Update 38 Release Notes

Here are the Release Notes for Update 38, released on Wednesday, April 11th, 2018.

Disciples of Rage
The Beacon that looms over Stormreach’s Harbor is known as the Emperor. For as long as humanoids have lived there, the Emperor has stood, and the beacon it holds has shone brightly both night and day. Meanwhile, a faction of the Cult of the Dragon Below plots. This new adventure pack is available for free to VIPs, and available in the DDO Store! Find the NPCs for the new quests in House Jorasco in Eberron.

Classes

 * Artificer has been updated:
 * Improved Construct Essence now acts like Construct Exemplar does, granting full Construct species typing. Available at level 12 and as an Artificer class feat.
 * Construct Exemplar is no longer part of the line with the other two, and adds +20 Repair Amplification and 10 Magical Resistance Rating. Construct Exemplar is available to any character level 20+.
 * Combat Expertise has been added to the Artificer Feat list.
 * Empower Healing has been added as an available Artificer Metamagic feat.
 * Artificers will no longer lose hit points or spell points when your Iron Defender dies.
 * Curative Admixtures have been updated:
 * Curative Admixture: Cure Critical Wounds is now a 5th level Artificer spell in the general Artificer spell table.
 * Curative Admixture spells have had their spell point costs adjusted.
 * Curative Admixture spells have had their Maximum Caster Levels raised to match their Cure (non-Mass) equivalents, and their Maximum Caster Level has been added to their tooltips.
 * Curative Admixture spells have had their tooltips corrected with accurate damage values.
 * Curative Admixture spells are now properly considered Conjuration spells for the purpose of DCs and Caster Levels.
 * Arcanotechnician
 * Uncaring Master has been replaced with Arcane Skills: +1/2/3 Spellcraft and Use Magic Device
 * Palliative Admixture now scales at 20 Temporary Hit Points +1 per Artificer level and 10 Temporary Spell Points +1 for every two Artificer levels.
 * Critical Admixture has been replaced with Runic Efficacy: Passive: +1 Evocation DC, +2 to Caster Level and Max Caster Level of electric spells, +2 to Rune Arm DCs.
 * Renegade Mastermaker
 * Cores:
 * Core 1: Each Core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power, and +5 Repair Spell Power.
 * Core 2: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Alchemical bonus to Armor Class and Immunity to Magic Missiles.
 * Core 3: Curative Admixture: Cure Serious Wounds SLA. 4 Spell Points, 8 second cooldown. Passive: Gain +4 to admixture Max Caster levels.
 * Core 4: +30 Repair Amplification, +50 Maximum Hit Points, +2 Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body. Passive: Gain +6 to admixture Max Caster levels.
 * Core 5: Radiant Forcefield SLA. 30 Spell Points. 3 minute cooldown.
 * Core 6: ACTIVE: Mass Unbreakable Forcefield - Costs 30 spell points, cooldown 3 minutes. For six seconds, your party takes -95% damage from all sources except for Untyped damage. Only works inside of dungeons. PASSIVE:+2 Constitution, +2 Intelligence, +10 Physical Resistance Rating, +10 Magical Resistance Rating, +3 to Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body.
 * Tier 1:
 * Curative Admixture: Cure Light Wounds SLA: 4/3/2 Spell Points, 12/8/6 second cooldown.
 * Easily Fixed: Gain +10 Healing Amplification and +20 Repair Amplification.
 * Supporting Construction: While in Medium or Heavy Armor or Adamantine Body, get +2/4/6 Physical Resistance Rating
 * Skills: +1/2/3 Repair, Heal, Balance.
 * Toughness: +5/10/15 Maximum Hit Points
 * Tier 2:
 * Kinetic Discharge: Active Melee Cleave Attack: On hit, +1/2/3[w] and 2d6 Force damage. This damage scales with 200% Melee Power. 10 second cooldown.
 * Mighty Slam: Single target melee attack: +1/2/3 W, you may stun the target for six seconds. Stunned creatures are considered to be helpless. A successful Fortitude save negatives this effect. DC: 10 + INT modifier + Half Artificer level + Sunder Modifiers. This ability shares a cooldown with Stunning Blow. Must have a Rune Arm equipped to use.
 * Armor Mastery: +1/2/3 Armor Class and Armor Maximum Dexterity Bonus.
 * Converter: Cost 4 spell points. Cooldown 3 minutes. Target player, hireling, or pet takes 100% base healing from Repair spells for the next three minutes, or until the target dies. Has no effect on Constructs or NPC allies. This overrides their innate base healing from Repair spells for the duration.
 * Action Boost: Defense or Saving Throws
 * Battlefist: Single-target melee attack: +1/2/3 W damage. You may stun the target for six seconds. Stunned creatures are considered helpless. A successful Fortitude save negates this effect. DC: 10+ INT modifier + Sunder modifiers
 * Tier 3:
 * Conjure Component: 10 Spell Points: You conjure a large number of components that stand in for the Potion requirements in all of your Admixture spells that expire on log out.
 * Battlefist: Cooldown 15 seconds. You've attuned your Rune Arm to deal a devastating strike. Single Target Melee Attack: +3 W. If the target is under the effect of Mighty Slam, it takes 1d3 Sonic damage per Artificer level, 1d3 Force damage per Artificer level, and is knocked down for 10 seconds with no save. This damage scales with 100% Melee Power. Must have a Rune Arm equipped to use.
 * Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by 15/30/50%.
 * Shielding Construct: Activation cost 4 spell points. Cooldown 1 minute. You create a drone to shield your allies. When activated, you and allies nearby at the time of activation gain the effects of the Shield spell for two minutes, granting a +4 Shield bonus to Armor Class and protection from Magic Missiles. The force shield created by this reduces grazing hits by 10%, as if it were a small shield. This effect is dispelled by death and antimagic.
 * Constitution or Intelligence
 * Tier 4:
 * Kinetic Charge: Passive: Any time you hit an opponent in melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants +1 Sheild Bonus to Armor Class for every three Artificer levels you have. This stacks up to five times. Stacks decay by one every 15 seconds, and gaining a new stack resets the duration. Toggle: When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow (both movement and attack speed) all affected non-boss enemies by 10% per stack cleared for 10 seconds.
 * Reconstruct SLA: 35/30/25 Spell Points, 30/15/6 second cooldown. Shares a cooldown with other Reconstruct SLAs.
 * Embed Component: Construct Essence or Warforged Required: +5/10/15 Magical Resistance Rating and +2/4/6 Constitution. You can no longer use Evasion, Druid Wild Shape, or Primal Avatar's Tree form.
 * Warding Construct: 4 Spell Points: You create a drone set to counter magical spells. Every 10 seconds for one minute, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. 1 minute cooldown. This effect is dispelled by death and antimagic.
 * Constitution or Intelligence
 * Tier 5:
 * Curative Admixture: Cure Critical Wounds SLA. 5 Spell Points. 12 second cooldown.
 * Paragon Body: You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saving Throws and +20% Racial Bonus to Maximum Hit Points.
 * Regeneration Construct: You are surrounded by Arcane energy capable of repairing damage and breaking down constructed materials. Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you. Enemies vulnerable to Rust damage take the same amount in Rust damage. This lasts for three minutes + 3 seconds per Caster Level. 50 Spell Points. (This is a Repair effect similar to Positive Energy Aura, and it works nearly identically.)
 * Mastermaker: Your Repair Wounds spells have no Maximum Caster Level.
 * Multiselector: Unbreakable Forcefields: For six seconds, your entire party takes -95% damage from all sources except for Untyped damage. 3 minute cooldown. OR Automatic Forcefield: When you drop below 50% hit points, gain the effects of Unbreakable Forcefield for six seconds automatically. 90 second cooldown.
 * Druid is being updated:
 * Wolf & Bear Forms:
 * Animal forms now use the stats of the player's main hand weapon for melee attack purposes, including Base Damage, Critical Multiplier, Critical Threat Range, all Enchantments, and Material traits and procs. Original attack stats for wolf/bear are used if you are unarmed.
 * No combat style-specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form.
 * Using a two-handed weapon will now grant the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well for its additional bonus.
 * Shield bonuses still function in these forms but you cannot shield bash.
 * Effects that modify your weapon's base stats still work normally, such as changing your primary damage stat.
 * Wolf:
 * Wolf form attack animations are being adjusted. The Basic Wolf Form attack speed bonus is being reduced to 15%. Winter wolf remains 30%. Several issues with the attack chain have been corrected.
 * Wolf form movement speed bonuses now stack with haste *& loot speed bonuses.
 * Winter Wolf movement speed bonus is now 10% + 1% per druid level.
 * Bear:
 * The Bear attack animation chain will be improved to make its attack rate match other weapon styles. This results in an approximate 15% increase in attack speed.
 * Bear and Dire Bear Form's Armor Class bonus is now typed Exceptional. Improved Mage Armor in the eldritch knight enhancement tree is now also considered typed Exceptional.
 * Elemental Forms:
 * Water and Fire Elemental forms now grant 65% Absorption to their element instead of Damage Reduction, and 15% Vulnerability to their opposite element. The bonus will not stack with Fire Shields or Fire Energy Sheath. Absorption from items and other abilities still work.
 * New Feat - Veiled Elements is auto granted to druid at level 13: This is a toggle that hides the base skin texture visuals of elemental forms.
 * Spell Changes:
 * The following druid innate animal spells will now work regardless of rage, feeblemind, quell, or anti-magic suppression effects. Additionally, the follows spells are being adjusted:
 * Take Down: DC 11 + Highest of Strength/Wisdom + modifiers to Trip + Half your Druid level
 * Baiting Bite: DC: You use your Spot score for the Bluff role. This is still considered a Bluff skill check. Has a +1 bonus to crit damage and range.
 * Shred: DC 13 + Highest of Strength/Wisdom + Sunder modifiers + Half Druid level. Has a +1 bonus to crit damage and range.
 * Cold Breath: its Reflex saving throw has been removed.
 * Tremor: DC: 16 + higher of Strength or Wisdom + modifiers to Trip + Half Druid level. Now applies a melee attack +2(W) damage.
 * Jaws of Winter: DC: 17 + higher of Strength or Wisdom + modifiers to Stun + Druid level. This is now a level 6 spell instead of a level 7 spell. Has a +1 bonus to crit damage and range.
 * Snow Slide: DC: 19 + higher of Strength or Wisdom + modifiers to Stun + Druid level. Has a +1 bonus to crit damage and range.
 * Reincarnate's casting time and cooldown is now the same as Raise Dead.
 * Call Lightning Storm and Storm of Vengeance have had their damage progressions and values change to be an X per caster level to better benefit from increases in Caster Level and Maximum Caster Level effects.
 * Call Lightning Storm now does 1d10 for every two Druid levels, max 20. The Dragonmark version uses Character Level.
 * Storm of Vengeance's Acid damage now scales at 1d8 per 3 Druid levels, and its lightning damage 1d10 per 2 Druid levels, with a maximum of 25. Duration is 30 seconds.
 * Creeping Doom now does Acid damage, and benefits from Acid Spell Power.
 * Enveloping Swarm is now a single-target damage-over-time spell instead of a damage shield effect. Target is enveloped by insects taking 2d6 Acid damage + 1d6 for every 3 Druid levels every 2 seconds for 16 seconds. Spell Point cost is 10. Effected by Maximize, Intensify, Empower, Enlarge, and Heighten Metamagic feats. A successful Reflex Saving Throw halves the damage each tick.
 * Rising Fury's cooldown has been reduced to 30 seconds, and the Extend Metamagic feat now works on it.
 * Snare's cost has been reduced to 5 Spell Points.
 * Fire Seeds now casts the correct number of missiles when quickened.
 * Produce Flame Projectile's speed has been increased.
 * Creeping Cold and Greater Creeping Cold now stack with each other when cast by other Druids.
 * Anger of the Noon Day Sun: When your fire spell's damage is reduced by a creature that is immune/resistant/healed by fire, that target is debuffed to take full damage from fire effects that follow. This does not stack with effects that amplify damage beyond 100%. Target also takes -8% Fortification.
 * Mantle of Ice: When your cold spell's damage is reduced by a creature that is immune/resistant/healed by cold, that target is debuffed to take full damage from cold effects that follow. This does not stack with effects that amplify damage beyond 100%. Target also is debuffed with 10% Attack Speed Slow, 25% Movement Speed Slow, -4 to Fortitude and Reflex Saving Throws.
 * Elemental Toughness: Target: Self. Damage Reduction has been removed. Now grants one Physical Resistance Rating per Druid level for the duration of the spell. Lasts 30 seconds per Druid level. Costs 25 Spell Points. Effected by the Quicken or Extend Metamagic feats.
 * Fires of Purity: The fire Damage Reduction penalty has been changed to a 10% Vulnerability penalty.
 * Pet Changes
 * Druids no longer suffer hit point or spell point penalties when their animal companions are killed.
 * Druids now gain 3 charges of revive pet per rest instead of 1.
 * Feat Changes
 * The Natural Fighting Feat has been changed to give +4 Melee Power, Physical Resistance and Doublestrike chance while in a druid animal form. In bear form, your glancing blow damage is increased by 10% of base weapon damage. This feat can be taken up to three times, and gives no benefit to druids in elemental forms.
 * The Enhancement trees have been updated:
 * Nature's Warrior:
 * Cores:
 * Nature's Adept: each Core grants 8 Hit Points, +1 Sneak Attack dice in Wolf form and +1 damage in Wolf and Bear form.
 * Natural Senses: Your attacks penetrate 10% of your enemies Fortification, +3 to Listen, Spot and Search.
 * Nature's Bounty: While in Animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Protector Cores.
 * A True Hunter: While in wolf or bear form you gain a +1 competence bonus to your critical damage multipler. You must have a weapon equipped to gain this benefit.
 * Howl of Winter: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 exceptional bonus to Doublestrike, 25% bonus to spell crit, and spell crit damage to all cold damage spells. This only occurs once every 30 seconds.
 * Beast Form Mastery: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature's Protector cores. Passive: You gain +2 Strength and Wisdom and +10 Doublestrike and Physical Resistance.
 * Tier 1:
 * Extra Wild Empathy: +1/2/3 Wild Empathy use per rest, +1/2/3 Improved Wild Empathy use per rest, +5/10/15 Positive Spellpower.
 * Snapping Jaws: Whenever you Bluff or use an ability that triggers a Bluff check such as Baiting Bite your target is debuffed, losing -2/4/6 Armor Class. You gain a stack of "Snapping Jaws" for +2/4/6 Armor Class for 15 seconds. AP Cost: 1
 * Take Down: Increases your Trip DCs by 1/2/3. AP Cost: 1
 * Bestial Nature: Increases your Reflex and Fortitude Saving Throws by 1/2. AP Cost: 1
 * Athletic Hunter: Provides a +1/2/3 bonus to Move Silently, Hide, Jump, and Swim. Tier 3 grants one charge of Wild Empathy and Improved Wild Empathy per rest. AP Cost: 1
 * Tier 2:
 * Flight: Gain an uncapped Dodge bonus of 20% for 10/20/30 seconds, costs 1 Wolf Empathy to activate, 30 second cooldown. AP Cost: 1
 * Improved Dodge: +1/2/3 Dodge. AP Cost: 1
 * Ghost Wolf: Requires Wolf form. Gain Ghost Touch while in Wolf form to your melee attacks. AP Cost: 2
 * Brother Wolf: While your wolf pet is alive and within 40 meters it gains 15 hit points every 12/9/6 seconds and 10/15/20 Magical and Physical Resistance Rating and you gain +1/2/3 to hit and damage.
 * Action Boost: Doublestrike: Activate to gain a +10/20/30% Action Boost bonus to Doublestrike for 20 seconds. AP Cost: 1
 * Tier 3:
 * Fight: Increases melee damage and Armor Class by +1/2/3 in Wolf or Bear forms. AP Cost: 1 Required: Flight.
 * Prey on the Weak: You gain an 8/15% damage bonus on helpless targets.
 * Ghost Wolf Pack: Cost 15 spell points, cooldown 1 minute. Wolf Form Melee Attack: When you trigger this a spectral pack mate appears to assault all foes before you. On hit: +2 W damage and a +2 bonus to critical threat range. This also applies a 5 second confusion effect with no save. Bosses are immune to the confusion. You gain 35% Incorporeal defense for 10 seconds.
 * Essence of the Shrike: Striking a blow focuses your mind and body. When you critically hit an enemy while in any Wolf or Bear Form, you gain 10/20 temporary spell points for 8 seconds. This can only occur once every 3 seconds. Passive: +5/10 Positive Spellpower.
 * Strength or Wisdom: AP Cost: 2
 * Tier 4:
 * Fatal Harrier: Killing an enemy grants you a 5% Enhancement bonus to Attack Speed for 20 seconds. You also gain a +1 bonus to reflex saves. Tier 2 and three stacks up to 3/5 times. Enemies your own level of higher have a 100% chance of inspiring your ferocity to greater heights. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect. AP Cost: 1
 * Four Legs Good: You become Immune to most knock down effects while in Animal form. AP Cost: 2
 * Ferocity: You gain +2/4/6 Melee Power in bear or Wolf form. This bonus is doubled is an effect is preventing you from Spell Casting. AP Cost: 1
 * Great White Wolf: +10/20/30 Cold Spell Power, while in Winter Wolf form you gain 10/20/30% Cold Absorption. AP Cost: 1
 * Strength or Wisdom: AP Cost: 2
 * Tier 5:
 * Alpha Strike: Area of Effect melee attack, requires animal form. You fight for leadership of the pack. Area damage attack deals 2[W]/3[W]/+5[W]. On targets above 85% health it reduces their attack, range, and spell power by 25 for 15 seconds. Activation Cost: 12/9/6 Spell Points. Cooldown 18/15/12. AP Cost: 1
 * Swift Hunter: While in wolf form you gain Evasion. Armor restrictions apply as normal.
 * Throat Rip: Cooldown 15 seconds. Requires wolf form. Melee attack that strikes 3 times, adds 6 sneak attack dice on each attack. each hit on a living target inflicts Bleed that causes 1d6 every 3 seconds for 18 seconds. Bleed stacks up to 10 times, and scales with 200% Melee Power. Target must also make a Fortitude save or be silenced for 15 seconds. Bosses are immune to silence, but take a 25 point spell power debuff. Stun vs Fortitude DC: 10 + Druid Level + Highest of Wisdom or Strength or Dexterity + Stun Bonuses.
 * Jaws of Ice: Gain 10 times your character level in temporary hit points for 30 seconds after using Jaws of Winter.
 * Go for the Kill: Cost 15 spell points, 20 second cooldown. Requires wolf form. You charge your target for 4(W), +5 to Critical Threat range, +1 Crit Damage multiplier, and knocks down your target and grants yourself a +15 Melee Power boost for 30 seconds. Charging from a distance of over 10 meters, the Melee Power bonus is doubled. Deals an additional 50 points of damage to helpless targets. Scales with Melee Power. A successful balance check negates the knockdown. Trip vs. Balance DC: 10 + Druid Level + Highest of Wisdom or Strength or Dexterity + Trip Bonuses.
 * Nature's Protector (new Bear form tree):
 * Cores
 * Nature's Protector: Gain 8 Hit Points and 3 Magical Resistance Rating. For every additional Core in the tree, gain 16 Hit Points and 3 Magical Resistance Rating.
 * Nature's Defense: Defensive Combat Stance that provides +8 Physical and Magical Resistance Rating while in a Wild Shape form. Cannot be active with other defensive stances, but can be used while Raging.
 * Magical Beast: Gain Heavy Armor Proficiency. In addition, while in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Warrior cores.
 * Big Claws: Adds Great Maul to your spell book. Requires Bear form. Activate to do an Innate Attack: Deals 3 (W) with +1 bonus to critical threat and damage, and the target you strike must make a Fortitude save or be stunned for six seconds. DC: 13 + Highest of Strength or Wisdom modifiers + Tactical bonuses. Spell Point cost 3. Cooldown 12 seconds. Shares cooldown with Maul.
 * Big Bear: The Tremor spell now has a 20% chance to restore 1 charge of barbarian rage. Grants a 5% combat style attack speed bonus in bear forms.
 * The Great Bear: Grants a 10% combat style attack speed bonus in bear forms. +2 Strength and Constitution. While in animal form your spell cooldowns are only increased by 1.5, down from 2. This spell cooldown effect does not stack with Nature's Warrior's Cores.
 * Tier 1:
 * Rage of the Beast: Grants you the ability to rage like a barbarian. Activate Rage to gain +4 Strength and Constitution, +2 Will Saves and -2 Armor Class. Lasts 30 + (6 x Con Modifier) seconds. You are fatigued when this effect ends. You cannot cast spells while raging. 1/2 Charge per rest. Also grants the Dismiss Rage Feat. AP Cost: 1
 * Fey's Blessing: Gain +2/4/6 Magical Resistance Rating. AP Cost: 1
 * Improved Nature's Defense: Competence bonus to one of three benefits: Increase Threat by 50/100/150%, Increase Physical and Magical Resistance Rating by 4/8/12, or increase Saving Throws by 1/2/3. AP Cost: 1
 * Bloody Claws: Using Maul grants a stack of Killer Instincts, granting +1 damage for 15 seconds. Stacks 1/2/3. AP Cost: 1
 * Animal Brutality: Gain +1/2/3 bonus to Intimidate, Swim, or Jump. Rank 3 grants +1 to hit and damage. AP Cost: 1
 * Tier 2:
 * Primal Beast: gain 5/10 Melee Power when Raging in animal form. AP Cost: 1. Requires Rage of the Beast.
 * Thick Hide: Natural Armor bonus 2/4/6. AP Cost: 1
 * Improved Nature's Defense: Competence bonus to one of three benefits: Increase Threat by 50/100/150%, PRR/MRR 4/8/12. Saving Throws by 1/2/3. AP Cost: 1
 * Sharp Bloody Claws: Shred now also applies Killer Instinct. AP Cost: 1
 * Defense Boost: Action Boost grants 5/10/15 Armor Class, 7/14/21 MRR for 20 seconds. 30 second cooldown. AP Cost: 1
 * Tier 3:
 * Enduring Beast: While using barbarian rage in animal form, you gain 10/20 positive healing amplification and +1/2 Strength. Grants 1/2 additional uses of rage per rest.
 * Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of 1 to 3 sonic damage per druid level you have. Scales with Melee Power. If you have 2 stacks it also stuns. At three stacks the damage is increased to 5 - 10 per druid level and also applies the stun. Fortitude save negates stun. Stun vs. Fortitude DC: 10 + Half Druid Level + Highest of Wisdom or Strength + Stun Bonuses. Casting Roar clears all stacks of Killer Instinct.
 * Improved Nature's Defense: Competence bonus to one of three benefits: Increase Threat by 50/100/150%, PRR/MRR 4/8/12. Saving Throws by 1/2/3. AP Cost: 1
 * Ursa's Protector: While in Bear form, Nature's Defense now does one of +2/4/6 Constitution, +3/6/9 MRR, +15/20/25% to Maximum Hip Points. AP Cost: 1
 * Strength or Constitution AP Cost: 2
 * Tier 4:
 * Undying Beast: While using barbarian rage in animal form you gain immunity to energy drain and death effects.
 * Beast Awakened: You can now cast druidic magic while raging.
 * Ursa Protector: While in Bear form, Nature's Defense now does one of +2/4/6 Constitution, +3/6/9 MRR, +15/20/25% to maximum Hit Points. AP Cost: 1
 * Strength or Constitution: AP Cost 2
 * Tier 5:
 * Beast Unleashed: While using barbarian rage in animal form you gain an additional 25 Melee Power. In addition, if the druid is in bear form they gain a +15% bonus to Armor Class and 50% increase to Melee Threat.
 * Bear Charge: requires Bear form. Charge forward, inflicting +2[W] with a +1 critical threat and damage multiplier to all targets before you, knocking down enemies. A successful balance check negates knockdown. Trip vs Balance DC: 10 + Druid Level + Highest of Wisdom or Strength + Trip bonuses.
 * Lightning Strikes the Mountain: Cost 15 spell points, 30 second cooldown. Activate to call down a bolt of lightning as you launch an attack. On hit: +3 W and 5-8 lightning damage per character level, scales with melee power. You are also granted a 100% bonus to melee threat and 20 Magical Resistance Rating for 15 seconds. Bonuses are doubled if Nature's Protector stance is active.
 * Ursa's Protector: While in Bear form and with a shield equipped, Nature's Defense now does one of +2/4/6 Constitution, +3/6/9 MRR, +15/20/25% to maximum Hit Points. AP Cost: 1
 * Force of Nature: Gain 10/15/20% Resistance against Force damage and +1/2/3 Constitution. AP Cost: 1
 * Season's Herald:
 * Cores:
 * Child of Summer: You gain the ability Child of Summer: Activate to grant +5 Spell Power when casting fire, force, light, sonic, and positive spells. This Spell Power is multiplied by one of every Core enhancement possessed in Season's Herald, up to +30 when you have all six Enhancements. lasts until death, or change of season. Fire elemental form changes you into this season automatically. Passive: +1 Universal Spell Power per AP spent in this tree.
 * Elder of Winter: Activate to gain +5 Spell Power when casting water, acid, earth, and electric spells per Core in this tree. Max: 30. Lasts until death or season change. Water elemental form changes you into this season automatically. Passive: +1 caster levels to spells in your active season.
 * Wellspring: The effects of your Shillelagh are doubled. +1 Maximum Caster level in your active season.
 * Sunburst: Gain Sun Burst as an SLA. Spell Point Cost: 4. Cooldown: 20 seconds.
 * Storm of Vengeance: Cost 20 spell points, cooldown 2 minutes. Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for three seconds per caster level. Enemies within the storm take 1d3 acid damage per caster level every two seconds. Every four seconds, a random enemy within the storm takes 1d6 electricity damage for every caster level (a reflex save halves the damage.)
 * Hierophant: You are wise and skilled in the art of wielding Divine magic to summon aid and change the world around you. +2 Wisdom and +2 Constitution. Your Transmutation and Evocation spells gain +1 DC, +1 Caster level, and +1 Max Caster level.
 * Tier 1:
 * Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds. Beguile: -2% Attack Speed, -2 Spell Power. Beguile stacks up to 25 times, and one stack fades every few seconds. Up to one enemy is affected each second by up to 1/2/3 stacks. Does not affect bosses. AP Cost: 1
 * Shared Spirit: Your wolf pet gains 3/6/10% bonus to hit points. Passive: You gain 1/2/3 Spell Power. AP Cost: 1
 * Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2
 * Produce Flame: SLA: Produce Flame. Cost 6/5/3. Cooldown 10/6/4. AP Cost: 1
 * Druidic Wisdom: Gain a +1/2/3 to Heal, Spellcraft, and Diplomacy skills. AP Cost: 1
 * Tier 2:
 * Efficient Metamagic: Reduce the cost of Empower, Enlarge, Maximize, or Quicken. AP Cost: 2
 * Efficient Metamagic: Reduce the cost of Empower, Enlarge, Maximize, or Quicken. AP Cost: 2
 * Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2 Requires previous tier.
 * Creeping Cold: SLA Creeping Cold. Cost 6/5/3. Cooldown 12/10/8 seconds. AP Cost: 1. Requires Produce Flame.
 * Action Boost: Spell Power. Action boost grants 10/20/30 Spell Power for 20 seconds. 30 second cooldown. AP Cost: 1
 * Tier 3:
 * Autumn Winds: Cost 8 spell points. Toggle to be shielded by the autumn winds. Under this effect, gain Feather Fall, +3 Dodge, and a 10% chance to knock down any enemy who strikes you in melee. Lasts until death or toggled off. AP Cost: 1
 * Efficient Heighten: AP Cost: 2
 * Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2 Requires previous tier.
 * Call Lightning: Call Lightning SLA. Cost 10/8/6. Cooldown 12/8/6 seconds. AP Cost: 1 Requires Creeping Cold
 * Wisdom +1 AP Cost: 2
 * Tier 4:
 * Spring Resurgence: Fills an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near that ally are healed by 20d6 Positive Energy and receive a +2 Primal bonus to attack rolls. Lasts 5 minutes or until triggered. Activation Cost 8/6/4 Spell Points. Cooldown 8/4/2 seconds. AP Cost: 1
 * Strength of the Solstice: +1 to the save DCs of your Evocation and Conjuration spells. AP Cost: 2
 * Wax and Wane: +2% Critical chance with spells associated with your current season. Winter: Acid, Cold, Electric, Earth, and Water. Summer: Fire, Force, Light, Positive, and Sonic. AP Cost: 2 Requires previous tier.
 * Salt Ray: Salt Ray SLA. Cost 12/10/8 Spell Points. Cooldown 12/10/8 seconds. AP Cost: 1
 * Wisdom +1 AP Cost: 2
 * Tier 5:
 * Crown of Summer: A target of your choice is filled with the light and vitality of summer. The target gains a 15% Enhancement bonus to Healing Amplification, and 10 Melee Power and 5 Ranged Power. Activation Cost: 1 Spell Point. Cooldown 6 seconds. Only one target can have the crown at a time. AP Cost: 1
 * Elemental Mastery: Gain 5/10/15 Spell Power in your season. Passive rank 3: If the character has 17 Druid levels, they gain Anger of the Noonday Sun or Mantle of Icy when changing in the appropriate elemental form. Meta magics do not apply to this effect.
 * Time and Time Again: increase your Caster Level and Max Caster level by +1. AP Cost: 2
 * Word of Balance: Word of Balance SLA. Cost 12/9/6 Spell Points. Cooldown 20/15/10 seconds. AP Cost: 1. Requires Salt Ray SLA. You utter elder words of balance, judging those who stray too far from the path of neutrality. Targets with an alignment one step away from True Neutral take 5-8 bane damage for every two caster levels up to level 20. Targets who are two steps away, such as Chaotic Evil, take that damage again. True Neutral targets are immune to the effects of this spell.
 * Winter's Heart: Gain 8 times your Wisdom in Temporary Hit Points that lasts 30 seconds. Cooldown 30 seconds. Spell Points Cost: 12. AP Cost: 2.
 * Vistani Weapon Versatility now applies only to daggers and throwing daggers.
 * Vanguard's Action Boost: Power now counts as an Action Boost for the purpose of effects that trigger off of Action Boosts.

Combat

 * Character Dual-Wielding weapons will now do their full normal damage while moving.
 * Reaper Memento abilities are now less likely to go on cooldown without actually activating when used.
 * Effects which dispel Crowd Control effects now affect a wider variety of Crowd Control effects.
 * Monsters will now investigate breakable sounds only at medium range. Previously they could hear the sounds from a greater distance, which could cause unintended chain pulls as they path to investigate.
 * Ranged activated attacks that factor in Tactical DC boosts (such as the attacks in Battle Engineer) now properly register those boosts on the projectile, allowing the boosts to apply properly.

Creature Companions

 * New Eyelets are available in the Mysterious Remnant Vendor, Daily Dice, and as a reward in the new Update 38 content.

DDO Store

 * All available character slot upgrades are now shown in the Store instead of a single character slot upgrade, and they can be purchased in any order.
 * The short and long descriptions and level requirements have been corrected on all stat tomes.

Enhancements

 * Henshin Mystic core Melee Power has been adjusted from (10/10/10/10/10/25) to (3/3/3/3/3/15) to bring it closer to other Enhancement trees.
 * Monk Shintao's Touch of the Void Dragon now gives +5 Melee Power.
 * Monk Shintao's To Seek Perfection now gives +15 Melee Power.
 * Shield Bash stuns in Vanguard now play their proper stun effects on targets.
 * Tier 1 of Fighter Vanguard Shield Rush is now properly taking Ability Score into account for its DC.
 * The Sorcerer Savant lines have been updated:
 * Awaken Elemental Weakness in all four Sorcerer Savant trees has been updated. When cast on a creature that is immune to that tree's Element, it makes them vulnerable to that element for a short period of time.
 * Elemental Apotheosis has been updated in all four Sorcerer Savant trees. When Elemental Apotheosis is active, casting a spell of that tree's element on a creature that is immune to that element, that creature becomes vulnerable to that element for a short time.

Epic Destinies

 * The Melee Power in the Cores of each Epic Destiny have been adjusted to give an overall boost to melee in Epics:
 * Fatesinger: +10 Melee Power per Core.
 * Grandmaster of Flowers: +10 Melee Power per Core
 * Shadowdancer: +10 Melee Power per Core
 * Fury of the Wild: +6 Melee Power per Core
 * Primal Avatar: +10 Melee Power per Core
 * Divine Crusader: +3 Melee Power per Core
 * Unyielding Sentinel: +5 Melee Power per Core
 * Legendary Dreadnaught: unchanged
 * New Filigree are now available in the new adventure pack Disciples of Rage, available in the DDO Store and free to VIPs.
 * Stand and Be Judged in Divine Crusader now has a shorter animation, can be used while moving, and works more reliably.
 * Primal Avatar's Tree form now properly animates when using Cleaves and other Special Attacks.

Feats

 * The Epic Feat Master of the Wilds now includes Salt Ray in the list of spells that benefit from the feat.

Items

 * Scrolls of Curative Admixture: Cure Critical Wounds now occasionally drop in treasure wherever 5th level scrolls drop.
 * Fixed an issue where some Sentient Jewels now play personality-specific reactions when Filigree and Jewels are slotted or unslotted.
 * Sentient weapons will now speak more frequently at rest shrines.
 * Character hand color is now correct when equipping the Robe of Celebration.
 * The base damage of the Duality handwraps has been changed to 1d6+3. The base damage of other Ravenloft-era handwraps and collars is now 1d6+2.
 * Rune Arms make charging and firing sounds again. There is now an option in the Audio category to "Disable Your Rune Arm Sounds". When enabled, Rune Arms no longer make charging or firing sounds.
 * Projectiles from Cold Bolt Rune Arms now have homing, and are twice as large.
 * Rune Arms now show Set Bonuses in the same tooltip position as other items.
 * Rune Arm DCs now more reliably factor in specific Rune Arm DC boosts.
 * The Echo of Ravenkind now makes your equipped weapons Good-aligned.
 * The Echo of Ravenkind's Improved Deception should now function.
 * Tomes that come from Ability Score Upgrade Bundles are now properly Bound to Account going forward.
 * The rare version of the Purity: Death Block filigree now properly gives MRR instead of PRR.
 * The Purity set's three piece description now more accurately states what it blocks.
 * The Cry of Battle set now works on Hirelings and Pets in addition to Summoned/Charmed creatures.
 * The Wild Grove Ship Amenity's bonus to Ability scores now applies to Hirelings and pets in addition to Summoned and Charmed creatures.
 * The Sellsword's tavern Ship Amenity no longer gives out Ability Score bonuses to Hirelings. It now gives +4/8/12 PRR and MRR to Hirelings, pet, and Summoned/Charmed creatures.
 * The Hag Apothecary Ship Amenity no longer refers to a nonexistent vendor.
 * The death or dismissal of your Scarecrow Hireling should no longer cause your Druid or Artificer pets to dismiss themselves.
 * The Heroic Silent Avenger set bonus is now properly giving out the right amount of Fortification Bypass.

Quests and Adventure Areas

 * Recalling from the Ravenloft landscape after using one of the tavern transport NPCs now correctly sends you back to the Ravenloft tavern you came from instead of House Jorasco.
 * The Blue Water Inn exit sign now has the same options as the Blood on the Vine and Van Richten's tower do.
 * Fixed an issue where the wrong ambient sounds were playing in Eveningstar and Eveningstar Cavern.
 * Dungeon-only effects should no longer be lost when using intra-dungeon portals, and will now be properly removed when exiting the dungeon to a landscape.
 * Fixed a bug in the start of Sane Asylum where sound would stop during combat.
 * Landblocks containing vendors that sell a large number of things will now load a bit more smoothly.
 * Fixed an issue where a sound in the Spinner's Prison and the Demonweb would not turn off after leaving the area.
 * Spies in the House has had a lighting and deco update.
 * The quest Fresh-Baked Dreams now has fewer wisps and wolves.
 * Totem Shadows in Old Baba's Hut are no longer healed by Positive energy on Elite and Reaper difficulties.
 * Heroic Amber Temple items now properly have a chance of appearing with Reaper effects.
 * Heroic Mad Tea Party items now properly have a chance of appearing with Reaper effects.
 * Legendary Death House items can no longer appear with multiple Reaper effects.

Races

 * Aasimar Protector and Fallen Ascended Bonds no longer stop working after death.

Spells

 * Camouflage and Mass Camouflage now grant Determination bonuses to Hide instead of Circumstance bonuses.

UI

 * NPC dialog boxes now appear to the upper right of the screen so NPCs are not covered during interactions.

Miscellaneous

 * Characters who have one or more Druid levels will receive a in their inventory when they log in.
 * Direct X Install has been added to the "Repair" tab. This can be found by opening Options from the menu then switching to the repair tab.
 * Corrected an issue so the Akamai SDK updates properly on a Mac installation.
 * A link to the Character Transfer Guide has been added to the transfer wizard in the launcher.
 * The DDO installation log path no longer includes a reference to Turbine.
 * An "Explore Log Folder" menu option has been added to the game launcher that will open the folder where the launcher and game client logs are placed.
 * We have made a performance tweak involving Eldritch Devices.