In development/Enhancements

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

Barbarian
Occult Slayer

Ravager

Bard
Spellsinger II

Virtuoso II

Warchanter II

Cleric
Radiant Servant I
 * Prereqs : Level 6 Cleric, Cleric Improved Turning I, Cleric Life Magic II, Cleric Heal II, Empower Healing, and any one of: Cleric Divine Cleansing I, Cleric Divine Light I, Cleric Divine Healing I, Cleric Divine Vitality I, or Cleric Divine Might I.
 * Benefit : You are a beacon of Light against Evil. You count as 1 Level higher when casting Positive Energy or Light based spells and gain the ability to expend a Turn attempt to create an aura of Positive Energy that Heals you and nearby Allies over time and damages nearby undead. Any Undead that you successfully turn with your Turn ability are destroyed instead of frightened, and your turns regenerate over time (1 every 2 minutes).

Positive Energy Aura
 * Benefit: You may expend a use of Turn to produce a Positive Energy Aura effect on yourself, which envelops the caster in an aura of Healing, Positive Energy. Allies within the aura are Healed 1 hit point per 3 caster levels as long as they remain within it. undead enemies are damaged for the same amount.

Radiant Servant II
 * Prereqs: Level 12 Cleric, Cleric Radiant Servant I, Cleric Prayer of Life I, Cleric Prayer of Incredible Life I, and any one of: Silver Flame Exorcism, Unyielding Sovereignty, Undying Call, Bladesworn Transformation, Vulkoor’s Avatar, or Cleric Charisma II.
 * Benefit: You are a beacon of Light against Evil. The Empowered Healing metamagic now grants you a 75% bonus to Healing spells instead of 50%. You count as an additional 1 Level higher when casting Positive Energy or Light based spells, and gain the ability to expend a Turn attempt to create a burst of Positive Energy that Heals you and nearby Allies, removes some negative Levels and ability damage, and damages nearby undead.

Positive Energy Burst
 * Benefit: Positive energy expands from the caster, Healing 1 to 8 plus 1 per caster Level to all nearby Allies, as well as removing 1 to 4 negative Levels and 1 to 6 points of ability damage. Undead are instead damaged by the energy, taking 1 to 8 points of damage per caster Level. A successful Will save reduces the damage by half.

Exorcist of the Silver Flame

Warpriest

Favored Soul
Divine Avenger

Beacon of Hope

Angel of Vengeance

Fighter
Purple Dragon Knight

Monk
Ninja Spy I
 * Prereqs: Level 6 Monk, Path of Inevitable Dominion, Dodge, Monk Jump II, Monk Tumble II, and any one of: Static Charge, Porous Soul, All-Consuming Flame or Winter's Touch
 * Benefit: You are trained as a stealthy killer. You are considered proficinent in shortswords and treat them as Ki weapons. You gain +2 Balance, Hide, Move Silently and gain 1d6 sneak attack as if you were a rogue. While sneaking, you move 10% faster and your passive ki generation when centred is increased by 1.
 * Special Ability: You can expend Ki to enter Shadow Form, becoming invisible and partially insubstantial.

Ninja Spy Shadow Fade
 * Cost: 15 Ki
 * Benefit: You focus your Ki and draw shadows around you, becoming invisible and partially insubstantial. 25% miss chance due to incorporeality. Counts as a dark move.

Shintao Monk I and any one of Cleave, Combat Expertise, Die Hard, Discipline, Luck of Heroes, Precision, Resilience, or Self Sufficient
 * Prereqs: Level 6 Monk, Path of Harmonious Balance, Stunning Fist, Monk Concentration II, Monk Improved Recovery I
 * Benefit: You guide others on the path of enlightenment leading by example. You gain the ability to expend ki to smite evil creatures and can create a protection from evil effect warding allies from domination and improving defenses against evil opponents. Your unarmed attacks now bypass Byshek damage reduction.

Shintao Monk Protection From Evil
 * Cost: 5 Ki
 * Benefit: At your touch a magical barrier is created that wards a target from attack by evil creatures granting a +2 deflection bonus to AC and +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. This ability counts as a light move.

Shintao Monk Smite Evil
 * Cost: 15 Ki
 * Benefit: To deal devastating blows in melee against evil creatures. You gain twice your wisdom modifier to your attack roll and a damage bonus based on your monk level. This ability counts as a light move.

Henshin Mystic

Paladin
All Current announced released.

Ranger
Deepwood Sniper

Rogue
Assassin
 * Rogue Assassin I through III each now grant +1d6 sneak attack dice instead of +2 to damage on critical hits (before multipliers).
 * Non-Assassinate sneak attacks once again break stealth. The Assassinate ability will not break stealth.

Mechanic
 * Rogue Mechanic I now grants proficiency with Repeating Light Crossbows.
 * Rogue Mechanic I also doubles the chance of receiving scavenged components when disabling traps.
 * Rogue Mechanic II now grants proficiency with Repeating Heavy Crossbows.

Thief-Acrobat
 * Rogue Thief Acrobat I now adds the character's Dexterity bonus to Quarterstaff Sneak Attack damage.

Sorcerer
Acolyte of the Skin

Air Savant

Cold Savant

Earth Savant

Fire Savant

Wizard
Pale Master
 * Form Changes
 * The wraith form incorporeality being considered concealment will also be fixed.
 * Bug that was preventing casters from being able to hit themselves with negative energy with AOE spells like Mass Inflicts fixed.
 * It’s possible that we’ll add a “get out of my form” option, though that’s still under consideration.
 * They shouldn’t make saves against inflict spells, and there’s still the death ward problem, but those are bugs that will get resolved. (A death ward fix [suppressing while in undead form] will probably be in update five.)
 * Pale Masters can now affect themselves with Mass Inflict spells.
 * Incorporeality was incorrectly set as a form of "concealment" in the combat system. It is now a distinct roll from concealment effects. (Wraith Form incorporeality now partially stacks with displacement.)


 * Summon Changes
 * The Skeletal Archers excel at hitting high armor class foes.
 * The Skeleton Knights now have significantly more hit points than before, do more damage, and apply various debuffs on Vorpal hits. They also have increased melee threat generation.
 * All skeletal knights no longer hop around before attacking.
 * Frost marrow Mages no longer know the Sleet Storm spell.
 * Added Magic Missile (or Force Missiles) to the Mages.
 * Every 30 seconds, all summoned creatures will check to see if their master is more than 30m away, and if they are, they'll teleport to the master's side.


 * Abilities Changes
 * Necrotic Touch can once again be used to heal undead pets, but cannot target player characters.
 * Necrotic Touch now costs 2hp to cast instead of 1hp, 1sp.
 * Necrotic Bolt, an ability similar to Necrotic touch, has been added to the second tier of Pale Master. It has the same damage but is a ranged attack and costs 5HP to use. It cannot, however, be used to heal undead allies.

Archmage

Wildmage

Drow Elf
Scorpion Wraith [Counts as Rogue]

Dwarf
Kundarak Dragonmark Heir

Dwarven Defender [Counts as Fighter]

Elf
Phiarlan Dragonmark Heir

Halfling
Jorasco Dragonmark Heir

Half-Orc
Tharashk Dragonmark Heir

Human
Cannith Dragonmark Heir

Deneith Dragonmark Heir

Orien Dragonmark Heir

Tharashk Dragonmark Heir

Warforged
Warforged Juggernaut [Counts as Barbarian]

Other

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

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.