Year of the Dragon: Through 30th October, claim your free Prismatic Dragon Outfit cosmetic set! Speak to Xatheral in the Hall of Heroes. edit
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Update 66 Release Notes
Here are the release notes for Update 66: Rise of the Dragon Lord, released on Wednesday, February 28th, 2024.
Of Special Note:[edit]
The Year of the Dragon Arrives. First Gift: Dragon Lord Archetype![edit]
We're celebrating 50 Years of Dungeons & Dragons with giveaways every month! For this month, a new fighter Archetype is now available. Dragon Lord fighters forgo the use of a shield to focus on offensive tactical combat mixed with potent draconic abilities, and they empower and protect allies with auras while destroying foes with the roar of a dragon! See the full list of abilities and benefits in the release notes below.
Now through March 26th, 2024 all players can acquire the Dragon Lord archetype for FREE by visiting the dragon Xatheral in the Eberron Hall of Heroes! The Dragon Lord archetype will continue to be free to VIPs after March 26th, and available in the DDO Store as well. NOTE: VIPs must speak to Xatheral to claim the Dragon Lord from February 28th through March 26th. VIPs will be able to make a Dragon Lord after March 26th without speaking to Xetheral once the Year of the Dragon promotional period for Dragon Lord has ended.
Read more about our entire Year of the Dragon celebration on DDO.com!
The Anniversary Event begins![edit]
Happy 18th Anniversary Dungeons & Dragons Online! The Anniversary Event has returned to House Phiarlan through March 12th! Last year's anniversary gift, the Dark Armor cosmetic, has been added to the list of Anniversary Event rewards. Additionally, some adjustments have been made to the quest to reflect the prior year and future hints. Find the portal to the Anniversary Event next to Gnoa Bn'for near the Phiarlan Chapterhouse.
News and Notes:[edit]
Dragon Lord[edit]
- New Fighter Archetype: Dragon Lord: Based on the Dragon Lord prestige class from 3.5e's Dragon Magic book, the Dragon Lord is a Fighter archetype that models their tactics after the ferocity of dragons to demoralize and subdue their enemies. They excel in crowd control, defense, and Draconic power.
- Class Trees:
- NEW: Dragon Lord
- Stalwart Defender
- NEW: Ravager
- This is a modified version of Barbarian's Ravager tree, which does not give or rely on Rage. You cannot spend points in both this tree and Barbarian's version of Ravager at the same time.
- Class Features Dropped compared to a base Fighter:
- Kensei, Vanguard trees.
- Dragon Lords do not innately get Shield Proficiency. That said, you have Bonus Feats and could take Shield proficiency.
- Instead of a Fighter Bonus Feats at class level 1, 8, and 16, you take a Draconic Aura feat.
- Class Features Gained vs. Base Fighter:
- Will Save Progression moves from "Poor" to "Good".
- New Feats: Draconic Aura
- At levels 1, 8, and 16, Dragon Lords select a Draconic Aura Feat (instead of a Fighter Bonus Feat). You select one Basic Aura at level 1, one Secondary Aura at level 8, and one Tertiary Aura at level 16. These auras run constantly and simultaneously.
- It is intended that these Morale Bonuses do not stack with everything, especially low level spells - Upgrades in the Dragon Lord tree eventually help these exceed the bonuses of those spells. We do not intend to change this to a unique typing.
- Feats Available at DL 1: Basic Aura
- Nevalarich's Hunger: You and allies close to you get a +2 Morale Bonus to Attack Rolls.
- Aussircaex's Defiance: You and allies close to you get a +2 Morale Bonus to Saving Throws.
- Thraxata's Instinct: You and allies close to you get a +2 Morale Bonus to Tactical Feat DCs.
- Feats Available at DL 8: Secondary Aura
- Velah's Fury: You and allies close to you get a +3 Morale Bonus to Damage Rolls.
- Sinvala's Toughness: You and allies close to you get a +3 Morale Bonus to PRR.
- Eternity's Ward: You and allies close to you get a +3 Morale Bonus to MRR.
- Feats Available at DL 16: Tertiary Aura
- The Truthful One's Might: You and allies close to you get a +4 Morale Bonus to Melee Power.
- Aurgloroasa's Ascended Wrath: You and allies close to you get a +4 Morale Bonus to Ranged Power.
- Kor Kaza's Forbidden Power: You and allies close to you get a +4 Morale Bonus to Universal Spell Power.
- Unless specifically listed, assume the class is otherwise identical to Fighter.
Ravager Tree[edit]
This tree is identical to the Barbarian Ravager tree, with the following exceptions:
- All abilities that scale with Barbarian Level instead scale with Dragon Lord level.
- Dragon Lord Ravager's Max HP and Healing Amplification bonuses from Cores in the tree have been reduced by 50% to better balance with their access to Stalwart Defender.
- Core 1: Furious Rage: Does not require you to be Raging.
- Core 5: Subsiding Fury: Instead of triggering on Barbarian Rage, this triggers on using Second Wind.
- Tier 1: Barbarian Power Attack is renamed to not say barbarian.
- Tier 1: Hardy Rage is replaced with Extra Action Boost (+1/2/3).
General Ravager Changes in This Update
- These apply to both Barbarian and Dragon Lord Ravager:
- Ravager's Visage of Terror now has a DC of (1d20 + Intimidate Score).
- Ravager's Visage of Terror no longer requires Rage Charges.
- Cruel Cut now has a 6-second cooldown (was 30)
- Rank 3 of Cruel Cut now adds +1d6 of additional Constitution Damage for every 2 Character Levels you have
- Festering Wound now lists its Max Stack Size of 10, since it's now actually relevant
- Rank 3 of Festering Wound no longer adds Festering Wound stacks, but instead applies 3 stacks of Greater Festering Wound. Greater Festering Wound deals 1d6 Poison Damage plus an additional 1d6 Poison Damage for every 10 Character Levels you have per stack. This still scales with 200% Melee Power.
- Dismember has been changed to "When you use Cruel Cut, you gain +5 Melee Power for 10 seconds. In addition, targets hit by Cruel Cut take 6d4/6d6/6d8 Slashing damage which scales with 200% Melee Power and have their movement speed reduced by 50% for 5 seconds. Rank 3: Your Slashing Damage from Dismember increases by +1d8 for every 2 Character Levels you have.
- Pain Touch (Core 12) now adds +2 Intimidate in addition to its other effects.
- Subsiding Fury (Core 18) now adds +2 Intimidate in addition to its other effects.
- Visage of Terror (Core 20) now adds +2 Intimidate in addition to its other effects.
Dragon Lord Tree[edit]
Cores
- Core 1: Soul of the Dragon: Multiselector:
- Pick a Draconic Soul to commune with, which will influence the rest of your power in this tree. Passive: You gain +1 to Tactical Feat DCs.
- Red (Fire)
- White (Cold)
- Blue (Electric)
- Black (Acid)
- Green (Poison)
- Pick a Draconic Soul to commune with, which will influence the rest of your power in this tree. Passive: You gain +1 to Tactical Feat DCs.
- Core 2: Draconic Arms:
- You gain an Imbue Toggle that adds 1d6 damage of the type you selected for your Draconic Soul to your Melee and Ranged Attacks. This damage scales with 200% of the higher of Melee and Ranged Power.
- Passive: The bonus of all of your Draconic Auras increases by 1.
- Core 3: Reckless Devotion:
- Target Ally gains a Morale Bonus to Critical Confirmation and Critical Hit Damage equal to 1 + a quarter of your Dragon Lord level for 20 seconds. 40 second cooldown.
- Passive: +5 Melee and Ranged Power, +1 Imbue Die, +3 to Critical Hit Confirmation and Damage.
- Core 4: Conqueror's Command:
- When you use Reckless Devotion, the power of your Draconic command grants that ally the effects of the Panacea spell, curing many afflictions and healing that ally for 1d6+2 Hit Points plus 1 per Dragon Lord level. This healing scales with 200% of Melee Power.
- Passive: +1 Imbue Die, and the bonus of all of your Draconic Auras increases by 1.
- Core 5: Dragon's Defense
- While you have any Draconic Aura active, you and nearby allies gain a +3 Morale Bonus to Elemental Resistance for the element of your Draconic Soul and +5% Morale Bonus to Elemental Absorption of the element of your Draconic Soul.
- Passive: +10 Melee and Ranged Power, +1 Imbue Die.
- Core 6: Sunder Soul: Target Sundered enemy must make a Will saving throw (DC 10 + Highest of STR and CHA mod + Sunder bonuses) or have their Soul sundered, killing them instantly. If an enemy is killed by this, nearby enemies have a chance to be Cowered for 6 seconds with no save.
- Passive: +2 Strength, +2 Charisma, +10 Melee and Ranged Power +2 Imbue Dice, and the bonus of all of your Draconic Auras increases by 2.
Tier 1
- Dragon's Protection I: You gain +3 Resistance to the element you selected for your Draconic Soul.
- Battlefield Tactician I: +1 to Tactical Feat DCs.
- Unbreakable Will: +1/2/3 Will Saving Throws
- Skills: +1/2/3 to Intimidate, Jump, and Haggle. Rank 3: You gain +2 to Attack
- Martial Superiority: Multiselector:
- Deft Strikes: +3/6/10% Offhand Strike Chance (antirequisite: Shintao/Sacred Fist deft strikes)
- Improved Second Strikes: +5/10/20% Strikethrough (antirequisite: Knight of the Chalice improved second strikes)
- Strike Twice: +1/2/3% Doublestrike
- Shoot Twice: +1/2/3% Doubleshot
Tier 2
- Dragon's Protection II: You gain +3 Resistance to the element you selected for your Draconic Soul.
- Battlefield Tactician II: +1 to Tactical Feat DCs.
- Draconic Resilience: +2/4/6 Natural Armor
- Action Boost: Multiselector:
- Action Boost: Tactics: For 20 seconds, gain +3/6/9 Action Boost bonus to Sunder, Trip, and Stun DCs
- Action Boost: Haste: Activate to gain +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.
- Dragonslayer: You gain Favored Enemy: Dragon
Tier 3
- Dragon's Protection III: You gain +3 Resistance and 5% Absorption to the element you selected for your Draconic Soul.
- Battlefield Tactician III: +1 to Tactical Feat DCs and Breath Weapon DCs. When you attack with Trip or Sunder (or their Improved variants), you deal 1d4 additional damage per Character Level of the Element you selected for your Draconic Soul. This damage scales with 200% Melee or Ranged Power.
- Dragon's Roar: Tactical Feat: Enemies in a cone ahead of you must make a Will Saving Throw (DC 10 + Highest of STR and CHA mod + Stunning bonuses + Breath Weapon DC Bonuses) or be Dazed for 6 seconds. Affected enemies have a 25% chance to be broken out of the Daze on damage. 20 second cooldown.
- (Also note: This is a Tactical Feat, but you DON'T make an attack as part of this. No damage. Ranged-user friendly.)
- Trance: Multiselector:
- Might in Order: (Cannot be used while Raging) Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Strength modifier for 30/60/120 seconds. Each time you successfully use Trip, Sunder, Stunning Blow, or Dragon's Roar (or their Improved variants), you have a chance to restore 1 charge.
- Draconic Conviction: (No restrictions) Battle Trance: You gain an Insight bonus to Attack, Damage and the DC of tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds. Each time you successfully use Trip, Sunder, Stunning Blow, or Dragon's Roar (or their Improved variants), you have a chance to restore 1 charge.
- Ability Score: Multiselector
- STR
- CHA
Tier 4
- Dragon's Protection IV: You gain +3 Resistance and 5% Absorption to the element you selected for your Draconic Soul.
- Battlefield Tactician IV: +1 to Tactical Feat DCs and Breath Weapon DCs. When you Sunder enemies, it makes them vulnerable to the element of your Draconic Soul for 10 seconds. Additionally, if you successfully Sunder (or Improved Sunder) a target under the effects of Trip (or Improved Trip), that target takes an additional 1d6 damage per Character Level of the Element you selected for your Draconic Soul. This damage scales with 200% Melee or Ranged Power.
- Untouchable Soul: You have Displacement, giving opponents a 50% chance to miss you due to concealment. This cannot be dispelled.
- Lead the Charge: Melee Rush Attack: Rush forward up to 30 feet to your selected opponent and deliver a +20%/30%/50%[W] strike. 12 second cooldown. Shares cooldown with Shield Charge. Note: This works with any melee weapon, and not just a shield.
- (This is identical to the KOTC one, though slightly higher up).
- Ability Score: Multiselector
- STR
- CHA
Tier 5
- Soul Scales: You gain +15 Magical Resistance Rating. +25% Competence Bonus to Max HP, and you have a 5% chance to ignore damage of the element you selected for your Draconic Soul.
- Tactical Commander: The cooldowns of your Trip, Sunder, Stunning Blow, and Dragon's Roar (and their Improved versions) are reduced by 33%.
- Improved Dragon's Roar: Your Dragon's Roar now Cowers enemies instead of Dazing them. In addition, when you use Dragon's Roar, you gain a +20% Morale bonus to damage vs. Helpless targets for 20 seconds.
- Flight of Kings: "Memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. Cooldown: 15 Seconds. When you use Flight of Kings, you gain a +20% Action Boost bonus to movement speed for 6 seconds.
- Conqueror: +1/2 Competence Bonus to Critical Multiplier with All Weapons.
Past Life:[edit]
- You were a Dragon Lord in a past life. Others find you strangely compelling when you speak or take to the battlefield. Each time you acquire this feat you gain +1 Damage with Melee Weapons and +1 Breath Weapon DC. This feat can be stacked up to three times.
Area of Effect Ranged Attack System[edit]
- Area of Effect Ranged Attacks:
- When a projectile using an area of effect ranged attack collides with something, instead of dealing your weapon damage and effects to that target directly, that enemy and all nearby enemies in a small area are hit with your full weapon damage and effects, as if they were also hit by the projectile.
- Improved Precise Shot does not work on these attacks. If Improved Precise Shot is on when you perform an AOE Ranged Attack, IPS's ability to pass through enemies simply does not work on that shot (and then resumes working on other shots like normal).
- AOE Ranged Attacks are always fired as a single shot, regardless of weapon type. This is to prevent multi-shot ranged styles from becoming disproportionately strong compared to single-shot styles with these changes.
- AOE Ranged Attacks tend to have lower +% relative to melee attacks and non-AOE ranged attacks, also for balance.
- Changed Ranged Attacks: Unless something is specifically mentioned, assume abilities are otherwise unchanged.
- Horizon Walker:
- Scattershot
- This ability now fires only 1 arrow, and reads "AOE Ranged Bow Attack: Expend one charge to take a shot with +1 Critical Threat Range and Critical Multiplier that shatters on impact, dealing your attack damage to all enemies in a small area around the enemy hit. 2 second cooldown. This feat gives 3 charges; you regain 1 charge every 12 seconds you don't use Scattershot or Manyshot. Requires a Longbow or Shortbow to use. Shares Charges and a Cooldown with Manyshot."
- Scattershot
- Artificer Battle Engineer:
- Shatter Defenses (Ranged)
- This ability is now an AOE.
- Unlike other Ranged AOEs, this ability fires as many crossbow bolts as your crossbow allows.
- Thunder-Shock Weapons (Ranged)
- This ability is now an AOE.
- Unlike other Ranged AOEs, this ability fires as many crossbow bolts as your crossbow allows.
- Shatter Defenses (Ranged)
- Paladin Knight of the Chalice:
- Exalted Shot
- This ability is now an AOE.
- This ability now deals +10% damage (was 30%, puts it at half of the Melee version).
- Avenging Shot
- This ability is now an AOE.
- This ability now deals +20% damage (was 50%, puts it at half of the Melee version).
- Exalted Shot
- Ranger (and Elven) Arcane Archer:
- Inferno Shot
- This ability is now an AOE.
- This ability now deals +10% damage (was 30%).
- Final Strike
- This ability is now an AOE, and reads "AOE Ranged Archery Attack: +20% Damage. Enemies hit take 7 stacks of Vulnerability. (Cost: 5 spell points. Cooldown: 18 seconds.)", replacing all previous functionality.
- Inferno Shot
- Ranger Deepwood Stalker:
- Head Shot
- This ability has been renamed "Devastating Shot" and its melee counterpart has been renamed "Critical Strike".
- This ability is now an AOE.
- This ability now deals +25% damage (was 50%).
- The DC for the Blind now works properly on both Melee and Ranged.
- The DC for the Blind now takes Sunder DCs into account (was previously only bonuses to All Tactical DCs, so this is a buff).
- Head Shot
- Cleric Warpriest and Favored Soul War Soul:
- Divine Vessel
- This ability is now an AOE.
- Divine Vessel
- Fatesinger:
- Arrow of Discord
- This ability is now an AOE.
- This ability now deals +20% damage (was 30%).
- Arrow of Discord
- Legendary Dreadnought:
- Dire Shot
- This ability is now an AOE.
- This ability now deals +30% damage (was 20%).
- Legendary Rally (Ranged):
- This ability is now an AOE.
- This ability now deals +40% damage (was 50%).
- Dire Shot
- Shadowdancer:
- Shadowstrike (Ranged)
- This ability is now an AOE.
- This ability now deals +30% damage (was 50%).
- The additional Critical Multiplier of this ability is +2 (was +3).
- Shadowstrike (Ranged)
- Shiradi Champion:
- Pin
- This ability is now an Epic Strike (see Destiny notes)
- This ability is now an AOE.
- Otto's Whistler's Immobilize and Dance effects when upgrading Pin have been reduced to a 6 second duration (though still with no saving throw) as Pin's ability to lock down groups is now significantly stronger.
- Pin
- Horizon Walker:
Epic Destiny Refresh[edit]
- All Epic Destiny Trees have received the following:
- We have adjusted numerous individual icons for readability and iconography, including several new icons and edits to existing ones to provide a cleaner and more cohesive within-tree look.
- All Mantle ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
- All Strike ability icons now have a color-coded border around their Icon for maximum readability on a hotbar or within a tree.
- All abilities that upgrade a Mantle or a Strike now have an appropriate border that matches the border of what they are upgrading for maximum visual clarity.
- Trees have been reordered and rearranged to support more clear Prerequisite lines in cases where ability upgrades are required - for example, an ability that says "Your Destiny Mantle gains this specific bonus" is now in a line with that Mantle and has arrows to properly convey its relationship.
- A ton of tooltips have been rewritten, reworded, color coded, and simplified or expanded depending on their needs.
- Going forward, we've standardized the Hit Point and Spell Point so that certain destinies match each other based on their intended playstyle. This mostly resulted in a bump to Hit Points for the Martial Destinies, but we're happy to have a good standard to fall back on when iterating on this system:
Destiny | Destiny Trees | Hit Points per Core | Spell Points per Core |
---|---|---|---|
Martial | Divine Crusader, Grandmaster of Flowers, Legendary Dreadnought, Fury of the Wild | 25 | - |
Hybrid | Shadowdancer, Fatesinger, Machrotechnic, Shiradi | 15 | 25 |
Spellcaster | Draconic Incarnation, Magus of the Eclipse, Primal Avatar, Exalted Angel | - | 50 |
Unyielding Sentinel | Unyielding Sentinel | 35 | 20 |
- All Epic Destinies that give Ranged Power in their Cores now give +5 Ranged Power (was +4)
Draconic Incarnation[edit]
- Dragon Breath is now a 1-rank, 2AP Ability.
- Dragon Breath damage adjusted to 1d6+5 damage per caster level.
- Energy Burst now increases Dragon Breath's damage to 1d6+10 damage per caster level.
- Gaping Maw now increases Dragon Breath's damage to 1d6+10 damage per caster level.
- Dragon Breath cooldown adjusted to 12 seconds.
- Dragon Breath and Attune the Arcane have swapped places in the tree.
- Dragon Breath now has its intended max caster level of 20 to match the other Epic Strikes. All Epic Strikes should now have a Maximum Caster Level of 20.
- The Epic Moment no longer makes you immune to negative damage if you are Undead.
- Spread Your Wings now properly puts all other jaunt abilities on cooldown.
- Inevitable is now on its own damage channel and should therefore no longer conflict with other damage over time abilities.
- Draconic Breath's Energy Vortex now does damage even if the player had themselves or an ally targeted when the skill was triggered.
Fatesinger[edit]
- Core abilities now grant +15 HP
- Renamed "The Rhythm to Reign" to "Pianissimo"
- Renamed "Reign" to "The Rhythm to Reign"
- DC for Discord abilities (melee/ranged) is now 20 + highest mod + stun DC
- DC for Greatest Shout + Discord (spell) is now 20 + highest of int/wis/cha + evocation DC
- Strike a Chord sonic damage is now 1d6+3 per Caster Level.
- Little bit of Music and Master the Acoustics have swapped places in the tree
- Master the Acoustics rank 3 now doubles the sonic damage for all epic strikes in the tree in additional to it's original bonuses.
- Critical Threat Range of Pluck the String and The Sword Swings increased from +2 to +4
- Arrow of Discord is now an AOE Ranged Attack
- Arrow of Discord's Bonus Damage has been reduced from 30% to 15% (see AOE Ranged Attacks).
Magus of the Eclipse[edit]
- Magus is the first of the trees to get a more significant overhaul to its structure. The goal is to provide more traditional spellcasters a way to better utilize the whole tree. We also wanted to significantly boost the damage of the Epic Strikes to make them a more attractive choice for damaging spellcasters.
- Moon Lance and Gloom Spear now deal 1d8+8 damage per caster level
- Chill Aura is now a multiselector with: "Flash of the Eclipse: While in your Magus of the Eclipse Destiny Mantle, your Cold and Negative spells have a chance to blast your target for an additional 1d6+6 damage per character level of the same type as the spell used, as well as applying one stack of Shattermantle. Each element can only strike once every 5 seconds, tracked separately."
- Share the Light now requires Chill Aura as a prerequisite.
- Null Magic Strike is now a multiselecter with Share the Light and moves down in the tree to Tier 3.
- New Tier 4 where Null Magic Strike was: "Lunar Studies: While in your Magus of the Eclipse Destiny Mantle, you gain Spell Resistance, Magic Resistance Rating, and Magic Resistance Rating Cap equal to 3 times the number of Metamagic feats you've acquired."
- New Tier 1 where Grand Summoner was: "Moontouched: +2/4/6 Magic Resistance Rating. Rank 3: +5 Negative, Cold, Force, and Universal Spell Power".
- Lunar Imbuement is now: "Casting Moon Lance or Gloom Spear grants you +5 Negative, Cold, Force, and Universal Spell Power for 12 seconds, and these spells apply 5 stacks of Vulnerability to the enemy struck."
- All Core abilities now grant +1 Spell Penetration each.
- Core 4 now grants +3 Spell Penetration (which is still total of 7 across all 4 cores + 3 from core 4, but is now spread out a bit and easier to access.)
- Lunar Power is now: "+10 Negative, Cold, Force, and Universal spell power. Your Moon Lance and Gloom Spear spells now deal 1d12+16 damage to enemies with 0 or less Spell Resistance."
- Action Point costs of several abilities have been adjusted to try to get this tree closer to the goal of 60-ish AP for all abilities like other Destiny Trees. It's still below other trees, but now the margin is less severe.
- Grand Summoner moves to multiselect with Tier 1 Impregnable Mind.
- Improved Arcane Pulse is now named Unholy Pulse and grants +15 negative amplification in addition to its existing effects.
Machrotechnic[edit]
- The cooldowns of the Hammer Time spells and the damaging Epic Strikes have swapped places - leaving the Sonic and Electric Epic Strikes at 10 seconds and the Hammer spells at 15 seconds.
- Rune Arm Use now allows you to use highest of INT/WIS/CHA for Rune Arm DCs
- The Tier 4 strike upgrade boosts the Sonic and Electric damage of the strike to 1d6+8.
Divine Crusader[edit]
- Core Abilities now grant +25 Hit Points.
- Core 4 damage now correctly scales with Melee/Ranged Power.
Exalted Angel[edit]
- Holy Fireball damage adjusted to 1d6+4 Fire and 1d6+4 Light damage per caster level. Cooldown Adjusted to 10 seconds.
- Divine Protection is now: +1/2/3 Armor Class and Physical and Magical Resistance Rating. Rank 3: +5 Fire, Light, Positive, Alignment and Universal Spell Power.
- Metamagic Attunement II in tier 5 no longer grants spell power (was moved to tier 2 Divine Protection),
- Metamagic Attunement II now has proper feat prerequisites
- Sun Pillar and Flame Pillar now deal 1d8+8 damage per caster level.
- New Multiselector with Angelic Form: Wrathful Form: "Casting a Fire, Light, Alignment, or Positive Spell causes you to be surrounded by fire and light for 5 seconds, damaging all enemies nearby every 2.5 seconds for 1d6 Fire and 1d6 Light damage per caster level. This damage will not strike dazed targets unless they are also stunned. Subsequent spell casts extend the duration by an additional 5 seconds, up to a maximum of 15. This ability ends when you leave combat. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. This has a cooldown of 5 seconds before it can trigger again."
- Angelic Form is now: "Your offensive Fire spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These damage effects each have a unique cooldown of 5 seconds."
- Angelic Body is now: "While within your Exalted Angel Destiny Mantle, you gain +5 Armor Class and Physical and Magical Resistance Rating, and are immune to Natural Poisons and Natural Diseases."
- Angelic Soul is now: "Your Wrathful Form and Angelic Form now apply Consecrated Cinders to enemies and Consecrated Sparks to allies. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"
- Holy Presence and Angelic Soul have swapped places.
- Holy Presence is now: "While in your Exalted Angel Destiny Mantle, you gain 15% damage absorption to all Elemental (Fire, Cold, Electric, Acid, Poison, Sonic) and Alignment (Good, Evil, Lawful, Chaotic) damage."
- Blessed Water's Rank 3 now also grants +15 Magical Resistance Rating if you have the Font of Life feat.
- Shadows Upon You now also reduces Armor Class and Physical and Magical Resistance Rating by 1 per stack.
- Ascendance is now: Epic Moment. For the next 20 seconds, your single-target Cure Wounds spells you cast on any target now instead apply to all allies. These spells cannot crit. For the duration of this ability, Raise Dead and Resurrection also raise your target to full HP like True Resurrection does. Finally, your Turn Undead can now turn any type of creature regardless of genus, can destroy things it turns, and you gain +3 to each Turn Undead stat per Religious Lore feat.
- Chain Cure projectile set to Ludicrous Speed and added homing so it hits your allies more often.
- Bane of Undeath now allows you to use your character level instead of your class level for Turn Undead.
- Delayed Judgement DC scaling is now enchantment
Grandmaster of Flowers[edit]
- Core Abilities now grant +25 Hit Points.
- Drifting Lotus Epic strike now deals +10/20/30% damage.
- Orchid Blossom Epic Strike now deals 1d6+10 damage per caster level.
- Fixed ranged power scaling on Orchid Blossom
- Fixed tainted creature boost on Orchid Blossom
- Lower cooldowns of inner focus and wholeness of spirit to be 120/90/60 seconds
Legendary Dreadnought[edit]
- Core Abilities now grant +25 Hit Points.
- Dire Shot is now an AOE Ranged Attack (see AOE Ranged Attacks).
- Legendary Rally (Ranged) is now an AOE Ranged Attack (see AOE Ranged Attacks)
- Legendary Rally (Ranged)'s Bonus Damage has been reduced from 50% to 25% (see AOE Ranged Attacks)
- Legendary Dreadnought's Dire Charge now deals +40% damage (previously +20%).
Shadowdancer[edit]
- Core abilities now grant +15 HP and +25 SP.
- Epic Strike: Becomes a beam like Lightning Bolt instead of being single target. Cooldown adjusted to 8 seconds.
- Shadow Mastery Epic Moment's activation time has been significantly reduced.
- Weird is now a SLA instead of a Spell Book Spell, with the same cost and cooldown as it had before.
- Consumed by Shadows debuff attack from t5 now also applies Shadow Loss and 3 stacks of Darkness to affected enemies.
- Mantle Tier 5 upgrade's shadowy floating visual effects and feather fall moves to the T2 Mantle upgrade, Depths of Darkness.
- New Tier 5 to replace Greater Shadowform: Unholy Feeding: On kill, you gain 5 temp HP per sneak attack dice. You also gain +10 Force and Universal Spell Power and are immune to Pressure Plates and Bear Traps.
- Shadowstrike (Ranged) is now an AOE Ranged Attack (see the AOE Ranged Attacks thread)
- Shadowstrike (Ranged)'s Bonus Damage has been reduced from 50% to 25% (see AOE Ranged Attacks)
- Shadowstrike (Ranged)'s bonus to Critical Multiplier has been lowered from +3 to +2 (see AOE Ranged Attacks)
Fury of the Wild[edit]
- Core abilities now grant +25 Hit Points.
- Great Leveler now applies a 2 second no save knockdown against targets who succeed against the 6 second knockdown. Tool tip upgraded to indicate the save is vs the Balance Skill.
- Adrenaline's cooldown has been adjusted to 9 seconds.
- Quick Cut's animation has been upgraded to use Whirlwind (2 hits in a 360 degree area).
- Cutter now always applies to all creatures hit without requiring you to be Quick.
- Quick now always applies to you (assuming you hit a creature).
- Cutter damage reduced from 4d6 to 3d6 and is now slashing damage, not bane.
- Be The Whirlwind now applies to Quick Cutter
Primal Avatar[edit]
- Carrion Swarm DOT damage bug fixed to actually be 1d6+1 per 2 character levels.
- Carrion Swarm gains a saving throw interval to remove the dot.
- Spring to Summer AOE damage adjusted to 1d6+6 per Caster Level.
- Storm Catcher single target damage adjusted to 1d8+8 per Caster Level. DOT damage adjusted to 1d6 every 2 seconds per Caster Level.
- Fix bug with Core 3 so that it's stuff YOU CAST and not spells that affect you.
- Carrion Swarm has had a visual bug fixed so you have a unique channel per originator.
Shiradi Champion[edit]
- Core abilities now grant +15 HP, +25 SP.
- Feywild Attunement's Base Attack Bonus now works regardless of weapon type.
- Fey Lights now deals 1d6+3 Force damage per caster level, scaling with Force Spell Power. Selecting an element with your mantle's Stay ability will change this damage to match that type.
- Core 4 is now: "You gain +1 Saves vs Spells, with an additional +1 for every Favored Enemy feat you've acquired. +1 Maximum Manyshot charge."
- Pin is now: "AOE Ranged Attack: Make a Ranged Attack that shatters on impact, hitting all enemies in a small area around where it lands. If a moving enemy is affected, they are slowed for 12 seconds. 15 second cooldown."
- Otto's Whistler's Immobilize and Dance effects when upgrading Pin have been reduced to a 6 second duration (though still with no saving throw) as Pin's ability to lock down groups is now significantly stronger.
- Fey Form mantle upgrade is now Cruelty of the Hunt: You deal +10% damage against the helpless.
- Track now works on harmful spell casts and reduces saves by 1/stack.
- New Enemy of my Own multiselector: Fey Form: You gain Dr10/Cold Iron, +5 Force and Universal Spell Power, and your main hand weapon becomes an Implement.
- New Whirling Wrists multiselector: Flickering Fingers: +1/2/3 Imbue Dice.
- New Phase Double multiselector: Fey Presence: +2/4/6% Incorporeality.
- Hunts End is now a ranged attack that deals +250% damage and automatically crits.
- Greater Beguiling Charm has been cut, and Beguiling Charm now has its upgrade by default.
- Hunt's End and Pin have switched places, with Pin becomes the new epic strike. Pin gets upgraded now in Hunt's End's place, and Hunts End is now multiselected with the Beguiling Charm ability and is no longer an Epic Strike.
- Beguiling Charm and the space where Greater Beguiling Charm was move up a tier, to Tier 3 and 4, and Enemy Of My Own goes down to Tier 2.
- New Tier 4 where Greater Beguile would have been: Countenance of Queens: -30% Threat from all sources.
- The second Strike upgrade for Pin is "Overwhelming Force: Pin now applies 10 stacks of Track to enemies struck." The first strike upgrade in tier 3 is Otto's Whistler, which moved in from its previous location in tier 4.
- Pin is now an AOE Ranged Attack
- Otto's Whistler's Immobilize and Dance effects when upgrading Pin have been reduced to a 6 second duration (though still with no saving throw) as Pin's ability to lock down groups is now significantly stronger.
Unyielding Sentinel[edit]
- Celestial Mandate damage increased to 75% and it now has a +30 to hit bonus.
- Throw the Boom is a separate ability, sharing a cooldown with Knight's Challenge.
Tavern System Updates:[edit]
- The Marketplace's tavern keepers have been updated to have quest lists and make suggestions similar to tavern keepers in The Harbor.
- There is a now a public quest in The Harbor to talk to Baudry Cartamon for low level players.
- The quest An Explosive Situation has been updated:
- This quest is now level 4 and supports all difficulties and quest party sizes.
- Its XP has been increased.
- Monsters have been updated with a twist on the story - It now introduces a new criminal group.
- The Sunken Sewer Quest has been updated:
- This quest is now level 3.
- Its XP has been increased.
- Monsters have been tweaked slightly, and this quest's bosses have been updated to a new level.
- The quest Missing in Action Quest has been updated:
- This quest is now level 3.
- Its XP has been increased.
- Monsters have been tweaked slightly, and this quest's bosses have been updated to a new level.
Active Tumbling Overhaul:[edit]
- Tumbling is now limited by charges. If you don't have at least one Tumble charge, you cannot tumble. By default, you have 2 maximum Tumble charges, and one Tumble charge returns every 8 seconds.
- Certain feats and abilities now boost your maximum Tumble charges and quicken their rate of return:
- Thief-Acrobat's 3rd core, Tumbler, now grants +1 maximum Tumble charge.
- The Mobility feat now grants +1 maximum Tumble charge.
- You may view your Tumble charges by holding your Block key, default left shift. Each green pip displayed represents one Tumble charge.
- Tumble now grants you defensive benefits during part of the tumble animation. These bonuses only apply if you are actually tumbling - the shuffle half-step will not trigger these bonuses.
- +95% uncapped Dodge for 1 second in light or no armor, +75% uncapped Dodge for 1 second in medium armor, +50% uncapped Dodge for 1 second in heavy armor.
- A bonus to Reflex saving throws equal to your Tumble skill for 1 second.
- Note that these bonuses apply to you from the moment you begin your Tumble, regardless of how long the animation takes to complete.
Gameplay and Balance Changes:[edit]
- Sacred Fist 12 is now a prerequisite for the feats Epic Martial Arts and Vorpal Strikes
- Knight of the Chalice's Exalted Cleave now deals +20% damage (previously +10%).
- Morgrave University's Tier 4 Favor reward is now available from Professor Fordola Banna in Sharn.
- There is now a lever that will reset the light step puzzle in "Grand Theft Aureon".
- Arcane Archer's Arrow of Slaying now deals +250% Damage and +25 flat damage (which is before crits and scaling, as the current damage bonus is now).
- Arcane Archer's Final Strike has been renamed renamed Opening Volley.
- Arcane Archer's Inferno Shot has been renamed to Elemental Inferno. The DOT's damage now scales with the relevant Spell Power. The DOT still deals Fire damage on hit and over time if you have AA's Fire imbue toggled on (or none of AA's imbues toggled on) but changes to using a Cold, Electric, Acid, or Force DOT instead if you have the relevant AA imbue turned on.
Bug Fixes:[edit]
- The quest Dread Sea Scrolls is now properly shareable.
- Selecting an Alignment during character creation no longer allows you to click through the window to the Create button accidentally.
- Sacred Fist now shows up as a prerequisite for Unarmed Strike.
- Annabelle d'Jorasco no longer robs people.
- Augments that apply an Implement bonus to their equipped weapons now correctly make the weapon an implement instead of trying to make you an implement.
- Sacred Fist's Iron Skin's 2nd Tier now functions as intended.
- The Spellsinger SLAs Cure Light Wounds and Cure Light Wounds, Mass now target undead foes correctly.
- Incapacitation range found on items has had its magnitude adjusted to match its intended value.
- You now properly gain Force Spell Power and Force Spell Caster Levels within Season's Herald.
- The tooltips for the Seasonal Attunements within Season's Herald have been adjusted for clarity.
- You may now use the Enlarge Metamagic feat on Dark Apostate's Bane and Bestow Curse spells.
- Ranged Special Attacks (such as Poisoned Shot from Vile Chemist) now correctly work while moving and firing a dual crossbow.
- Death Salve now correctly turns your allies Undead.
- Hirelings can now turn into Undead or Plants properly if they desire to do so.
- Angel of Vengeance's Just Reward now works regardless of what favored weapon you have.
- Shuriken Expertise and Advanced Ninja Training now have proper tooltips.
- Stormsinger's Lightning Strike now correctly upgrades its damage.
- Fixed the Gianthold augment vendors tooltips to correctly indicate what augments they sell.
- Draconic Incarnation's 4th core no longer improperly consumes your spell components.
- Sacred Fist's Divine Striker now functions again.
- Fixed the tooltips of the Armor and Shield Proficiency feats and added more clarifying text to them.
- You can now cast Protection Domain's Radiant Forcefield on your allies.
- Plant Growth's tooltip no longer eats Animal Growth's tooltip.
- Cleric Warpriest's Divine Vessel now shows your weapons properly when used.
- Favored Soul War Soul's Divine Vessel now shows your weapons properly when used.
- The Marilith Chain now has its proper set bonus.
- Fighter's Against All Odds now functions with its intended timing
- Schism Shard weapons no longer lose W score when they are upgraded
- All SLAs should now have much more accurate directional targeting.
- The Tactical Training Room amenity now correctly boosts Sunder DCs
- Removed strange and mysterious "improved sunder DCs" bonus that didn't do anything and was confusing from the Sunder Dinosaur Bone augment
- Greater Marksmanship now boosts your ranged damage and attack bonus by the correct amount.
- We have corrected a bug that could allow players to put more than one Curse from the Deck of Many Treasures onto an item. Characters that have more than one Curse on a particular item have had those Curses removed and replaced with Curse of the Overloaded, which must be removed with a Card of Curse Cleansing before any new Curses can be applied.
- Skeletons can now be properly healed by Death Aura again.
- Forge Wisp Wraiths can now be properly affected by Turn Undead.
- Bugs with Conquest bonuses have been addressed. Some dungeons were counting objects that were not enemies towards their Conquest enemy count.
- The Dragonborn's Dragon Breath now functions properly when moving.
- Divine Disciple's Shield of Dawn now scales correctly with Light Spell Power.
- Attacks that added bonus damage now correctly increase that damage on a successful Doublestrike or Doubleshot.
- Deep Gnome's Phantasmal Killer SLA now correctly uses Fear DC bonuses.
- Several Trap Box locations have been moved or rotated to correctly line up with the walls.
- Fixed many small text errors and typos.
Engineering Changes:[edit]
- Tooltip Update:
- All action lines other than description are now in a bulleted list.
- There is now an empty space between the automatically generated stuff and its description.
- Duplicate information (such as the duplicate cooldown line when hovering over a spellBOOK entry or Spell information in enhancement tree tooltips) has been removed.
- Save information is now color coded (between fort, will, and reflex).
- Spell Resistance information is now color coded and presented only if the Spell Resistance check is active (aka you will see Spell Resistance! only if the ability needs it, and not Spell Resistance NO on everything that doesn't)
- If you have material components eschewed via a character ability, the spell now reports this on a per-slot-basis (because you can assign eschew on a per-slot basis) instead of just telling you that you don't have the materials.
- We no longer display a Spell Point cost of 0 on abilities with no SP costs.
- Hit Point costs of abilities are now reported in RED, and Ki costs are now reported in YELLOW.
- Abilities that are self-targeted toggles now say "Toggle Ability" instead of just "Target: Self" which, while technically true, isn't the most helpful information.
- Fixed bug where druid abilities reported wrong DCs.
- Fixed bug where certain projectile spells had the wrong DCs.
- Antirequisites now display in Enhancement Trees and Destiny Trees.
- Open Store sessions are now terminated upon character log out to prevent confusion about which character purchases are delivered to.
- Guild Buffs are now properly hidden in the Examination Window effects list if the option is set. This change requires the target to be refreshed if the option is changed while the Examination Window is displayed.
- Directional Arrows for Hirelings on the map and minimap are now their proper color.
- The LFM UI is now the default page of the Social Panel. It also now triggers a load for all player data upon opening, which prevents broken LFMs from appearing.
- There is a new button in the Guild window to send a tell to another member of your guild.
- You may now search the Adventure Compendium for Epic Level.
- Melee Attack Bonus, Melee Damage Bonus, Ranged Attack Bonus, and Ranged Damage Bonus now are tracked in the Details(+) Tab in your character sheet.
Source: Official U66.0.0 release notes on DDO.com