from a state where you are not oathbreaking, preventing over-spam of its alert.
  • Druidic Stoneshape now works with Dire Bear.
  • Strength Domain now only bases your Reflex Saving Throws on Strength if it is higher than your Dexterity.
Combat
  • Failing a Concentration roll now generates feedback on the avatar.
  • When the feat Elusive Target triggers it now displays a visual over your character's head to know it has applied.
  • Artificer Iron Defender Pets and Druid Wolf Pets have had some of their animations adjusted. Some animations that were not scaling with attack speed now do, and some animations that were missing (and therefore caused pets to stand around confused) have now been connected.
  • A variety of effects that provide a full Heal now work on Undead players.
Enhancements
  • Almost all existing enhancements for Artificer Iron Defender and Druid Wolf pets are now granted automatically as those pets go up in level. (The ones that are not automatically granted are specifically called out below, all other existing ones are). The level they gain them at is the same as the previous Minimum Level for those Enhancements.
  • For Iron Defender pets, Alignment enhancements are not automatically granted, as they are mutually exclusive. You can now talk to any Artificer trainer to select your Pet's Alignment, which is now displayed as an effect on your pet. Your selections remain until changed or until you Reincarnate. The Chaotic selection continues to provide the Breaker of Boxes behavior.
  • For both Iron Defender and Wolf pets, Threat Generation/Reduction enhancements are not automatically granted, as they are mutually exclusive. You can now talk to any Artificer or Druid trainer (depending on your pet) to select -40% Threat from Melee Attacks, +0% Threat from Melee Attacks, or +100% Threat from Melee Attacks. Your selections remain until changed or until you Reincarnate, and stack with all other sources of Increased or Reduced Melee Threat.
  • The Bluff and Intimidate active abilities have been removed from Iron Defender and Wolf pets for the time being. We plan on returning these in a future update.
  • Artificer Iron Defender Pets, Druid Wolf Pets, and Pale Master's Skeleton Pet now all have a baseline of 100% Fortification at all levels. This stacks with Gear and any Feats or Enhancements they have.
  • Feydark Illusionist's Illusory Augmentation now correctly grants its bonuses if you have obtained Augment Summoning from a temporary source, such as gear or an augment.
  • Hope for Success from the Favored Soul's Beacon of Hope tree now applies more reliably.
  • Sacred Touch in Warpriest and Warsoul now mentions the typing of the buff.
  • Eldritch Knight's Proficiencies now apply more reliably.
  • Elditch Knight's visuals now change color depending on which Spellsword Toggle you have turned on.
Epic Destinies
  • Fatesinger
  • Cut the Strings' Death and Damage effects now respect their one second cooldown.
  • Cut the Strings no longer fails if you are targeting someone behind you.
  • Discord melee and ranged skills no longer scale with Spell Power AND Melee/Ranged Power.
  • Discord Ranged skill now grants its 10 Spell Points when three chords are consumed.
  • The Greater Shout SLA from Fatesinger is now considered to be Spell Level 6.
  • Primal Avatar
  • Carrion Swarm now has updated visual effects.
  • Shadowdancer
  • First Blood no longer kills you if you cast a spell on yourself.
Favor
  • Warforged is now awarded on a per-server basis for 400 Total Favor, replacing the Drow race, which is now free. If you previously achieved 400 total Favor and unlocked Drow on a server then Warforged will automatically unlock when you log in with a character on that server that currently has at least 400 total Favor and had previously claimed the rank of Drow from Nyx. If you do not have a character with at least 400 Favor, earning the 400 Favor threshold and speaking to Nyx will unlock Warforged on that server.
Feats
  • The epic feat Doubleshot has its correct tooltip.
  • Mounting a mount will no longer turn off the Rune Arm Use feat, and will instead suppress your Rune Arm charge until you are dismounted.
  • Bloody Footprints now display properly for the following Races:
  • Warforged Male/Female Inquisitives
  • Shifter Male (all styles)
  • Tiefling Male (1 handed/1 handed shield style)
  • Drow (both genders) (Inquisitive Style)
Items
  • You may now Barter for Sands of Menectarun wilderness loot from Masei Mkembe's Barter Shop in Zawabi's Refuge if you have Antique Bronze Tokens to spare.
  • The Reaper Shard Crafting recipes for Goggles and Glove now function correctly.
  • Dripping with Magma now triggers once every 1 second instead of .25.
  • Bowdlin (Collectible Trader) now correctly tells you that he distributes Red Augments and not colorless.
  • Quality Spell Focus Mastery now changes from +1 to +2 at a slightly earlier level so more gear has the +2 version of the affix.
  • Spell Penetration and Attack Augments now have corrected descriptions.
  • The hardcore season five vendor was using old logic that assumed the player took their favor rewards in order sometimes preventing a player from claiming the "death follows you reward" if they hasn't already claimed Death Watches you reward . This has now been corrected.
  • Certain legacy Healing Amplification effect tooltips have been modernized.
  • Commendations from the various Eveningstar factions (such as War Wizard) are now Bound to Account instead of Bound to Character.
  • Alchemical Elemental Attunement effects now each correctly work on both Melee and Ranged attacks
Monsters
  • Animated Armors should no longer heal from Negative energy.
  • Relevant monsters in the new adventure pack "Hunter and Hunted" have been added to the Monster Manuals.
  • Smaller crabs now play animations when crowd controlled.
Quests and Adventure Areas
  • A new NPC is available in Eveningstar (near the mailbox), the Ball and Chain in Wheloon, the Blue Water Inn in Ravenloft, near the entrance from Eberron in the Feywild wilderness, outside of the tavern near the fountain in Sharn, in the Snapping Line Inn in Saltmarsh. Randall Lyric sells augments in exchange for local ingredients.
  • Anniversary Event
  • Some changes have been made to the +Cordovan and +Steelstar fights this year, and some new jokes, in-jokes, and secrets have been scattered throughout! We have also done work on the Kobold path, including replacing some kobolds with rats, thinning out some spawn numbers, and adjusting some aggro settings. Players should also no longer find themselves needing to run the kobold path a second time based on the state of Jeets' and Malicia's dialog.
  • Meridia
  • Clicking on the door in Meridia to The Shroud no longer tries to teleport you to Ritual Sacrifice.
  • Ravenloft
  • Typos have been fixed in Raven's Bane.
  • The Red Fens
  • Into the Deep - Fixed several sections of this dungeon that did not get their proper stat pass in Update 51.
  • The Soul Splitter
  • Soul Survivor - Captain Loren d'Lyrandar has undergone an avatar update.
  • Vault of Night
  • Fixed Veil's awkward appearance in "The Prisoner" Quest on difficulties other than normal.
Races
  • Tiefling Infernal Resistance no longer drops on Death.
Spells
  • Fixed an issue with spells that appeared "inside" of enemies when they were hard targeted that would cause the target to fail for the enemy. This fixes spells like Holy Smite, Chaos Hammer, Flame Strike, and others that are hard target spells.
  • Lionheart and Reincarnate now properly take the Eschew Materials metamagic feat.
  • Fire Seeds, Ice Flowers, and Burst of Glacial Wrath now take appropriate metamagic feats.
  • Blur is back to being a 20% bonus.
  • Meteor Swarm has had its screen shake and flash effect reduced.
  • Acid Well now respects range limits for effects like Epic Defensive Fighting.
  • Prismatic Strike's Daze is now an actual Daze effect instead of a stun effect.
  • Tenser's Transformation no longer removes Eldritch Knight's Shield Proficiency upon removal.
  • Spells should no longer block projectiles.
UI
  • There are three new UI options:
  • Show Filigree Descriptions (Default: On): When active, Filigree in items display their descriptions and when inactive only names are shown.
  • Show Uncompleted Sets (Default: On): When active, set bonuses display both set bonuses you have active and bonuses that are inactive. When off, only active set bonuses are displayed.
  • Prevent Heal Soft Targeting (Default: On): This toggle forces your healing spells to use your hard target or self-target and not your soft target.
  • Several small adjustments have been made to Filigree and Set Bonus displays to make them easier to read.
  • The Spell Selector window (for spells such as Teleport and Fire Shield) now remembers its position.
  • The Quest Selection UI now spells Receive correctly in its tooltips.
  • The Examination window now remembers its position.
  • There is a new button to Delete All Confirmed Mail. Note that this will not function if any mail in your Confirmed tab has any attachments.
  • The Empty Slots field of the sorted inventory panel now matches its background area better.
  • The Reincarnation UI no longer tells you that Iconic Heroes must be level 28.
  • Epic Hearts of Wood no longer tell you that you need Karma to Epic Reincarnate.
Miscellaneous
  • Improved how the quest system reveals an objective when a monster is near a player in an effort to improve game performance.
  • A change has been made that adjusts dungeon event processing for certain objectives in an effort to improve game performance.
Known Issues:
  • The new dungeons and raid in the new adventure pack "Hunter and Hunted" do not have their proper experience set yet. The XP for running these quests will increase in the near future.
Dungeons & Dragons Online® - Cordovan
Black Friday Sales Have Arrived!

Available through Monday, November 29th:

DDO Store:

Heroic and Epic Otto's Boxes!
Tenser's Weapon Box!

Double Bonus Points Plus is back!

Get twice the Bonus Points in the DDO Store along with a Lesser or Greater Elixir of Discovery through Monday, November 29th!

Black Friday Deals Continue:

75% off Heroic True Hearts of Blood
50% off Monster Manuals
35% off Sentient Toolkits
Available through Monday, November 29th!

Also on sale:


Dress to Kill! Get 25% off:
Mirrors of Glamering
Bypass Timers
Select Cosmetic Outfits
Hats, Helmets, and Hair Dyes
Now through December 2nd!

Weekly Coupon

Lasting Potion of Resist Sonic (+20) x5
Coupon Code: PEACEANDQUIET
Now through December 2nd!

Don't Forget: DDOQUESTS2021

Get all of our currently-available adventure packs for FREE through December 31st, 2021! Use the Coupon Code DDOQUESTS2021 through Redeem Code in the DDO Store (1/Account).
Read more at DDO.com/ThankYou!
Dungeons & Dragons Online® - Cordovan
Update 51 has arrived and brought with it big changes to Epic Destinies and more! Our release notes for Update 51 are huge, so rather than copy them here we'll direct you to the release notes section of DDO.com: https://www.ddo.com/en/update-51-release-notes-page-1



Dungeons & Dragons Online® - Cordovan
Update 50 Release Notes

Here are the Release Notes for Update 50: Sinister Secret of Saltmarsh, released on Wednesday, August 4th, 2021.

Of Special Note:

Sinister Secret of Saltmarsh

Unravel the mystery and rumors of strange happenings to save a remote seacoast town in Dungeons & Dragons Online: Sinister Secret of Saltmarsh. Explore the marshlands and fight new enemies, brave a desolate, haunted mansion, and uncover the true secrets of Saltmarsh! Click here to learn more and purchase the mini-expansion! Includes ten dungeons and a wilderness adventure area. Quests are level 3 on Heroic difficulty and level 32 on Legendary difficulty. Get started by speaking with the NPC Val Arkalamnash in the Gatekeeper's Grove!

NOTE: No claim ticket is provided in your inventory after purchase. Instead, travel to the Snapping Line Inn and speak to the NPC Garthalmor to get your items. The Snapping Line Inn can be accessed from the Gatekeeper's Grove, which is located in The Harbor of Stormreach.

VIP Rewards!

VIPs who log in between now and Sunday, September 5th, 2021 at 11:59 PM Eastern (-4 GMT) will be flagged to receive a Saltmarsh VIP Elixir of Discovery! Your characters will receive claim tickets in their inventory which can be turned in with Gathalmor, an NPC in Saltmarsh. This NPC can be accessed as long as you own a Standard, Collector, or Ultimate Fan edition of Saltmarsh. Read more about this promotion in our Sinister Secret of Saltmarsh FAQ.

News and Notes:

Read our full release notes on DDO.com here: https://www.ddo.com/en/update-50-release-notes
Dungeons & Dragons Online® - QuartermasterU
The Dragonborn Arrive, in DDO's Update 35: Dawn of the Dragonborn.

The Dragonborn come to the shores of Xen'drik, for The Prophecy demands it. The Dragons of Argonesson send their bravest, boldest, and strongest to fulfill their legacy. Be one that takes up this challenge, to fulfill The Prophecy, and show the world of Eboron what it means to have fire in your heart!

New Race!
New Adventures & Raid!
New: Racial Reincarnation!

Want to learn more about the update? Check out the release notes:
Release notes
...

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