In development

'''This page aims at listing dev words on future updates of the game (as a kind of a WDA replacement). Feel free to contribute by adding your own finds.'''

Update 9
"April" according to producer Fernando Paiz, on PAX East interview.
 * lorehound.com video page
 * Direct link to video


 * Info gathered at PAX East 2011

New Races and Classes

 * "The Druid class will feature classic abilities, like shape-shifting, and we’re very excited about getting it out to players sometime mid next year." - Kate Paiz, gamebanshee.com


 * "The Druid has always been on our to-do list, but various reasons have prevented us from introducing it in the past. We are now revisiting it and it’s right up there near the top of our wish list. We also have a number of other classes we are seriously considering but nothing is set in stone at this time." - Ian Currie,


 * Tactical Feats
 * "Prestige enhancements are planned for fighters and paladins. Before that, however, the melee classes (especially fighters) will be glad to see an array of tactical feats made available to them." - Eladrin, Stratics dev chat

Feats

 * In Update 9, Improved Shield Bash will grant a 20% chance to make a secondary shield bash while attacking with a melee weapon.

Elven Arcanum
Elven Wizards will have an advantage at penetrating high spell resistance in Update 9. We're upgrading Elven Arcanum a little bit:


 * Elven Arcanum I
 * Benefit: Grants elven wizards a 20 point increase to spell points and +1 Spell Penetration. This enhancement requires at least one level of wizard.


 * Elven Arcanum II
 * Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 40, and an additional +1 to Spell Penetration, bringing the total bonus to +2. This enhancement requires at least two levels of wizard.


 * Elven Arcanum III
 * Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 60, and an additional +1 to Spell Penetration, bringing the total bonus to +3. This enhancement requires at least four levels of wizard.


 * Elven Arcanum IV
 * Benefit: Grants elven wizards an additional 20 spell points, bringing the total increase to 80, and an additional +1 to Spell Penetration, bringing the total bonus to +4. This enhancement requires at least eight levels of wizard.

PrEs
"We've got the Elemental Savants in Update 9, a couple of minor tweaks to a few others, and the next ones on the list I plan on after that are the Divine Avenger, Deepwood Sniper II, and Ninja Spy III." - Eldrin

"The three tiers of all four Elemental Savants are in Update 9." - Eladrin, DDO forums

Elemental Savants


 * Sorcerer Air Savant I
 * Prereqs: Level 6 Sorcerer, Storm Manipulation III, Charged Spellcasting I, Deadly Shocks I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell, Maximize Spell, or Least Dragonmark of Storm.
 * Cost: 4 AP
 * Benefit: You have focused your training on elemental mastery over lightning. You gain +2 caster levels when casting electrical and air spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting acid or earth spells. You gain 5 points of electrical resistance and bypass 5 points of electrical resistance of opponents. You can cast the Shocking Grasp spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Tumble skill.


 * Inherent Shocking Grasp
 * Benefit: You are able to cast Shocking Grasp as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)


 * Sorcerer Air Savant II
 * Prereqs: Level 12 Sorcerer, Sorcerer Air Savant I, Storm Manipulation V, Charged Spellcasting III, Deadly Shocks III, and any one of Spell Focus: Conjuration, Spell Focus: Evocation, or Lesser Dragonmark of Storm.
 * Cost: 2 AP
 * Benefit: You have continued to focus your training on elemental mastery over lightning. You gain an additional +2 caster levels when casting air and electricity spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your acid and earth spells. Your electrical resistance grows to 10 points and you now bypass 10 points of electrical resistance of opponents. You can cast the Electric Loop spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to electrical damage, an additional +2 bonus to the Tumble skill, and have a permanent personal Featherfall toggle.


 * Inherent Electric Loop
 * Benefit: You are able to cast Electric Loop as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)


 * Personal Featherfall Toggle
 * Benefit: You glide slowly through the air, taking no damage from normal falls. (At will.)


 * Awaken Elemental Weakness: Electricity
 * Benefit: You are able to curse an enemy, increasing electrical damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)


 * Sorcerer Earth Savant I
 * Prereqs: Level 6 Sorcerer, Acid Manipulation III, Corrosive Spellcasting I, Deadly Acid I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
 * Cost: 4 AP
 * Benefit: You have focused your training on elemental mastery over acid. You gain +2 caster levels when casting acid and earth spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting air or electricity spells. You gain 5 points of acid resistance and bypass 5 points of acid resistance of opponents. You can cast the Acid Spray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Balance skill.


 * Inherent Acid Spray
 * Benefit: You are able to cast Acid Spray as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)


 * Sorcerer Earth Savant II
 * Prereqs': Level 12 Sorcerer, Sorcerer Earth Savant I, Acid Manipulation V, Corrosive Spellcasting III, Deadly Acid III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
 * Cost: 2 AP
 * Benefit: You have continued to focus your training on elemental mastery over acid. You gain an additional +2 caster levels when casting acid and earth spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your air and electricity spells. Your acid resistance grows to 10 points and you now bypass 10 points of acid resistance of opponents. You can cast the Melf’s Acid Arrow spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to acid damage, an additional +2 bonus to the Balance skill, 10 additional hit points, and +2 stacking Natural Armor.


 * Inherent Melf’s Acid Arrow
 * Benefit: You are able to cast Melf’s Acid Arrow as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)


 * Awaken Elemental Weakness: Acid
 * Benefit: You are able to curse an enemy, increasing acid damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)


 * Sorcerer Fire Savant I
 * Prereqs: Level 6 Sorcerer, Flame Manipulation III, Combustive Spellcasting I, Deadly Flame I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
 * Cost: 4 AP
 * Benefit: You have focused your training on elemental mastery over flame. You gain +2 caster levels when casting fire spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting cold or water spells. You gain 5 points of fire resistance and bypass 5 points of fire resistance of opponents. You can cast the Burning Hands spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Intimidate skill.


 * Inherent Burning Hands
 * Benefit: You are able to cast Burning Hands as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)


 * Sorcerer Fire Savant II
 * Prereqs: Level 12 Sorcerer, Sorcerer Fire Savant I, Flame Manipulation V, Combustive Spellcasting III, Deadly Flame III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
 * Cost: 2 AP
 * Benefit: You have continued to focus your training on elemental mastery over flame. You gain an additional +2 caster levels when casting fire spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your cold and water spells. Your fire resistance grows to 10 points and you now bypass 10 points of fire resistance of opponents. You can cast the Scorching Ray spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to fire damage, an additional +2 bonus to the Intimidate skill, and a permanent fire guard effect (deals 1d6 fire damage to opponents that strike you in melee).


 * Inherent Scorching Ray
 * Benefit: You are able to cast Scorching Ray as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)


 * Awaken Elemental Weakness: Fire
 * Benefit: You are able to curse an enemy, increasing fire damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)


 * Sorcerer Water Savant I
 * Prereqs: Level 6 Sorcerer, Frost Manipulation III, Glacial Spellcasting I, Deadly Ice I, Sorcerer Energy of the Dragonblooded II, and either Empower Spell or Maximize Spell.
 * Cost: 4 AP
 * Benefit: You have focused your training on elemental mastery over ice. You gain +2 caster levels when casting cold spells and increase the maximum caster level of these spells by 1, but suffer -3 caster levels when casting fire spells. You gain 5 points of cold resistance and bypass 5 points of cold resistance of opponents. You can cast the Niac’s Cold Ray spell as a spell-like ability. You also gain a +2 bonus to saves against paralysis, poison, and sleep, and a +2 bonus to the Swim skill.


 * Inherent Niac’s Cold Ray
 * Benefit: You are able to cast Niac’s Cold Ray as a spell-like ability. (Cost: 1 sp, 3 sec cooldown)


 * Sorcerer Water Savant II
 * Prereqs: Level 12 Sorcerer, Sorcerer Water Savant I, Frost Manipulation V, Glacial Spellcasting III, Deadly Ice III, and any one of Spell Focus: Conjuration or Spell Focus: Evocation.
 * Cost: 2 AP
 * Benefit: You have continued to focus your training on elemental mastery over ice. You gain an additional +2 caster levels when casting cold and water spells, increase the maximum caster level of these spells by an additional 1, but suffer an additional -3 caster level penalty to your fire spells. Your cold resistance grows to 10 points and you now bypass 10 points of cold resistance of opponents. You can cast the Snowball Swarm spell as a spell-like ability. You also gain the ability to render an opponent vulnerable to cold damage, an additional +2 bonus to the Swim skill, and the ability to breathe water as if it were air.


 * Inherent Snowball Swarm
 * Benefit: You are able to cast Snowball Swarm as a spell-like ability. (Cost: 3 sp, 4.5 sec cooldown)


 * Awaken Elemental Weakness: Cold
 * Benefit: You are able to curse an enemy, increasing cold damage they take by 15%. This effect stacks with itself up to five times. (Cost: 5 sp, 20 sec cooldown, 30 sec duration - refreshing a stack restarts its duration)

"...And by "Divine Avenger", I meant "Angel of Vengeance". Sorry about that. Had Venging on the mind." 

Angel of Vengeance I: Will Provide a 20% additional damage to some divine spells,and have a defensive, debuffing aura. It was also mentioned that both Angel of Vengence I and II are coming out with Update 9. 

FvS Angel of Vengeance

 * Favored Soul Angel of Vengeance I
 * Prereqs: Level 6 Favored Soul, Favored Soul Smiting II, Favored Soul Energy of the Scion II, and any one of the following: Empower Spell, Maximize Spell, Heighten Spell, Spell Focus: Conjuration, or Spell Focus: Evocation
 * Cost: 4 AP
 * Benefit: The only thing stronger than your faith is the fire you use to burn away those who stand against the will of the gods. Enemies that strike you have a chance of suffering divine condemnation rendering them vulnerable to divine attacks, and you project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. You deal 20% additional damage with spells that deal fire, physical, or untyped damage, and can name an ally your 'Champion', transferring your shield of condemnation to them and damaging opponents that strike them in melee.


 * Shield of Condemnation
 * Benefit: Enemies that strike you have a chance of suffering divine condemnation, increasing their vulnerability to light and alignment-based damage by 20%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects.


 * Name Champion
 * Benefit: You name an ally your Champion. Several Angel of Vengeance abilities target your Champion. You can only have one Champion at a time, and it must be another player or a hireling in your party, or a monster which you have personally summoned.


 * Crown of Retribution
 * Benefit: You transfer your Shield of Condemnation to your Champion as long as they remain within your Aura of Menace. Enemies that strike your Champion while this is active also take 1d8+1 points of light damage from your divine wrath.


 * Favored Soul Angel of Vengeance II
 * Prereqs: level 12 Favored Soul, Favored Soul Smiting III, Favored Soul Energy of the ScionIII, Favored Soul Angel of Vengeance I, and one of: Silver Flame Exorcism, Unyielding Sovereignty, Undying Call, Bladesworn Transformation, or Vulkoors Avatar
 * Cost: 2 AP
 * Benefit: Your wrath against those who stand against you continues to grow. Your aura of menacenow lowers spell resistance by 2. You now deal xx% additional damage with spells that dealfire, physical, or untyped damage. You can create a small lanternarchon thathovers overyour shoulder, dammaging foes within your aura of meace with beams of light.


 * Summon Archon
 * Benefit: A small lantern archon hovers over your shoulder and attacks nearby enemies. This archon is indestructible, deals 1 tox/ caster level light damage every 2 seconds, and uses your light amplification effects for itslight beam attack. This archon will only attack enemies that have already been damaged by / and will not L not attack fascinated or hypnotized foes, and always attacks the enemy withthe fewest hit points in range. All threat generated by the archon is applied to you.

Sorcerer\Wizard

 * Earth Savant enhancements
 * Sorcerer_n_Wizard_enhancements_Update9

Spellcost reduction?
Eladrin

Lightning Bolt SP Cost: 12 Effect: A powerful stroke of electrical energy deals 4 to 6 electricity damage per caster level (up to a max of 40 to 60 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range. D&D Dice: Deals 1d3+3 electricity damage per caster level (max 10d3+30).

Melf's Acid Arrow SP Cost: 6 Effect: Deals 2 to 8 acid damage +1 per caster level to a target with a magical arrow of acid for a duration of 12 seconds. The arrow has double spell range. D&D Dice: Deals 2d4+1 acid damage per caster level (max 2d4+20).

Items

 * Holy Avenger
 * "Oh, and Tharagrim's working on the Holy Avenger." - Eladrin, forums.ddo.com
 * "A Holy Avenger's a special thing. You can't just hand them out to everyone. ;) I expect that a certain level of dedication will be required, and perhaps a task or two to prove your worth. Not the pirate quest." - Eladrin, Stratics dev chat

Crafting

 * "Full Crafting System"
 * "Implementation of a full crafting system is underway. We don't have a release date yet, but we are working hard on it." "High level powerful items will certainly be one of the material goals of crafting, but characters will also be able to make all sorts of items that can be used by characters of all levels." "To begin with, the crafting system will focus on the making of equippable items like weapons, shields, armor, and accessories. Magic arrows and potions certainly may come later." - Piloto, Stratics dev chat
 * Major crafting update is coming with Update 9
 * lorehound.com video page
 * Direct link to video
 * discussion thread
 * In the current implementation you will not lose crafting XP when TRing.


 * Green Steel Deconstruction
 * http://www.tentonhammer.com/node/67256 Kate Paiz, Ten Ton Hammer live chat (2009 April) - "It’s certainly something that is important to us, it makes sense, and we understand why players want it. ...we just haven’t quite gotten a clear and decisive answer as to when."