Update 33 Release Notes

Welcome to the Update 33: Return of the Night Revels Release Notes, published on Thursday, October 20th, 2016.

Return of The Night Revels
The Night Revels returns with new challenges and new loot! The new challenges are Getting Ahead in Lordsmarch Plaza and Hayweird Foundry. They can be found in the event's version of Delera's Graveyard, and scale up to CR 35, when the Night Revels event is active.

Monk Updates
The Monk has been updated with changes to its enhancement trees, and handwraps have been re-worked to improve their usefulness and functionality! Handwraps now function as a new type of Exotic weapon. As before, they count as a two-handed weapon for equipment purposes, but benefit from Two Weapon Fighting bonuses. By default, they have a base die of 1d6 and a critical profile of (20)x2. All existing handwraps have been updated. Further changes to handwraps and the monk are described below.

New Deity Feats
Clerics, Favored Souls, and Paladins have new deities to follow, and new feats to choose! For Eberron-based characters, new feats are available for Onatar, Aureon, Olladra, and The Blood of Vol. For Forgotten Realms-based characters, Helm and Silvanus have been added.

Airships

 * The proper loading screen now displays when using the Farshifter to travel to Three-Barrel Cove.

Cannith Crafting

 * and Skill Upgrade Tomes can once again be exchanged for Purified Eberron Dragonshards.
 * Randomly-generated items which could not previously be Dissolved now can be.

Classes

 * Warlock's Shining Through now gives Temporary Hit Points equal to 8× your Constitution Score, rather than 12×.
 * Monk Stances:
 * Critical Multiplier has moved out of all Mountain Stances and into the corresponding Sun stances.
 * Ocean Stance has had its Dodge raised to 3/6/9/12%.
 * Form Ki moves' elemental damage now scales with Melee Power.
 * Vorpal Strike now works with handwraps.
 * Ocean Stance now gives a stacking +2/4/6/8 Dodge Cap.
 * Wind Stance now gives 3/6/9/12 Doublestrike which stacks with other bonuses.
 * Quick Strike and Lighting the Candle and all Elemental Words now cost 1AP per rank.
 * Lighting the Candle now scales with Melee Power.
 * All Finishing Moves that are Melee attacks now deal +1[w] on their attack.
 * Path of Harmonious Balance: Fists of Light now deals +0.5[w] on its attack.
 * Path of Harmonious Balance: Fists of Light now deals 4d6 Light damage to all creatures on hit, which scales with Melee Power.
 * Path of Harmonious Balance: Fists of Light's Vorpal portion now scales with Melee Power.
 * Path of Harmonious Balance: Fists of Darkness' effects now scale with Melee Power.
 * Several Finishing Moves have had their text updated to more clearly state what they do.
 * The Gathering Storm: Boosted to 15% (was 10).
 * The Raging Sea: Boosted to 15% (was 10).
 * Shining Star: Now uses Wisdom instead of Charisma for its saving throw.
 * Healing Ki: 1d4 per Monk level.
 * Moment of Clarity: Bonuses now stack (was Insight).
 * The Fire finisher Breath of the Fire Dragon now scales with 2×Melee Power.
 * Ki Bolt, Cauldron of Flame, and Incinerating Wave all now scale with 2×Melee Power.
 * Monk's Moment of Clarity finishing move feat tooltip now properly states that it is a stacking bonus, rather than an Insight bonus.
 * Monk Elemental Combo attacks now state that they scale with Melee Power.

DDO Store

 * Cannith Challenge boosters and +20 Jump Potions are now Bound to Account instead of Bound to Character.

Enhancements

 * Divine Might and Know the Angles now have their proper anti-requisites.
 * The Gnome's Wand and Scroll Mastery now works correctly.
 * Kensei's Martial Arts enhancement group now contains handwraps.
 * Warlock's Enlightened Spirit's Brilliance no longer grants temporary hit points to NPCs.
 * Changes have been made to monk enhancements:
 * Ninja Spy
 * Ninja Master provides +2 Dexterity and +2 Wisdom. In addition, its Competence Bonuses to Critical Threat Range are now Critical Threat Multipliers that benefit all centered weapons other than handwraps and quarterstaves. Any weapon you wield while centered gains the Vorpal effect.
 * There is a new Tier 5 ability called Deadly Striker: While you are centered with any weapon other than handwraps or a quarterstaff, you gain a +1 Competence bonus to Critical Threat Range. Kamas and Shuriken get double this bonus.
 * There is a new Tier 2 Action Boost: Melee and Ranged Power.
 * Each Ninjutsu ability in Ninja Spy now also grants +1 to hit and damage with weapons other than a quarterstaff or handwraps when centered.
 * Basic Ninja Training and Advanced Ninja Training now applies to all weapons you are centered with.
 * Ninja Poison now scales with Melee Power.
 * Poisoned Darts now adds 1d8 stacks of Ninja Poison.
 * Poison Exploit now does 1d10+10 per stack.
 * Touch of Death now scales with 200% Melee Power, and is unlinked from Ninjutsu.
 * Shadow Double goes up to +3[w], its Doublestrike bonus has been reduced to 50%, but its duration has been doubled. The cooldown has been reduced to 20 seconds.
 * Combined Stealthy and Faster Sneaking have had their Action Point cost reduced to 1AP.
 * Subtlety has been moved down to Tier 1.
 * Agility has moved into Subtlety's old spot.
 * Each tier of Ninjutsu now grants a passive +(to hit and damage) with centered weapons other than handwraps and quarterstaves.
 * Each tier of Ninjutsu is now 1AP.
 * Diversion no longer consumes Metitation charges to use.
 * Shintao
 * Touch of the Void Dragon no longer consumes Meditation charges. It now has a three minute cooldown, and costs 30 Ki. This enhancement also grants an additional +10 Melee Power.
 * To Seek Perfection now grants +25 Melee Power in addition to its other benefits.
 * Elemental Curatives now also grants +1 to hit and damage while centered and unarmed or with handwraps.
 * Reed in the Wind has been updated to match Kensei's stronger version: Damage is +1/2/3[w], and the cooldown has been reduced to 15 seconds.
 * Elemental Curatives are now 1AP.
 * Kukan-do's DC is now Wisdom based.
 * Iron Skin now works regardless of your chosen stance.
 * Iron Skin's third rank now grants +20 PRR when centered.
 * Violence Begets Violence now works regardless of your chosen stance.
 * To Seek Perfection now gives +4 Wisdom.
 * Touch the Void Dragon's buffs to Ability Scores now stack with everything.
 * All bonuses in Core Abilities that previously worked only against Tainted Creatures now work against everything.
 * Smite Tainted Creature now works against all creatures, with an extra save needed for Tainted creatures.
 * Jade Strike now works against all creatures, with an extra saving throw needed for Tainted creatures.
 * Tomb of Jade now works against all creatures, with an extra saving throw needed for Tainted creatures.
 * Rise of the Phoenix and Empty Hand have switched places in the tree. Rise of the Phoenix is no longer tied to Elemental Curatives.
 * Empty Hand Mastery is now a +1 Competence Bonus to Critical Threat Range and Multiplier when using handwraps.
 * Meditation of War's bonuses now stack with other effects.
 * Instinctive Defense, Iron Skin, and Deft Strikes now cost 1 AP per rank.
 * Dimissing Strike, Smite Tainted Creature, Jade Strike, and Tomb of Jade now use Stunning bonuses.
 * Henshin Mystic
 * The package granted with each Core Ability no longer grants Spell Power and Spell Critical; instead, they grant an equivalent amount of Melee Power.
 * Henshin Mystic's core abilities now give +3 PRR in addition to their other bonuses.
 * Ki Bolt has had its damage improved to Per Monk Level, instead of every two levels.
 * Sounding Staff no longer makes Staves implements, and instead provides +2 Ki per hit while wielding a staff, and the Quick Draw Feat.
 * Serenity's Wisdom bonus is now +4, no longer has Spell Power and Critical bonuses, and gains +25 Melee Power.
 * Elemental Words do +1[w] and give the enemy +2 stacks of Vulnerability on hit. Each Elemental Words has its own cooldown, and can be used in conjunction with the others.
 * Quick Strike cooldown is now 18/15/12.
 * Void Strike now deals 3[w] damage, and its Force damage now scales with Melee Power.
 * Mystic Training is now one Action Point per rank.
 * Embrace the Voice is now one Action Point per rank.
 * Focus' bonuses to hit and damage now stack with other sources.
 * Every Light Casts a Shadow is now +2[w], targets get 1d4 negative levels, and all nearby enemies get 1d2 negative levels immediately. This ability no longer applies negative levels to friendly targets.
 * Cauldron of Flame no longer consumes Meditation charges. Players can now move within its borders without collapsing.
 * The tooltip for Focus now correctly states that it offers an Exceptional rather than Insightful bonus.
 * Monk Henshin Mystic SLAs now scale with Melee Power.
 * In all three trees, Elemental Ki strikes have been changed. Eagle Claw Attack now applies four stacks, and stacks to 15. Knock on the Sky reduces enemy physical damage by 4% per stack. Unbalancing Strike is now +3[w].

Epic Destinies

 * Divine Crusader's Consecrated Ground aura no longer heals NPCs.
 * Fury Eternal and Unbridled Fury now explicitly say they work with ranged weapons.
 * Grandmaster of Flowers now grants handwrap proficiency in its first Core Ability.

Feats

 * Six new Deity options are available for Clerics, Paladins, and Favored Souls at their first level. These are analogous to the existing Deity feats and abilities.
 * As is the case on Live, each Deity's feats consist of the following:
 * A "Follower" feat. This is bestowed for free with your first level of Cleric, Paladin, or Favored Soul. In taking this feat, you choose your Deity and gain proficiency with their Favored Weapon.
 * A "Child of" feat. This is granted to 3rd level Favored Souls for free, and can be taken by 3rd level Clerics or Paladins. It gives bonuses with your deity's Favored Weapon.
 * A unique active ability. This is granted to 6th level Favored Souls, Paladins, and Clerics.
 * A "Beloved" feat. This is granted to 12th level Favored Souls for free, and can be taken by 12th level Clerics or Paladins. It gives additional bonuses with your deity's Favored Weapon.
 * Aureon, Sovereign of Law and Lore
 * Aureon is the god of magic, known for his wisdom.
 * Available to: All Eberron characters who are not Bladeforged
 * Favored Weapon: Quarterstaff
 * Level 6 Unique Active Feat: Aureon's Instruction: You are a devoted follower of Aureon, and your faith has been rewarded. Activate this ability to channel the power of Aureon's wisdom for 24 seconds plus 6 seconds per Religious Lore feat you have. In this state, you gain +4 Wisdom, +3 to Spell Penetration, +4 to your effective level for Turn Undead, +4 to maximum Hit Dice affected when using Turn Undead, and +4 to the total Hit Dice affected by Turn Undead.
 * Olladra, Sovereign of Feast and Good Fortune
 * Olladra is a goddess of both luck and healing.
 * Available to: All Eberron characters who are not Bladeforged
 * Favored Weapon: Sickle
 * Level 6 Unique Active Feat: Luck of Olladra: You are a devoted follower of Olladra, and your faith has been rewarded. Activate this ability to heal yourself or an ally to full health and bestow +1d6 Luck Bonus to each Ability Score, lasting 24 seconds plus 6 seconds per Religious Lore feat you have.
 * Onatar, Sovereign of Forge and Flame
 * Onatar is the god of smiths and craftsmen, as well as many Dwarves and Artificers.
 * Available to: All Eberron characters who are not Bladeforged
 * Favored Weapon: Warhammer
 * Level 6 Unique Active Feat: Onatar's Forge: You are a devoted follower of Onatar, and your faith has been rewarded. Activate this ability to channel the power of Onatar's mighty forge for 24 seconds plus 6 seconds per Religious Lore feat you have. In this state, you gain +3 to Tactical Feats, +10 Melee Power, +10 Repair Spell Power, +10 Rust Spell Power, and +10 Fire Spell Power. If you are a Warforged or otherwise already benefit from Repair, you gain +30 Repair Amplification.
 * The Blood of Vol
 * The Blood of Vol worships no god, but rather the divinity that lies within all people, aiming to embrace one's true potential.
 * Available to: All Eberron characters who are not Bladeforged
 * Favored Weapon: Dagger
 * Level 6 Unique Active Feat: The Blood is The Life: You are a devoted follower of The Blood of Vol, and your zeal has been rewarded. Activate this ability to draw upon the power within your own blood for 24 seconds plus 6 seconds per Religious Lore feat you have. In this state, you gain +4 Constitution, 100% Fortification, +10 to Fortitiude Saves, and PRR and MRR equal to the number of Religiousl Lore feats you have. Your attacks with Daggers also gain the effects of Vampirism, stacking with other sources of Vampirism.
 * Helm, the Watcher
 * Helm is the god of guardians, protection, and protectors.
 * Available to: All Forgotten Realms characters who are not Morninglords.
 * Favored Weapon: Bastard Sword
 * Level 6 Unique Active Feat: Ever Watchful: You are a devoted follower of Helm, and your faith has been rewarded. Activate this ability to draw upon the vigilance of Helm for 24 seconds plus 6 seconds per Religious Lore feat you have. In this state, you gain True Seeing, +5 Sacred bonus to Spot and Search, +4 Wisdom, +5 to Fortitude saves, and PRR equal to the number of Religious Lore feats you have.
 * Silvanus, the Forest Father
 * Silvanus is the god of nature and balance.
 * Available to: All Forgotten Realms characters who are not Morninglords.
 * Favored Weapon: Maul
 * Level 6 Unique Active Feat: Blessing of Silvanus: You are a devoted follower of Silvanus, and your faith has been rewarded. Toggling this on gives you Blessing of Silvanus: You gain +4 Natural Armor bonus to AC, and Mauls you wield gain +2 to their Critical Threat Range. This stacks with other sources.
 * In addition to the above new feats, we have readjusted how the basic Deity feats' bonuses to Favored Weapons work. There are three feats. The first currently gives +1 To Hit with your Favored Weapon. The other two each currently provide +1 To Hit and Damage with your Favored Weapon.
 * The first ("Follower of", at level 1) of these three is unchanged.
 * The second ("Child of", at level 3) still gives +1 To Hit and Damage if your Favored Weapon is Exotic (like Helm's), but +2 to those for all other Favored Weapons.
 * The third ("Beloved of", at level 12) gives +1 if your Favored Weapon is Exotic, +2 if your Favored Weapon is Martial, and +3 if your Favored Weapon is Simple.
 * All of these bonuses are cumulative, so if your Deity is Olladra (whose Favored Weapon is the Sickle), you would end up with +5 To Hit and +6 To Damage after taking all three Feats.
 * Bladesworn Transformation's duration is now 24 seconds plus 6 seconds per Religious Lore feat you have, consistent with the other Actives above.
 * Favored Soul: Angel of Vengeance:
 * The 6th core in Angel of Vengeance, "Ascendancy", grants a different bonus depending on your chosen Deity. As there are new Deities, there are also new choices for pure Favored Souls who take the capstone in this tree. Do note that these will likely improve when the planned Favored Soul pass occurs:
 * Aureon Ascendancy: True Knowledge: Passive: You gain +2 Charisma and +2 to the Spellcraft and Use Magic Device skills. Active: You are able to cast the spell Command at will without using spell points.
 * Olladra Ascendancy: Divine Luck: Passive: You gain +2 Charisma and +2 to the Bluff and Heal skills. Active: You are able to cast the spell Lucky Cape at will without using spell points.
 * Onatar Ascendancy: Repairing the Broken: Passive: You gain +2 Charisma and +2 to the Repair and Spellcraft, skills. Active: You are able to cast the spell Repair Serious Damage at will without using spell points.
 * The Blood of Vol Ascendancy: Draw Blood: Passive: You gain +2 Charisma and +2 to the Diplomacy and Heal skills. Active: You are able to cast the spell Inflict Moderate Wounds at will without using spell points.
 * Helm Ascendancy: Eternal Guardian: Passive: You gain +2 Charisma and +2 to the Spot and Intimidate skills. Active: You are able to cast the spell Mass Aid at will without using spell points.
 * Silvanus Ascendancy: Natural Bounty: Passive: You gain +2 Charisma and +2 to the Jump and Hide skills. Active: You are able to cast the spell Vigor at will without using spell points.
 * Stunning Fist now specifically requires Handwraps to use.
 * Exotic Weapon Proficiency: Handwraps has been added. Monks get this proficiency at level 1.
 * Handwraps have been added to Feats that grant bonuses with Bludgeoning weapons.

Festivals and Events

 * Festivult Abishai Cookies work as a set again.

Items

 * Critical Multiplier bonuses now work on Thrown weapons.
 * Old Cannith Challenge items are now properly affected by Masterful Craftsmanship.
 * The Legendary Greensteel Conjure Bolts Augment now actually conjures bolts.
 * s, s, and s now properly go into bags.
 * Handwraps have gained +10 Hardness and +80 Maximum Durability.
 * Items no longer do damage to Magical Beats. Some do, however, do damage to Magical Beasts.

Monster Manual

 * The Monster Manual plant icon is now more plant-like and decidedly less beholder-like.

NPCs

 * There is no longer a typo in Thela Bonmar's dialog after players defeat Augolroasa.
 * The Harbor guard now knows how to spell Emperor.
 * Guard Crichton no longer references Dead Predators instead of Kobold Assault.
 * Cannith Challenge Trader titles now use proper level ranges.

Quests and Adventure Areas

 * Fixed numerous instances where Optional Objectives were not specifying the type of creature to be defeated in order to complete the objective.
 * Slavers of the Shrieking Mines now has a second beholder.
 * Beyond the Rift's dialog box no longer stays open when teleporting.
 * Beyond the Flame's dialog and reward boxes no longer pop up simultaneously.
 * The entrance to the Gianthold wilderness area no longer sometimes takes you back to the Gianthold public area.
 * A typo in the Dungeon Master text in Prey on the Hunter has been fixed.
 * Demon Assault no longer respawns enemies after the end chest is opened.

Spells

 * Protection from Evil now has a proper length Immunity Ward.

Miscellaneous

 * Numerous minor typos have been corrected throughout the game.
 * Several instances where DNT text would appear have been corrected.
 * Pony tails now animate correctly.
 * Fixed an issue that could cause some poison effects to give enemies an incorrect poison icon.

Public Notices & Known Issues
The latest notices and Known Issues can be found on our Public Notice Board.