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From DDO Compendium
Hardcore Season 9 After Party
Hardcore Season 9 is over. Get your characters off by the end of the After Party on March 6th.
Year of the Dragon
SSG is celebrating 50 Years of Dungeons & Dragons with giveaways every month!
Read more about the entire Year of the Dragon celebration on DDO.com!
Year of the Dragon - February
This months free giveaway is the Dragon Lord Archetype. You have until March 26th, 2024 to collect from Xatheral in the Hall of Heroes


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Recent DDO Releases[edit]

Update 66.0.2
Rise of the Dragon Lord Logo.jpg
Rise of the Dragon Lord
Release Information
Released on March 6, 2024
Changes

News and Notes

  • Corrected an issue that was causing the game client's frame rate to decrease over time.
  • The Dragon Lord version of the Ravager enhancement tree now has its proper required class levels.
  • The Dragon Lord Ravager's "I Hit Back!" enhancement now functions correctly.
  • The Dragon Lord Ravager's "I Like Pain!" enhancement now functions correctly.
  • The Dragon Lord's "Battlefield Tactician IV" effect to strip an enemy's elemental immunity now properly works with Improved Sunder.


Update 66.0.1
Rise of the Dragon Lord Logo.jpg
Rise of the Dragon Lord
Release Information
Released on February 29, 2024
Changes

News and Notes

  • Clicking the "Main Menu" button inside of the game should no longer provoke an intermittent game crash.
  • Daunting Roar should no longer paralyze party members nor yourself.
  • Quests taken from Quest Givers inside the Phoenix Tavern should now properly show arrow and map note guidance to guide you to the quest.
  • Tooltips for Epic Destiny Cores that grant Ranged Power now properly say they grant +5 Ranged Power.
  • Arcane Archer's Elemental Inferno is now named correctly.
  • Fixed an issue where the last charge of Tumble could get interrupted prematurely.
  • 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.


Update 66
Rise of the Dragon Lord
Release Information
Released on February 28, 2024
Changes

Of Special Note

The Year of the Dragon Arrives. First Gift: Dragon Lord Archetype!

The Year of the Dragon Arrives. First Gift: Dragon Lord Archetype! 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.

The Anniversary Event begins!

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:

Dragon Lord

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.

Area of Effect Ranged Attack System

  • 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
    • Artificer Battle Engineer:
      • Shatter Defenses (Ranged)
      • Thunder-Shock Weapons (Ranged)
    • Paladin Knight of the Chalice:
      • Exalted Shot
      • Avenging Shot
    • Ranger (and Elven) Arcane Archer:
      • Inferno Shot
      • Final Strike
    • Ranger Deepwood Stalker:
      • Head Shot
    • Cleric Warpriest and Favored Soul War Soul:
      • Divine Vessel
    • Fatesinger:
      • Arrow of Discord
    • Legendary Dreadnought:
      • Dire Shot
      • Legendary Rally (Ranged):
    • Shadowdancer:
      • Shadowstrike (Ranged)
    • Shiradi Champion:
      • Pin

Epic Destiny Refresh

  • All Epic Destiny Trees have received the following:
    • Adjustments to 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.
    • 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:
    • All Epic Destinies that give Ranged Power in their Cores now give +5 Ranged Power (was +4)
  • Several changes to individual epic destinies

Tavern System Updates:

  • 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:

  • 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:

  • 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:

  • 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:

  • 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.


Update 65
Paws and Peril Logo.jpg
Paws and Peril
Release Information
Released on December 6, 2023
Changes

Of Special Note

The 9th Season of The Hardcore League Begins at 3pm Eastern on December 6th!

Learn more about the Hardcore League on DDO.com! The season ends when we bring the game worlds down for maintenance at 9:00 AM Eastern (-5 GMT) on Wednesday, February 7th, 2024. The 9th Season brings a return of the third season of the Hardcore League called Saving Grace. This season features a +4 level lockout in addition to the ability to earn additional lives at levels 8 and 16 and more!

Free Dungeon!

A rogue dragon acting unnaturally has been causing chaos in Stormreach, the Agents of Argonnessen seek your assistance in helping to contain the Dragon before it can do more damage!

Earlier this year some of us on the DDO team gave a presentation at PAX East and we announced that we would be making a free dungeon based in part on your ideas and show you how it's made! That series called The Joy of Deving is available on our YouTube channel, and the dungeon itself is now live! This FREE DUNGEON can be found in The Marketplace just outside of the House Phiarlan Gate. Speak to Lady Nilith to get started. The quest is level 4 on Heroic difficulty and 34 on Legendary difficulty.

The Jester of Festivult has arrived!

The Jester of Festivult is now available in-game! Earn Copper, Silver, and Gold Festivult Coins throughout the game and turn them in for fun cookies! Read more about Festivult on DDO.com. The cookie list has been updated to swap out some effects for other and new effects.

A Festivult Curse!

This year a curse has settled on the lands during Festivult season! Cards from the Deck of Many Curses have begun appearing in more places . . .

News and Notes:

Bug Fixes:

  • Chronoscope Rewound now properly displays in the Adventure Compendium.
  • Legendary loot in Chronoscope Rewound now appears with its proper Mythic and Reaper bonuses.
  • Core 1 of Dire Thaumaturge now correctly provides its maximum Spell Points while in Reaper difficulty.
  • The Vision of Wealth in the quest "[Desire in the Dark]]" is now correctly flagged as a Construct.
  • Fixed the tooltip of the Icon of the Lord of Blades.
  • Removed weird extra tooltip info from Kensei's improved dodge
  • The W score of some Gianthold raid items has been adjusted.
  • Fixed a ton of typos in recent quest dialogues and effects
  • The tooltip for Nightmare Lance is now more accurate
  • Hood of Unrest now has a 10 minute cooldown. It also has a better icon and description.

Gameplay adjustments:

  • The quest "Repossession" now has a rest and resurrection shrine.
  • The quest "Come Out and Slay" now has an additional resurrection shrine after the final fight ends.
  • The Dominated Cloud Sentry in the quest "Horde of the Illithid" no longer uses its global lightning attack against the party when fighting other enemies. The global lightning party attack now has a 60 meter range. However, the giant's lightning strikes against its current target still has an unlimited range.


Update Loot
Update 64
Chronoscope Rewound Logo.jpg
Chronoscope Rewound
Release Information
Released on November 30, 2023
Changes

Of Special Note

Legendary Chronoscope has arrived!

A new Legendary difficulty version of the Chronoscope is now available! This level 34 raid can be found by speaking with Future Nolan Gann located in The Marketplace. New and upgradable rewards are available on the Legendary version of the raid!

News and Notes:

Balance and Gameplay Changes:

  • A copy of the Expansion Pack claim vendors have been added to the Hall of Heroes.
  • The secret loot from Skeletons in the Closet can now be purchased with Raid Runes.
  • There are now mailboxes (well, mail-urns) in each Ravenloft public area.
  • The dialogue options in the Ravenloft transport NPCs have been re-ordered so that the quests appear in the order they are introduced by the arc-giver * NPC.
  • Outburst, the Electric End now looks much, much cooler.
  • There is now a Fatespinner in Wynwood Hall!

Bug Fixes:

  • The Trapsmith's Workshop guild amenity will no longer permanently stick to the inside of your Guild Airship.
  • Nightmare Lance has a more accurate description.
  • Henshin Mystic's Tier 5 Staff Training now correctly requires 5 monk levels and a level 12 character to train.
  • Henshin Mystic's Capstone now reliably applies its +1 Multiplier to your weapon.
  • Chimera's Crown now applies its Deific Warding effect.
  • Chimera's Fang now applies its Parrying and Fortification effects.
  • Epic and Legendary Chimara's Ferocity from the Epic and Legendary versions of Chimera's Fang now apply the correct effects at the correct magnitudes.
  • Gust of Wind's slow portion now has a saving throw.
  • Fixed some typos in the Unyielding Sentinel and Aasimar trees.
  • Wildhunter Deception (Rare) now correctly gives Ranged Power.
  • Shout SLAs from Stormsinger, Spellsinger, and Fatesinger now match the targeting parameters of their base spell, which allows them to heal allies if using Hear My Voice Friend.
  • Alchemist Bombardier's Pyrite Reaction boosts now scale correctly.
  • Zombie Wizards in the Black Loch are now properly zombies and not humans.
  • Fixed some typos in Wheloon and in Morgrave University.
  • Fixed a "Slay Blank" bug in the The Stronghold Key.
  • Fixed some typos in the Harper Agent tree.
  • You can no longer "exit" from a Ravenloft tavern back into the tavern you are currently standing in.
  • Slaying the boss of Thrall of the Fungus Lord no longer reports that you've slain a kobold instead.
  • The targeting description for Displacement in the Archmage Tree is now correct.
  • Magus of the Eclipse's cores now correctly grant Negative Spell Power.
  • Fixed a typo in Shiradi Champion.
  • Eebilsteenk now has a quest chalice!
  • Fixed a typo in Primal Avatar.
  • You can now take the Primal Avatar spell upgrades in Tier 3 (At Its Core) with the corresponding spells instead of requiring the corresponding Tier 1 ability.
  • Melf's Acid Arrow now does its correct damage when cast from a monster (lowered) and a player (raised).
  • Fixed a typo in Turn the Page.
  • An Ogre and a Devil are no longer named "melee" and "ranged".
  • Druidic Survival Mastery now works with all Wild Shapes.
  • Talbron is no longer missing dialogue in Brothers of the Forge.
  • The end boss of Monastery of the Scorpion, Sannyasi, has a lot more chill and won't randomly reset mid-fight anymore.
  • Fixed a typo in Dark Apostate's Light and Dark ability.
  • Friends of Nature: Spider now correctly grants its listed poison absorption.
  • Added clarification to Eldritch Knight imbues that they scale with spell power.
  • Fixed old tooltip on Warsoul imbue.
  • Fixed text on Falconry and Warpriest version of Action Boost: Sprint to clarify that it is an action boost.
  • Clarified Dino Bone crafting augments to make it clear that force spell power affects physical spells and light spell power affects alignment spells.
  • Curse of the Unbreakable now properly makes the item immune to item damage.
  • Curse of Butterfies now properly displays butterflies.
  • Curse of the Forest's Embrace now properly displays fireflies.
  • Curse of the Visionary now properly grants True Seeing.
  • Illithid Conspiracy dungeon monsters are now properly in the Monster Manual.
  • Collectible nodes have been removed from parts of the quest "Search and Rescue", and new collectible nodes have been added to the Drow area.
  • The particle effect shown on enemies to indicate they have been crowd controlled should no longer change size unexpectedly.

Engineering:

  • The Inventory Drop-Down panel now respects your attack bonus per the feats Spring Attack and Shot On The Run.
  • Hirelings now have a different type of map note compared to players.
  • Abilities that apply on-crit or on-vorpal now correctly Doublestrike to increase their damage.
  • Several changes have been made to how maximum Hit Points are calculated
  • Logging out while in a public space no longer causes you to have lower Hit Points and Spell Points after you log back in.
  • Bonuses to your Base hit points from Combat Styles are now displayed as a separate portion of your HP on your character sheet instead of being an Effect bonus.
  • Bonuses to your Hit Points and Constitution from Reaper XP are now calculated in a different way behind the scenes.
  • Leveling up now displays a slightly more accurate HP estimation.

Known Issues:

  • The monsters in the Legendary version of the Chronoscope are currently not counting toward Monster Manual as expected
  • It is sometimes possible for your character to not render on the screen after entering the end fight of Chronoscope. Teleporting or logging out and back in can help you to reappear.
  • Legendary loot dropping from the Legendary Chronoscope is missing its chance to for Mythic or Reaper bonuses. This will be corrected in the near future.


Update Loot
Update 63
Illithid Invasion Logo.jpg
Patches
Illithid Invasion
Release Information
Released on October 18, 2023
Changes

Of Special Note

The Illithid Invasion begins!

From the vastness of the Astral Plane, an ancient hunger descends upon Eberron...

Take part in a one-time event across Dungeons & Dragons Online! The game needs YOUR help to stop the Illithid Invasion! Powerful and unusual Illithids are on the prowl throughout the world. Update 63: Illithid Invasion is a limited time event in which you'll scour Reaper difficulty dungeons throughout the game to locate these powerful invaders! Defeating these threats unlocks new quests that hold the key to ending their sinister plan! The dungeons stick around after the event, but the invasion happens NOW! Join the fight today!

As part of Update 63 players can unlock four extreme challenge dungeon quests:

  • Pilgrims' Peril
  • Stolen Power
  • Horde of the Illithid Controller
  • Astral Ambush

These quests are all level 34 and only available on Legendary difficulty. Speak to a Twelve wizard named Omryn Cedarbrook in the Clifftop Tower District of Sharn to learn more! Other NPCs will be located near Omryn as the dungeons become available.

News and Notes:

The Deck of Many Curses

Collect cards to make Decks, then use those decks to apply mysterious Curses to your equipment! Cards from the Deck of Many Curses can appear in end chests throughout Update 63's Illithid Invasion quests.

  • Once you have enough cards, click on a card to open a UI that allows you to turn 12 of each card type into a Deck!
  • Cards are unbound, and Decks are Bound to Account.
  • Click on a Deck to open a UI that allows you to add a random effect to an item of your choice! The item must be unequipped.
  • Adding a Deck effect to your item does not impact its minimum level or ability to be equipped.
  • A special Card of Curse Cleansing can appear very rarely in almost any chest throughout the game! This card removes an applied Curse from the Deck of Many Curses to an item, allowing the item to receive another Deck effect.
  • Deck effects cannot be placed onto Cosmetics, Wands, Scrolls, Quivers, or Ammunition.

Bug Fixes:

  • Wrack Construct in Battle Engineer now correctly does +10/20/30% damage.
  • Shadowdancer Core 4 now works correctly with Trap the Soul.
  • Fixing apothecary new t4 to reduce spell costs correctly.
  • Falconry's Tier 2 Sprint Boost now states its correct percentage.
  • Light and Dark is now correctly 3 rank.
  • Holy Smite/Chaos Hammer/Unholy Blight/Order's Wrath from Divine Disciple upgrade now works on Mephits.
  • The first core of Divine Disciple's dark side no longer locks out Core 20 capstones.
  • A typo has been corrected in Avenging Cleave.
  • Feat descriptions from Knight of the Chalice have been removed.
  • Occult Slayer's antimagic action boost now works with things that proc on action boosts.
  • The buffs from the Flasks of Icy Coffee are now dispelled via Rest.
  • The scaling version of Improved Deception now correctly boosts your Bluff and not your Hide skill.
  • Items with Disease Guards now more reliably drop with those Disease Guards correctly attached to the item.
  • New copies of Vinelasher Bracers and Legendary Vinelasher Bracers have a correctly scaling Improved Deception effect.
  • The Dinosaur Bone Greatsword has done a flip and now faces the correct direction.
  • Secret chests from Vecna Unleashed no longer give you a Fire Elemental Essence.
  • You can now break breakables while under the effects of Fiendish Symbiosis.
  • Several icons have been corrected in Blightcaster.
  • Corrected an icon in Primal Avatar.
  • Holy Retribution now properly scales with Melee and Ranged Power, and the ranged version now correctly restores Smite Evil charges.
  • Dusk Surge in Legendary Dreadnought now properly restores Action Boosts with ranged weapons.
  • Ear Smash is now a +10/20/30% damage scalar.
  • Law of the Divine in Divine Crusader now scales correctly with Melee and Ranged Power.
  • Tabaxi's bonus trip DCs for quarterstaff now correctly increment.
  • A player with the Rune Arm proficiency destiny ability will no longer just lose their offhand sometimes.
  • Fixed a typo in Blight Wolf's tooltip.
  • Fixed a typo in the capstone of Eldritch Knight (both Sorcerer and Wizard.)
  • Some typos in the Legendary Dreadnaught buff bar have been corrected.
  • Fixed a few material type issues on weapons; weapons in Morgrave University are no longer made from bone, for example.

Engineering:

  • Doubleshot now properly factors in all on-crit effects to multiply their damage values.
  • Sentient weapons should no longer fit into any recipe that could destroy it.

Known Issues:

  • Monster Manual entries for Update 63's enemies will arrive in a future game update.


Update Loot
Update 62
Attack of the Night Revels
Release Information
Released on October 4, 2023
Changes

Of Special Note:

The Night Revels has returned!

Night Revels has returned with new rewards! Read our guide on DDO.com. Available through October 31st!

This year's Night Revels features new rewards, including:

  • Mount: Reaper's Steed (Red)
  • Pet: Spectral Pseudodragon Certificate
  • Cosmetic Armor: Defender of the Harvest
  • Cosmetic Cloak: Cloak of the Autumnal Feathers
  • Cosmetic Hat: Harvest Hunter's Hat

And returning with new benefits:

  • Almond-Coated Shadow Apple
  • Darkswirl Caramel Bite
  • Sweet Cinnamon Cloud
  • Almond Shadow-Spice Candy

News and Notes:

Active Attacks Rebalance:

  • We are changing all attacks that have a +[W] component as part of their attack to use a percentage increase in their damage, following this scale:
W ScalarPercentage Boost
+1W+10%
+2W+20%
+3W+30%
+4W+40%
+5W+50%
......
+10W+100%
  • This means that if you had, for example, an attack that had +3[W], that attack will now instead deal +30% damage. The goal is to make active attacks more worthwhile across the entire level range. The big benefit of percentage boosts is that an active attack dealing 50% more damage at level 10 is the same level of efficacy as one dealing +50% at level 30, whereas +5[W] means more at level 10 as it does at level 30. This standardization will make attacks a lot easier to balance as they'll be worth the same percentage bonus DPS no matter what level you are, what dice your weapon has, what bonus damage you have, and what W score your weapon is.
  • This overhaul also allows us to rebalance a variety of active attacks to spruce them up a bit.
  • Additional Info:
    • Attacks that increased their W scale or other bonuses in a nonlinear or otherwise unusual fashion have been adjusted to be linear. This includes attacks that started at 1[W] and never increased beyond that across their ranks. Example: Wracking Strike/Shot in the Mechanic tree now deals +10/20/30% damage instead of the +10/10/10% it would have been.
    • Attacks that used to have a lesser scale for their ranged versions have been adjusted to match their melee counterparts.
    • Attacks that used to secretly scale with W but never told you they did so have been tracked down and their tooltips have been adjusted.
    • Attacks that used to deal in .5[W] scales have been rounded up to 10%. We're going to try to keep things on multiples of 10% if at all possible.
    • Attacks that hit multiple times have had their bonus damage set lower to compensate for their multi-hit status.
    • Attacks that had a high W scale for their level and are of an area of effect have been adjusted to appropriate values.
    • Attacks that hit multiple times have had their bonus damage set lower to compensate for their multi-hit status.
    • Cleave and Great Cleave have been updated to deal +20% and +40% damage respectively.

Weapon Scaling Rebalance

  • We are standardizing weapons across the entire game to follow a new W scale. This affects all named weapons and shields, with exceptions listed below:
    • Items that are level split - aka have Normal/Hard/Elite versions, remain as-is.
    • Very old legacy items with sufficient creative nostalgia or effort required to obtain them remain as-is.
    • Specialty scripted quest items remain as-is.
    • Old event items that have been retired remain as-is.
    • Crafted items that gain minimum levels when they are upgraded (such as Alchemical) now have their dice set to the highest minimum level they could obtain.
    • Note that this does not affect things that boost W scores on weapons, such as Vorpal or the Deadly Weapons spell. We are changing the base W on the weapon itself, and not adjusting any W-boosting gear or effects. If a weapon is level 30, it will be 5[W], and casting Deadly Weapons will make it 6[W] as expected.
  • Our goal is to provide a way for items to scale upwards as the level cap continues to increase and fix up some of the dead zones concentrated around high Heroic levels and early Epic levels where gear advancement isn't as meaningful.
LevelW ScalerLevelW ScalerLevelW Scaler
1-101.0W
111.2W213.2W315.2W
121.4W223.4W325.4W
131.6W233.6W335.6W
141.8W243.8W345.8W
152.0W254.0W356.0W
162.2W264.2W366.2W
172.4W274.4W376.4W
182.6W284.6W386.6W
192.8W294.8W396.8W
203.0W305.0W407.0W

Other Balance Changes

  • Monk Class
    • Monk combo builders now deal +10% damage, and their alignment based builders deal +15% damage.
    • Monk Finishers now deal +30% damage.
    • Touch of Death now deals +30% damage.
    • Touch of Despair now scales with the highest of Dexterity or Wisdom and uses Assassinate DCs to determine its DC.
  • Stormsinger
    • Stormsinger's Metamagic costs are now set to the standard Action Point cost for Metamagic enhancements (2Action Point each), and their antirequisites have been fixed.
  • Across the Board
    • Spell Power scaling Imbues have been standardized: They are all now 1d8 damage per Imbue dice and all now scale with 75% Spell Power instead of 100%.
    • Affects:
      • Eldritch Knight
      • Arcane Archer
      • Warchanter
      • Warpriest/Warsoul
      • Battle Engineer
      • Dark Apostate
      • Blightcaster
      • Vile Chemist
      • Swashbuckler
  • Arcane Archer (both Elf and Ranger)
    • Force Arrows is now 1 rank 2 Action Point (uses the 3rd rank bonuses).
    • True Strike is now 1 rank 2 Action Point (uses 3rd rank bonuses)
    • Inferno Shot is now 1 rank 2 Action Point (uses the 3rd rank bonuses)
    • Shattermantle Shot is now 1 rank 2 Action Point (uses the 3rd rank bonuses)
    • Dispelling Shot is now 1 rank 2 Action Point (uses 3rd rank bonuses)
    • Arcane Archer core 1's enhancement bonus now stacks with everything.
    • Arcane Archer's tier 5 Improved Elemental Arrow's critical hits now scale with Imbue dice, dealing 1d10 per imbue dice on a critical hit, and apply to the Force Arrows imbue. (this replaces the current force arrows on-crit 1d10)
  • Kensei
    • Tactics is now 1 Action Point per rank.
    • Weapon Focus vertical lines and the Exotic Focus enhancement are now 1 Action Point.
  • Dwarf
    • Shield Mastery's cost has been reduced to 1 Action Point/rank (this also affects human's and Purple Dragon Knight's Fighting Style multiselector).
  • Purple Dragon Knight
    • Sniper is now +1/2/3d6 Ranged Sneak Attack Dice and +2/4/6 Point Blank Shot distance, and now costs 1 Action Point/rank (this also affects human's Fighting Style multiselector).
  • Vile Chemist
    • Core 1 is now: +1 Reflex save. Each core ability you take in this tree beyond the first grants +5 Physical Resistance Rating.
    • Cores 2, 3, 4, 5, and 6 now grant +5 Poison Spell Power, 2% Dodge, and 2% Dodge cap while in Orchidium instead of their original Orchidium boosts.
    • Core 3 is now Hidden Blades I and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice.
    • Core 4 is now Hidden Blades II and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice, as well as granting you full Base Attack Bonus.
    • Core 5 is now Hidden Blades III and grants +5 Universal Spell Power, +3% Doublestrike and Doubleshot, and +1 Imbue Dice, as well as a +1 Competence Bonus to Critical Multiplier with all Simple weapons.
    • Core 6 (Venom's Grip) now grants: +4 Intelligence, +10 Universal Spell Power, +3% Doublestrike and Doubleshot, and +2 Imbue Dice.
    • Willful Ambition is now Swift Ambition and boosts Reflex saving throws.
    • New Tier 4: Simple Thrown Mastery: If you have Simple Thrown Expertise, you now use the higher of your Intelligence or Dexterity to determine how much Doubleshot you gain from that feat.
    • Sapping Ambition which was very buggy is gone and is now Brushed Aside: You gain the Defensive Roll feat.
  • Apothecary
    • Core 1 is now: +1 Will save. Each core ability you take in this tree beyond the first grants +5 Positive and Negative Spell Power.
    • Cores 2, 3, 4, 5, and 6 now grant 2% Positive and Negative spell critical damage while in Verdanite instead of their original Verdanite boosts.
    • Core 6 now grants +2 Transmutation DCs passively without requiring Verdanite.
    • Tier 5 Master Apothecary now grants an additional +1 Spell Penetration (since this bonus was removed from Core 3).
    • New Tier 4: Magical Toolbelt: 1 rank 2 Action Points: You gain +5% Magical Efficiency (since this bonus was removed from Core 4).
    • Energy of the Scholar rank 3 is now 100 Spell Points.
  • Bombardier
    • Core 1 is now: +1 Fortitude save. Each core ability you take in this tree beyond the first grants +5 Fire/Cold/Acid/Electric/Poison Spell Power and +1 Burning Ambition Dice.
    • Cores 2, 3, 4, 5, and 6 now grant +2% Fire, Cold, Electric, Acid, and Poison Spell Critical Damage instead of their original Pyrite boosts.
    • Core 6 now grants +2 Conjuration DCs passively without requiring Pyrite.
    • Cores 3, 4, 5 no longer grants Burning Ambition dice inconsistently and now just grants +1 each as per the text of core 1.
    • Cores 3, 4, and 5 now grants +3 caster levels each BUT now require you to take different elements each time.
    • Swift Ambition is now Holistic Ambition and grants Fortitude saving throws.
    • The Rapid Condensation SLA has been removed.
    • There are now 3 Vial SLAs in tiers 1, 2, and 3. You must take a different Vial element each time.
  • Divine Vessel in Warpriest/Warsoul now deals +30% damage.

Quests and Adventure Areas

  • Fire Over Morgrave
    • The Optional end chest in Fire Over Morgrave now gives Burning Planar Scraps 100% of the time.
    • Recipes for certain secret Shields now work properly.
  • Amber Temple: A series of changes have been made to the Sealed in Amber quest from Ravenloft to improve the experience. Specific changes include:
    • A couple secrets are easier to find.
    • Optional objectives XP increased across the board.
    • Clarification: you can still find random scrolls as you explore in addition to guaranteed ones.
    • The quest is now less random, with a reasonable main route to completion. Random routes can still be pursued, although some doors have been adjusted.
    • The cut scene can now be skipped by interacting with Zhudun's amber slab a second time.
    • There are now fewer Flameskulls per square mile.
    • The Dark Gifts are less likely to escape before the heroes get to hear them out.
    • There are now markings near the doors on the floor for easier identification.
    • Icons on the map have been improved, The three Guardians have map notes that should help people find them better, and doors have clearer icons on the map as well.
    • Optional objectives XP increased across the board.
  • The following raids now have a small chance to drop +8 Tomes:
    • Hunt or be Hunted
    • Dryad and the Demigod
    • Skeletons in the Closet
    • Fire Over Morgrave

Engineering:

  • A few changes have been made to how we automatically generate tooltips for active attacks. The following statistics are now automatically placed within active abilities' tooltips and no longer need to be added in by hand:
    • Bonuses to critical threat or multiplier for that attack
    • Cooldown
    • (new) Bonus percentage damage increase for that attack (see the Active Attacks Rebalance for more info!)
    • If you spot any active ability with duplicate information, or information you believe to be incorrect, let us know and we can correct that ability's tooltip!

Bug Fixes:

  • Using Machrotechnic's Mending Burst with the Dissonance Drive upgrade no longer applies debuffs to you and your party members; only to enemies.
  • Barbarian's Enhancement Trees have had a few icons corrected.
  • Corrected icons for the Blightcaster Imbue effects.
  • Corrected text in Draconic Incarnation's Epic Strike.
  • Iced Edges no longer falls off you when you die.
  • Vile Chemist's Poisoned Shot now works correctly with crossbows and more reliably applies the Red spell state.
  • The Brightbane Emerald now correctly gives Insightful bonuses instead of Competence.
  • Feral Charge now correctly appears on the Character Sheet.
  • The level 32 Spectral Throwing Dagger now correctly throws itself.
  • The Wrath of Sora Kell set bonus now does what it says on its tooltip.


Update Loot
Update 61
Vecna Unleashed
Release Information
Released on August 16, 2023
Changes

Face the Power of Vecna

Experience the Thrilling Climax of The Codex of the Infinite Planes Saga! High amongst the Sharn city of Towers, something sinister is afoot in the halls of Morgrave University. The Codex of the Infinite Planes has escaped to the academy, and with it comes the dark presence of Vecna and his cult. Now with the university's vast collection of rare and powerful artifacts under their control, the destiny of not just Sharn but the entire Eberron plane hangs in the balance. Do you have what it takes to stop Vecna before he claims your universe for his own? Prepare to explore new areas, face perilous enemies, and uncover dark secrets in Vecna Unleashed.

Includes 13 Dungeons and a new raid (raid coming soon!) To acquire any of your purchased items, speak to Makraal in the Clifftop Tower District of Sharn. Enter the Morgrave University Air Shuttle nearby to travel to Morgrave University! Access Vecna Unleashed content through the air shuttle by traveling to Upper Morgrave University. Ultimate Edition purchasers of Vecna Unleashed can travel to Upper Morgrave University using their teleportation item. Players can travel to the Clifftop Tower District by accessing Sharn through their Sharn teleportation item, or through the docks in The Harbor.

News and Notes:

Balance Adjustments:

We've adjusted 13 distinct features across 7 classes and 2 universal trees to provide a larger holistic set of changes meant to intrigue character builders and shore up some statistical weaknesses. These adjustments include Action Point cost reduction, Cooldown reduction, and generalized buffs meant to bring up underused specs and add excitement across the board.

  • Harper Agent
    • Cores 1, 6, and 18 now give +1 To-hit and Damage and not just hit/damage versus Evil.
    • Core 20 now gives +2 to all ability scores, +1 hit/damage, +5 hit/damage vs Evil, and +20 Universal Spell Power.
    • Weathered Traveler Tier 1 now gives 2/4/6 Energy Resistance.
  • Swashbuckler
    • Battering Barrage cost reduced from 2/rank to 1/rank.
    • Thread the Needle now gives +5% to-hit (percentage bonus based on precision) while Precision is toggled on.
  • Warchanter
    • Spinning Ice, Frozen Fury, and Skaldic Scream now use the highest of Dexterity, Charisma, or Strength for their DCs.
    • Their DCs are now (0x bard level / 1/2 bard level / 1x bard level) and (10/12/14) (Skaldic Scream is 1x bard level and 14.)
    • Spinning Ice is now a 3/4/5[W] Cleave.
    • Northwind's cost has been reduced from 2/rank to 1/rank.
  • Sorcerer Savant
    • Tier 5 Actives scale with highest of Charisma or Constitution, and not just Constitution.
    • Earthen Armor (Tier 4 Earth Savant) is now +3/+6 Armor Class.
  • Ninja Spy
    • Tier 2 and Tier 4 Dark Ki upgrades now grant +1 to hit and +2 to damage to match similar enhancement lines.
    • Tier 5 Touch of Despair now grants +3 To-hit and +3 to damage to match similar enhancement lines.
  • Shintao
    • Tier 2 and Tier 4 Light Ki upgrades now grant +1 To-hit and +2 to damage to match similar enhancement lines.
  • Henshin Mystic
    • Lighting the Candle now applies the fire portion of its imbue to Ki Spells.
  • Class: Monk
    • Quivering Palm has a new DC formula: DC 10 + monk level + highest of Dex or Wis mod + assassinate bonuses.
    • It also now gains +4 DC on a failed saving throw.
    • Known Issue: The DC boost portion of Quivering Palm is currently granting +2 DCs instead of +4
  • Assassin
    • All of the active poison attacks up the line are now +3W, use full rogue level for their DCs instead of half, factor in assassinate bonuses for their DC, and now make certain enemies that would be immune to poison, weak to poison.
      • Ice Chill = Undead
      • Heartseeker = Elementals
      • Soulshatter = Outsiders
  • Vistani
    • Kukris now function with this tree, with the exception of the core 12, which only gives +1 multiplier (this keeps them in parity crit-wise with daggers as they naturally have +1 threat range over them.)
  • Archmage
    • Master of Magic (Core 20) now also grants +20 Universal Spell Power, and increases from +2 Intelligence to +4 Intelligence.
    • Efficient Metamagics have their Action Point cost reduced from 2 to 1, since AM having metamagics be good seems flavorful.
    • Spell Penetration has its AP cost reduced from 2 to 1.
    • Energy of the Scholar has its AP cost reduced from 2 to 1, matching other trees.
    • Cores 12 and 18 now grant a generic +1 to caster level and max caster level.
  • Vanguard
    • Stunning Shield cooldown reduced to 45/30/15 seconds.
    • Shield Rush cooldown reduced to 40/30/20 seconds.

Bug Fixes:

  • Ravager's Laughter now reliably adds Fury to your character.
  • The Challenge XP panel is no longer a string table error.
  • Consecration now heals Hirelings (note: this note was erroneously in U60 release but is actually here.)
  • When you have items in the Store queue and clear the queue, the queue icon now properly clears itself from you when the queue is empty.
  • Lighting the Candle's buff now has the correct text for real this time.
  • Fixed a mess of errors and typos in the tavern keepers logic in The Harbor
  • Augmented Summons Feat from temporary sources will now work on Hirelings.
  • The Augmented summon buff will no longer be stripped from Hirelings when they die.
  • Various summon enhancements from the warlock enlightened spirit tree and magus destiny will now work on henchmen again and also not be stripped on death or rest.
  • Knock down animations on pixies will no longer blip.
  • Caster Level scaling should now work as expected on all Rune Arm shots.
  • Huge Black Puddings can no longer subdivide into 8 slimes, and now have a maximum subdivision of four.
  • The third tier of Morgrave University Favor now grants +2 Saves versus Magical Beasts.
  • Equipping a Rune Arm should no longer hide your main hand weapon.
  • Archmage's Heighten Metamagic no longer erroneously requires character level 12
  • Shield Specialization line's damage bonus is now visible to the player.
  • Nature's Protector's natural armor bonus now correctly stacks.

General Changes:

  • Tomes of Learning and Epic Tomes of Learning (both Greater and Lesser) have been upgraded and now check each tier of difficulty independently to determine if you are "repeating" a quest. This means that completing a dungeon on Heroic will not count as "completed" for the Epic tome, so you'll be eligible for the Tome's first time bonus again separately.
  • A set of performance updates have been applied to the game that affect combat bonuses, spell casting, login times, and regen in public spaces in an effort to reduce generalized and gameplay lag.
  • Dretches will now pitch goo a little more frequently when being kited.
  • Enemy casters will have a longer cooldown when casting Comet Fall to make it less spammy.
  • The Legendary Dread Isle's Curse set now correctly lists its Profane Attack and Damage bonus value in its tooltip.
  • The volume of combat music in Fables of the Feywild and Sinister Secret of Saltmarsh has been lowered.

UI:

  • You can no longer move the Rune Arm Charge UI. This change corrects an issue that was making it sometimes difficult to attack while charging a Rune Arm.
  • The DDO Store logo has been shifted so it no longer blocks interaction with header links when purchasing subscriptions.


Update Loot
Update 60
Vecna Unleashed Pre-Purchase
Release Information
Released on July 26, 2023
Changes

Of Special Note:

Pre-purchase for Vecna Unleashed is available

Face the Power of Vecna! Experience the Thrilling Climax of The Codex of the Infinite Planes Saga!

High amongst the Sharn city of Towers, something sinister is afoot in the halls of Morgrave University. The Codex of the Infinite Planes has escaped to the academy, and with it comes the dark presence of Vecna and his cult. Now with the university's vast collection of rare and powerful artifacts under their control, the destiny of not just Sharn but the entire Eberron plane hangs in the balance. Do you have what it takes to stop Vecna before he claims your universe for his own? Prepare to explore new areas, face perilous enemies, and uncover dark secrets in Vecna Unleashed!

Unleash the power of the Macrotechnic with a new Epic Destiny, battle powerful creatures that have been unleashed amongst the halls, and experience new dungeons that will push you and your group to the limit! The latest Dungeons and Dragons Online expansion, Vecna Unleashed, is available for pre-purchase now! Get immediate access to the new Macrotechnic Epic Destiny with any edition of Vecna Unleashed!

News and Notes:

General Balance and Gameplay Changes:

  • The Legendary Curse of Agony now has a maximum duration of 60 seconds.
  • The pause at the end of tumbling with the Experimental Tumble Controls has been removed, allowing for a seamless Dodge experience.
  • There is now a dance for Raptor and Panther mounts!
  • We've done some adjustments to the flow of the early game involving taverns in The Harbor. Tavern keepers in The Harbor can now be asked for "Quest Leads" and grant vector quests leading to the various quests around The Harbor. There is also a bit of info about favor and the compendium there. To get started, talk to the barkeeps in the Wayward Lobster or the Leaky Dingy.
  • We are updating Dungeon Alert to put some bite back into the system, which has not scaled well against ever-increasing player power over the years.
    • If Red Alert is maintained for 30 seconds uninterrupted, a new Purple Alert will now trigger.
    • On Purple alert all enemies will gain True Seeing, similar to how bosses have it.
    • On Purple Alert all enemies will gain 25% Dodge Penetration and a very large to-hit bonus while flanking (the enemy is behind you).
    • On Purple Alert enemies who have been Crowd Controlled will break free in six seconds, and will break free faster for every time they are crowd controlled.
    • Defeating enough enemies to leave Red alert while in Purple will cause alert to immediately shift to Orange. If you go back up to Red from Orange, maintaining Red for another 30 seconds will cause you to go back up to Purple. Don't ignore Red Dungeon Alert!
    • Movement speed bonuses have been increased for all Dungeon Alert levels by about 20% for enemies that are CR 10 and higher.
    • We are aware some content has some trigger issues and we are working through the feedback we've already received.
  • Slaads will no longer spam throw boulders while sliding, but have now also remembered they have tongues!
  • Exalted Whirlwind and Avenging Whirlwind now work with Be The Whirlwind.
  • Acid volumes now scale with level and difficulty. This makes them less lethal at low level but more dangerous at high level.
  • The following Favors should now Grant Rewards:
    • If your character has passed the Threshold, speak to the respective Favor NPC and you should be granted the Feat.
    • Below is the list of Awarded Feats:
      • Gatekeepers: 700 Favor: +2 Saves Versus Extraplanar Creatures
      • Keepers of the Feather: 240 Favor: +2 to Listen and Hide Skills
      • Summer Court: 180 Favor: +2 to Diplomacy and Perform Skills
      • Morgrave University: 150 Favor: +5 Hit Points

Bugfixes:

  • Players impacted by a recent bank space expansion error should now be fixed, and are now able to purchase the full bank upgrades.
  • The Wrathful Weapons weapon tooltip now has accurate text.
  • Titania's Glory now references the correct helmet in its description.
  • Corrected a misspelled Tiefling in Devil Assault.
  • A typo in Soul Survivor's quest journal text has been fixed.
  • Fixed a typo in When There's Smoke's objective text.
  • Fixed typos in Olyn Araphyr's dialogue.
  • The Stone Giant walking around Gianthold has remembered how to use his legs again and will no longer hop along his path at a jaunty angle.
  • Frogo now has ladder climb animations.
  • Removed bad tooltip info from an Enlightened Spirit ability.
  • Heroic, Epic and Legendary ancient Vulkoorim Daggers now have their proper material.
  • Pack Aptitude now properly grants its +6 bonus, and its tooltip has been corrected.
  • The tooltip in Morninglord enhancements for Sunburst has ben fixed.
  • Flurry of Blows now grants its Dodge bonus at its correct levels.
  • If you gained Flurry of Blows via Sacred Fist levels, the Dodge bonus is now correctly based off your Paladin level and not Monk level.
  • The set bonus effect of the Menechtarun Scavenger set has been fixed.
  • Some Collectable turn-in NPCs have had their descriptions fixed.
  • Combat Brute no longer sticks to your weapon forever.
  • Maiming found on randomly generated and named items now correctly only triggers on a critical hit.
  • Metalline Bond now displays on your weapon properly.
  • The Silverscale augment now has a more accurate tooltip.
  • Tooltips on Proof against Poison and Disease Augments have been fixed.
  • Laughter's Melee Power now applies more reliably.
  • Hallowed items are now correctly Enhancement typed bonuses and not Sacred typed bonuses, and also boost the correct stat.
  • The exit in Haverdasher is now named The Harbor instead of The Marketplace.
  • Consecration now properly heals hirelings.
  • Corrected a text error in Lightning the Candle's buff.
  • The Power Word spells are now correctly listed as Enchantment spells.
  • Acid Bolt is now properly a conjuration spell.
  • Fixed the description of the Thorn Blade spell.
  • Vile Eruption now deals its correct damage through Earthquake.
  • Fixed description on Grandmaster of Oceans.
  • Fixed name of Rakhat's Trifle and other miscellaneous Rakhat text.
  • Fixed the description of Heal, Mass.
  • Diplomacy is now slightly less buggy!
  • Druid's Improved Dodge now has a % sign in its tooltip.
  • Arcane Tempest is less likely to get stuck on enemies forever.
  • Fixed a number of crowd control abilities that were not being properly counted as crowd control.
  • Uncanny Balance now has its correct prerequisites.
  • Stormsinger's Electrocution now correctly triggers from Cold spells, and boosts Cold Spell Power.
  • Distraction from Feydark Illusionist may now properly be used without breaking stealth.
  • Kelas' Volatile Mixture is no longer secretly acting like a throwing dagger instead of an Orb.
  • Transcend Darkness can now be properly trained.
  • Fixed the names of Transcend Darkness and Transcend Light to better match the abilities granted.
  • Blossoming Peace now correctly adds its stun to Orchard Blossom.
  • Burst of Glacial Wrath now properly takes the Embolden Metamagic.
  • Removed erroneous weird recipes from the Hunt or Be Hunted raid turn-in.
  • A typo in the Legendary Winter set bonus has been fixed.
  • Cruel Cut and Mutilate now apply reliably.
  • Steal Life Force's heal now properly scales with 150% Spell Power.
  • Multiclassing into Monk now properly allows you to take Spring Attack and Ten Thousand Stars at Monk levels 1 and 2.
  • Legendary Aim now applies correctly if you are using a Repeating Crossbow and/or a thrown weapon with something in your offhand.
  • Dark Hunter's Medium Armor boost from its 2nd core no longer applies 100% of the time.
  • Druidic Wild Shape items now work on all wild shapes not just wolf/bear variants.
  • Dark Hunter's Bleed the Weak now properly scales with Melee and Ranged Power.
  • Newly created copies of the Kundarak Delving Suit now have slightly different effects to avoid overlaps.
  • The 4th core in Ravager now gives its Maximum Hit Points

Enemy AI Changes

  • Monsters will now be better about dropping aggro against players they have no hope of catching, and dropping aggro against players who passed them by but were never primary targets and might be long gone. Note this does not effect the duration they'll contribute to Dungeon Alert, only killing them or waiting for the alert to cooldown will do that once they've aggro'd and added to the alert level.
  • Monsters will no longer try to path home when they drop aggro. Sometimes these paths could get very long and performance expensive. Monsters on landscapes will still leash normally which is the teleport they do with the little yellow stop sign when they get pulled too far off their spawn point.
  • Archer/Casters will generally try to run from you less often when you get close to them. These AIs when they got jammed into corners would spend a lot of time failing to find a good spot, and we feel it's not worth the server cycles. An Archer/Caster will still occasionally move away from you, especially when they first aggro, but typically won't spend cycles trying to maintain distance anymore. Mobs with baked in jump back animations will still do those behaviors though.

Macrotechnic Epic Destiny

  • The Machrotechnic Epic Destiny revolves around the following themes:
    • Defense (but not necessarily tanking)
    • Rune Arms
    • Electric, Sonic, and Repair/Rust Spellcasting

Rune Arm Changes:

  • We are rebalancing Rune Arm shots throughout the game. We currently have around 20 Rune Arm shot types, which vary wildly in damage, number of hits, speed, spread, homing, and hitbox size. In this pass, we've standardized many things to make more Rune Arm types viable, bring in odd outliers, and make the user experience better.
    • The information below is sorted by Shot Type - Every Rune Arm with that Shot Type is affected by the listed changes.
    • The Rune Arm Charge UI is now moveable like other UI elements.
    • All Rune Arm shots now have a consistent projectile size. This should especially help ones like Light Spirals, which were so large they'd often impact the ground before actually shooting.
    • One of the biggest power disparities we tackled here is in AOE vs. Single(ish) Target Rune Arms. An example of AOE is Fire Blast, which is a cone that hits many enemies inside it. An example of Single(ish) Target is Salt Shot, which shoots 5 homing projectiles at a single target. That doesn't mean all of those will hit that target, or ONLY that target as things can get in their way, but they're single target most of the time.
      • We've made the target damage for Single(ish)-Target ones equivalent to what Salt, Knife, Ghost, Book, and Bee Shot are currently dealing (below called "New Single Target Curve"). Their damage has remained the same; other shots have come up to meet them.
      • Currently, these have similar damage curves. However, many of the AOEs only hit their target once, while the Single(ish)-Target ones can hit up to five times. Meaning the AOEs are doing 20% of the damage of Single(ish)-Target ones, sometimes less.
      • The damage on AOEs that do 1 hit to affected targets has gone up substantially across the board to put their damage at roughly half of what the Single Target(ish) ones do with the number of projectiles they fire at the same tier.
      • All Rune Arms that deal multiple damage types still do, we've just split the numbers to fit the new damage paradigm.
    • Breakdown By Shot Type:
      • Acid Bolt
        • Updated damage to New Single Target Curve
          • Changed shot spread to narrow
          • Increased projectile speed
      • Bee Shot
        • No changes (slow projectile speed remains as this one also delivers a DOT)
      • Book Shot
        • Increased projectile speed
      • Cold Bolts
        • Updated damage to New Single Target Curve
        • Increased projectile speed
      • Cannon Shot
        • Updated damage to something close to New AOE Curve, split across two damage types
          • Increased projectile speed
      • Electrical Blast
        • Updated damage to New AOE Curve
      • Electrical Lash
        • Updated damage to New AOE Curve
          • Increased projectile speed slightly
          • Added homing - This projectile does not explode on impact, but this change will fire it in the direction of your target instead of straight ahead.
      • Ghost Shot
        • Increased projectile speed.
      • Fire Blast / Corrupted Fire Blast
        • Updated damage to New AOE Curve
      • Exploding Fire Shot / Corrupted Exploding Fire Shot
        • Updated damage to New AOE Curve
        • Added homing
        • Increased projectile speed
        • Made hitbox significantly larger - This now matches other shot types, but we wanted to call it out because the hitbox on this one was SO SMALL before, especially without homing, that it... often just wouldn't hit anything.
      • Force Shot
        • Updated damage to New Single Target Curve
          • Changed shot spread to narrow
          • Increased projectile speed
      • Gold Shot
        • Updated damage to New Single Target Curve
          • Increased projectile speed
      • Knife Shot
        • Increased projectile speed
      • Light Spirals
        • This shot type actually works now, no longer immediately destroys itself while standing on the ground
          • Updated damage to New Single Target Curve
          • Increased projectile speed
      • Salt Shot
        • No changes
      • Trash Shot
        • This is our outlier. Trash Shot is currently doing around double the damage of the next-best Rune Arm in the game.We've adjusted the damage down and given it homing and better projectile speed. Its damage has been reduced by around half, putting it slightly higher than the New Single Target Curve to most targets.
        • It has four damage types, but very few will almost take all four - Poison and Rust are generally mutually exclusive against targets.
          • Each damage type here is slightly higher than 1/3 of the New Single Target Curve. If you manage to find a target that will take all four types of damage... Well, this Rune Arm will be good for that.
          • Added homing
          • Increased projectile speed
          • This may not be in this build, but the tooltip is in need of some rewriting; the current one on Live describes the tiers at which you get additional projectiles, but it's entirely wrong.
  • The following shot types have been updated from shooting (2/2/3/3/4) projectiles to (1/2/3/4/5) projectiles:
    • Cold Bolts
    • Electrical Storm
    • Ghost Shot
    • Gold Shot
    • Light Shot
  • Trash Shot now shoots (1/2/2/3/3) projectiles (previously 2/3/2/2/3).
  • Electrical Storm Rune Arms no longer erroneously have Electrical Lash Rune Arms' AOE properties.

UI and Engine Work:

  • You can now right click a party member in the party UI to send them a tell.
  • You can now move the Rune Arm Charge UI element.
  • The Experience Report window has gotten a slight overhaul!
    • No longer reports about bravery streaks (as that mechanic has been deprecated for several years).
    • Now contains less empty space.
    • Now reports starting Reaper XP accurately.
    • Now shows you the previously-hidden Reaper First Time Bonus to Reaper XP.
    • Now shows your estimated Reaper XP even if you haven't activated Reaper XP by killing 10 monsters yet.

XP Adjustments:

  • Bravery Bonus has been renamed Delving Bonus.
  • Conquest now has a ceiling of 100 Kills that will always trigger conquest bonus.
  • Many quests now have working conquest bonuses that didn't before.
  • Kill Thresholds for Aggression/Onslaught/Conquest are now at lower values of 25%/50%/75%.
  • Reaper First time bonus reduced to 45%. 50% of reaper's first time bonus has been moved into a new Delving Tier (Hard 50%/Elite 100%/Reaper 150%).


Update Loot
Update 59
Droaam Legendary Edition
Release Information
Released on April 25, 2023
Changes

Of Special Note:

Update 59: Droaam Legendary Edition

The three free quests and four quests that are part of the Attack on Stormreach adventure pack now support Legendary difficulty!

Attack on Stormreach:

  • Assault on Summerfield
  • Blockade Buster
  • Undermine
  • Siegebreaker


Free quests:

  • Diplomatic Impunity
  • Frame Work
  • Eyes of Stone


You can find the NPCs for these quests in the Lordsmarch Plaza, located off of the Marketplace in Stormreach.

Performance Work

We have fundamentally changed how bonuses are calculated behind the scenes to be using a more performant algorithm to reduce lag in the game. This change impacts:

  • Feat bonuses
  • Enhancement bonuses
  • Epic destiny bonuses
  • Past life bonuses
  • Toggled bonuses
  • Temporarily granted Feats
  • Armor Class bonuses
  • Blocking Armor Class bonuses
  • Attack bonuses
  • Damage bonuses
  • Savings throw bonuses

News and Notes:

Bug Fixes:

  • We have implemented a fix intended to address a crashing issue related to sounds.
  • Level 32 skill augments now grant their listed benefit.
  • The offhand slot should no longer go missing sometimes after reincarnation as an Artificer.
  • The Legendary Spiked Turban should now have its proper visuals.
  • Mirrors of Glamering now have a clearer tooltip to explain how their eligibility works.
  • Energy Vortex Poison and Negative now both have their correct tooltips within the spell.
  • The web barriers in the quest Sacrifices can now be broken with Eldritch Blast.
  • Technomage filigree now provide their 5% Armor Class set bonus and no longer call the set the wrong name.
  • Divine Righteousness (Paladin Sacred Defender 3rd core) is now untyped and grants its correct amount of threat generation.
  • Mass Suggestion now has its correct icon.
  • A few pet benefit icons have changed to reflect their passive states.
  • Black Dragon bolt's damage to PLAYERS has been reduced to its original values (from before Blightcaster update.)
  • Natural Fighting Feats will now work correctly with Blight Wolf.
  • Fixed the bank issue where moving an item from the shared crafting storage to character bank if the character bank was full would result in the 'loss' of the item and the breaking of inter bank transfer. If this did happen to you, please contact Customer Service for your character to be fixed as well.
  • The Soul of Cruelty damage over time effect now has a cooldown again and no longer provide a triple stack from Frost Lance.
  • Enemies should no longer attack dead pets, defenders, and NPCs.
  • Spear of the Mournlands is once again considered a Favored Weapon by Bladeforged.
  • Insightful Deadly shards can now be properly applied to Trinkets.
  • Dark Apostate's Shadowform is now correctly hidden by the Full Character Overlay option.
  • Silverfang from Dinosaur Bone Crafting now grants its listed DCs.
  • Sovereign Lightning Strike on Legendary Alchemical Weapons now correctly applies
  • Pale Master's Skeletal Knights will no longer go down in CR if you level beyond level 30.
  • Dark Hunters may now use specific grenades without requiring them to bypass the UMD requirements
  • The OpenAL32.dll has been updated to v1.23.1 using the officially compiled and distributed version from https://openal-soft.org/.
  • EAX has been corrected for 64-bit clients.
  • Fixed the issue with Nature's Protectors killer instinct VFX system gradually causing client lag the more you use it.

Gameplay Changes:

  • The firing arc tolerance for general missile weapons (bows, etc.) has been upped from 45 degrees to 60 degrees. This should help avoid dry fires when the player is strafing circling a monster up close with a missile weapon.
  • Most individual Resistance, Insight, and Quality bonuses to Reflex, Fortitude, and Will Saving Throws on items have been increased by 1, putting them slightly above the values on Resistance items.
  • Work has been done behind the scenes for Universal Tree tomes to make them work slightly differently on our end. This should have no effect on Universal tome functionality - existing tomes will still function - but we wanted to let you know work had been done in case something goes pear-shaped.
  • The Fast Nightmare mount is now Bound to Account.
  • When you spot or automatically detect a secret door, a "?" icon will appear over your head.
  • When you spot or automatically detect a trap, a "!" icon will appear over your head.
  • Fury of the Wild - Great Leveler
    • Reduced the duration of the movement pause.
    • Removed awkward pause to your ability to attack after using the great leveler.
    • Detect size increased on none enhanced smash.
    • Visualizes on enhanced smash better match detect size.
    • +500 attack bonus applied to hit roll.
  • The cooldown on Sacred Vial has been increased from three to ten seconds to match Banishment and other death effects.
  • Tsunami's correct max caster level and crowd control duration have been adjusted. The Max caster level is down to 20 from 25 to match other level 9 spells, CC duration down to 6 seconds to match other CC/Damage Combo Spells.
  • Caster damage in Reaper difficulty has been adjusted for Skull 7 and higher:
    • Skull 7: From 25% damage to 23%
    • Skull 8: From 20% damage to 18%
    • Skull 9: From 18% damage to 15%
    • Skull 10: From 15% damage to 10%
  • The self-healing penalty in Reaper Difficulty has been adjusted. The penalty for self-healing while outside of combat is now the same as the existing penalty for healing others while in or out of combat.
  • Ego Whip casts by Mindflayers and Kopru will no linger scale up as aggressively in Epic difficulty.
  • Sora Kell now uses a Dispel Force Ball instead of the Dance Sphere in her encounter.

UI:

  • Any chest that is locked but can be picked now displays a "lock" visual effect over itself.
  • Pet character sheet now only sorts its pet feats by alphabetically instead of nonexistent categories.
  • Pet character sheets saving throws label is now no longer cut off visually.
  • The crafting storage sort should no longer reset if you hover over the options.


Update Loot
Update 58
Unlikely Heroes!
Release Information
Released on February 22, 2023
Changes

Of Special Note:

Of Special Note: The Anniversary Event Returns! Happy 17th Anniversary Dungeons & Dragons Online! The Anniversary Event is once again underway in House Phiarlan! This year's anniversary event dungeon features some fun updates, new rewards, and more. The Anniversary Event opens with the release of Update 58 and remains available through March 5th.

NOTE: To celebrate our 17th Anniversary we are giving away a free cosmetic armor! Players can pick up the armor by speaking with the Djinni in House Phiarlan. The armor can be acquired once per day per game world, and you can pick up the armor up as many times as you would like to during the Anniversary Event's run! If you missed last year's free gift, turn in Party Favors to select it from the prize list.

Celebrate DDO's Anniversary with 3 New Free Archetypes!

Three new Archetypes have been added to the game, free for everyone in honor of DDO's 17th anniversary!

New Free Dungeon!

A new free quest arrives with Update 58 called Kill Ten Rats! This quest is level 18 in Heroic difficulty and level 34 in Legendary difficulty. The Gatekeepers need trustworthy capable heroes to help them transport the dangerous and unpredictable artifact known as the Codex of the Infinite Planes. It must reach temporary storage at Morgrave University for safe keeping, but an unexpected threat arises! Get started by speaking with Frelda Brumlyn near the boat to Morgrave University in the Cliffside Docks District of Sharn!

News and Notes:

Dungeon Fixes:

  • Dungeon: Temple of Elemental Evil - Several small bug fixes throughout the dungeons.
  • Dungeon: Bullywugs and Booby Traps: Fixed Monster Group not spawning in final room.
  • Dungeon: Slave Pits of the Undercity:
    • Several Traps have been adjusted to make bypassing them slightly easier.
    • Several impulse traps on the Skeleton Ledge have been spread out so that you could time it more easily to by pass it.
    • Following the Puzzle, the Lightning Traps have had their knockdown taking off.
  • Dungeon: Assault on the Aerie of the Slave Lords - Reworked Knockback Trap on Electic Bridge and moved disarm before the trap.

Gameplay Changes:

  • Smoke Bomb's Spell Point cost has been reduced to 6 Spell Points.
  • The Destiny Feat Spirit Blades now has a faster casting time, faster projectile speed, and better homing.
  • The feat Nimble Fingers now requires the Trapfinding feat and not Rogue/Artificer levels.
  • Tempest Tree:
    • Capstone now functions in Medium Armor
    • Elaborate Parry also grants Medium Armor Max Dexterity bonus.
  • Warlock:
    • Base Eldritch Blast dice is now 1d8.
    • Base Pact dice is now 1d6.
    • The single-target basic Eldritch Blast now scales with 125% Spell Power.
    • Enervating Shadow stance now scales with 150% Spell Power.
    • All other Eldritch Blast Shapes now scale at 100% Spell Power.
    • The level 15 Warlock Pact Special abilities now scale as if they were spells and are modified by bonus Spell DCs.

UI:

  • There is a new gameplay option: Show Detailed Chest Information (Default: false)
    • While true, the first time you touch a chest (and generate its loot) the chest will print out some information about its ransack info into your chat log. Only you can see this info.
  • A series of changes have been made to tooltip generation.
    • The names of Feats and Enhancements are now bigger in their tooltips to make it easier to parse what they are.
    • SLA tooltips now display spell info, such as their spell point cost, spell DC, and spell school, automatically.
    • Certain aspects of enhancements no longer show in the tooltip (such as prerequisites) if you own the enhancement and are looking via your character sheet. When hovered over in the tree they will show their AP cost and prerequisites as usual.
  • A series of large changes have been made to how we display Feats to the players:
    • Character Creation:
      • Feats now display in neat categories that are easier to parse and sort through.
      • The summary at the bottom and at the last stage in advancement shows you all feats without category view so that you just get a list of what feats you have without them being condensed underneath a click block.
      • The collapse/expand button up top plays nice with them so you can collapse all/expand all with one click.
    • Character Sheet:
      • Feats now display in neat categories that are easier to parse and sort through.
      • Collapse/expand button works with them.
      • Feats that are acquired on a temporary basis now display an indicator below their name stating as such.
    • Level Up Screen:
      • Categories now have well formatted labels that actually match the +/- button in relative vertical area, which makes everything look a little nicer.
      • You may now click anywhere on the category to open and close it which means you no longer have to press the tiny little +/- button to open/close things.
      • There is a new check box at the top that is checked by default. when unchecked, the feat window will hide all feats that you are not actually able to train. in practice this cuts about 60% of the elements out of the window making it a lot easier to find what you want but this will obviously shift up and down depending on test cases.
      • There are two new buttons up top, collapse all and expand all. they collapse all and expand all categories, just as they do in the other two panels.
      • Slightly modified the list of feats showed to the player during level up to exclude even more feats that they will never qualify for (right now we only show you a subsection and this cleans the subsection up just a bit/)
      • The Granted Class Feats section at the top now shows the feats as they exist on you and not just their category, meaning that you actually see those feats and their icons right at the top without them being under a click block.
      • The summary panel on the following page also now shows the feats as they exist sans category, meaning you see the feats and their icons without seeing the category and the feats are no longer under a click block.
    • Feat Swap Screen:
      • Feats now display with the levels taken next to them at a glance so it's easier to parse what levels you took feats at.
      • Journals have a slightly more readable font and contrast.
  • Bank - Crafting storage now has a sorting option: Legacy Sort (the old way) or Alphabetical (A-Z) or (Z-A).
  • Hovering over your Enhancement Points now displays a formatted tooltip explaining some basics about your character, the points they've earned, and the tomes they've used.


Update Loot
Update 57
Update 57 splash image.jpg
Patches
Grip of the Hidden Hand
Release Information
Released on November 8, 2022
Changes

Of Special Note:

New Quest Pack: Grip of the Hidden Hand

The story of the Planar Eyes continues in a new quest pack - FREE to VIPs! Finish collecting the Planar Eyes for Morgrave University for a wealthy benefactor before the Cult of the Hidden Hand meddles in your plans. This new adventure pack offers five new quests for levels 16 in Heroic and 33 in Legendary! Visit the Lower Quad of Morgrave University, which can be accessed via the Sharn Clifftop Tower District, to get started!

News and Notes:

Gameplay Changes:

Imbue Update

  • An Imbue is a new type of toggle in DDO that adds extra damage to your attacks. This extra damage can be specific to certain weapon types, certain combat styles, or it can also be focused on melee or ranged.
  • Imbues scale their damage with bonus Imbue Dice, although Imbues can also scale with things like Melee or Ranged Power.
  • You can only have one Imbue active at a time. Turning on a new Imbue will turn the existing Imbue off.
  • Many former procs from existing abilities in class enhancement trees have been changed to Imbues. Benefits that previously boosted proc damage now generally boost Imbue dice.
  • Alchemist:
    • (Vile Chemist Core 2) - 1d8 Poison Damage, poison spell power
    • (Vile Chemist Core 2) +1 Dice per 3 Alchemist Levels - max 6 dice
    • (Vile Chemist Core 4) +1 Dice (replaces dice change)
    • (Vile Chemist Core 5) +1 Dice (replaces dice change)
    • (Vile Chemist Core 6) +2 Dice (replaces dice change)
  • Artificer:
    • (Battle Engineer Tier 3) 1d6 Electric damage, electric spellpower (fills in missing t3)
    • (Battle Engineer - Agility Engine t4) +1/2/3 Dice with a runearm equipped
    • (Battle Engineer - Unlock Potential t5) +1 Dice with a runearm equipped
    • The spell Elemental Weapons now grants +1 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
    • The spell Greater Elemental Weapons now grants +2 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
  • Barbarian:
    • (Frenzied Berserker Core 2) 1d8 Bane Damage - Melee Power scaling only
    • (Frenzied Core 4) +3 dice while Death Frenzy is active
  • Bard:
    • (Warchanter Tier 3) 1d6 Cold Damage on hit, cold spellpower
    • (Swashbuckler Tier 3) 1d6 Sonic Damage on hit, scaling wit Sonic Spellpower (note: this was the sonic on-crit thing)
    • (Warchanter) Each core beyond the first grants +1 Dice
    • (Swashbuckler Tier 4) Music Box now grants +1 Imbue dice
  • Cleric:
    • (Dark Apostate Tier 1) 1d6 Evil damage, evil spellpower
    • (Warpriest Tier 4) 1d6 Fire damage, fire spellpower - replaces t4 active attack
    • (Warpriest) Core 2, 4, 5 grant +1 Dice
    • (Warpriest T5) Wrathful Weapons now grants +3 dice instead of its separate proc, and turns your Fire Imbue to Light for the duration
    • (Dark Apostate) Tiers 2, 3, 4 grant +1 Dice
    • (Dark Apostate) Tier 5 grants +2 Dice
    • (Dark Apostate) Core 3, 5, 6 grant +1 Dice
  • Druid:
    • (Automatically granted when you choose Fire or Water Elemental Form) 1d6 Fire or Cold, elemental form locked, spellpower scaling
    • Elemental Forms now grant a flat +3 Dice
  • Favored Soul:
    • (Warsoul Tier 4) 1d6 Fire damage, fire spellpower - replaces t4 active attack
    • (Warsoul) Cores 2, 4, 5 grant +1 Dice
    • (Warsoul T5) Wrathful Weapons now grants +3 dice instead of its separate proc, and turns your Fire Imbue to Light for the duration
  • Monk:
    • (Ninja Spy Tier 3) 1d6 Poison Damage, melee or ranged power, also continues to do its regular Ninja Poison on-crit stuff
    • (Henshin Mystic Tier 3) 1d6 Fire, plus an additional 1d6 Force on crit, melee or ranged power
    • (Henshin Mystic) Each core grants +1 Dice
  • Paladin:
    • (Knight of the Chalice Core 1) 1d6 Light Damage on hit, scaling with Melee or Ranged Power
    • (Sacred Fist Core 1) 1d6 Fire or Light damage, melee power
    • (Sacred Fist) Each core beyond the first grants +1 Dice
    • (Sacred Fist) Tier 3, 4 grant +1 Dice each
    • (Knight of the Chalice) Each core beyond the first grants +1 Dice
  • Ranger:
    • (Ranger - Tempest) 1d8 Electric, melee or ranged power
    • (Ranger - Arcane Archer) 1d8 Fire/Cold/Acid/Electric, appropriate Spell Power
    • (Ranger - Arcane Archer) 1d8 Force, force spellpower
    • (Arcane Archer) Tiers 2, 3, 4, and 5 grant +2 Dice each
    • Note: All other primary Arcane Archer Imbues are also now Imbues in this system.
  • Rogue:
    • (Assassin Tier 1) 1d8 Poison, melee or ranged power (note this swapped places with Toxin Affinity which is now tier 2)
    • (Assassin - Toxin Affinity) moves to t2 (swaps with Imbue), +1/2/3 dice
  • Sorcerer:
    • (Eldritch Knight Core 2) 1d8 Fire/Cold/Acid/Electric, appropriate Spell Power (they get all 4 elements)
    • (EK Core 2) +1 Dice per 3 Sorcerer levels, max 6
    • (EK Core 4) +1 Dice (replaces dice step change)
    • (EK Core 5) +1 Dice (replaces dice step change)
    • (EK Core 6) +2 Dice (replaces dice step change) + the proc for +4 temporary dice
  • Warlock:
    • (Enlightened Spirit Tier 4) 1d6 Light, Light spell power (ALSO APPLIES TO ELDRITCH BLASTS, no other toggle does this)
    • (Enlightened Spirit Core 5) +3 bonus dice while in Celestial Spirit form
  • Racial:
    • (Drow - Racial Tree) 1d8 Poison, melee or ranged power (same as Assassin)
    • (Drow - Racial Tree) +1 dice in tier 3, 4 (new enhancements, fills in missing space
    • (Shadar-kai Racial Tree) 1d12 Cold on sneak attacks, melee or ranged power
    • (Half-Elf - Warlock Dilettante feat) 1d4 Fire damage, fire spellpower, also works on spells!
    • (Tiefling - Racial Tree) 1d4 Fire Damage on hit, scaling with Fire Spell Power vs enemies below 75%, upgrades to 1d6 below 50% and again to 1d8 below 25%
    • (Tiefling Scoundrel - Racial Tree) 1d4 Sonic Damage on hit, scaling with Sonic Spell Power vs enemies below 75%, upgrades to 1d6 below 50% and again to 1d8 below 25%
  • Universal:
    • (Inquisitive) 1d8 Law Damage on hit vs chaotic, 1d4 against non-chaotic, Melee or Ranged Power. Tier 5 ugprades can make this 1d8 vs everyone. This scales with 200% ranged power. Known issue: The tooltip for the t5s says 1d6!
    • (Inquisitive) Core 4, 5, 6 grant +1 dice each
    • (Inquisitive) Tier 2, 4 grant +1 dice each
    • (Inquisitive) Tier 5 multiselector grants +1 dice each except for 1 grants +2
  • Feats:
    • (Embodiment of Law - Destiny Feat) is now: +3 Physical Resistance Rating and Magical Resistance Rating. If you are lawful you also gain +2 Imbue dice.
    • (Embodiment of Chaos - Destiny Feat) is now: +2% Doublestrike and Doubleshot. If you are Chaotic, you also gain +2 Imbue dice.
    • (Enhanced Elemental Dice - Destiny Feat) +1 Dice
    • (Scion of the Feywild - Legendary Feat) +3 Dice
    • (Scion of the Plane of Earth - Legendary Feat) +3 Dice
    • (Scion of the Plane of Fire - Legendary Feat) +3 Dice
    • (Scion of the Plane of Water - Legendary Feat) +3 Dice
    • (Scion of the Plane of Air - Legendary Feat) +3 Dice
    • (Scion of Arborea) +1 Dice
    • (Offhand Versatility) - Orb/Runearm gains +1 Imbue dice
  • Destinies:
    • Shiradi Champion mantle gains 1d77 per 7 bonus dice - this is not an Imbue toggle BUT gains benefits from your Imbue dice!
    • Draconic Tier 3 now grants +1/2/3 Dice
    • Crusade! buff in Divine Crusader now grants +1 dice
    • Ghost Touch in LD is now "Esoteric Touch" and grants both Ghost Touch and +1 Imbue Dice
    • Shared Mantle in PA now also grants +3 Imbue Dice while within the PA Mantle
  • Items:
    • Filigree Set Bonuses that used to give a scaling Imbue on-hit now give bonus Dice, with some granting +1 and some granting +2 depending on if they also granted things beyond the on-hit damage
    • Augments from Hunt or Be Hunted Raid now give +1 Enhancement bonus to bonus Dice
    • Certain Set Bonuses get +1 Dice in heroics, +2 in epics, +3 in legendary (artifact typed):
      • Profane Experiment
      • Echoes of the Waking Ancestors
      • Crypt Raider
    • Miscellaneous:
      • Pain Touch 1 and 2 from Ravager have had their small on-hit proc replaced with +5 Melee Power.
      • Death Frenzy now grants +6 Strength since regular Frenzy is losing its Strength bonus.
      • Divine Crusader's Law of the Divine still deals 1d6 Law damage on hit per epic/legendary level, but its Vulnerability and Armor Piercing benefits have moved over into Bring Down Wrath so that the enhancement is more usable for people not using shields, and also so you can get the debuffs without needing the Feat slot. Note that the Embodiment of Chaos upgrade in Fury is unchanged by this pass.
      • Rather than the upgrade for Tempest's Lightning Stance increasing base damage, the base toggle now is the Imbue and the upgrade grants the full +30% absorption.
      • Iced Edges is now 1 rank and is no longer a prerequisite of the rest of the ice line.

Hit Points

Changes have been made to hit points in classes and enhancement trees with Update 57 to better support newer players and melee character builds in heroic level game play. This includes changes to Class hit dice, updating how heroic durability functions, and much more.

  • Epic Defensive Fighting is being replaced by a series of options. The bulk of the Hit Points granted with Epic Defensive Fighting are now distributed in Combat Style Feats and Enhancement Trees, with some changes to Class Hit Dice.
  • Replacement Competence bonuses have been spread around enhancement trees, mostly in Tier 5 of melee-focused trees.
  • Heroic Durability has been updated to provide +30 Hit Points. In addition, for every melee combat style feat you take (up to four), you gain a 25% bonus to the Hit Points gained from your class levels. Epic and Legendary levels count at half value. This bonus can only stack up to 100%.
  • All classes with a Hit Die of d4 have had their Hit Dice increased to d6.
  • Bard, Artificer, and Rogues now have a Hit Die of d8.
  • Ranger has been increased to d10.
  • Alchemist
    • Tier 5 Chemical Weapon now gets a multiselector called Chemical Body, which grants a 15% Competence bonus to Hit Points along with 10 Melee Power.
  • Artificer
    • Tier 5 Battle Engineer's Reconstructed Arms and Edges now grant a +20% Competence bonus to Hit Points in addition to their previous bonuses.
    • Tier 5 Regenade Mastermaker's MasterMakernow grants a +20% Competence bonus to maximum Hit Points in addition to its original effects.
  • Barbarian
    • Tier 5 Ravager's Uncanny Balance now gains a +25% Competence bonus to Hit Points in addition to its original bonuses.
    • Tier 5 Frenzied Berserker's Healing or Hurt now grants a +25% Competence bonus to hit points in addition to its original bonuses.
    • New Tier 4 - Occult Slayer: Rune Carved Armor - You gain a +25% Competence bonus to maximum Hit Points and +2 to all Saving Throws versus Magic while wearing medium or heavy armor. Costs 2 Action Points.
  • Bards
    • Tier 5 Swashbuckler's Second Skin has been updated and has had its Action Point cost reduced to 1. Second Skin now provides +1/2/3 Reflex Saves, +2/4/6 Maximum Dexterity Bonus to Armor Class. Rank 3 grants a +20% Competence bonus to Hit Points.
    • Tier 4 On the Mark has had its Action Point cost reduced to 1 per rank.
    • Tier 5 Warchanter's Howl of the North now also grants a +20% Competence bonus to Hit Points in addition to its original bonuses.
  • Cleric
    • Tier 5 Warpriest's Divine Bastion now grants a +20% Competence bonus to Hit Points in addition to its original bonuses.
    • Class Feat - Cleric Animal Domain's Hit Point bonus has been reduced to 4 Hit Points per level.
  • Druid
    • Core 4 - Nature's Warrior - Howl of Winter now grants a passive 5% Primal bonus to maximum Hit Points in addition to its previous effects.
    • Tiers 3/4/5 - Nature's Protector - Ursa line's restriction has been updated to be usable by druids in bear form either using shield or wearing medium or heavy armor.
  • Favored Soul
    • Class Feat - Stout of Heart has had its Hit Point grant reduced to 4 Hit Points per level.
    • Divine Champion no longer increases Threat. Divine Champion also now grants a +20% Competence bonus to Hit Points in addition to its other benefits.
  • Fighter
    • Tier 5 Kensai - Weapon Master now grants a +25% Competence bonus to Hit Points if a melee weapon focus was selected in Core 1 in addition to its original bonuses.
    • Tier 5 Stalwart Defender's Thick of Battle has been replaced with a flat passive 100% Threat bonus and now grants 60 Hit Points.
    • Tier 5 Against the Odds now grants 60 Hit Points in addition to its original effects.
    • Core 4 Stalwart Defender's Stand Fast now grants a +10% Quality bonus to Hit Points in addition to its original effects.
    • Tier 5 Block and Cut has been updated to perform a melee attack with your main hand weapon, 2/4/6[W] on Damage. Gain a +10/15/25% Morale bonus to Doublestrike and a +10/15/25 bonus to Armor Class for 5 seconds. Cooldown 10 seconds.
    • Tier 3 Stalwart Defender's Defensive Stance has been increased to a +25% Competence bonus at rank 3.
    • Tier 5 Vanguard's Brutal Impact now grants a +25% Competence bonus to Hit Points in addition to its original bonuses.
    • New Fighter Perk: Second Wind - Auto granted for fighter level 2. Active this ability to regain 50% of your maximum Hit Points. 15 second cooldown. You can used this once per rest, with an additional charges gained at Fighter levels 4, 8, 12, 16, 20. This can be used while Crowd Controlled. At level 8 Second Wind removes negative effects like the Panacea spell. (Note: This heal will apply as a inflict if your undead or repair if you are a construct)
  • Monk
    • New Tier 5 for Henshin Mystic and Ninja Spy: Self Defense - Grants +5 Magical Resistance Rating, MRR Cap and a +25% Competence bonus to Hit Points.
    • Tier 5 Shintao's Empty Hand Mastery now gets a +25% Competence bonus to Hit Points in addition to its original effects.
  • Ranger
    • Tier 5 Tempest's Dual Perfection now grants a +25% Competence bonus to Hit Points in addition to its original bonuses.
  • Rogue
    • Tier 5 Assassin's Light Armor Mastery Rank 3 now grants a +25% Competence bonus to Hit Points in addition to its original bonuses.
    • Tier 5 Acrobat's Staff Specialist now grants a +25% Competence bonus to Hit Points in addition to its original bonuses.
  • Paladin
    • Tier 5 Knight of the Chalice's Vigor of Life now grants a +25% Competence bonus to Hit Points.
    • Tier 5 Vanguard's Brutal Impact now grants a +25% Competence bonus to Hit Points in addition to its original bonuses.
    • Tier 5 Sacred Fist's Divine Strike has been renamed to Divine Striker, and now grants a +25% Competence bonus to Hit Points in addition to its original effects.
    • Tier 3 Tenacious Defense upped to 25%, like Fighter.
  • Sorcerer/Wizard
    • Several changes were made here due to the "shorten" spell range play style going away. Reminder: Any bonus marked "Passive" works if you own the enhancement.
    • Knight's Transformation has been updated. While this toggle is active your Base Attack Bonus is increased to equal your character level. When you successfully hit with an Eldritch Strike you gain Knight's Strike: +30 Universal Spell Power and +3% Critical Spell Damage for 30 seconds.
    • Improved Knight's Transformation has been updated. While Knight's transformation is active you gain a +1 Competence bonus to your weapon's critical multiplier. When your Eldritch Strike hits you gain the additional bonuses to your Knight's Strike of +3 To Hit, Damage and 3% Doublestrike. Passive Bonus: Gain a +15% Competence bonus to maximum Hit Points, whether the toggle is active or not.
    • Knight's Striker: Knight's Strike gains +2 Evocation and Conjuration DCs and +20 Melee Power. Passive: You gain mobile spell casting.
    • Knight's Controller: Knight's Strike gains +2 Enchantment DCs, +2 Illusion DCS, +4 Spell Penetration and +20 Melee Power. Passive: You gain mobile spell casting.
  • Falconry
    • Tier 5's Dangerous has been updated and now has a multisector called Swift. Dangerous now provides +10 Melee Power and a +25% Competence bonus to Hit Points. Swift: +3 Reflex Saving Throws or 10 Ranged Power.
  • Vistani Knife Fighter
    • A new enhancement has been added called Grudge Bearer, which is a multiselector off of Whirling Blades that grants a +25% Competence bonus to Hit Points. Costs 2 Action Points.
    • Improved Natural Fighting: Wolf form's Competence bonus has been increased from 15% to 20%.

Other Gameplay Changes

  • Falconry's mechanics have been revised slightly for playability:
    • Falcon Pet will now automatically soar up when any combat starts and return when combat is over. It will no longer go up and return after each strike but will stay aloft ready to strike as the combat continues.
    • The shared cooldown on all Falconry attacks has been reduced from 3.5 seconds to 1.3 seconds.
    • Falcon attack effects will now occur more quickly after each button press.
    • Falconry Melee/Ranged attack animations will now be affected by speed increases such as haste.
  • The level 1 Bolt spells no longer share a cooldown.
  • Wading through shallow water is now a bit faster when moving forward (about the speed it would be if you jump skipped.)
  • The spell Longstrider now makes you ignore the effects of shallow water.
  • Scorpions no longer burrow unless they are bosses or mini bosses and will only due so to close the distance.
  • Phase spiders will no longer phase as much when going toe to toe in melee.
  • Monsters will now cast Tactical Detonation on a longer cooldown.

General Bugfixes:

  • Fixed an issue that was causing player abilities to sometimes break when the player was rapidly hitting other actions or even the action itself (if it was just coming off cooldown.)
  • Barbarian Fatigue no longer applies erroneously with Tireless Rage.
  • Grandmaster of Flowers Core 4 now provides its proper Hit Point and Spell Resistance bonuses.
  • Razorclaw Shifter can now use Whirlwind Attack with a better animation.
  • Dark Apostate's Enhanced Curse 3 now applies more reliably.
  • Condemnation and Acceptance in Divine Disciple now correctly grants Spell Critical Damage instead of Spell Power.
  • Divine Disciple core 5 now properly boosts alignment spells.
  • Numerous spells have now properly been marked as Alignment and Divine Spells.
  • Negative Energy Adept in Pale Master no longer requires Wizard level 4.
  • A variety of abilities that use the Whirlwind Attack animation now properly scale with your attack speed (Exalted Whirlwind, Avenging Whirlwind, Arcane Tempest.)
  • Purge the Wicked in Divine Crusader now correctly doubles your critical confirmation bonus and critical damage.
  • Ride the Lightning in Stormsinger now gives its intended bonus.
  • The Night Revels Spectral Dragon dungeon skulls now hit for their correct damage.
  • Be the Whirlwind from Fury of the Wild now works with the Whirlwind feat correctly again.
  • Several Stances such as Power Attack and Combat Expertise no longer put all spells on cooldown.
  • The Path of Light feat is now properly awarded to Bladeforged (although the Lord of Blades will be very sad if you choose to forsake him.)
  • Force in Tandem from Feydark Illusionist now correctly lasts through death.
  • Primal Avatar's Spells are now appropriately leveled and therefore some of them work vs liches.
  • Certain XP elixirs now function more reliably and no longer have a minimum level of 20 erroneously.
  • Razorclaw Shifters using Smite Evil will use better animations.
  • Players will no longer see "an invalid item has been removed from your inventory" when receiving an auto-consume item like Astral Shards.
  • Items can now be organized within the tabs of the Reincarnation Bank.
  • Items can now be moved from the Reincarnation Bank to the Personal and Shared bank. If you attempt to move a Bound to Character item to the Shared bank, it will fail and the item will be placed at the top of the Main tab of the Reincarnation Bank.
  • A variety of typos and text errors have been corrected.

UI Changes:

  • Spell components now have a type and number tag at the front of their name to help them sort in the DDO Store, player inventories, and elsewhere more easily.
  • Feats with skill requirements now display those requirements better in their tooltips.
  • Players will no longer be given a confirm dialog when looting an item that is bind on acquire when in a party with only Hirelings.
  • The Bank system's tab rename button has been updated and is now a button labeled "Rename".
  • When closing a Bank panel other than the Shared Bank, remaining panels will remain active. When the Shared Bank is closed all other bank windows are closed. If the player does not have the Shared Bank enabled, the shared bank can be closed, but any other bank panel being closed, will close the rest.


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