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.'''


 * See In development/Enhancements for a list of future enhancements.

Update 5 (Module 15)
Next Update. Release date prediction June 2010. Announced release date: Not May.

New Races and Classes

 * "We are actively working on adding another race to DDO: The Half-Orc! Development is moving along well and as of today it looks very likely you will see a large influx of Half-Orcs into the world of Eberron towards the end of this year. At long last you will be able to play that appearance-challenged but awesomely strong character that you have longed to be. Plus 2 bonus to strength? Yes, Please!" - Fernando Paiz, March 16, 2010, State of the Game 2010


 * "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. The Half Orc and Half Elf will be coming sooner, probably in Module 10, and will also echo their classic, D&D player handbook selves. Everyone is very excited about the Half-Orc’s +2 strength bonus as well as customizing their tusks. " - Kate Paiz, gamebanshee.com

Barbarian

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Bard

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Cleric

 * Domains
 * "A few folks asked about Cleric Domains. I don’t have anything to announce for 2010, but I will say that when it gets to be the Cleric class’s turn to get a polish pass, that is when we will consider these types of additions to the class." - Frenando State of the Game 2010
 * See In development/Enhancements for Prestige Enhancements changes.

Favored Soul

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Fighter

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Monk

 * Monk Void Strike
 * Now considered a Void attack. It was previously untyped. It has also been renamed Void Strike I, and has Disciple of Breezes, Disciple of Pebbles, Disciple of Candles, and Disciple of Puddles as prerequisites.
 * See In development/Enhancements for Prestige Enhancements changes.

Paladin

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Ranger

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Rogue

 * Rogue Capstone
 * Rogue Cheat Death now also grants +2 Dexterity.
 * Rogue Deadly Shadow added as secondary Capstone.
 * See In development/Enhancements for Prestige Enhancements changes.

Sorcerer

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Wizard

 * No Core Changes Announced. See In development/Enhancements for Prestige Enhancements changes.

Chat-related

 * User list in user channel
 * "I just suggested to the design team yesterday that we should do this, and have word from the engine team that it would not be hard to get the list of characters, so you may be seeing this in the future!" - Phax, forums.ddo.com

New Spells

 * Several new arcane negative energy spells.
 * Including an AOE that can be used to heal yourself in undead form.
 * The Skeleton Mage’s aura of pain.

At-Will Spells

 * "We agree that at-will powers are valuable additions to the casting classes. In Module 9, eternal wands have been given some improvements - faster use times, and their charges recharge over time. When the Prestige Enhancements come out for the Cleric, Sorcerer, and Wizard, I expect many of them to have at-will powers. A Sorcerer Fire Savant III, for example, will likely have the ability to produce Burning Hands, Scorching Ray, and Fireball effects at-will. (These will likely be on a slightly longer cooldown than if they had cast the actual spells, but will be free.) The Wizard Archmage is currently planned to be able to reduce their spell point maximum to purchase a variety of low level spells as spell-like abilities. Pale Masters will have their own necromatic twist, and Wild Mages... Well, they'll do something when they push that "Nahal's" button.(These are very early plans. Details are subject to change.)" - Eladrin, forums.ddo.com

Skills, Feats, and Abilities

 * Combat Expertise
 * "It's not intended that Combat Expertise drop after using potions (or monk finishers). We're looking at various solutions including changing the basic nature of Combat Expertise." - Eladrin, Stratics dev chat
 * 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


 * Turn Undead
 * Undead that are turned by Turn Undead no longer run. Instead, they stand in the same place.


 * Dragonmark of Finding
 * New Dragonmark line for Humans and Half-Orcs. Details coming soon.


 * Augment Summoning
 * Benefit: Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
 * Special: This feat can be selected by Wizards as a bonus feat.


 * Brutal Throw
 * Prereqs: +1 Base Attack Bonus, 13 Strength
 * Benefit: You can use your Strength bonus instead of Dexterity bonus to determine bonus to attack with thrown weapons if it is higher.
 * Special:This feat can be selected by fighters as a fighter bonus feat.


 * Trapmaking
 * Prereqs: Trap finding and anyone of the following: Skill Focus : Disable Device, Nimble Fingers, or Least Dragonmark of Making
 * Benefit:You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
 * Special: Automatically granted to rogues at level 4.


 * Whirling Steel Strike
 * Prereqs: Weapon Focus : Slashing; Proficiency in Longswords, Monk Level 1
 * Benefit: You treat longswords as if they were monk weapons, remaining centered when you wield them.


 * Zen Archery
 * Prereqs: +1 Base Attack Bonus, 13 Wisdom
 * Benefit: You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher.
 * Special: This feat can be selected by fighters as a fighter bonus feat.


 * Note: Weapon Finesse now has a 13 Dexterity requirement.


 * Moment of Clarity
 * Void : Light : Void Finisher
 * Activate this finisher to clear way all distractions from your allies, granting a +5 Insight bonus to attack rolls and a +5 Insight bonus to skill checks for a very short period of time.
 * Special: Automatically granted to monks at level10.


 * Curse of the Void
 * Void : Dark : Void Finisher
 * You strike your opponent down with a terrible curse, confusing their mind and rendering them unable to recognize their friends.
 * You can make an attack that charms your opponent for a short period of time. A successful Will save negates this effect.( DC 10+Monk Level+Wisdom mod). Each time the target takes damage there is a chance that they will break free of this effect.
 * Special: Automatically granted to monks at level 10.

Enhancements

 * See In development/Enhancements

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


 * Bastard Swords
 * Bastard Swords when wielded as a Single Weapon or Sword and Shield will now produce Glancing blows on enemies around wielder. The glancing blows are increased by Two Handed Fighting Feat Chain and Enhancements that increase the effectiveness of them.


 * Dwarven Axes
 * Dwarven Axes when wielded as a Single Weapon or Axe and Shield will now produce Glancing blows on enemies around wielder. The glancing blows are increased by Two Handed Fighting Feat Chain and Enhancements that increase the effectiveness of them.

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
 * Armor Dyeing
 * "... we will continue to monitor the demand. Once the crafting system goes live, you will be able to dye parts of your armor and monk outfits pink to your heart's content." - Piloto, Stratics dev chat

Hirelings

 * Bards and Favored Souls
 * "We are also working on some new classes for hirelings to let players better fill out their parties with them. Look for Favored Souls and Bards to appear first and maybe another class or two later in the year." -Frenando State of the Game 2010

Monsters

 * Water Monsters(?)
 * "New Wilderness adventure area that will contain our first quest with underwater combat. These are currently in the thick of development ... and some exciting new monsters." - Frenando State of the Game 2010

Quests

 * Fiendish Caravan
 * "later in the year will involve a fiendish carnival that will visit House Phiarlan" -Frenando State of the Game 2010


 * New Wilderness
 * "New Wilderness adventure area that will contain our first quest with underwater combat. These are currently in the thick of development and they are looking really great with beautiful environments" - Frenando State of the Game 2010

Other Changes

 * Guilds PAX Interview
 * Guild system
 * Gain status by completing certain objectives in the game world to unlock cool rewards - coolest is guild airships, a form of housing


 * Guild Airships PAX Interview
 * In addition to private meeting space that can be customized, airships will provide a travel function where you can go from different parts of the game world by default and can unlock access to further reaches of the world as well if you earn it,
 * Including the ability to get a navigator, an NPC to get additional travel options.
 * The airships will be a custom mini-ward
 * Guilds will access the airships through an airship tower to get to airship
 * Earn and "slot the right npcs and amenities"
 * Auction houses and such can be "slotted" into the airship, you can choose to place them in the airship based on your needs.
 * Turbine is not ready to provide details on how exactly the unlocking system will work, but Fernando said that guilds can earn different levels of ships and slot different NPC's into ships.
 * All functionality can be done totally with "in-game gold", but the DDO Store will offer some exclusives, and upgrades and options to buy with store points - but will always be able to get with in-game gold.


 * Alignment Changes
 * "One that’s coming soon is an alignment change item which will let players re-spec their alignment on their characters." - Fernando State of the Game 2010

Bug Fixes

 * Throwing Weapons
 * Busted up thrown weapons should be repairable in U5.