Dungeons & Dragons Online® - Cordovan
Update 66 Release Notes

Here are the release notes for Update 66: Rise of the Dragon Lord, released on Wednesday, February 28th, 2024.

Of Special Note:

The Year of the Dragon Arrives! First Gift: Dragon Lord Archetype!

We're celebrating 50 Years of Dungeons & Dragons with giveaways every month! For this month, a new fighter Archetype is now available. Dragon Lord fighters forgo the use of a shield to focus on offensive tactical combat mixed with potent draconic abilities, and they empower and protect allies with auras while destroying foes with the roar of a dragon! See the full list of abilities and benefits in the release notes below.

Now through March 26th, 2024 all players can acquire the Dragon Lord archetype for FREE by visiting the dragon Xatheral in the Eberron Hall of Heroes! The Dragon Lord archetype will continue to be free to VIPs after March 26th, and available in the DDO Store as well. NOTE: VIPs must speak to Xatheral to claim the Dragon Lord from February 28th through March 26th. VIPs will be able to make a Dragon Lord after March 26th without speaking to Xetheral once the Year of the Dragon promotional period for Dragon Lord has ended.

Read more about our entire Year of the Dragon celebration on DDO.com!

The Anniversary Event begins!

Happy 18th Anniversary Dungeons & Dragons Online! The Anniversary Event has returned to House Phiarlan through March 12th! Last year's anniversary gift, the Dark Armor cosmetic, has been added to the list of Anniversary Event rewards. Additionally, some adjustments have been made to the quest to reflect the prior year and future hints. Find the portal to the Anniversary Event next to Gnoa Bn'for near the Phiarlan Chapterhouse.

News and Notes:

Due to space limitations on Steam, the full release notes are available to read on DDO.com: https://www.ddo.com/update-notes/ddo-update-66-release-notes
Dungeons & Dragons Online® - Cordovan
A Look at 2024, The Year of the Dragon – Producer's Letter

Greetings Everyone! 

Today I wanted to tell you about some of our plans for the year in Dungeons & Dragons Online. I hope you all had a fantastic 2023, and that you’re ready for even more adventures. I’m having a bit of adventure myself at the moment due to a winter storm, writing a draft of this Producer’s Letter in the dark by candlelight, with one of those old timey writing things ... a pen and some paper.

In a way it’s kind of thematically appropriate; it has me thinking about when I used to write D&D adventures by hand for my friends. It’s been nice to pause and reflect on those endearing D&D moments, because it is the 50th anniversary of Dungeons & Dragons! That’s half a century of people lovingly making their character builds, their campaigns, and playing with their friends. And yeah, sure, a lot of tools and technologies have changed in 50 years, but what hasn’t changed is the passion and creativity of everybody who loves D&D. That’s a huge reason why it has endured. As luck would have it, the 50th anniversary happens to fall on the lunar year of the Dragon! How fantastic is that? So that means we’re going to celebrate big. Dragon big! 

I am pleased to announce that starting at DDO’s Anniversary in February we will be rolling out a yearlong celebration in honor of D&D’s 50th Anniversary!  From free gifts to new features, each month during our Year of the Dragon celebration there will be something exciting for our players. Be sure to check in with us on February 7th when we will reveal what each month’s Year of the Dragon surprise will be! The fun starts during DDO's 18th anniversary on February 28th. As a hint to how this starts, the first surprise will be a dragon themed archetype. The “Year of the Dragon” celebration will last all the way until next year’s anniversary.   

To help get your friends and family ready for the Year of the Dragon, I’m also pleased to announce the return of a special coupon code that can be used to get a ton of free quest packs! Use coupon code: FREEDDO2024. (Available through 11:59pm Eastern (-4 GMT) Sunday, February 11th 2024.)

Learn more about all the quest packs that this code grants and how to apply the code here!

In addition, we have lots of other excitement planned in 2024. Here’s an early sense of what those updates will entail: 

By popular demand, our next major Expansion in the summer will take place in a fan favorite D&D location: Myth Drannor! It is among the more infamous places in the Forgotten Realms and we’re very excited to bring it to life! The level cap will increase to 34, and I’m looking forward to one of Myth Drannor’s hallmarks: Wild Magic areas. Myth Drannor is a place where opening yourself to chaos can allow you to tap into greater power.  It’s that power that has attracted the Red Wizards of Thay. Players will need to explore both the ruins of Myth Drannor, and interfere with the plans of the Red Wizards.  It’s the quintessential D&D and dungeon delving environment. Presale for the Expansion will start in June. 

In addition to two quest packs this year and our Expansion, there will also be a Dynamic Event with quests to unlock. Dynamic Events differ from our seasonal festivals in that while they are limited time activities, they are focused heavily on serious story narrative and DDO canon, and some aspects of them don’t repeat once the DDO community has advanced the story. They’re also meant to have elements that let players experience the event together, with collaboration and peer information sharing. After reviewing feedback on the Illithid Invasion, this Dynamic Event will be inclusive of all character levels since the Illithid Invasion was fairly end game focused. It will take the place of our Hardcore season so that all players can participate. We're anticipating that the event will be some time in the fall, though Dynamic Events may not always be during fall going forward. 

With the necessary Store infrastructure upgrades completed last year, we’ll also be looking to roll out the updates to the VIP program in the spring this year. We’ve made changes to the proposed rewards based on player feedback, and we’ll bring more information on the VIP program soon.  

We’ll update Crystal Cove and Night Revels to support the higher-level cap, and Night Revels will also get a new dungeon this year.  

If you’re new to the game, or returning after a little break, I just want to take a quick moment to recap some of the more recent features and excitement that have been added to DDO for you to enjoy:



We took players behind the scenes of dungeon making, and even let them help us decide what to build, with a new dungeon called “Catastrophe”. It’s a free quest, and you can also watch the behind-the-scenes video episodes about the making of it on our YouTube Channel. We plan to be at PAX East again this year, and more information about that will be announced soon. 

We’ve continued to expand our selection of Class Archetypes, adding Blightcaster, Dark Hunter, and Acolyte of the Skin. Archetypes have added some fresh play options, so we’re going to continue to add more types of them to the game in different ways. Some will be free, some will be paid, but all will bring new ways for people to shake up their character build dynamics. 

Several pieces of long time DDO content received a sprucing up and higher-level treasures added to make them playable at broader level ranges, including the Chronoscope, Deception in Stormreach, and Attack on Stormreach. 

Players recently worked together to successfully unlock a new set of tough dungeons in Sharn. While the live event is over, the quests that were unlocked are still available for everyone to play for free. These are some of the hardest quests we’ve had for a while, so see if your character has what it takes to best the Illithids there! 

A new treasure modification feature was added to the game known as the Deck of Many Curses. The cards for it first appeared in our aforementioned challenging Illithid Invasion dungeons. During Festivult, a curse introduced the cards to more places in game, and we’re going to go ahead and keep the card drops in the Legendary sagas. 

We have even more fun things planned in 2024, so check back with us regularly to see what’s new throughout the year! We’re so glad to have you with us, thanks for reading and we’ll see you in game! 

Amanda “Tolero” Grow 
Dungeons & Dragons Online® - Cordovan
Update 63.1 Release Notes

Here are the release notes for Update 63.1, released on Wednesday, November 8th, 2023. 

News and Notes:
Bug Fixes:
  • Special shield priests now make their allies ethereal in "Pilgrim's Peril" when shielding them to prevent players from getting stuck in a corner by invulnerable enemies. This also applies to enemies being resurrected.
  • The recipe for creating a Deck of Many Curses now shows the correct card icons, and the tooltip shown when hovering over the icons now shows the correct number of cards required.
  • Fixed a typo in the description of The Curse of the Sentient's Meal. This Curse now also properly increases the value of the item it is applies to by 100,000 platinum. 
  • Questgivers for the Illithid Invasion now properly recognize the state of the event when a new instance of the Sharn Clifftop Towers District opens. 
  • Fixed an issue in "Astral Ambush" where some coins that were meant for decoration were hovering in the air
Dungeons & Dragons Online® - Cordovan
Update 63: Illithid Invasion Release Notes

Welcome to the release notes for Update 63: Illithid Invasion, released on Wednesday, November 1st, 2023.

Of Special Note:

The Illithid Invasion begins!

From the vastness of the Astral Plane, an ancient hunger descends upon Eberron...

Take part in a one-time event across Dungeons & Dragons Online! The game needs YOUR help to stop the Illithid Invasion! Powerful and unusual Illithids are on the prowl throughout the world. Update 63: Illithid Invasion is a limited time event in which you'll scour Reaper difficulty dungeons throughout the game to locate these powerful invaders! Defeating these threats unlocks new quests that hold the key to ending their sinister plan! The dungeons stick around after the event, but the invasion starts (November 1st/happens NOW!) Join the fight today!

As part of Update 63 players can unlock four extreme challenge dungeon quests:

  • Pilgrims' Peril
  • Stolen Power
  • Horde of the Illithid Controller
  • Astral Ambush

These quests are all level 34 and only available on Legendary difficulty. Speak to a Twelve wizard named Omryn Cedarbrook in the Clifftop Tower District of Sharn to learn more! Other NPCs will be located near Omryn as the dungeons become available.

News and Notes:

The Deck of Many Curses
  • Collect cards to make Decks, then use those decks to apply mysterious Curses to your equipment! Cards from the Deck of Many Curses can appear in end chests throughout Update 63's Illithid Invasion quests.
  • Once you have enough cards, click on a card to open a UI that allows you to turn 12 of each card type into a Deck!
  • Cards are unbound, and Decks are Bound to Account.
  • Click on a Deck to open a UI that allows you to add a random effect to an item of your choice! The item must be unequipped.
  • Adding a Deck effect to your item does not impact its minimum level or ability to be equipped.
  • A special Card of Curse Cleansing can appear very rarely in almost any chest throughout the game! This card removes an applied Curse from the Deck of Many Curses to an item, allowing the item to receive another Deck effect.
  • Deck effects cannot be placed onto Cosmetics, Wands, Scrolls, Quivers, or Ammunition.
Bug Fixes:
  • Wrack Construct in Battle Engineer now correctly does +10/20/30% damage.
  • Shadowdancer Core 4 now works correctly with Trap the Soul.
  • Fixing apothecary new t4 to reduce spell costs correctly.
  • Falconry's Tier 2 Sprint Boost now states its correct percentage.
  • Light and Dark is now correctly 3 rank.
  • Holy Smite/Chaos Hammer/Unholy Blight/Order's Wrath from Divine Disciple upgrade now works on Mephits.
  • The first core of Divine Disciple's dark side no longer locks out Core 20 capstones.
  • A typo has been corrected in Avenging Cleave.
  • Feat descriptions from Knight of the Chalice have been removed.
  • Occult Slayer's antimagic action boost now works with things that proc on action boosts.
  • The buffs from the Flasks of Icy Coffee are now dispelled via Rest.
  • The scaling version of Improved Deception now correctly boosts your Bluff and not your Hide skill.
  • Items with Disease Guards now more reliably drop with those Disease Guards correctly attached to the item.
  • New copies of Vinelasher Bracers and Legendary Vinelasher Bracers have a correctly scaling Improved Deception effect.
  • The Dinosaur Bone Greatsword has done a flip and now faces the correct direction.
  • Secret chests from Vecna Unleashed no longer give you a Fire Elemental Essence.
  • You can now break breakables while under the effects of Fiendish Symbiosis.
  • Several icons have been corrected in Blightcaster.
  • Corrected an icon in Primal Avatar.
  • Holy Retribution now properly scales with Melee and Ranged Power, and the ranged version now correctly restores Smite Evil charges.
  • Dusk Surge in Legendary Dreadnought now properly restores Action Boosts with ranged weapons.
  • Ear Smash is now a +10/20/30% damage scalar.
  • Law of the Divine in Divine Crusader now scales correctly with Melee and Ranged Power.
  • Tabaxi's bonus trip DCs for quarterstaff now correctly increment.
  • A player with the Rune Arm proficiency destiny ability will no longer just lose their offhand sometimes.
  • Fixed a typo in Blight Wolf's tooltip.
  • Fixed a typo in the capstone of Eldritch Knight (both Sorcerer and Wizard.)
  • Some typos in the Legendary Dreadnaught buff bar have been corrected.
  • Fixed a few material type issues on weapons; weapons in Morgrave University are no longer made from bone, for example.
Engineering:
  • Doubleshot now properly factors in all on-crit effects to multiply their damage values.
  • Sentient weapons should no longer fit into any recipe that could destroy it.
Dungeons & Dragons Online® - Cordovan
Update 61: Vecna Unleashed Release Notes

Here are the release notes for Update 61: Vecna Unleashed, released on Wednesday, August 16th, 2023.

Face the Power of Vecna!

Experience the Thrilling Climax of The Codex of the Infinite Planes Saga! High amongst the Sharn city of Towers, something sinister is afoot in the halls of Morgrave University. The Codex of the Infinite Planes has escaped to the academy, and with it comes the dark presence of Vecna and his cult. Now with the university's vast collection of rare and powerful artifacts under their control, the destiny of not just Sharn but the entire Eberron plane hangs in the balance. Do you have what it takes to stop Vecna before he claims your universe for his own? Prepare to explore new areas, face perilous enemies, and uncover dark secrets in Vecna Unleashed!

Unleash the power of the Machrotechnic with a new Epic Destiny, battle powerful creatures that have been unleashed amongst the halls, and experience new dungeons that will push you and your group to the limit! The latest Dungeons and Dragons Online expansion, Vecna Unleashed, is available to purchase now!

Learn more on DDO.com!



Includes 13 Dungeons and a new raid (raid coming soon!)  To acquire any of your purchased items, speak to Makraal in the Clifftop Tower District of Sharn. Enter the Morgrave University Air Shuttle nearby to travel to Morgrave University! Access Vecna Unleashed content through the air shuttle by traveling to Upper Morgrave University. Ultimate Edition purchasers of Vecna Unleashed can travel to Upper Morgrave University using their teleportation item. Players can travel to the Clifftop Tower District by accessing Sharn through their Sharn teleportation item, or through the docks in The Harbor.

News and Notes:

Balance Adjustments:
  • We've adjusted 13 distinct features across 7 classes and 2 universal trees to provide a larger holistic set of changes meant to intrigue character builders and shore up some statistical weaknesses. These adjustments include Action Point cost reduction, Cooldown reduction, and generalized buffs meant to bring up underused specs and add excitement across the board.
  • Harper Agent
  • Cores 1, 6, and 18 now give +1 To-hit and Damage and not just hit/damage versus Evil.
  • Core 20 now gives +2 to all ability scores, +1 hit/damage, +5 hit/damage vs Evil, and +20 Universal Spell Power.
  • Weathered Traveler Tier 1 now gives 2/4/6 Energy Resistance.
  • Swashbuckler
  • Battering Barrage cost reduced from 2/rank to 1/rank.
  • Thread the Needle now gives +5% to-hit (percentage bonus based on precision) while Precision is toggled on.
  • Warchanter
  • Spinning Ice, Frozen Fury, and Skaldic Scream now use the highest of Dexterity, Charisma, or Strength for their DCs.
  • Their DCs are now (0x bard level / 1/2 bard level / 1x bard level) and (10/12/14) (Skaldic Scream is 1x bard level and 14.)
  • Spinning Ice is now a 3/4/5[W] Cleave.
  • Northwind's cost has been reduced from 2/rank to 1/rank.
  • Sorcerer Savant
  • Tier 5 Actives scale with highest of Charisma or Constitution, and not just Constitution.
  • Earthen Armor (Tier 4 Earth Savant) is now +3/+6 Armor Class.
  • Ninja Spy
  • Tier 2 and Tier 4 Dark Ki upgrades now grant +1 to hit and +2 to damage to match similar enhancement lines.
  • Tier 5 Touch of Despair now grants +3 To-hit and +3 to damage to match similar enhancement lines.
  • Shintao
  • Tier 2 and Tier 4 Light Ki upgrades now grant +1 To-hit and +2 to damage to match similar enhancement lines.
  • Henshin Mystic
  • Lighting the Candle now applies the fire portion of its imbue to Ki Spells.
  • Class: Monk
  • Quivering Palm has a new DC formula: DC 10 + monk level + highest of Dex or Wis mod + assassinate bonuses.
  • It also now gains +4 DC on a failed saving throw.
  • Known Issue: The DC boost portion of Quivering Palm is currently granting +2 DCs instead of +4
  • Assassin
  • All of the active poison attacks up the line are now +3W, use full rogue level for their DCs instead of half, factor in assassinate bonuses for their DC, and now make certain enemies that would be immune to poison, weak to poison.
  • Ice Chill = Undead
  • Heartseeker = Elementals
  • Soulshatter = Outsiders
  • Vistani
  • Kukris now function with this tree, with the exception of the core 12, which only gives +1 multiplier (this keeps them in parity crit-wise with daggers as they naturally have +1 threat range over them.)
  • Archmage
  • Master of Magic (Core 20) now also grants +20 Universal Spell Power, and increases from +2 Intelligence to +4 Intelligence.
  • Efficient Metamagics have their Action Point cost reduced from 2 to 1, since AM having metamagics be good seems flavorful.
  • Spell Penetration has its AP cost reduced from 2 to 1.
  • Energy of the Scholar has its AP cost reduced from 2 to 1, matching other trees.
  • Cores 12 and 18 now grant a generic +1 to caster level and max caster level.
  • Vanguard
  • Stunning Shield cooldown reduced to 45/30/15 seconds.
  • Shield Rush cooldown reduced to 40/30/20 seconds.



Bug Fixes:
  • Ravager's Laughter now reliably adds Fury to your character.
  • The Challenge XP panel is no longer a string table error.
  • Consecration now heals Hirelings (note: this note was erroneously in U60 release but is actually here.)
  • When you have items in the Store queue and clear the queue, the queue icon now properly clears itself from you when the queue is empty.
  • Lighting the Candle's buff now has the correct text for real this time.
  • Fixed a mess of errors and typos in the tavern keepers logic in The Harbor
  • Augmented Summons Feat from temporary sources will now work on Hirelings.
  • The Augmented summon buff will no longer be stripped from Hirelings when they die.
  • Various summon enhancements from the warlock enlightened spirit tree and magus destiny will now work on henchmen again and also not be stripped on death or rest.
  • Knock down animations on pixies will no longer blip.
  • Caster Level scaling should now work as expected on all Rune Arm shots.
  • Huge Black Puddings can no longer subdivide into 8 slimes, and now have a maximum subdivision of four.
  • The third tier of Morgrave University Favor now grants +2 Saves versus Magical Beasts.
  • Equipping a Rune Arm should no longer hide your main hand weapon.
  • Archmage's Heighten Metamagic no longer erroneously requires character level 12
  • Shield Specialization line's damage bonus is now visible to the player.
  • Nature's Protector's natural armor bonus now correctly stacks.

General Changes:
  • Tomes of Learning and Epic Tomes of Learning (both Greater and Lesser) have been upgraded and now check each tier of difficulty independently to determine if you are "repeating" a quest. This means that completing a dungeon on Heroic will not count as "completed" for the Epic tome, so you'll be eligible for the Tome's first time bonus again separately.
  • A set of performance updates have been applied to the game that affect combat bonuses, spell casting, login times, and regen in public spaces in an effort to reduce generalized and gameplay lag.
  • Dretches will now pitch goo a little more frequently when being kited.
  • Enemy casters will have a longer cooldown when casting Comet Fall to make it less spammy.
  • The Legendary Dread Isle's Curse set now correctly lists its Profane Attack and Damage bonus value in its tooltip.
  • The volume of combat music in Fables of the Feywild and Sinister Secret of Saltmarsh has been lowered.

UI:
  • You can no longer move the Rune Arm Charge UI. This change corrects an issue that was making it sometimes difficult to attack while charging a Rune Arm.
  • The DDO Store logo has been shifted so it no longer blocks interaction with header links when purchasing subscriptions.

Dungeons & Dragons Online® - Cordovan
Update 60 Release Notes

Here are the release notes for Update 60, released on Wednesday, July 26th, 2023.

Of Special Note:

The Pre-purchase for Vecna Unleashed has arrived!

Face the Power of Vecna! Experience the Thrilling Climax of The Codex of the Infinite Planes Saga!

High amongst the Sharn city of Towers, something sinister is afoot in the halls of Morgrave University. The Codex of the Infinite Planes has escaped to the academy, and with it comes the dark presence of Vecna and his cult. Now with the university's vast collection of rare and powerful artifacts under their control, the destiny of not just Sharn but the entire Eberron plane hangs in the balance. Do you have what it takes to stop Vecna before he claims your universe for his own? Prepare to explore new areas, face perilous enemies, and uncover dark secrets in Vecna Unleashed!

Unleash the power of the Macrotechnic with a new Epic Destiny, battle powerful creatures that have been unleashed amongst the halls, and experience new dungeons that will push you and your group to the limit! The latest Dungeons and Dragons Online expansion, Vecna Unleashed, is available for pre-purchase now! Get immediate access to the new Macrotechnic Epic Destiny with any edition of Vecna Unleashed!

Get more information about Vecna Unleashed on DDO.com.

News and Notes:

General Balance and Gameplay Changes:
  • The Legendary Curse of Agony now has a maximum duration of 60 seconds.
  • The pause at the end of tumbling with the Experimental Tumble Controls has been removed, allowing for a seamless Dodge experience.
  • There is now a dance for Raptor and Panther mounts!
  • We've done some adjustments to the flow of the early game involving taverns in The Harbor. Tavern keepers in The Harbor can now be asked for "Quest Leads" and grant vector quests leading to the various quests around The Harbor. There is also a bit of info about favor and the compendium there. To get started, talk to the barkeeps in the Wayward Lobster or the Leaky Dingy.
  • We are updating Dungeon Alert to put some bite back into the system, which has not scaled well against ever-increasing player power over the years.
  • If Red Alert is maintained for 30 seconds uninterrupted, a new Purple Alert will now trigger.
  • On Purple alert all enemies will gain True Seeing, similar to how bosses have it.
  • On Purple Alert all enemies will gain 25% Dodge Penetration and a very large to-hit bonus while flanking (the enemy is behind you).
  • On Purple Alert enemies who have been Crowd Controlled will break free in six seconds, and will break free faster for every time they are crowd controlled.
  • Defeating enough enemies to leave Red alert while in Purple will cause alert to immediately shift to Orange. If you go back up to Red from Orange, maintaining Red for another 30 seconds will cause you to go back up to Purple. Don't ignore Red Dungeon Alert!
  • Movement speed bonuses have been increased for all Dungeon Alert levels by about 20% for enemies that are CR 10 and higher.
  • We are aware some content has some trigger issues and we are working through the feedback we've already received.
  • Slaads will no longer spam throw boulders while sliding, but have now also remembered they have tongues!
  • Exalted Whirlwind and Avenging Whirlwind now work with Be The Whirlwind.
  • Acid volumes now scale with level and difficulty. This makes them less lethal at low level but more dangerous at high level.
  • The following Favors should now Grant Rewards:
  • If your character has passed the Threshold, speak to the respective Favor NPC and you should be granted the Feat.
  • Below is the list of Awarded Feats:
  • Gatekeepers: 700 Favor: +2 Saves Versus Extraplanar Creatures
  • Keepers of the Feather: 240 Favor: +2 to Listen and Hide Skills
  • Summer Court: 180 Favor: +2 to Diplomacy and Perform Skills
  • Morgrave University: 150 Favor: +5 Hit Points

Bugfixes:
  • Players impacted by a recent bank space expansion error should now be fixed, and are now able to purchase the full bank upgrades.
  • The Wrathful Weapons weapon tooltip now has accurate text.
  • Titania's Glory now references the correct helmet in its description.
  • Corrected a misspelled Tiefling in Devil Assault.
  • A typo in Soul Survivor's quest journal text has been fixed.
  • Fixed a typo in When There's Smoke's objective text.
  • Fixed typos in Olyn Araphyr's dialogue.
  • The Stone Giant walking around Gianthold has remembered how to use his legs again and will no longer hop along his path at a jaunty angle.
  • Frogo now has ladder climb animations.
  • Removed bad tooltip info from an Enlightened Spirit ability.
  • Heroic, Epic and Legendary ancient Vulkoorim Daggers now have their proper material.
  • Pack Aptitude now properly grants its +6 bonus, and its tooltip has been corrected.
  • The tooltip in Morninglord enhancements for Sunburst has ben fixed.
  • Flurry of Blows now grants its Dodge bonus at its correct levels.
  • If you gained Flurry of Blows via Sacred Fist levels, the Dodge bonus is now correctly based off your Paladin level and not Monk level.
  • The set bonus effect of the Menechtarun Scavenger set has been fixed.
  • Some Collectable turn-in NPCs have had their descriptions fixed.
  • Combat Brute no longer sticks to your weapon forever.
  • Maiming found on randomly generated and named items now correctly only triggers on a critical hit.
  • Metalline Bond now displays on your weapon properly.
  • The Silverscale augment now has a more accurate tooltip.
  • Tooltips on Proof against Poison and Disease Augments have been fixed.
  • Laughter's Melee Power now applies more reliably.
  • Hallowed items are now correctly Enhancement typed bonuses and not Sacred typed bonuses, and also boost the correct stat.
  • The exit in Haverdasher is now named The Harbor instead of The Marketplace.
  • Consecration now properly heals hirelings.
  • Corrected a text error in Lightning the Candle's buff.
  • The Power Word spells are now correctly listed as Enchantment spells.
  • Acid Bolt is now properly a conjuration spell.
  • Fixed the description of the Thorn Blade spell.
  • Vile Eruption now deals its correct damage through Earthquake.
  • Fixed description on Grandmaster of Oceans.
  • Fixed name of Rakhat's Trifle and other miscellaneous Rakhat text.
  • Fixed the description of Heal, Mass.
  • Diplomacy is now slightly less buggy!
  • Druid's Improved Dodge now has a % sign in its tooltip.
  • Arcane Tempest is less likely to get stuck on enemies forever.
  • Fixed a number of crowd control abilities that were not being properly counted as crowd control.
  • Uncanny Balance now has its correct prerequisites.
  • Stormsinger's Electrocution now correctly triggers from Cold spells, and boosts Cold Spell Power.
  • Distraction from Feydark Illusionist may now properly be used without breaking stealth.
  • Kelas' Volatile Mixture is no longer secretly acting like a throwing dagger instead of an Orb.
  • Transcend Darkness can now be properly trained.
  • Fixed the names of Transcend Darkness and Transcend Light to better match the abilities granted.
  • Blossoming Peace now correctly adds its stun to Orchard Blossom.
  • Burst of Glacial Wrath now properly takes the Embolden Metamagic.
  • Removed erroneous weird recipes from the Hunt or Be Hunted raid turn-in.
  • A typo in the Legendary Winter set bonus has been fixed.
  • Cruel Cut and Mutilate now apply reliably.
  • Steal Life Force's heal now properly scales with 150% Spell Power.
  • Multiclassing into Monk now properly allows you to take Spring Attack and Ten Thousand Stars at Monk levels 1 and 2.
  • Legendary Aim now applies correctly if you are using a Repeating Crossbow and/or a thrown weapon with something in your offhand.
  • Dark Hunter's Medium Armor boost from its 2nd core no longer applies 100% of the time.
  • Druidic Wild Shape items now work on all wild shapes not just wolf/bear variants.
  • Dark Hunter's Bleed the Weak now properly scales with Melee and Ranged Power.
  • Newly created copies of the Kundarak Delving Suit now have slightly different effects to avoid overlaps.
  • The 4th core in Ravager now gives its Maximum Hit Points

Enemy AI Changes
  • Monsters will now be better about dropping aggro against players they have no hope of catching, and dropping aggro against players who passed them by but were never primary targets and might be long gone. Note this does not effect the duration they'll contribute to Dungeon Alert, only killing them or waiting for the alert to cooldown will do that once they've aggro'd and added to the alert level.
  • Monsters will no longer try to path home when they drop aggro. Sometimes these paths could get very long and performance expensive. Monsters on landscapes will still leash normally which is the teleport they do with the little yellow stop sign when they get pulled too far off their spawn point.
  • Archer/Casters will generally try to run from you less often when you get close to them. These AIs when they got jammed into corners would spend a lot of time failing to find a good spot, and we feel it's not worth the server cycles. An Archer/Caster will still occasionally move away from you, especially when they first aggro, but typically won't spend cycles trying to maintain distance anymore. Mobs with baked in jump back animations will still do those behaviors though.

Macrotechnic Epic Destiny
  • The Machrotechnic Epic Destiny revolves around the following themes:
  • Defense (but not necessarily tanking)
  • Rune Arms
  • Electric, Sonic, and Repair/Rust Spellcasting
  • Cores
  • Core 1 (level 20): Maker's Touch: You gain the Magical Training feat. Each core of this tree grants +25 Maximum Spell points, +15 Maximum Hit Points, +5 Electric, Sonic, Rust, and Repair Spell Power, +5 Universal Spell Power, +5 Melee Power, and +4 Ranged Power. Each core also grants a +1 Epic bonus to all Spell DCs. This Epic bonus is a non-stacking bonus type.
  • Core 2 (level 23): Metamagic Capacitors: +15% Fortification and +3 to each Healing Amplification. Your Rune Arms now benefit from the Maximize, Empower, and Intensify Spell Metamagics if you own those feats. This does not cost Spell Points, and you do not need the Feats toggled on to gain their effects on Rune Arms.
  • Core 3 (level 26): Warding Inscriptions: +15% Fortification and +3 to each Healing Amplification. Your Ablative Armor spell now blocks 20 points of damage per caster level with no cap.
  • Core 4 (level 32): Armored Augmentation: +15% Fortification and +3 to each Healing Amplification. +15% Exceptional Bonus to Armor Class. Your Rune Arm caster levels now factor in bonuses from your Epic and Legendary Knowledge feats.
  • Tier 1 (req level 20):
  • Sprockets: +5/10/15 Repair Amplification. If you have the construct exemplar feat, you gain +10 Physical Resistance Rating
  • Solid Footing: +2/4/6 Armor Class and Physical Resistance Rating.
  • +1/2/3 Spellcraft and Use Magic Device. Your Rune Arms charge 5/10/15% faster.
  • Multiselector: Discharge (Epic Strike)
  • Galvanic Blast: Deals 1d6+6 Electric damage per Character level to enemies around you (Player-based Area of Effect). Cooldown 15 seconds, Costs 20 Spell Points.
  • Sonic Boom: Deals 1d6+6 Sonic damage per Character level to enemies around you (Player-based Area of Effect). Cooldown 15 seconds, Costs 20 Spell Points.
  • Mending Burst: You and allies around you (Player-based Area of Effect) are repaired for 3d6+6 Hit Points, plus an additional 1 per Caster Level (Max Caster Level: 35). This counts as a Repair Damage spell. Cooldown 6 seconds, costs 20 Spell Points.
  • Blast Shields: +2/4/6 Reflex saves, rank 3 no longer fail Reflex Saves on a 1.
  • Tier 2 (req level 20):
  • Fluidity: Your Armor and/or Body type no longer contributes to Arcane Spell Failure.
  • Radiant Prison: Target non-boss foe is sealed away for 8 seconds in an Unbreakable Forcefield with no save. In this Forcefield, they cannot act, but take 95% less damage and healing from all sources (except Untyped). 20 second cooldown.
  • Rune Arm Use: You gain the Rune Arm Use feat. Your Caster Level with Rune Arms is now based on your Character Level instead of your Artificer Level. If you already had the Rune Arm Use feat, +1 Stable Charge Tier.
  • Multiselector: Hammer
  • Lightning Hammer: This is chaos hammer but electric. Area of Effect.
  • Thunder Hammer: This is chaos hammer but sonic. Area of Effect.
  • Destiny Mantle: Animated Aegis: You create a small animated object that floats with you. While this Mantle is active, you gain +15 Repair Amplification, and you absorb 10% of all Force, Piercing, Bludgeoning, Slashing, Electric, Sonic, and Rust damage you take. This is increased to 15% if you are wearing a Rune Arm.
  • Tier 3 (req level 23):
  • Machrotech Spell Focus: Multiselector: +1/2/3 Evocation, Transmutation, Conjuration, or Abjuration DCs
  • Technique Drive: Multiselector:
  • Speed Drive: +2/4/6% Doublestrike and Doubleshot
  • Efficiency Drive: +3/6/10% Spell Cost Reduction
  • Flash Drive: +150/300/450% Threat Generation
  • Storm Core: +1/2/3 Rune Arm DCs. Rank 3: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power
  • Arcane Imbuement: +1/2/3 Imbue Dice 
  • Destiny Mantle Improvement: While you have Animated Aegis active, you gain +5 Physical and Magical Resistance Rating. If you are wearing a Rune Arm, gain +10 PRR/MRR instead.
  • Tier 4 (req level 26):
  • Galvanic Attunement: +10 Electric, Sonic, Rust, and Repair Spell Power. +10 Universal Spell Power.
  • Strike Drive: Multiselector: 
  • Ruin Drive: Your Epic Strike now disassembles enemy constructs, dealing Rust damage in a large AOE. If you are using the Repair Strike, this also applies a supercharged buff to you that decreases your metamagic costs for a short time
  • Blast Drive: Your Epic Strike now Stuns enemies struck, assuming they fail a save. If you are using the Shock strike, this also applies a supercharged buff to you that increases your movement speed for a short time
  • Dissonance Drive: Your Epic Strike now confuses enemies, assuming they fail a save. If you are using the Sonic strike, this also applies vulnerability to enemies
  • Boost Drive: Multiselector:
  • Spark Drive: Once per second, an enemy hit by your Rune Arm spells take an additional 1d4 bonus Electric damage per caster level. This scales with Spell Power.
  • Echo Drive: Once per second, an enemy hit by your Rune Arm spells take an additional 1d4 bonus Sonic damage per caster level. This scales with Spell Power.
  • Epic Improved Metamagic: Multiselector:
  • Maximize
  • Empower
  • Intensify
  • Destiny Mantle Improvement: Magical Recoil: +5 Electric, Sonic, Rust, Repair, and Universal Spell Power. While you have your Destiny Mantle active, firing a Runearm grants you spell resistance equal to your character level for 10 seconds.
  • Tier 5 (req level 30):
  • Enhanced Machrotech Spell Focus: +1/2/3 to all Spell DCs.
  • Critical Connection: +1 Critical Multiplier on a roll of 19-20 with weapons while wearing a Rune Arm.
  • Armor of Legends: the Epic Mage Armor feat's bonus is now untyped and grants you +1 AC per character level. You also gain a bonus based on your installed drives:
  • Speed Drive: +5% Action boost bonus to Attack Speed
  • Efficiency Drive: +5% Action boost bonus to Movement Speed
  • Flash Drive: +10 Action boost bonus to Physical Resistance Rating/Magical Resistance Rating
  • Ruin Drive: +10 Action boost bonus to Spell Power
  • Blast Drive: +3 Action boost bonus to Saves
  • Dissonance Drive: +3 Action boost bonus to Tactics
  • Spark Drive: +10 Action boost bonus to Energy Resistance
  • Echo Drive: +1 Action Boost bonus to Imbue Dice
  • Epic Moment: Shift into MAXIMUM OVERDRIVE. This grants you a 100% boost to Rune Arm Charge Speed and Cooldown Speed, a 50% reduction in Spell Cooldowns, a 30% Action Boost bonus to Attack Speed, and a 50% Action Boost bonus to Movement Speed for 30 seconds.
  • Destiny Mantle Improvement: Forcefield Generator: With your Animated Aegis Epic Destiny Mantle active, you gain +10% Insight bonus to Maximum Hit Points. While you have a Rune Arm equipped, increase this bonus to 20%.

Rune Arm Changes:
  • We are rebalancing Rune Arm shots throughout the game. We currently have around 20 Rune Arm shot types, which vary wildly in damage, number of hits, speed, spread, homing, and hitbox size. In this pass, we've standardized many things to make more Rune Arm types viable, bring in odd outliers, and make the user experience better.
  • The information below is sorted by Shot Type - Every Rune Arm with that Shot Type is affected by the listed changes.
  • The Rune Arm Charge UI is now moveable like other UI elements.
  • All Rune Arm shots now have a consistent projectile size. This should especially help ones like Light Spirals, which were so large they'd often impact the ground before actually shooting.
  • One of the biggest power disparities we tackled here is in AOE vs. Single(ish) Target Rune Arms. An example of AOE is Fire Blast, which is a cone that hits many enemies inside it. An example of Single(ish) Target is Salt Shot, which shoots 5 homing projectiles at a single target. That doesn't mean all of those will hit that target, or ONLY that target as things can get in their way, but they're single target most of the time.
  • We've made the target damage for Single(ish)-Target ones equivalent to what Salt, Knife, Ghost, Book, and Bee Shot are currently dealing (below called "New Single Target Curve"). Their damage has remained the same; other shots have come up to meet them.
  • Currently, these have similar damage curves. However, many of the AOEs only hit their target once, while the Single(ish)-Target ones can hit up to five times. Meaning the AOEs are doing 20% of the damage of Single(ish)-Target ones, sometimes less.
  • The damage on AOEs that do 1 hit to affected targets has gone up substantially across the board to put their damage at roughly half of what the Single Target(ish) ones do with the number of projectiles they fire at the same tier.
  • All Rune Arms that deal multiple damage types still do, we've just split the numbers to fit the new damage paradigm.
  • Breakdown By Shot Type:
  • Acid Bolt
  • Updated damage to New Single Target Curve
  • Changed shot spread to narrow
  • Increased projectile speed
  • Bee Shot
  • No changes (slow projectile speed remains as this one also delivers a DOT)
  • Book Shot
  • Increased projectile speed
  • Cold Bolts
  • Updated damage to New Single Target Curve
  • Increased projectile speed
  • Cannon Shot
  • Updated damage to something close to New AOE Curve, split across two damage types
  • Increased projectile speed
  • Electrical Blast
  • Updated damage to New AOE Curve
  • Electrical Lash
  • Updated damage to New AOE Curve
  • Increased projectile speed slightly
  • Added homing - This projectile does not explode on impact, but this change will fire it in the direction of your target instead of straight ahead.
  • Ghost Shot
  • Increased projectile speed.
  • Fire Blast / Corrupted Fire Blast
  • Updated damage to New AOE Curve
  • Exploding Fire Shot / Corrupted Exploding Fire Shot
  • Updated damage to New AOE Curve
  • Added homing
  • Increased projectile speed
  • Made hitbox significantly larger - This now matches other shot types, but we wanted to call it out because the hitbox on this one was SO SMALL before, especially without homing, that it... often just wouldn't hit anything.
  • Force Shot
  • Updated damage to New Single Target Curve
  • Changed shot spread to narrow
  • Increased projectile speed
  • Gold Shot
  • Updated damage to New Single Target Curve
  • Increased projectile speed
  • Knife Shot
  • Increased projectile speed
  • Light Spirals
  • This shot type actually works now, no longer immediately destroys itself while standing on the ground
  • Updated damage to New Single Target Curve
  • Increased projectile speed
  • Salt Shot
  • No changes
  • Trash Shot
  • This is our outlier. Trash Shot is currently doing around double the damage of the next-best Rune Arm in the game.We've adjusted the damage down and given it homing and better projectile speed. Its damage has been reduced by around half, putting it slightly higher than the New Single Target Curve to most targets.
  • It has four damage types, but very few will almost take all four - Poison and Rust are generally mutually exclusive against targets.
  • Each damage type here is slightly higher than 1/3 of the New Single Target Curve. If you manage to find a target that will take all four types of damage... Well, this Rune Arm will be good for that.
  • Added homing
  • Increased projectile speed
  • The following shot types have been updated from shooting (2/2/3/3/4) projectiles to (1/2/3/4/5) projectiles:
  • Cold Bolts
  • Electrical Storm
  • Ghost Shot
  • Gold Shot
  • Light Shot
  • Trash Shot now shoots (1/2/2/3/3) projectiles (previously 2/3/2/2/3).
  • Electrical Storm Rune Arms no longer erroneously have Electrical Lash Rune Arms' AOE properties.

UI and Engine Work:
  • You can now right click a party member in the party UI to send them a tell.
  • You can now move the Rune Arm Charge UI element.
  • The Experience Report window has gotten a slight overhaul!
  • No longer reports about bravery streaks (as that mechanic has been deprecated for several years).
  • Now contains less empty space.
  • Now reports starting Reaper XP accurately.
  • Now shows you the previously-hidden Reaper First Time Bonus to Reaper XP.
  • Now shows your estimated Reaper XP even if you haven't activated Reaper XP by killing 10 monsters yet.

XP Adjustments:
  • Bravery Bonus has been renamed Delving Bonus.
  • Conquest now has a ceiling of 100 Kills that will always trigger conquest bonus.
  • Many quests now have working conquest bonuses that didn't before.
  • Kill Thresholds for Aggression/Onslaught/Conquest are now at lower values of 25%/50%/75%.
  • Reaper First time bonus reduced to 45%. 50% of reaper's first time bonus has been moved into a new Delving Tier (Hard 50%/Elite 100%/Reaper 150%).
Dungeons & Dragons Online® - Cordovan
Now through April 23rd, 2023 you can enter a special Coupon Code through Redeem Code in the DDO Store in-game to unlock a trove of quests, raids, and adventure packs for free! This content will be permanently added to your account. EVERYONE can redeem the code, whether you are a free player, Premium, or VIP!

The Coupon Code is: DUNGEONCRAWL (1/Account, available to redeem through 11:59pm Eastern (-4 GMT) on April 23rd, 2023)

The coupon code grants the following quest packs:

  • Against the Slave Lords
  • Attack On Stormreach
  • Delera's Tomb
  • Devil Assault
  • Disciples of Rage
  • Dragonblood Prophecy
  • Harbinger of Madness
  • Haunted Halls of Eveningstar
  • Heart of Madness
  • Hunter and Hunted
  • Keep on the Borderlands
  • Peril of the Planar Eyes
  • Phiarlan Carnival
  • Reign of Madness
  • Secrets of the Artificers
  • Sentinels of Stormreach
  • Shadow Under Thunderholme
  • Shan-to-Kor
  • Sorrowdusk Isle
  • Tangleroot Gorge
  • The Catacombs
  • The Demon Sands
  • The Devil's Gambit
  • The Devils of Shavarath
  • The Dreaming Dark
  • The Druid's Deep
  • The High Road of Shadows
  • The Lost Gatekeepers
  • The Mines of Tethyamar
  • The Necropolis, Part 1
  • The Necropolis, Part 2
  • The Necropolis, Part 3
  • The Necropolis, Part 4
  • The Path of Inspiration
  • The Reaver's Reach
  • The Red Fens
  • The Restless Isles
  • The Ruins of Gianthold
  • The Ruins of Threnal
  • The Sharn Syndicate
  • The Soul Splitter
  • The Temple of Elemental Evil
  • The Vale of Twilight
  • The Vault of Night
  • Three-Barrel Cove
  • Trials of the Archons
  • White Plume Mountain and Other Tales

Additionally, enjoy a limited time sale on select Expansion quests in the DDO Store where you will be able to pick up the following items for only 99 points through 11:59pm Eastern (-4 GMT) April 23rd, 2023:

  • Masterminds of Sharn
  • Menace of the Underdark
  • Mists of Ravenloft
  • The Shadowfell Conspiracy

We are happy to have you here!

Sincerely,

The teams at Standing Stone Games





Dungeons & Dragons Online® - Cordovan
Update 58: Unlikely Heroes Release Notes

Here are the release notes for Update 58: Unlikely Heroes, released on Wednesday, February 22nd, 2023.

Of Special Note:

The Anniversary Event Returns!

Happy 17th Anniversary Dungeons & Dragons Online! The Anniversary Event is once again underway in House Phiarlan! This year's anniversary event dungeon features some fun updates, new rewards, and more. The Anniversary Event opens with the release of Update 58 and remains available through March 5th.

NOTE: To celebrate our 17th Anniversary we are giving away a free cosmetic armor! Players can pick up the armor by speaking with the Djinni in House Phiarlan. The armor can be acquired once per day per game world, and you can pick up the armor up as many times as you would like to during the Anniversary Event's run! If you missed last year's free gift, turn in Party Favors to select it from the prize list.

Celebrate DDO's Anniversary with 3 New Free Archetypes!

Three new Archetypes have been added to the game, free for everyone in honor of DDO's 17th anniversary!

  • Acolyte of the Skin
  • Blightcaster
  • Dark Hunter

Each of these Archetypes is automatically available to everyone when Update 58 is released. Get detailed information about each Archetype in the release notes.

New Free Dungeon!

A new free quest arrives with Update 58 called "Kill Ten Rats"! This quest is level 18 in Heroic difficulty and level 34 in Legendary difficulty. The Gatekeepers need trustworthy capable heroes to help them transport the dangerous and unpredictable artifact known as the Codex of the Infinite Planes. It must reach temporary storage at Morgrave University for safe keeping, but an unexpected threat arises! Get started by speaking with Frelda Brumlyn near the boat to Morgrave University in the Cliffside Docks District of Sharn!

Read the full Release Notes on DDO.com.


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
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