Update 68
From DDO Compendium
Patches
Magic of Myth Drannor Prepurchase
Release Information
Released on June 6, 2024
Changes
Of Special Note
The Pre-Purchase for Magic of Myth Drannor begins Wednesday!
Venture into the heart of the Forgotten Realms and brave the perilous ruins of Myth Drannor. Harness the power of chaotic Wild Magic, navigate mysteries of the Forgotten Realms, and thwart the sinister Red Wizards of Thay in their quest for dark secrets. Join the adventure to restore the Elves' ancient capital—will you rise to the challenge? Dive into Magic of Myth Drannor and shape the future of the legendary Elven city! Read more about the next expansion for Dungeons & Dragons Online on DDO.com (link arrives tomorrow)!
- Myth Drannor's quests are level 13 on Heroic difficulty and level 35 on Legendary difficulty.
- Play as a member of the Eladrin, elemental masters of the Feywild, adept in versatile combat and specialized seasonal magic.
- Discover the Eladrin Chaosmancer Iconic Hero, where seasonal affinities transform elemental spellcasting into a spectacular display of unique, powerful magic. They start with one class level in the Wild Mage Archetype.
- Access the new Wild Mage Archetype for the Sorceror and unlock a new class Enhancement tree!
- Some of the most renowned villains in Dungeons & Dragons lore have come to Myth Drannor! Followers of the lich Szass Tam, the Red Wizards of Thay, have come to the ancient Elven ruins. What secrets do they seek?
- Venture through the lands of Myth Drannor with 13 new quests, an exciting new wilderness area, and raid (the raid content will be released after the release of the expansion in a subsequent game update).
- The game's level cap will increase to 34 with the release of Myth Drannor.
News and Notes
Wild Magic
- Wild Magic is a chaotic force that can be harnessed by some spell casters, or appears as an environmental effect that can be found where an extremely powerful magical event occurred. The casting of spells as a Wild Mage or in a Wild Magic Zone has a random chance to cause a Wild Magic Surge.
- Wild Magic Surges are random magical effects that occur on or around the caster at the moment they cast a spell. The frequency of surges and chance of good or bad results can be manipulated by things in the Wild Mage Enhancement tree.
- Wild Surges do not interact with snapshotting for persistent spell effects like Death Aura, Lantern Archon, or Wall of Fire. The only exception is the Enlightened Spirit's Aura. Because this aura is a Warlock blast shape toggle, each tick of the aura is considered a "cast" for the purposes of determining Wild Surges. This will only happen if the aura hits a target and the Warlock is in combat.
- All Warlock Eldritch Blasts and spells can cause Surges, but free Warlock abilities like blasts will only cause a Surge when in active combat.
- Wild Surge Luck has been added to the +Stats panel in your character's UI. This stat indicates you have a bonus on the table that is rolled to determine if you get good or bad surges. High rolls are better. Note that this bonus represents a random range so it will never make it impossible to get very bad surges, just less likely. The Rapid Surge and Action Boost enhancements in the Wild Mage tree feature this bonus as does the Iconic Eladrin Racial Tree.
- Surges are divided into five categories:
- Very Good (chance is very rare)
- Good
- Neutral
- Bad
- Very Bad (chance is very rare)
- Wild Magic Surge Rules:
- The spell you are casting when you surge always resolves normally (the surge is an ADDITIONAL effect.)
- Wild Magic Surges can only occur in dungeons.
- Bad or Very Bad negative effects ONLY affect the caster but Good/Very Good effects will sometimes apply to allies/party members
- Bad effects may debuff you but will not Crowd Control you.
- Very Bad effects may Crowd Control you, making them very dangerous.
- You will get a VFX/Sound warning a few seconds before you character becomes "hot" with a wild surge on your next cast, that will indicate if it is good or bad surge. Red means bad.
- Monsters/Henchmen use this system as well but certain surges will not occur for them or will be different.
New Race: Eladrin
- The Eladrin is a Feywild denizen attuned to Seasonal magic. They are fey creatures in the form of elves. Mechanically, they are an elemental generalist, great at most forms of combat, with the ability to specialize into their seasonal abilities to further customize their combat prowess. The Iconic is a Wild Mage Sorcerer, whose seasonal affinity lends a unique bend to their elemental spell casting.
- Racial Traits:
- +2 Dexterity
- Fey Ancestry: You have Immunity to Sleep spells and effects, gain a +2 Saving Throw bonus against Enchantment spells or effects, and have a +2 racial bonus to Listen, Search, and Spot.
- Seasonal Affinity: At level 1, gain access to 4 Seasonal feats. You may switch Seasonal affinity once every 12 seconds.
- Spring Affinity: You gain +1 Charisma.
- Summer Affinity: You gain +1 Strength.
- Autumn Affinity: You gain +1 Wisdom.
- Winter Affinity: You gain +1 Intelligence.
- Racial Past Lives:
- +1 Listen
- +1 Dexterity
- +1 Racial Action Point
Iconic Hero: Eladrin Chaosmancer
- Iconic Traits:
- 1st level in Wild Mage Sorcerer
- +2 Charisma
- Fey Ancestry: You have Immunity to Sleep spells and effects, gain a +2 Saving Throw bonus against Enchantment spells or effects, and have a +2 racial bonus to Listen, Search, and Spot.
- Wild Magic: Being an Eladrin who is exceptionally attuned to the chaos of the Feywild, your spells always have Wild Magic active. When you cast spells, you have a small chance to have additional strange effects occur around you. These effects very greatly from helpful, dangerous to just silly. Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.
- Seasonal Affinity: At level 1, gain access to 4 Seasonal feats. You may switch Seasonal affinity once every 10 minutes.
- Spring Affinity: You gain +1 Charisma.
- Summer Affinity: You gain +1 Strength.
- Autumn Affinity: You gain +1 Wisdom.
- Winter Affinity: You gain +1 Intelligence.
- Iconic Past Life Active: Fey Step: Disappear and reappear several feet in front of you. You have maximum charges equal to your number of Eladrin Wild Mage past lives. These charges stack with other sources of Fey Step.
Sorcerer Archetype: Wild Mage:
- A new sorcerer Archetype is now available called the Wild Mage! The Wild Mage is included in your pre-purchase of Magic of Myth Drannor and is FREE to VIPs.
- The Wild Mage has a new Enhancement tree in addition to the Sorcerer trees of Fire Savant, Water Savant, Air Savant, and Earth Savant.
- Changes vs. Base Sorcerer:
- Wild Mages gain the Wild Mage Feat at level 1.
- The sorcerer's Eldritch Knight Enhancement tree is replaced with the Wild Mage Enhancement tree.
- The Spell List differs as follows:
- Wild Mages have access to Chaos Bolt (new) as a level 1 Sorcerer Spell.
- Wild Mages have access to Chaos Ball (new) as a level 3 Sorcerer Spell.
- Wild Mages have access to Chaos Hammer as a level 4 Sorcerer Spell.
- Wild Mages have access to Greater Color Spray as a level 5 Sorcerer Spell.
- New Feat: Wild Mage:
- Automatically granted at Wild Mage class level 1: When you cast spells, you have a small chance to have additional strange effects occur around you. These effects very greatly from helpful, dangerous to just silly. Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.
- Unless specifically listed, assume the class is otherwise identical to Sorcerer.
- Past Life: Wild Mage: +3 Universal Spell Power per stack of this Past Life.
- Supporting Changes for Wild Mage:
- The spell power tool tip in the character sheet has been updated to reveal new spell powers (Chaos, Evil, Lawful).
- The book spells Prismatic Spray and Prismatic Ray have had their random damage effects boosted to 1d6+7 per caster level.
- Maximize, Empower, and Intensify now apply to Color Spray and Greater Color Spray.
- The Destiny feat "Epic Spell Power: Light" has been renamed "Epic Spell Power; Light and Alignment" and now reads "+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage". Please note that it already had this updated functionality, the only change is to the text to make it reflect the existing functionality.
Bug Fixes:
- Stormsinger Core 18 and 20 should now have the correct maximum caster level.
- Quest: Fred's First Date - It should be easier for Hirelings to move around ropes and plants during your date.
- A string table error has been fixed in the 2nd Water Savant Enhancement tree Core and in Earth Savant's Melf's Acid Arrow spell description.
- Blightcaster's Everything Decays buff no longer displays an icon on the player's buff bar since it is a permanent passive ability.
- Tabaxi Females will no longer fall through their Mount when feather falling.
- Efficient Metamagic: Embolden II and Efficient Metamagic: Intensify II when appearing on loot now properly reduce the Spell Point cost of Emboldened or Intensified spells.
- An issue has been corrected when filtering by double-digit numbers in the Adventure Compendium.
- Trip and Improved Trip are now a Reflex Saving Throw with a recurring Fortitude Saving Throw to get back up. This is a significant increase in these feat's effective DCs. To compensate, the duration of these effects now match Stunning Blow, which is a reduction in duration. So, enemies will Trip more easily, but stay down for a shorter period of time.
- The spell Web now has a line of sight check to prevent it from being cast at targets behind doors.
- Violet Peregrine the VIP NPC vendor in the Eberron Hall of Heroes now has a map icon.
- Some voice over nodes in Temple of Elemental Evil now play properly.
- The Clearwater Diamond Augment now heals at its proper rate and value of one Hit Point per minute.
- Corrected an issue where some quest panel tooltips improperly report Legendary quests as Epic.
- We have attempted to correct an issue that caused in-game Voice Chat to not function properly.
Engineering Changes:
- Fixed an issue where the game client would fail to initialize/disappear after the player entered their login information.
- Decreased frame rate drops when mousing over targets.
Known Issues:
- Wild Mage's Wildstrike tool tip says it does 1d6+6 damage when it is actually 1d6+10 damage.
- Eladrin Chaosmancer Iconic Hero: Iconic Eladrin's Stat pickers should be Wis/Int/Cha not Dex/Int/Cha.