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Update 39 Release Notes

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Here are the Release Notes for Update 39, released on Wednesday, July 18th, 2018.

Of Special Note[edit]

White Plume Mountain and Other Tales[edit]

This new classic dungeon, along with a collection of other tales, is now available in a new Adventure Pack that is Free to VIPs! Includes five new dungeons, including the classic module White Plume Mountain, plus four additional all-new tales of mad Wizards and their works. The five quests are not part of a narrative arc, but instead tie thematically around Wizards run amok. The questgiver for White Plume Mountain can be found in the Eberron Hall of Heroes, near the Against the Slave Lords questgivers, while the questgivers for the other quests can be found outside of the Tower of the Twelve, on the road leading to Meridia.

White Plume Mountain: Level 9 Heroic, 32 Legendary[edit]

Search ye far or search ye near
You'll find no trace of the three
Unless you follow instructions clear
For the weapons abide with me.

North past forest, farm and furrow
You must go to the feathered mound
Then down away from the sun you'll burrow
Forget life, forget light, forget sound.

To rescue Wave's Crest, you must do battle
With the Beast in the Boiling Bubble
Crost cavern vast, where chain-links rattle
Lies Whelm's Crest, past water-spouts double.

Blackrazor's Seal yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you're done
For now you'll find you are caught

I care not, former owners brave
What heroes you seek to hire.
Thought mighty, I'll make each one my slave
Or send them to the fire.

-Your host, Keraptis'

Another Man's Treasure: Level 6 Heroic, 21 Epic[edit]

Objects made out of pure platinum have unexpectedly turned up in the Stormreach Dump, causing dissent among the Kobolds who scavenge there.

Kind of a Big Deal: Level 6 Heroic, 21 Epic[edit]

A powerful magical artifact has gone missing. If it is not found quickly, it could cause pandemonium in this once quiet valley.

Memory Lapse: Level 6 Heroic, 23 Epic[edit]

The famous wizard Tarent Hoxworth has organized his memory as a library. Each memory was neatly filed away on the shelves, until a rival wizard cast a spell that has brought chaos to Tarent's tidy mind.

The Price of Freedom: Level 6 Heroic, 25 Epic[edit]

The Esoteric Order of Aureon has built a very special prison specifically to contain lawbreakers who are talented in arcane arts. Now, you are going in, to break a friend of a friend out!

Falconry Universal Enhancement Tree[edit]

The Falconry Universal Enhancement Tree gives players the ability to use a Hunting Bird to make coordinated attacks on targets, and hones the character's ability to make pinpoint attacks. The Falconry Universal Enhancement Tree can be used by any character that has unlocked access to it, similar to Harper Agent and Vistani Knife Fighter. The Falconry Universal Enhancement Tree is available in a collection of White Plume Mountain bonus items, available in the DDO Store. The tree will be available as a separate purchase in the future, and will also be available to unlock on a per-character basis in a future update. Further details, including specifics of all of the enhancements in the tree, can be found lower in the Release Notes.

Treasure of Crystal Cove Item Update - Event now![edit]

The Treasure of Crystal Cove event has been updated to make it easier than ever for participants to earn in-event items! We've redesigned some of your favorites, and added some new items as well. Crystal Cove's mining challenge now scales up to level 35, and a new tier of gems drop at the highest levels that can be turned in for level 28 versions of the Cove's loot.

Additionally, older items can be exchanged for new versions by speaking to Euphonia, although Augments or Sentient Gems are not transferred to the new version. (The Trinkets aren't included.) Some examples are:

  • Treasure Hunter's Spyglass gains an Intelligence bonus, trades Search and Spot bonuses for Exceptional bonuses to all Int and Wis skills, and gains Green Augment slot and, at 12th level, True Seeing.
  • Ornamented Dagger trades its elemental spellpowers for elemental spell critical bonuses, plus a Red augment slot and a higher Concentration bonus.

Items no longer require rare gems to acquire, and the rare tier of gems no longer appear. Each item is fully upgraded out of the box. Legacy versions of the items can still be obtained in a corner of the tavern in Smuggler's Rest.

The Crystal Cove event is running from now until August 12, 2018.

News and Notes[edit]

Daily Dice[edit]

  • Titan's Grip and Alchemical Intimidate potions now drop in stacks of three in Gold Daily Dice rolls.
  • Bigby's Guiding Hands no longer appear in Tier 8 of the Gold Daily Dice table.
  • A few cosmetics were appearing in both Tier 7 and Tier 8 of the Gold Daily Dice tables; this has been fixed.
  • Brand new cosmetics have been added to the Gold Daily Dice tables!

DDO Store[edit]

  • In addition to the White Plume Mountain and Other Tales adventure pack, a collection of bonus items is available for Update 39. Find them in the Adventure Packs > Low Level section of the DDO Store. The bonus item pack can be purchased separately, whether you already own the pack or are VIP. The bonus items collection includes the Cerulean Crown of Wave cosmetic headwear, Cerulean Crest of Wave cosmetic armor, Tiny Giant Crab Creature Companion Certificate, 5 Sentient XP Stones worth 1,000 Sentient XP each per server, and the Falconry Universal Enhancement Tree. The cosmetic headwear, armor, and Creature Companion is Bound to Account, and delivered to the inventory of every character on your account the first time you log into the game world with them after purchasing the pack. The Sentient XP Stones are Bound to Account and delivered to the inventory of the first character you log into on each server after purchasing the pack. Falconry is available for all characters on the account after purchasing the pack.

Enhancements[edit]

  • Artificer:
  • Barbarians:
    • Frenzied Berserker
      • Cracking Attack no longer costs Hit Points, and the cooldown is reduced to 12 seconds. The enhancement reduces Fortification by 5/10/20% in addition to its existing effects.
      • Crazy Strike now grants +.5/1/2[W] extra damage.
      • Focused Wrath now grants a +1/2 Competence Bonus to Critical Multiplier.
      • Focused Wrath now costs 1 Action Point per rank.
    • Occult Slayer
      • Weapon Bond's active cooldown is now 20 seconds. The enhancement now costs 1 Weapon Bond, and grants a +5 Unique Bonus to attack.
      • Parrying Bond's bonuses are now unique.
      • Guarding Bond's bonuses are now unique.
      • Vicious Strike now deals +1/3/5[W], and is now 1 Action Point per rank.
      • Antimagic Boost now includes a +10/20/30 Action Boost bonus to Magical Resistance Rating, in addition to its existing effect.
      • Driving Force now costs 30/20/10 Weapon Bond, lasts for 20 seconds, and adds 5/10/20 Magical Resistance Rating in addition to its existing effect.
      • Seeker's Strike now deals +3/5/7[W] and costs 20 Weapon Bond. It is also now 1 Action Point per rank.
      • Occult Metalline now grants +1 Competence Bonus to Critical Threat Range and Critical Multiplier in addition to its existing effects, and now costs 2 Action Points.
    • Ravager
      • Hate now deals +1/2/3[W] and has a cooldown of 6 seconds.
      • Mutilate now has a 10 second cooldown per monster on proccing its Charisma damage.
      • Slaughter's cooldown is now 12 seconds.
      • Critical Rage now grants a +1/2 Competence Bonus to Critical Threat Range, and now costs 1 Action Point per rank.
  • Cleric:
    • Radiant Servant's Altruism now correctly provides +10 Positive Spell Power.
  • Favored Soul
    • Angel of Vengeance
      • Cores
        • Each Angel of Vengeance Core now grants the following in addition to its existing effects: +1 Caster Level and +2 Maximum Caster Level with Nimbus of Light, Searing Light, Sun Bolt, Cometfall, Divine Punishment, Flame Strike, and Fire Storm.
        • Core 4: Archon's light spell now benefits from 100% of your Spell Power and Spell Crit (was 50%).
        • Core 5: Vengeful Magic has been altered in many small ways, and is now: Passive: +1 to Spell DCs and +20 Light and Alignment Spell Power. When you fall below 80% health, you gain a +1% Sacred bonus to Spell Critical chance for 20 seconds. When you fall below 60% health, you gain +1 Sacred bonus to your spell DCs for 20 seconds. When you fall below 40% health, you gain +50% Sacred bonus to Spell Critical Damage Multiplier with Fire, Force, Light, and Physical damage spells for 20 seconds. Each effect persists even if you are healed above their health thresholds, but can only trigger once every two minutes.
        • Core 6: Ascendancy's many versions based on deity are now gone. In their place is Ascendancy: Both versions grant +2 to all Skills, +20 Universal Spell Power, and a Searing Light SLA that costs zero spell points. Multiselector: +4 Wisdom or Charisma.
      • Tier 1
        • New: Nimbus of Light SLA (12/8/4 second cooldown, 4/3/2 Spell Points).
        • Animus and Scourge have been combined into one ability with both sets of effects.
      • Tier 2
        • Just Reward is now gone.
        • Taking the first rank of Articles of Faith now also grants Just Reward's former bonus.
      • Tier 3
        • New: Sun Bolt SLA (12/9/6 second cooldown, 12/10/8 Spell Points).
        • Wand and Scroll Mastery has moved down to Tier 2.
      • Tier 5
        • New: Cometfall SLA (20/15/12 second cooldown, 35/30/25 Spell Points).
        • New: Archon's Fury: Requires Summoned Archon. While toggled on, your Lantern Archon adds a stack of Archon's Fury on every shot. (Archon's Fury: 1d6 Fire damage every 2 seconds for 10 seconds, stacks up to 20 times. New stacks refresh the duration. This damage scales with 100% spell Power). While toggled on, every shot from your Archon costs 12 Spell Points.
        • The spell DC boost in Tier 5 is no longer connected to Smiting line.
    • Beacon of Hope:
      • Cores
        • Pleasant Disposition: For each core ability you gain, get +1% Positive Spell Critical Chance, +10 Healing Amplification, and +5 Positive Spell Power.
        • Beacon of Grace: Cost 6 Spell Points. You and your allies ahead of you heal for one point of Positive Energy per favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half damage). Both scale with your Positive Spell Power. 6 Second Cooldown. This ability is considered a 1st Level Favored Soul spell of the Conjuration school.
        • Shining Light: Whenever you cast one of your Beacons, or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzles, and take a -1 penalty to attack, Spot, and Search. These enemies are illuminated by Shining Light, dispelling stealth, invisibility, Blur, and Displacement, for 10 seconds, and giving a -40 penalty to Hide. Sightless enemies are immune to the Dazzle effect.
        • Beacon of Hope: Cost 30 Spell Points. You and allies ahead of you take the dispelling effects of a Panacea, Restoration, and Remove Paralysis spell, and heal for 5 points of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half damage). Both scale with your Positive Spell Power. 30 second cooldown. This ability is considered a 5th level Favored Soul spell of the Conjuration school.
        • Flight of Glory: Cost 10 Spell Points. When you use your Leap of Faith, nearby allies gain Temporary Hit Points equal to triple your character level, plus an additional 50 Hit Points.
        • True Resurrection SLA: 25 Spell Points. 10 second cooldown. Multiselector:
          • Passive: +4 Wisdom. You gain +3 Maximum Caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
          • Passive: +4 Charisma. You gain +3 Maximum caster Level with all Positive spells. Your Hope and Beacon abilities that scale with Favored Soul level now add Epic Levels as well.
      • Tier 1:
        • Good Hope SLA: 10/5/2 Spell Points. Three second cooldown.
        • Confidence: +1/2/3 Concentration, Diplomacy, and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
        • Divine Durability: +2/4/6 Competence Bonus to Physical Resistance Rating.
        • Spell Critical Chance: Positive +2%.
        • Spell Points: 30/60/90 Spell Points.
      • Tier 2:
        • Close Wounds SLA: 6/4/2 Spell Points. 3/2/1 second cooldown.
        • Hope for Inspiration: Target ally gains a Sacred bonus to all Skills equal to 1 + 1/4 your Favored Soul level for 20 seconds. 6 second cooldown.
        • Divine Durability II: +2/4/6 Competence bonus to Magical Resistance Rating.
        • Spell Critical Chance: Positive +2%.
        • Might's Reward: Multiselector (Shared a cooldown and same Spell Point cost as Divine Might).
          • You gain a Sacred bonus to Positive Spell Power equal to 5 + your Strength modifier for 30/60/120 seconds.
          • You gain a Sacred bonus to Positive Spell Power equal to 5 + your Wisdom modifier for 30/60/120 seconds.
          • You gain a Sacred bonus to Positive Spell Power equal to 5 + your Charisma modifier for 30/60/120 seconds.
      • Tier 3:
        • Hope for Protection: Target ally gains a Sacred bonus to Physical and Magical Resistance Rating equal to 3 + your Favored Soul level for 20 seconds. 6 second cooldown.
        • Efficient Empower Healing.
        • Spell Critical Chance: Positive +2%.
        • Ability Score Multiselector: Wisdom or Charisma.
      • Tier 4:
        • Death Ward SLA: 10/8/5 Spell Points. 4 second cooldown.
        • Hope for Victory: Target ally gains a Sacred bonus to Melee and Ranged Power equal to 3 + half your Favored Soul level, and Universal Spell Power equal to 6 + your Favored Soul level, for 20 seconds. 6 second cooldown.
        • Optimism: Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 Physical Resistance Rating, +2 Magical Resistance Rating, and +1 Armor Class. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
        • Spell Critical Chance: Positive +2%.
        • Ability Score Multiselector: Wisdom or Charisma.
      • Tier 5
        • Raise Dead SLA: 15 Spell Points, 9 second cooldown.
        • Hope for Success: Target ally gains +1 to Critical Threat Range and Multiplier with weapons for 20 seconds. 60 second cooldown.
        • Heal SLA: 40 Spell Points. 6 second cooldown.
        • Undying Beacon: Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This effect lasts for 12 seconds, and is refreshed if the target is affected by another Beacon spell.
        • Flame of the Favored: Costs 40 Spell Points. Creates a wall that persists for 30 seconds. Allies within the aura are healing for one Hit Point per 3 Favored Soul levels as long as they remain within it. Undead enemies are damaged for the same amount. 30 second cooldown.
    • War Priest/War Soul
      • Both Cleric and Favored Soul versions:
      • Cores:
        • Core 1: Smite Foe is now a Multiselector with a Melee and Ranged version. Smite Foe's cooldown has been reduced to 12 seconds.
        • Core 3: Sanctuary has a much faster casting time.
        • Core 5: War Caster: Haste now grants +1 Competence Bonus to Critical Threat Range with your Favored Weapon in addition to its other benefits.
        • Core 6: Implacable Foe's cooldown has been reduced to 3 minutes.
      • Tier 2:
        • Inflame is no longer an Action Boost. It no longer has charges, and now has a 90 second cooldown.
        • Inflame: Saving Throws has been incorporated into Greater Inflame.
        • Righteous/Wrathful Weapons no longer gives out a +1 Enhancement Bonus at each tier, and instead, while wielding your Favored Weapon in your main hand, you gain +1 to-hit and damage, and +3 Universal Spell Power.
      • Tier 3:
        • Inflame: Energy Absorption is now Greater Inflame, has all the effects of Inflame: Energy Absorption and Inflame: Saving Throws.
        • Magical Backlash has been moved to Tier 3.
        • Righteous/Wrathful Weapons no longer gives out a +1 Enhancement Bonus at each tier, and instead, while wielding your Favored Weapon in your main hand, you gain +1 to-hit and damage, and +3 Universal Spell Power.
        • Burden of Sin has been replaced with Radiant Flourish (multiselector melee/ranged): +1/2/3[W] attack, adds 1d6/2d6/3d6 Light damage that scales with 200% of the higher of Melee or Ranged Power. Small chance to Blind non-Boss enemies with no Saving Throw. 6 second cooldown.
      • Tier 4:
        • Ameliorating Strike's heal is now 1d3 per character level, and has a one-second internal cooldown.
        • Light Guard has been replaced with +3/6/10% Doublestrike or Doubleshot as a Multiselector.
        • Silence the Wicked is a new Multiselector for melee or ranged: +1/2/3[W], affected enemy can't cast spells for four seconds. Melee: 14/12/10 second cooldown. Ranged: 20/18/15 second cooldown.
        • Righteous/Wrathful Weapons no longer gives out a +1 Enhancement Bonus at each tier, and instead, while wielding your Favored Weapon in your main hand, you gain +1 to-hit and damage, and +3 Universal Spell Power.
      • Tier 5:
        • Righteous/Wrathful Weapons no longer gives out a +1 Enhancement Bonus at each tier, and instead, while wielding your Favored Weapon in your main hand, you gain +3 to-hit and damage, and +9 Universal Spell Power. Light damage is now 10d6 Light Damage that lasts for 12 seconds, and scales with the higher of Melee and Ranged Power at 200%.
        • Divine Vessel has been changed to Passive: Your attacks generate a stack of Divine Conduit. When Divine Conduit reaches 25, all stacks are cleared and you gain one charge of this attack. You cannot gain stacks of Divine Conduit while you have any uses of this attack. Active: Melee or Ranged Multiselector, Favored Weapon attack: Expend 1 charge. Make a sweeping weapon attack against all nearby enemies for +5[W] damage. Affected enemies are hit by a meteor, taking 1 to 4 Fire and 1 to 4 Light damage per character level. Damage from the meteor is affected by Fire and Light Spell Power. Shares its cooldown with the Great Cleave feat. You may only gain a stack of Divine Conduit once every second. If you have Implacable Foe, Divine Vessel will gain a charge upon reaching 20 stacks of Divine Conduit, instead of 25.
        • Divine Power is now a +6 Sacred Bonus to Strength plus the Base Attack Bonus it already gives.
      • Cleric Warpriest only:
      • Cores:
        • Implacable Foe is now a Multiselector: +2 Strength and +2 Constitution or +2 Constitution and +2 Wisdom.
      • Tier 2:
        • New: Action Boost: Melee and Ranged Power
      • Tier 5:
        • While wearing Heavy armor, you gain +10 Physical Resistance Rating, +10 Magical Resistance Rating, +10 Armor Class, and +50% to Threat generation with melee and ranged attacks.
        • Divine Power is now 1 Action Point.
      • Favored Soul War Soul only:
      • Cores:
        • Implacable Foe is now a Multiselector of +4 Strength, Wisdom, or Charisma.
      • Tier 2:
        • New: Action Boost: Haste.
      • Tier 5:
        • New: Divine Champion: While wearing Medium armor, you gain +5% Doublestrike, +5% Doubleshot, +5 to confirm Critical hits and Critical hit damage before weapon multipliers. Divine Power remains at 2 Action points. It now also grants a +1 Competence Bonus to Critical multiplier with weapons.
  • Falconer Universal Enhancement Tree:
    • Cores:
      • Summon Avian Companion: You have been trained to keep a hunting bird. Activate this ability to summon your companion. Your pet cannot be attacked, and cannot die. Damage it caused is attributed to you. While your Hunting Bird is by your side, it grants you a +2 to Spot and Listen checks. Choose one: Summon Falcon, White Falcon, Grey Owl, Snow Owl, or Raven.
      • Ability Score: Choose an ability to improve: +1 Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
      • Well-Rounded I: You gain +3 Melee Power, Ranged Power, Physical Resistance Rating, and Magical Resistance Rating. You gain +2 Spot and Listen.
      • Ability Score: Choose an ability to improve: +1 Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
      • Well-Rounded II: You gain +6 Melee Power, Ranged Power, Physical Resistance Rating, and Magical Resistance Rating. You gain +4 Spot and Listen.
      • Master Falconer: You gain +2 to all ability scores, and benefit from the spell Freedom of Movement. Your active Falcon attacks have a chance to reset the cooldown on Death From Above.
    • Tier 1:
      • Rugged: Gain +2/4/6 Physical Resistance Rating
      • Practiced Accuracy: You gain +1/2 to-hit with weapons, and +1/2 to confirm critical attacks.
      • Hunter's Knowledge: You gain Animals as a Favored Enemy.
      • Out in Nature: Gain +5/10/15 to Healing Amplification.
      • Wanderlust: You gain +1/2/3 to Balance, Jump, and Swim. Rank 3: You gain +1 to Fortitude Saving Throws.
    • Tier 2:
      • Killer Instinct I: You can use your Wisdom modifier to hit with Melee and Missile weapons.
      • Watch the Center: Grants +1/2/3 to Assassinate DCs.
      • Diving Attack: You and your Hunting Bird attack as one against a single target. Activate this ability to attack for +1/2/3[W] against a single target. Your Hunting bird will follow up for an additional 3d6/6d6/10d6 damage that scales with 200% of melee or ranged power, whichever is higher. Your Hunting Bird also trips the target, causing them to become Helpless. Your target is slowed by 30% for 10 seconds whether they make the saving throw or not. Trip DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 20 seconds, with a 4.5 second shared cooldown with other Hunting Bird attacks. Choose one: Diving Shot (Ranged Falconer Attack) or Diving Strike (Melee Falconer Attack).
      • Meticulous Weaponry: Protect your items, or increase your chance of recovering ammunition. Choose one:
        • Meticulous Weaponry: You have a 25/50/75% chance to negate potential item wear.
        • Meticulous Weaponry: You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and throwing weapons. your ammunition gains a 50/65/80% chance of returning.
      • Action Boost: Spring +30/35/40% Action Boost bonus to movement speed for 20 seconds.
    • Tier 3:
      • Killer Instinct II: You can use your Wisdom modifier for damage with melee and missile weapons.
      • Tear Flesh: Your bird attacks now also cause a Bleed effect. Bleed: Do 1d6 damage every 2 seconds for 60 seconds. This stacks up to 10 times, and scales with 200% Melee or Ranged Power.
      • Strike for the Eyes: You and your Hunting Bird attack as one against a single target. Activate this ability to attack for +1/2/3[W] against a single target. Your Hunting bird will follow up for an additional 3d6/6d6/10d6 damage that scales with 200% of Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to Blind the target, causing them to become Helpless. Your target is slowed by 30% for 10 seconds whether they make the Saving Throw or not. Blind DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 10 seconds, with a 4.5 second shared cooldown with other Hunting Bird attacks. Choose One: Shoot for the Eyes (Ranged Falconer Attack) or Strike for the Eyes (Melee Falconer Attack).
      • Conditioning: You gain +5% to your Hit Points.
      • Eyes of the Eagle: You gain True Seeing.
    • Tier 4:
      • Deadly Instinct Trance: You gain an Insight bonus to damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. 5 Charges per rest. Each attack from your avian companion has a chance to reset 1 charge. Antirequisite: This ability can not be trained if you have any other Trance ability.
      • No Mercy: You deal 10/20/30% additional damage to helpless opponents.
      • Coordinated Strikes: Choose between a melee or ranged attack that will cause your bird to rain attacks over an area, damaging and blinding all foes in the area. Choose One:
        • Shoot and Destroy: Ranged Falconer Attack: You make a ranged attack for +2[W], as your Hunting Bird descends to frenzy in a large area around the first target struck for an additional 10d6 damage that scales with Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to Blind each opponent Struck. Blind DC: 10 + Character level + Wisdom modifier + Assassinate bonuses. Cooldown one minute, with a 4.5 second shared cooldown with other Hunting Bird attacks.
        • Coordinated Cleave: Melee Falconer Cleave Attack: You cleave all opponents near you for +2[W], as your Hunting Bird descends to frenzy in a large area for an additional 10d6 damage that scales with Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to Blind each opponent struck. Blind DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown one minute, with a 4.5 second shared cooldown with other Hunting Bird attacks.
      • Expose Weakness: Attacks from your Hunting Bird also reduce your target's Fortification by 50%.
      • Shared Vision: You are immune to Blindness effects.
    • Tier 5:
      • Dangerous: You gain +10 Melee and Ranged Power.
      • Mark the Prey: You have learned how to spot weaknesses in even the mightiest of foes. You make an attack for +5[W] on the target, marking it as prey. The marked target takes 10% extra damage from you and your allies for 10 seconds. Cooldown 3 minutes. Choose One: Mark the Prey (Melee Attack) or Mark the Prey Shot (Ranged Attack).
      • Death from Above: Your Hunting Bird swoops down and attempts to end someone's life. You make an attack for +1/3/5[W], and your Hunting Bird also attacks for 10/100/200 points of damage that scales with 200% of Melee or Ranged Power, whichever is higher. The target struck makes a Fortitude Saving Throw, and on a failed save, dies. DC: 10 + Character level + Wisdom bonus + Assassinate bonuses. Cooldown one minute, with a 4.5 second shared cooldown with other Hunting Bird attacks. Choose One: Death from Above Shot (Ranged Falconer Attack) or Death from Above: (Melee Falconer Attack).
      • Thrill of the Hunt: Choose One:
        • Melee: You strike your target for +1/3/5[W]. If you hit, you also heal for 5/10/20% of your total hit Points in Positive Healing. Cooldown: 20 seconds.
        • Ranged: You strike your target for +1/3/5[W]. If you hit, you also heal for 5/10/20% of your total Hit Points in Positive Healing. Cooldown: 30 seconds.
  • Fighter:
  • Monk:
    • Henshin Mystic's Cores two through five now list the correct amount of Melee Power in their tooltips.

Epic Destinies[edit]

  • Draconic Incarnation's Energy Sheathe has had its icon on the buffbar changed to more easily determine which element it is protecting from.
  • Legendary Dreadnought's Pulverizer tooltip no longer erroneously claims it does not affect Handwraps.

Feats[edit]

  • Stunning Blow, Trip, and Improved Trip now display their total current calculated DCs on their tooltip.
  • Followers of the more recent Deities now properly get Damage Reduction when they reach level 20:
    • Aureon: Cold Iron
    • Blood of Vol: Good
    • Helm: Adamantine
    • Olladra: Cold Iron
    • Onatar: Cold Iron
    • Silvanus: Silver

Items[edit]

Monsters[edit]

  • Mephits no longer continue to make a wing-flapping noise after they are dead.
  • Some work has been done on Griffin monsters.
  • Reapers no longer erroneously slow Melee Attack speed.
  • Djinni and Efreeti particles now disappear when the monster does.
  • Salamanders no longer get stuck facing the wrong way.

Quest and Adventure Areas[edit]

  • Ascension Chamber
    • Flagging should no longer stop progressing. Characters in a state where flagging progression had been broken should be able to talk to Rohine and be able to progress normally.
  • Black Loch
    • The quest has received a significant visual update to improve performance and aesthetics.
  • Bring Me the Head of Ghola Fan
    • The Quori-Forged Key can now be destroyed by dragging it out of your inventory to prevent it from becoming stuck in your inventory.
  • Chamber of Rahmat
    • The location of two collectible nodes has been altered.
  • The Chronoscope
    • Previously unbreakable objects can now be broken.
  • Disciples of Rage
    • Enemies will no longer drop empty treasure bags in Madness of Crowds.
    • Fixed an issue in Night Falls on Stormreach where the Night Manager would sometimes close a gate instead of opening it when two people were talking to him at the same time.
    • Fixed an issue in Night Falls on Stormreach where the riot would not start consistently if you killed the caster boss too quickly.
    • One of the four false rocks in Age of Rage can now be properly clicked.
    • The caged bear in Age of Rage will no longer leave its cage.
  • Enemy Within
    • The objectives panel now properly specifies what you are required to slay.
  • Grim and Barett
    • A secret door can now be detected by all appropriate methods instead of just some.
    • A typo in the quest giver's dialog has been fixed.
  • Haunted Halls of Eveningstar
    • The Doppleganger puzzle now waits for the player to use the first door in the dungeon to set itself up. This should limit the possibility of the Doppelganger failing to spawn.
  • Made to Order
    • The objectives panel now properly specifies what you are required to slay.
  • Menace of the Underdark
    • Fixed a visual issue with the Bebelith's death in The Battle for Eveningstar.
    • The Goristro at the end of The Portal Opens now leaves at the end as intended.
    • The King's Forest has had some aesthetic work made to it.
    • Fixed a typo in Elminster's dialog in Eveningstar.
    • Aesthetic work has been done in Eveningstar.
  • Ravenloft
    • Work has been done to improve performance in Yester Hill.
    • Strahd's Chamber in The Curse of Strahd is now a no Dimension Door zone.
    • The Harpies at the top of the tower in Oath of Vengeance now fly down to attack more reliably.
  • Shadowfell Conspiracy
    • Fixed an issue where certain sounds in Wheloon would not turn off when you leave the area.
    • The drop rates of venison from deer and fox tails from foxes has been significantly increased in The Storm Horns.
    • It is now easier to see through the foggy areas in Breaking the Ranks, A Break in the Ice, and What Goes Up.
  • Study in Sable
    • One of the secret doors is now easier to find.

Spells[edit]

  • The tooltip of Heal, Mass has been fixed to state its accurate Maximum Caster level of 25.
  • Teleport can now go to a new location in the Lower Necropolis. This also includes the Human Dragonmark of Passage version.
  • Greater Teleport now has additional options that take you to the places it normally does without requiring you to be in an instance, and now takes you to the Upper Necropolis rather than the Lower Necropolis (since regular Teleport takes you to the Lower Necropolis.)

Miscellaneous[edit]

  • Action Boost: Haste now gives its advertised value of attack speed for ranged characters.
  • The effect "Epic Ward" no longer displays the same examination icon and visual effects as Death Ward to avoid confusion.
  • Characters can no longer stand on top of Rest and Resurrection Shrines.
  • The NPC Dialog box is no longer locked to the middle of the screen, and will instead open in the location it was last closed on.

Source: Official U39.0.0 release notes on DDO.com

Modules and Updates