In development/Enhancements

'''This page aims at listing future enhancements coming to the game. Feel free to contribute by adding your own finds.'''

Divine Light

 * Undefined improvements - Eladrin, forums.ddo.com
 * Complete list of planned racial & class Prestige Enhancements - Eladrin, ddo.forums.com

Great Weapon Aptitude

 * "For this week's enhancement preview, let's go to a new set of racial enhancements available to the Warforged. As revealed in last week's Kensai discussion, the Two Handed Fighting chain of feats now adds a chance of producing magical weapon effects on glancing blows. The Warforged Great Weapon Aptitude enhancement chain enhances that feat chain, and was given to the warforged to reflect their focus on combat abilities and favored class." - Eladrin, ddo.forums.com
 * "All of these stack with the "chance to produce effects" increases granted by the Two Handed Fighting chain, Kensai (specialized in two handed weapons), and Frenzied Berserker."
 * "As usual, since this is a preview, details are still subject to change."
 * Warforged Great Weapon Aptitude I
 * Prereqs: Level 2 Warforged, Two Handed Fighting
 * Cost: 1 AP
 * Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
 * Warforged Great Weapon Aptitude II
 * Prereqs: Level 8 Warforged, Improved Two Handed Fighting, Warforged Great Weapon Aptitude I
 * Cost: 2 AP
 * Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
 * Warforged Great Weapon Aptitude III
 * Prereqs: Level 14 Warforged, Greater Two Handed Fighting, Warforged Great Weapon Aptitude II
 * Cost: 3 AP
 * Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.

Barbarian

 * "Barbarian Critical Rage I and II can no longer be trained. Characters that currently possess these enhancements will retain them until they reset their enhancements, and these enhancements count as their "Barbarian specialty"." - Eladrin, ddo.forums.com
 * "Barbarian Intimidating Rage has had its prerequisites changed to "either Barbarian Intimidate 4 or Barbarian Frenzied Berserker 2". " - Eladrin, ddo.forums.com

Frenzied Berserker
"The Frenzied Berserker focuses on dealing tremendous amounts of damage to its enemies, punctuated with absolutely devastating criticals. Whether dual wielding heavy picks with a x6 critical multiplier, or using a two handed weapon that's producing magical weapon effects on glancing blows backed by their incredible strength, they dish out the damage (to their enemies, and if they choose, to themselves). "The Berserker can stack both of their Frenzy abilities to increase their strength by 6 and add an additional 6d6 damage to each of their swings at the cost of 2d3 damage reflected back upon them, or become a whirlwind of destruction using Supreme Cleave at will, as long as a friendly healer is willing to keep them going." - Eladrin, ddo.forums.com
 * Barbarian Frenzied Berserker I
 * Prereqs: Level 6 Barbarian, Power Attack, Cleave, Barbarian Damage Boost II, Barbarian Power Attack I, Barbarian Power Rage I.
 * Cost: 4 AP
 * Benefit: You gain the effects of the diehard feat while raging, and your glancing blows have a chance of applying magical weapon effects. You also gain the ability to expend 10 hit points to enter a frenzy, which increases your strength by 2 and adds the 'Vicious' property to your melee weapons.
 * Note: An interesting Berserker that came up in playtest was a Ranger/Barbarian archer that used the Frenzy abilities with a bow, gaining the benefits of the increased strength, ignoring the Vicious aspect that only affects melee weapons.
 * Barbarian Frenzied Berserker II
 * Prereqs: Level 12 Barbarian, Barbarian Frenzied Berserker 1, Barbarian Damage Boost III, Barbarian Power Attack II, Barbarian Power Rage II.
 * Cost: 2 AP
 * Benefit: While raging, increases the critical multiplier of all weapons you use by 1. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 10 hp to Supreme Cleave.
 * Supreme Cleave:
 * Benefit: Expend 10 hit points to attack all nearby enemies.
 * Note: Supreme Cleave has no cooldown other than a standard 1 second global cooldown for attack actions. As long as you've got the hit points, you can continue to bring the pain.
 * Barbarian Frenzied Berserker III
 * Prereqs: Level 18 Barbarian, Barbarian Frenzied Berserker 2, Barbarian Damage Boost IV, Barbarian Power Attack III, Barbarian Power Rage III.
 * Cost: 2 AP
 * Benefit: While raging, increases the critical multiplier of all weapons you use by 1. Your two handed weapon glancing blows have an increased chance of applying magical weapon effects. You also gain the ability to expend 20 hit points to enter a death frenzy (which can stack with your basic rage and frenzy), increasing your strength by 4 and adding the 'Greater Vicious' property to your melee weapons. (+4d6 damage / +1d3 damage to self)

Fighter

 * "Currently the plan for Fighters is (Dwarven) Defender, Kensai, and Purple Dragon Knight." - Eladrin, forums.ddo.com
 * "These prestige enhancements are being built on the M9 timeframe." - Eladrin, forums.ddo.com

Kensai

 * "I'd expect most [TWFers] to go Kensai ... Kensai is likely to be weapon specific" - Eladrin, forums.ddo.com
 * "As usual, they're all still subject to change in playtest, and I ask that people not freak out too much about being "nerfed" or "buffed" if they do" - Eladrin, forums.ddo.com
 * The kensai masters body, mind, weapon, and will. The "ki projection" ability of the prestige class has been changed into a passive ability, and we've given the kensai a number of passive combat bonuses to reflect their mastery of their chosen weapon.  The base prestige class requires a specific weapon, but we've expanded that as well to all longswords instead of just "the one given to me by my lord".
 * We also chose to give it some synergy with the monk class. The base prestige class possesses a strong Eastern warrior-monk philosophy to it, so it seemed natural to make this a potentially desirable multiclass option.
 * Fighter Kensai I
 * Cost: 4 AP
 * Prereqs: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
 * Benefit: You are the unrivaled master of your chosen weapon. Your focus and training grant you a +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating. You can select a single weapon type as your signature weapon.
 * Kensai  Mastery I
 * Cost: 1 AP
 * Prereqs: Level 6 Fighter, Fighter Kensai I, Weapon Specialization:
 * Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a.
 * Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have a chance of applying magical weapon effects when using a.
 * Fighter Kensai II
 * Cost: 2 AP
 * Prereqs: Level 12 Fighter, Fighter Kensai I, Fighter Attack Boost III, Fighter Critical Accuracy III, any Greater Weapon Specialization feat.
 * Benefit: Your focus and training improve, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
 * Kensai Power Surge
 * Benefit: You may expend a Fighter attack boost to focus your energy and spirit, gaining a +8 Insight bonus to strength for a short period of time. If you possess the ability to generate Ki, you generate an additional 2 ki on successful attacks during your surge.
 * Kensai  Mastery II
 * Cost: 1 AP
 * Prereqs: Level 12 Fighter, Fighter Kensai II, Fighter  Specialization I, Kensai  Mastery I, Greater Weapon Specialization:
 * Benefit (One handed, ranged, or thrown weapons): You gain an additional +1 bonus to hit and damage, and +2 to confirm criticals and critical damage (before multipliers) when using a.
 * Benefit (Two handed weapons): You gain an additional +1 bonus to hit, +2 to damage and to confirm criticals and +4 to critical damage (before multipliers), as well as improved glancing blows that have an increased chance of applying magical weapon effects when using a.
 * Power surge is one of the defining abilities of the kensai.
 * Fighter Kensai III
 * Cost: 2 AP
 * Prereqs: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
 * Benefit: Your focus and training are complete, granting an additional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's, saves against magic, and number of Action Boosts per day. If you possess a Ki bar, you gain 1 additional Ki on criticals and when meditating.
 * Kensai  Mastery III
 * Cost: 1 AP
 * Prereqs: Level 18 Fighter, Fighter Kensai III, Fighter  Specialization II, Kensai  Mastery II, Superior Weapon Focus:
 * Benefit: You gain +1 critical threat range with your signature weapon.
 * Critical threat range increases will be rarer in the future, but we thought it appropriate that the undisputed master of a specific weapon would have access to such a powerful ability. Precision is the mark of a true swordmaster.

(Dwarven) Defender

 * "Like Arcane Archer, the Defender will not be restricted to one race (nor will they be alignment restricted). Dwarves are likely to be able to take it regardless of class, however, if they meet the other prerequisites." - Eladrin, forums.ddo.com

Purple Dragon Knight

 * No words yet

Paladin

 * "As for plans for the future... I expect to be implementing class specialties for the Paladin in the near future (currently winning but still subject to change: Knight of the Chalice, Defender of Sealtiel, and either the Purple Dragon Knight or an anti-undead one) as well as considering some of the spells and divine feats from various sources. There is likely to also be more poaching of the Marshal's abilities as alternatives to the Paladin's aura, and perhaps some sort of "Divine Challenge" ability to encourage opponents to pay attention to the holy warrior that doesn't have Intimidate as a class skill." - Eladrin, forums.ddo.com
 * UPDATE: "Yes, originally I had PDK listed as a Paladin one, but they went Defender of Siberys (Sealtiel), Knight of the Chalice, Hunter of the Dead. Purple Dragon Knight fit the fighters better as we started working on it." - Eladrin, forums.ddo.com

Defender of Siberys

 * Preview from Eladrin: ddo.forums.com
 * Defender of Siberys I
 * Prereqs: Level 6 Paladin, Paladin Bulwark of Good I, Paladin Resistance of Good I, Paladin Courage of Good I, Paladin Focus of Good I, Paladin Paladin Armor Class Boost I, and any one of the following: Tower Shield Proficiency, Shield Mastery, or Combat Expertise.
 * Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts, additional armor class when blocking with a shield, increases the maximum dexterity bonus allowed by tower shields by 1, and the ability to enter a defensive stance or to create a Magic Circle Against Evil effect.
 * Defender of Siberys I: Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +2 Sacred bonus to Strength and Constitution, a +1 Sacred bonus on all saves, a +2 Dodge bonus to Armor Class, and produce 50% more hate with your melee attacks. While in this stance, you move at one quarter speed.
 * Defender of Siberys I: Magic Circle
 * You may expend a turn attempt to produce a Magic Circle Against Evil effect.
 * Paladin Defender of Siberys II
 * Prereqs: Level 12 Paladin, Defender of Siberys I, Paladin Bulwark of Good II, Paladin Resistance of Good II, and any of: Paladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II
 * Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you an additional Lay on Hands use per rest, 25% increased hate generation, increases the maximum dexterity bonus allowed by tower shields and heavy armor by 1, and the ability to enter an improved defensive stance or to produce a Mass Shield of Faith effect.
 * Defender of Siberys II: Improved Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +3 Sacred bonus to Strength and Constitution, a +2 Sacred bonus on all saves, a +3 Dodge bonus to Armor Class, and produce 100% more hate with your melee attacks. While in this stance, you move at one third speed.
 * Defender of Siberys II: Mass Shield of Faith
 * You may expend a turn attempt to produce a Mass Shield of Faith effect.
 * Paladin Defender of Siberys III
 * Prereqs: Level 18 Paladin, Defender of Siberys II, Paladin Bulwark of Good III, Paladin Resistance of Good III, and any Paladin Faith II enhancement.
 * Benefit: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement increases the strength of all of your defensive auras, increases the maximum dexterity bonus allowed by tower shields and medium or heavy armor by 1, and grants the ability to enter a superior defensive stance or to defy your enemies in a glorious stand against evil.
 * Defender of Siberys III: Superior Defensive Stance
 * You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, a +3 Sacred bonus on all saves, a +4 Dodge bonus to Armor Class, and produce 200% more hate with your melee attacks. While in this stance, you move at half speed.
 * Defender of Siberys III: Glorious Stand
 * You may expend a turn attempt to make a glorious stand against your enemies. For a short duration of time, you gain DR 20/epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. Each time you take damage, you gain the effects of a Cure Light Wounds spell.
 * Eladrin's followup post on ddo.forums.com
 * "Defensive Stance is a stance, on its own channel. You can't be in Stalwart Defender Defensive Stance and Defender of Siberys Defensive Stance simultaneously, but it should stack with things like Combat Expertise. It lasts until you voluntarily leave it; speed penalties tend to be pretty crippling when you aren't actively defending. (Remember the original Mountain Stance?)"
 * "Defensive Stance doesn't break on spellcast like Combat Expertise does, but as an "ability that require patience or concentration", you cannot enter a rage while in Defensive Stance. (Originally we had it the other way around, with enrage effects dispelling Defensive Stance, but ran into the "my party member cast rage and knocked me out of my stance" problem.)"
 * "[These Max Dex bonuses] are cumulative. By tier three, the Paladin gets +3 to MDB of Tower Shields, +2 to Heavy Armor, and +1 to Medium Armor."

Hunter of the Dead

 * "the Paladin’s Hunter of the Dead, will make Paladin more resistant to the attacks of the undead and gives any attack they make against the undead have a chance of behaving like a Vorpal Strike." - Kate Paiz, gamebanshee.com
 * "Since it's essentially complete, here's an example of one of the new Paladin Prestige Enhancement lines coming in Module 9" - Eladrin, forums.ddo.com (this and following preview)
 * Paladin Hunter of the Dead I
 * Prereqs: Level 6 Paladin, Paladin Extra Turning I, Paladin Improved Turning I, and any one of Paladin Divine Light I or Paladin Extra Lay on Hands I
 * Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all of your attacks are considered Ghost Touch, ignoring the chance to miss incorporeal creatures. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Lesser Restoration effect.
 * Paladin Hunter of the Dead II
 * Prereqs: Level 12 Paladin, Paladin Hunter of the Dead I, Paladin Extra Turning II, Paladin Improved Turning II, and any one of Paladin Divine Light II, Paladin Extra Lay on Hands II, or Paladin Redemption I
 * Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and your spirit is sealed - you are now immune to energy drain from any source. Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Restoration effect.
 * Paladin Hunter of the Dead III
 * Prereqs: Level 18 Paladin, Paladin Hunter of the Dead II, Paladin Extra Turning III, Paladin Improved Turning III, any Paladin Faith II enhancement
 * Benefit: Devoted to the destruction of the undead, you gain 2 additional turning and remove disease attempts per rest, +1 to your level when turning, a +2 bonus on saving throws against spells and effects produced by undead, and all attacks you make have a chance of destroying undead instantly on what would be a Vorpal strike. (Natural 20 followed by confirmation, Will DC: 30 partial, deals Light damage to targets immune to instant destruction effects* or those that save.) Positive energy effects heal you for more and you take less damage from negative energy effects. You are able to expend a use of your Paladin Remove Disease ability to produce a Greater Restoration effect.
 * Note: The cost of Improved Turning has dropped for both Paladins and Clerics to be a 1/2/3 AP line. As usual, this is all still extremely subject to change before it goes live, and is just what I've currently got in development.
 * (Player feedback: Hunter of the Dead should probably grant you a permanent Spawn Screen, as per D&D rules.) "Very true. I'll add that to the negative energy ward."

Knight of the Chalice

 * As always, this is a preview: details are subject to change.
 * "The Knight of the Chalice knows what it likes, and more to the point, knows what it doesn't like. Evil outsiders (especially demons and other chaotic evil outsiders). They get into everything. Worse than roaches if you ask me. The Knight is light on activated abilities, focusing instead on a strong set of passive bonuses when fighting their chosen foe." - Eladrin, forums.ddo.com (this and following preview)
 * Paladin Knight of the Chalice I
 * Cost: 4 Action Points
 * Prereqs: Paladin Level 6, Paladin Courage of Good I, Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and any one of: Paladin Divine Sacrifice I, Paladin Divine Might I, or Paladin Exalted Smite I.
 * Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you have +1 to attack Evil Outsiders and deal 1d6 additional damage with melee and unarmed attacks against them. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by Evil Outsiders.
 * Paladin Knight of the Chalice II
 * Cost: 2 Action Points
 * Prereqs: Paladin Level 12, Paladin Knight of the Chalice I, Paladin Courage of Good II, Paladin Energy of the Templar II
 * Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you now have +2 to attack Evil Outsiders and deal 2d6 additional damage with melee and unarmed attacks against them, replacing your earlier bonuses. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by Evil Outsiders. You also gain the ability to Censure Demons.
 * Knight of the Chalice II: Censure Demons
 * Benefit: You may expend a turn undead attempt to stun a targeted demon or other Chaotic Evil outsider. A successful Will save DC: 10 + Paladin Level + Charisma Modifier negates this effect. The target gains repeated saves to break free of this effect. Non-Chaotic Evil outsiders are unaffected by this ability.
 * Paladin Knight of the Chalice III
 * Cost: 2 Action Points
 * Prereqs: Paladin Level 18, Paladin Knight of the Chalice II, any Paladin Faith II enhancement
 * Benefit: You are devoted to fighting demons and other evil outsiders, driving them from Eberron forever. Your maximum number of Smites is increased by one, your anti-fear aura is improved, and you now have +4 to attack Evil Outsiders and deal 4d6 additional damage with melee and unarmed attacks against them, replacing your earlier bonuses. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by Evil Outsiders.
 * "Who wants a free Greater Evil Outsider Bane added to all of their weapons? What if I told you that it stacks with an actual Greater Evil Outsider Bane enchantment?"

Tempest

 * "I can now confirm that Tempest is planned to follow [level 6/12/18 prestige enhancement] progression." - Eladrin, ddo.forums.com
 * Tempest is going from 'Untyped Bonus' to 'Competence Bonus'. "Note that there are currently no Competence bonuses to melee attack speed, so Tempest will continue to stack with everything that's in the game. For bookkeeping purposes, it's better for things to be typed, though." - Eladrin, ddo.forums.com
 * The Tempest is a solid enhancement that many current builds are based around. It may not be especially flashy, but has solid passive bonuses. That theme continues with the advanced tiers of the prestige enhancement. Here's the whirling storm of blades, the Tempest: - Eladrin, preview at forums.ddo.com
 * Ranger Tempest I
 * Prerequisites: Ranger level 6, Dodge, Mobility, Spring Attack, Two Weapon Fighting, Improved Two Weapon Fighting
 * Cost: 4 AP
 * Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed and a +2 shield bonus to armor class when two weapon fighting.
 * The bonus to armor class now also actually only applies when you're dual wielding. Both of the bonuses granted by Tempest I have been "typed", to clarify stacking questions that constantly arose.
 * Ranger Tempest II
 * Prerequisites: Ranger level 12, Tempest I, Ranger Dexterity II, Greater Two Weapon Fighting
 * Cost: 2 AP
 * Benefit: Your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +3 shield bonus to armor class when two weapon fighting, and your penalty to hit has been reduced by 1.
 * Since the initial prerequisites for Tempest I are pretty steep, we made the additional prerequisites for Tempest II (and III) on the cheap side. Remember that Rangers get Greater Two Weapon Fighting for free.
 * Ranger Tempest III
 * Prerequisites: Ranger level 18, Tempest II, and any one of: Two Weapon Blocking, Two Weapon Defense, Oversized Two Weapon Fighting, or Lightning Reflexes.
 * Cost: 2 AP
 * Benefit: Your skill with two weapons is unequaled - your training has turned you into a whirling tempest of steel, granting a 10% competence bonus to dual wield attack speed, a +4 shield bonus to armor class when two weapon fighting, your penalty to hit has been reduced by 2, and you gain additional attacks when two weapon fighting.
 * The additional attacks gained at tier III are identical to what we originally had planned for (the not-in-the-game) Superior Two Weapon Fighting.

Arcane Archer

 * "We've got an additional sub-enhancement coming that will allow the Arcane Archer to imbue their arrow with a Magic Missile effect, granting additional force damage. More are planned in the future, including things like 'Fireball arrow'." - Eladrin, forums.ddo.com

Rogue

 * "The names of Rogue prestige enhancements have been shortened to "Assassin", "Mechanic", and "Thief-Acrobat", to match the naming style of prestige enhancements of other classes." - Eladrin, ddo.forums.com
 * "Rogue Assassin now grants +2 to Fortitude saves vs. Poison at each tier instead of +1." - Eladrin, ddo.forums.com
 * Rogue Mechanic II now grants the following active ability in addition to all of its other effects:
 * Mechanic: Smite Construct
 * Benefit: Your mechanical knowledge grants you the ability to deal devastating blows in melee to constructs and living constructs. You gain twice your Intelligence bonus to your attack roll and a damage bonus based on your rogue level. Smites return at a rate of one every 90 seconds.
 * Mechanics have a cap of three Smite Constructs that regenerate like Paladin Smite Evils do. All of the smite bonuses are calculated in a similar manner as the Paladin smite bonus, but replacing Charisma with Intelligence as the associated ability score and Rogue levels replacing Paladin. None of the Paladin modifiers to Smite Evil affect Smite Construct.

Assassin

 * Rogue Assassin III
 * Prereqs: Rogue level 18, Rogue Assassin II, Sneak Attack Accuracy IV, Sneak Attack Training IV
 * Cost: 2 Action Points
 * Benefit: Your lethality is unmatched in battle. Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and Fortitude saves against poison. Also, any sneak attack that also counts as a vorpal strike (natural 20 followed by critical confirmation) that you make has a chance of producing a lethal strike will kill most living targets.
 * ''I've heard rumors that people like vorpal weapons. Even a Moldy Quarterstaff can be a lethal weapon in the hands of a Master Assassins. Things like Deathblock and Death Ward do protect against this death effect.'

Capstones

 * "The next module brings a selection of new Prestige Enhancements to some classes and expands some existing lines for others, but every class will gain a Capstone Enhancement to celebrate reaching 20 levels in the class. A character may only possess a single Capstone Enhancement at a time. (At this moment it's academic as there will be one for each class, but other choices will likely be added in the future.)" - Eladrin, ddo.forums.com
 * "As normal with previews, duration, cooldown, and effects are still subject to change." - Eladrin, forums.ddo.com

Bard

 * Musical Prodigy
 * Prereq: Level 20 Bard
 * Cost: 2 AP
 * Benefit: You gain +2 Charisma, two additional uses of Bardic Music, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.

Cleric

 * Divine Intervention
 * Prereq: Level 20 Cleric, 74 Action points spent
 * Cost: 2 AP
 * Benefit: You are a strong conduit of positive energy, and can expend a turn attempt to ward your target for five minutes against mortal damage - hit point damage will not lower their hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds and then fade.
 * Players that have gone through the Korthos Island experience may remember Cellimas' Protection from Death effect - this is an altered version of that tutorial spell. Essentially, while this effect is on your target, they cannot die from hit point damage. Instant death effects like Implosion or Finger of Death bypass this protection, however, so keep those Deathblock items on, and it fades a few seconds after being forced to activate. Still, that's one less dead person!

Monk

 * Serenity
 * Prereq: Level 20 Monk, 74 Action points spent
 * Cost: 2 Action Points
 * Benefit: You are a paragon of understanding and serenity. Your Concentration is increased by 10 and your centered ki generation is increased by 1.
 * Serenity is subtle, yet in the hands of a master, potentially very powerful. Ki retention is heavily governed by one's Concentration score, and while this is a hefty bonus; the second bonus is what I find much more interesting... With Serenity, a monk's ki not only decays at a slower rate and stabilizes at a higher "Concentration band", but it will actually regenerate over time if their accumulated ki is low.

Paladin

 * Weapons of Good
 * Prereq: Level 20 Paladin
 * Cost: 2 AP
 * Benefit: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.
 * This enhancement brings an extra bit of punch to a Paladin, especially when they're fighting evil outsiders. The extra dice of damage from Weapons of Good stack with other weapon enchantments, so even your common Holy Sword can become a dangerous weapon unless you're running through a quest like Purge the Heretics.

Rogue

 * Cheat Death
 * Prereq: Level 20 Rogue
 * Cost: 2 AP
 * Benefit: A master rogue can defy even death if their luck holds out. You have a chance of self-resurrection should you die, but this chance drops each time you die between rests. Maruts have a particular dislike for you.

Sorcerer

 * Sorcerer Power Surge
 * Prereqs: Sorcerer Level 20
 * Benefit: All of your damage dealing spells deal 10% more damage, have their critical chance increased by 3%, and their critical multipliers increased by an additional 0.25.
 * Obviously, this stacks with all other similar effects, whether they be Potency, Arcane Lore, or the various damage enhancing enhancement lines.

Wizard

 * Master of Magic
 * Prereqs: Level 20 Wizard
 * Cost: 2 AP
 * Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)

Post module 9 enhancements

 * From DDOcast Ask the Devs 7
 * 7:07-
 * Host: (...) So i guess the short version of my question is, are you planing to give different enhancements to wizards, than those available to sorcerers, and if not, why not?
 * Dev: Well, one of the things with wizards and sorcerers is there's so many different ways, that you can take as an arcane caster as either class, that, we designing new enhancement on for one of them, we tend to give it to the other, since, its difficult justifying not to giving it to them.
 * Host: Yea..
 * Dev: They will diverge more however when they get prestige enhancements, currently we're planning on giving wizards the Archmage, Pale Master and Wild Mage while the sorcerers are goin to have the 4 Elemental Savants lines. Um, their capsones are also different.
 * Host: Oh yea.
 * Dev: It's possible in the future to give more divergence, between the two enhancement lines but, where we always very careful about that.
 * 20:54-
 * Host: Alright, final question here is the bit of the 3-parter here, from o-cart(?), and he says, are monks wizards and sorcerers getting prestige enhancements with Mod 9? Will clerics get separate lines from the faith enhancements, that they share with paladins?
 * Dev: Well Jerry..
 * Host: I know that you said what, barbarians and paladins are particularly, we know what they're gonna get... but what about monks and sorcerers?
 * Dev: Um, monks, wizards, sorcerers won't be getting them with Module 9, but they will be in the future, clerics will be getting their own line, currently we expecting to be the Exorcist of the Silver Flame, Radiant Servant and War Priest, um, the, monks will be the Henshin Mystic, Ninja-Spy and probably a renamed Shintao Monk, and wizards and sorcerers ones i ever .. for.
 * Host: Ya thats right, ya.