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Update 36 / Update 36 Patch 3 Release Notes
« Last post by Oicu on Today at 05:07:14 AM »
 
Here are the Release Notes for Update 36 Patch 3, released on Tuesday, October 17th.
 
Of Special Note:
 
Ravenloft Pre-Purchase has begun!
 
Mists of Ravenloft arrives this December! Get bonus items and exclusives for your account and characters that you can use and play with today!”
 
Click here to learn more about our upcoming Mists of Ravenloft expansion. Click here for our Mists of Ravenloft FAQ. For more information about the Aasimar and Vistani Knife Fighter, see the Release Notes below.
 
A new Night Revels dungeon!
 
A spooooooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon. New items are now available with the Night Revels vendor, and existing items now have level 28 upgrades! Read more below.
 
News and Notes:
 
Classes

Clerics on paths are no longer forced to select their Tier 2 and higher Domain Feats.
All classes and Iconic Heroes now use Customize as the default option when the Path stage in character creation is opened.
Clerics on the Font of healing path now consistently receive Healing Domain.
Clerics on the Scourge of the Undead path now consistently receive Good Domain.
Clerics on the Warpriest Path now consistently receive War Domain.
Sun Elf Morninglords on their path now consistently receive Sun Domain.
DDO Store

The DDO Store will now open in your system browser if the embedded browser fails to initialize.
The browser and in-game Store has returned, and now opens on all clients using Windows 7+ operating systems, provided the option has been enabled in the UI options. Windows Vista and earlier operating systems, along with Mac clients, will continue to use the default external web browser.
Enhancements

Unyielding Sentinel's Vigor of Battle now gives only the 20 Healing Amplification its text indicates that it should.
Changed the name of the Favored Soul Warpriest enhancement tree to War Soul.
A multiselector has been added to War Soul's Divine Might:
Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's
Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree, available in select Mists of Ravenloft expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Mists of Ravenloft content on a per character basis.
Core Abilities
Core 1: Knife Expertise You gain +1 to hit and damage with daggers and throwing daggers.
Core 2: Knife Juggler You gain +5% to speed with throwing daggers. You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
Core 3: Quick Reflexes You gain Quickdraw as a bonus feat. You gain +5% Doublestrike (main and off hand), and Doubleshot.
Core 4: Plays With Knives You gain a +1 Competence bonus to Critical Threat Range and +1 to Critical Damage Multiplier with daggers and throwing daggers.
Core 5: Vistani Fortune Passive: You gain +10 Physical Resistance Rating and Magical Resistance Rating. Activate to gain one random Vistani fortune. Cooldown 60 seconds.
Coins: You gain 10% Doublestrike and 10% Doubleshot for 60 seconds.
Glyphs: You gain 10 Physical Resistance Rating and 20 Magical Resistance Rating for 60 seconds.
Stars: You gain +2 to all ability scores for 60 seconds.
Swords: You gain 15 Melee Power and Ranged Power for 60 seconds.
Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power.
Tier One
Vistani Knife Training: When using a dagger in each hand, you now fight in melee using the Vistani style, with both daggers held down point down. You gain +1 to hit and damage with daggers and throwing daggers.
Undead Hunter: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Undead are automatically consider a Favored Enemy for you.
Mist Stalker I: You gain +25% negative energy absorption. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Acrobatic: +1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.
You gain both of the following:
Rapid Slash: Requires dagger. Melee Attack: Deals +3(W) damage. You gain a 20% Morale bonus to (main hand) doublestrike for 10 seconds. Cooldown: 10 seconds.
Rapid Throw: Requires throwing knife. Missile Attack: Deals +3(W) damage. You gain a 20% Morale bonus to doubleshot for 10 seconds. Cooldown: 10 seconds. This puts Ten Thousand Stars and Manyshot on a 10 second cooldown.
Tier Two
Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing daggers.
Blooded Blades: When you score a Vorpal hit with a dagger or throwing knife you add a stack of Blood of Vengeance to your opponent.
Blood of Vengeance: You deal 1d6 damage per two seconds for 30 seconds. This damage scales with 200% Melee Power. This stacks up to 10 times, with news stacks refreshing the duration.
Mist Stalker II: You gain +2 to Will saving throws. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Weapon Versatility: Your melee and missile attacks use the higher of Melee Power or Ranged Power.
Haste Boost: Activate to gain a 10%/20%/30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds)
Tier Three
Vistani Knife Training: You gain +1 to hit and damage with daggers and throwing knives.
Fan of Knives: On activation: You throw a hail of throwing knives in a cone in front of you. Enemies caught in the cone take 5 to 8 per character level of damage and take 1 stack of Blood of Vengeance. This damage scales with 200% Ranged Power. Cooldown: 15 seconds
Mist Stalker III:  You are immune to Fear effects. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
Deadly Blades: Your daggers and throwing daggers do an additional +1(W) of damage. You are centered when fighting with daggers.
Gifted: Choose one:
+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
Tier Four
Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing knives.
Celerity: You gain +5% Doublestrike (main and off hand), and Doubleshot.
Mist Stalker IV: You gain immunity to Energy Drain. You gain +6 Physical Resistance Rating and Magical Resistance Rating.
Choose One:
Single Dagger: When fighting single weapon style with a dagger: +20 Melee Power
Double Daggers: When fighting with a dagger in each hand: +20% stacking chance to make off-hand attacks when dual wielding weapons.
Gifted: Choose one:
+1 Strength
+1 Dexterity
+1 Constitution
+1 Intelligence
+1 Wisdom
+1 Charisma
Tier Five
Vistani Knife Training: You gain +3 to hit and damage with daggers and throwing knives.
Whirling Blades: Requires throwing knife. Missile Attack: +5(W) damage. Your throwing knife gains 100 doubleshot for 15 seconds. Cooldown one minute. (Shares cooldown with 10K Stars.)
Mist Stalker V: Activate to gain +20% Dodge and Maximum Dodge, +30 PRR, and +30 MRR for 20 seconds. Cooldown: 60 seconds.
You gain both of the following:
Blessed Blades: Requires dagger. Melee attack. +5(W) damage, plus one stack of Blood of Vengeance. Your equipped daggers gain a +10 Enhancement bonus for 10 seconds. They also gain Silver, Good, and Ghost Touch.  10 second cooldown.
Blessed Knives: Requires throwing knife. Missile attack. +5(W) damage, plus one stack of Blood of Vengeance. Your throwing knife gains a +10 Enhancement bonus for 10 seconds. It also gains Silver, Good, and Ghost touch. 10 second cooldown.
Vendetta: Activate to gain a unique +1 Critical Threat Range and +1 to Critical damage multiplier to your equipped daggers or throwing knive for 15 seconds. 60 second cooldown.
Events

Night Revels:
A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
Additional item rewards have been added to the turn in vendor for the event:
Existing Night Revels items have been given recipes for level 28 upgrades.
A red variant of the Reaper's Platemail has been added.
A collection of new named items have been added to the festival vendor turn in:
Pick of Endless Light (Light Pick):
Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)
Star of Endless Night (Morningstar):
Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)
Crystallized Eternity (Great Club):
Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)
Spectral Dagger (Dagger)
Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)
Spectral Throwing Dagger (Throwing Dagger)
Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
Crushing (Force damage on crit. Exact value dependent on Minimum Level)
Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)
2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used.
Races

Corrected an issue with attack animations on Dragonborn who wield melee weapons or crossbows with runearms.
Aasimar: A new heroic Eberron race is now available! The Aasimar is free to VIPs, and available in all Mists of Ravenloft expansion bundles. Aasimar will be available in the DDO Store at a later date. For more information about Mists of Ravenloft, click here (main page) or visit our FAQ (faq link)
Base Traits:
+ 2 Wisdom
Racial Lay On Hands (Healing Hands). Starts with one charge per rest, gains more in its enhancement tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Choose one Bond Feat. These are toggled on to get their bonuses, have visual effects, and are mutually exclusive with Warlock Pacts. The ability score increases do not apply to Feat pre-requisites.
Protector
+1 Charisma
+1 to Will Saving Throws
Fallen
+1 to Strength
+1 to Reflex Saving Throws
Past Life Feats:
First: +1 Heal
Second: +1 Wisdom
Third: +1 Racial AP
Racial Enhancement Tree:
Core Abilities
Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/CHA/STR
Core 3: +2 more uses of Healing Hands per rest.
Protector Bond now grants +2% Dodge.
Fallen Bond now grants +2 to Tactics DCs.
Core 4: WIS/CHA/STR
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.
Tier 1:
Fight the Wicked: +1 to hit and damage vs. Evil creatures. (1AP)
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your Will or Reflex Saving Throws, depending on your Bond Feat.
Bold: You overcome fear quickly. Fear and Shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification
Tier 2:
Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.
Protector: You sprout ethereal wings, the marks of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level.
Fallen: You sprout weird wings of a Fallen Aasimar. For one minute, you gain +2 Primal bonus to Strength and +5% Primal bonus to Doublestrike.
Divine Resolve: +1/2/3 (CHA/STR, gated by your Bond Feat) while your Divine Purpose is active.
Tier 3:
Fight the Wicked: +1 to hit and damage vs. Evil creatures.
Divine Charge: +1/2/3 Purpose Charges
Improved Recovery: +20 Healing Amplification
Blessings: +10/20/30 Positive Spell Power.
Tier 4:
Celestial Tutelage: Choose one of the following.
Tower Shield Proficiency
Bastard Sword Proficiency
Magical Training
Quick Draw
Divine Form: Toggle: Toggles off on rest. Must have your Bond Feat active to use. Mutually exclusive with Form feats (Pale Master, Druid, etc).
Protector: You gain +3 stacking bonus to all Saving Throws, 10% Competence Bonus to Max HP, and a +10 Determination Bonus to PRR and MRR.
Fallen: You gain immunity to Fear, a +10 Determination bonus to Melee Power, and your melee weapon attacks add a stack of Vulnerability once per second.
Improved Recovery: +20 Healing Amplification
Aasimar: Scourge of the Dead - A new iconic race that begins at level 15, and starts in the Ball and Chain Garret in the Forgotten Realms. Available in select Mists of Ravenloft expansion bundles and, at a later date, in the DDO Store.
Base Traits:
Begins as a Ranger with enough Experience to reach level 15
+ 2 Wisdom
Feat: Favored Enemy: Undead
Racial Lay On Hands (Healing Hands). Starts with one charge per rest, gains more in its enhancement tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
+2 Racial Bonus to Heal, Listen, and Spot.
+5 Resistance to Cold, Acid, and Electricity.
Unlike other Aasimar, they have one choice of Bond Feat. This is toggled on to get its bonuses, has visual effects, and is mutually exclusive with Warlock Pacts. These ability score benefits do not apply to Feat pre-requisites.
Scourge
+1 Constitution
+1 to Fortitude Saving Throws
Past Life Feat:
Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
Toggle: +1 % Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.
Racial Enhancement Tree:
Core Abilities:
Core 1: +1 use of Healing Hands per rest.
Core 2: WIS/STR/CHA
Core 3: +2 more uses of Healing Hands per rest. In addition, Bond of the Scourge now grants you Ghost Touch on all weapon attacks.
Core 4: WIS/STR/CHA
Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.
Tier 1:
Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
Counsel: +1/2/3 to the Heal, Listen, and Spot skills
True Resilience: +1/2/3 to your Fort Saving Throws
Bold: You overcome fear quickly. Fear and Shaken effects are removed from you after 12/6/3 seconds.
Improved Recovery: +20 Healing Amplification
Tier 2:
Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.
Scourge: You gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.
Divine Resolve:
Scourge: +1/2/3 Constitution while your Divine Purpose is active.
Tier 3:
Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
Strike Down the Dead: +1/2/3[w], single-target attack.. 15 second cooldown. On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures.
Divine Charge: +1/2/3 Purpose Charges
Blessings: +10/20/30 Positive Spell Power
Improved Recovery: +20 Healing Amplification
Tier 4:
Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.
Divine Form: Toggle: Must have your Bond Feat active to use. Mutually exclusive with other form-like feats (Pale Master, Druid, etc).
Scourge: 15sp, toggles off on rest. All bonuses from this skill are removed if this or your Bond Feat are toggled off. 3 Minute Cooldown.
Stage 1: When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.
Stage 2: After 20 seconds of this stance being active, these bonuses double.
Stage 3: After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.
Stage 4: After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.
Stage 5: After 70 seconds of this stance being active, your movement speed will drop dramatically.
Stage 6: After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.
Improved Recovery: +20 Healing Amplification
Any characters with the Racial Completionist feat have had it removed due to the introduction of the Aasimar race, whose Past Lives are now required to obtain the feat.
Iconic Deep Gnome was erroneously giving 1% Dodge per rank in addition to its other bonuses. This has been fixed.
Reaper Difficulty

Reaper XP is now doubled for dungeons with a base CR of 30 or higher.
Reincarnation

Changes have been made to the way a player's inventory and bank are moved to the True Reincarnation cache during reincarnation. The process occurs upon first login after a reincarnation. The process is now more resilient against disconnects that occur at this time.
If there is a problem and it detects that items were lost, a message will be displayed in the chat window at login.
Customer service now has additional tools to identify and restore items lost in this process.
Non-bankable items will not be moved to the Reincarnation Cache during reincarnation, and will instead be moved to the front of your character inventory. These are items like the Iconic Hero loot boxes and Monster Manual reward bags.
2
Update 36 / Update 36 Patch 2 Hotfix
« Last post by Oicu on October 04, 2017, 11:38:58 AM »
Here are the Release Notes for the Hotfix for Update 36 Patch 2, released on Wednesday, October 4th.
News and Notes:
Events

Mimic Hunt
​Mimics in the Mimic Hunt now have significantly weaker stats compared to other mimics.
All Mimic Hunt hit points have been reduced by 20%.
All Mimic Hunt physical damage has been reduced by 20%.
Mimic Acid Slobber no longer scales with Hard and Elite difficulty.
The CR of Mimics has been corrected to no longer be significantly higher than the CR of the dungeon.
Fixed an issue that could cause Animated Armor to appear instead of a Mimic.
Mimics on Heroic Normal now only apply their Acid Slobber when biting.
Feats

Corrected the spelling of the Deity Feat category
Items

Elite and Epic Elite Quivers of Poison no longer have incorrect descriptions
Quests and Adventure Areas

Abishai from Trials of the Archons quests have had their Spell power reduced significantly to match like-leveled enemies.
3
Update 36 / Update 36 Patch 2
« Last post by Oicu on September 28, 2017, 06:57:21 AM »
Update 36 Patch 2 Release Notes
 
Here are the Release Notes for Update 36 Patch 2, released on Wednesday, September 27th.
 
Of Special Note:
 
Cleric Domains
 
Domains have been added to Clerics! Players select their Domain at Cleric level 2, then get additional feats from their Domain at levels 5, 9, and 14. See full details about the various Domains in the Feats section of the release notes.
 
Favored Soul Update
 
Favored Souls have had some of their base class features improved, and now have additional Feat choices at levels 2 and 7! More information can be found under Classes in the Release Notes.
 
Mimic Hunt
 
The Mimic Hunt has new rewards, and a new reward mechanic! Read more under the Events section of the Release Notes.
 
News and Notes:
 
Classes

Clerics
Domains have been added to Clerics! Players select a domain at Cleric level 2, and then gain additional feats from that Domain at levels 5, 9, and 14:
Air Domain
Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at Cleric levels 6, 12, and 18. Your lightning spells will use Light Spell Power if it is higher, and your light spells will use Lightning Spell power if it is higher. Turn Undead now works on Elemental creatures. Additionally, using Turn Undead provides a bonus to your party's Reflex saving throws equal to half of your Cleric level, and Electric Resistance equal to twice your Cleric level, for 20 seconds.
Level 5: You gain Shocking Grasp as an SLA. 4 Spell Points, 4 second cooldown
Level 9: You gain Lightning Bolt as an SLA. 8 Spell Points, 6 second cooldown
Level 14: You gain Chain Lightning as an SLA. 12 Spell Points, 12 second cooldown.
Animal Domain
Level 2: You gain +1 Spot, +1 Listen, and +1 Reflex saving throws for every 2 Cleric levels. Your Turn Undead works on Animal creatures. When you use Turn Undead, your party gains points of Constitution equal to half your Cleric level for 20 seconds.
Level 5: You gain 10 hit points per Cleric level. You also add 10 hit points for each Epic level you have gained.
Level 9: You gain +15% Fortification bypass.
Level 14: You gain the Feral Charge ability. Your character briefly morphs into a bear, and charges forward through foes, attacking all foes in the charge area. The attack does weapon damage based on your equipped weapon with a +3(W) bonus, and enemies must make a Reflex saving throw with a DC of 19 + Wisdom modifier + Trip Bonuses or be knocked down. Cooldown is 15 seconds. This ability can only be used while holding a melee weapon.
Chaos Domain: You cannot take this domain if you are Lawful.
Level 2: You gain +1 to Will saving throws for every 2 Cleric levels. When you use Turn Undead, your party gains 1d20 points of Universal Spell Power, and 1d10 points (each rolled separately) of Melee Power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating.
Level 5: You gain Chaos Hammer as an SLA. 6 SP, 6 second cooldown.
Level 9: Your spell critical chance is increased by 3%.
Level 14: You gain Prismatic Spray as an SLA. 25 SP, 15 second cooldown.
Death Domain
Level 2: You gain +1 to the DC of your Necromancy spells. This increases by +1 at Cleric levels 6, 12, and 18. You gain +2 to your effective Cleric level to Turn Undead, and +2 to the hit dice of undead effected.
Level 5: You gain Necrotic Ray as an SLA. 8 Spell Points, 6 second cooldown.
Level 9: You are immune to Energy Drain.
Level 14: You gain Destruction as an SLA. 20 SP, 12 second cooldown.
Destruction Domain
Level 2: You gain +1 Melee and Ranged Power. You gain another point of each at Cleric levels 4, 8, 12, 16, and 20. You can cast your Cleric spells while Raging. When you use Turn Undead, your party gains a Divine bonus to Melee and Ranged Power equal to half your Cleric level for 20 seconds.
Level 5: Durability damage for your items is reduced by 75%.
Level 9: +3% Doublestrike and +3 to Glancing Blow to-hit and damage.
Level 14: Your weapon strikes add a stack of Improved Destruction.
Earth Domain
Level 2: You gain +2 Acid Spell Power (Corrosion) per Cleric Level. Your acid spells will use Light Spell Power if it is higher. Your light spells will use Acid Spell Power if it is higher. Your Turn Undead works on Elemental creatures. When you use Turn Undead, your party gains a bonus to Fortitude saving throws equal to half your Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds.
Level 5: You gain Melf's Acid Arrow as an SLA. 4 SP, 4 second cooldown
Level 9: You gain Stoneskin as an SLA. 6 SP, 4 second cooldown
Level 14: You gain Earthquake as an SLA. 25 SP, 30 second cooldown
Fire Domain
Level 2: You gain +2 Fire Spell Power (Combustion) per Cleric Level. Your fire spells will use Light Spell Power if it is higher. Your light spells will use Fire Spell Power if it is higher. When you use Turn Undead, your party gains points of Fire Resistance equal to twice your Cleric level for 20 seconds. Your Turn Undead works on Elemental creatures.
Level 5: You gain Scorching Ray as an SLA. 4 SP, 6 second cooldown.
Level 9: You gain Wall of Fire as an SLA. 15 SP, 30 second cooldown.
Level 14: You gain Firestorm as an SLA. 8 Spell Points, 8 second cooldown.
Good Domain
Level 2: You gain +2 Light Spell Power (Radiance) per Cleric Level. You gain +1 to the Heal skill for every 2 Cleric levels. When you use Turn Undead, your party gains temporary Hit Points equal to five times your Cleric level for 20 seconds.
Level 5: You gain Deific Vengeance as an SLA. 2 SP, 4 second cooldown.
Level 9: You gain Blade Barrier as an SLA. 20 Spell Points, 30 second cooldown.
Level 14: You gain +3 to hit, damage, and armor class against evil creatures in combat. You gain +3 to saving throws against spells cast by evil creatures.
Healing Domain
Level 2: You gain +2 Positive Spell Power (Devotion) per Cleric Level. When you use Turn Undead, your party gains 20 points of Healing Amplification.
Level 5: You gain Cure Moderate Wounds as an SLA. 4 SP, 6 second cooldown.
Level 9: You gain Panacea as an SLA. 8 SP, 6 second cooldown.
Level 14: Your healing spells are Empowered, as if you had the Empower Healing Metamagic Feat. This does not increase the cost of your healing spells.
Knowledge Domain
Level 2: You gain +2 to all skills. When you use Turn Undead, your party gains points of Intelligence equal to half your Cleric level for 20 seconds.
Level 5: You gain Suggestion as an SLA. 10 SP, 6 second cooldown.
Level 9: You gain Feeblemind as an SLA. 10 SP, 6 second cooldown.
Level 14: You gain +4 Spell Penetration. You gain +2 to the DC of all spells.
Law Domain: You cannot take this domain if you are Chaotic.
Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use your Turn Undead, your party gains a Sacred bonus to saving throws equal to half your Cleric level for 20 seconds.
Level 5: You gain Order's Wrath as an SLA. 6 SP, 6 second cooldown.
Level 9: You gain Greater Command as an SLA. 15 SP, 12 second cooldown.
Level 14: You gain +3 to hit, damage, and Armor Class against Chaotic creatures in combat. You gain +3 to saving throws against spells cast by Chaotic creatures.
Luck Domain
Level 2: You gain +1 to your Fortitude, Reflex, and Will saving throws. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains a Divine bonus to saving throws equal to half your Cleric level for 20 seconds.
Level 5: You gain Displacement as an SLA. 10 SP, 6 second cooldown.
Level 9: You add +2 to the DC of your spells.
Level 14: You no longer automatically fail your saving throws on a roll of 1.
Magic Domain
Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains a Divine bonus to Universal Spell Power equal to twice your Cleric level for 20 seconds.
Level 5: You gain Chain Missiles as an SLA. (This shares a cooldown with the Archmage SLA.) 8 SP, 10 second cooldown.
Level 9: You gain a number of bonus Spell Points equal to your character level x 10.
Level 14: You gain points of Universal Spell Power equal to twice your Cleric level.
Protection Domain
Level 2: You gain +1 to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 at Cleric levels 5, 10, 15, and 20. When you use Turn Undead, your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds.
Level 5: You gain the Shield spell as a permanent effect on you.
Level 9: You gain Radiant Forcefield as an SLA. 10 Spell Points, 180 second cooldown.
Level 14: Your Armor Class and Physical Resistance Rating are increased by your Cleric level.
Strength Domain
Level 2: You gain +2 Strength. You passively restore all ability score damage to Strength every 6 seconds. When you use Turn Undead, your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds.
Level 5: Your Reflex saving throws are now based on Strength instead of Dexterity if it is higher.
Level 9: You become immune to knock down effects.
Level 14: You always make your saving throw against Stun effects.
Sun Domain
Level 2: You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) per Cleric level. When you use Turn Undead, you and your allies gain True Sight. In addition, for 20 seconds, enemies in the radius of the Turn Undead have their Incorporeal miss chance negated, and will be inflicted with 10% Vulnerability to Light damage.
Level 5: You gain Searing Light as an SLA. 4 SP, 4 second cooldown.
Level 9: You gain Sun Beam as an SLA. 8 SP, 6 second cooldown.
Level 14: You gain Sunburst as an SLA. 20 SP, 8 second cooldown.
Trickery Domain
Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains points of Charisma equal to half your Cleric level for 20 seconds.
Level 5: You gain Invisibility as an SLA. 4 SP, 4 second cooldown.
Level 9: You gain Mind Fog as an SLA. 15 SP, 10 second cooldown.
Level 14: You gain Charm Monster, Mass as an SLA. 40 SP, 20 second cooldown.
War Domain
Level 2: You gain +1 to-hit and damage with melee and ranged weapons. This increases at Cleric levels 4, 8, 12, 16 and 20. When you use Turn Undead, your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds.
Level 5: You gain proficiency in all Martial and Exotic weapons.
Level 9: Your tactical DCs are increased by half your Cleric level.
Level 14: You gain Holy Sword as an SLA. 10 SP, 6 second cooldown.
Water Domain
Level 2: You gain Water Breathing.  You gain +1 to Swimming and +2 Cold Spell Power (Glaciation) per Cleric level. Your cold spells will use Positive Spell Power if it is higher. Your healing spells will use Cold Spell Power if it is higher. Your Turn Undead works on Elemental creatures. When you use Turn Undead, your party gains a bonus to Will saving throws equal to half you Cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds.
Level 5: You gain Solid Fog as an SLA. 10 SP, 12 second cooldown.
Level 9: You gain Cone of Cold as an SLA. 10 SP, 8 second cooldown.
Level 14: You gain Greater Creeping Cold as an SLA. 10 SP, 8 second cooldown.
Favored Souls
Favored Souls now use their higher base ability score of Charisma or Wisdom for spellcasting. This includes DC and Spell Point calculations, Spell memorization, and checks to see if a spell can be cast.
Favored Soul Energy Resistance Feats are now Energy Absorption Feats
Favored Souls will now select one of the following Feats at class level 2:
Grace of Battle: Your faith allows you to use your Charisma bonus for to-hit and damage purposes with your dieties' Favored Weapon if it is higher than your Strength bonus. This benefit only applies if your Favored Soul level is equal to or greater than half of your total Heroic Character level.
Knowledge of Battle: Your faith allows you to use your Wisdom bonus for to-hit and damage purposes with your dieties' Favored Weapon if it is higher than your Strength bonus. This benefit only applies if your Favored Soul level is equal to or greater than half of your total Heroic Character level.
Favored Souls now select one of the following Feats at class level 7:
Stout of Heart: You gain 10 Hit Points per Favored Soul or Epic level.
Purity of Heart: You gain 20 Spell Points per Favored Soul level, and 30 Spell Points per Epic level.
Monk Feats and enhancements that grant damage dice to Handwraps no longer appear on the weapon listed as simple "Handwraps".
Blessing of Silvanus should once again properly appear in the Feats list of characters who have the Feat.
Paths are no longer available for advanced classes (i.e., paid classes), but are still available for basic classes.

DDO Store

The DDO Store can now be opened within the game client, or in an external browser, on all supported operating systems. To open the DDO Store using an external browser, select the option in the UI Settings in the Options panel.
The DDO Store continues to exclusively remain opened in an external browser on operating systems prior to Windows 7.

Enhancements

The multiselector slots for the Artificer: Battle Engineer tree now shows its appropriate icons before they are selected.
Artificer's Battle Engineer's Caustic Strike, Shatter Defenses, and Thunder-Shock Weapon no longer stop movement when used.
Acid and Rust damage from Caustic Strike, as well as electric damage from Thunder-Shock Weapon, are now properly listed in the Combat Log.
The Ranged version of Thunder-Shock Weapon now accurately states that it scales off of Ranged Power instead of Melee Power.
Shatter Defenses no visually appears in the Tier 3 row of the enhancement panel. The ability had always acted as if it were on the third tier, but now actually is.
Fixed a bug with Arcane Archer's Arrows of Terror that caused the fear effect to apply to invalid targets like constructs, undead, and oozes.

Events

The Mimic Hunt has been updated:
New rewards have been added to the Mimic Hunt.
Defeating a Mimic now rewards a Mimic Token. Players can turn their Mimic Tokens in to Glynereth in the Hall of Heroes for a variety of rewards, including Collectibles Crates, new Cosmetic pets, Oils of Strengthening that prevent Item Durability loss, and other named items at a variety of level ranges.
The quest "The Stormreavers' Fresco" no longer produces Mimics when the Mimic Hunt is active.
Players will no longer get mimics from a chest after looting the chest five times.
Mimics will not appear for a character if they are four levels over the quest level, unless the quest is above level 20.
Instant death effects no longer kill mimics.

Feats

Warforged, Bladeforged, and Artificers with Construct Exemplar now properly recover from the Incapacitated state, like other races do.

Items

Smoldering Mauls from Temple of Elemental Evil now properly display their name.
The elemental visual effects on random loot now properly display.
The rate at which Quarterstaves lose durability has been reduced significantly.
The Alluring Bonus to skills uses a base Exceptional Bonus, rather than a Competence Bonus that most items use.
Healing Amplification effects on newer items now properly list their bonus type in their description. This has caused a few named items with Quality Healing Amplification to appear to change to Exceptional, but this is a text change only.
Repair Amplification effects on newer items now properly list their bonus type in their description.
The Nicked Repeating Light Crossbow now actually fires bolts.

Quests and Adventure Areas

A ladder has been fixed in Venn's Trail: Clan Tunnelworm.
The Optional Objectives "Gain the confidence of the Cannith Guards" and "Gain the confidence of the Bladesworn" in the quest Schemes of the Enemy no longer grant XP. The base XP of the quest has been raised accordingly.
The quests Protect Baudry's Interests and Stop Hazadill's Shipment can no longer be played on Reaper Difficulty.
Teleporting to The Twelve now places you outside of the Tower of the Twelve, rather than in its interior.

Spells

Destruction no longer deals double the damage listed in its description.
Sunburst no longer causes permanent blindness, and instead causes a timed Blind effect.

Miscellaneous

The icon for Reactive Heal's Ward has been fixed.
Deathblock now displays on the buff bar.
Freedom of Movement's passive icon from gear is now octagonal instead of square.
The Guild Buff duration icon no longer disappears when Jump is cast, or while wearing a Jump item.
Fear Immunity now uses the correct icon with borders.
Fixed a bug where some abilities that granted Healing Amplification were using both the old and updated systems, causing them to provide far more healing amplification than described.

4
Update 36 / U36 Patch 2 Lamannia Release Notes
« Last post by Oicu on September 21, 2017, 09:51:02 AM »

DDO Store: The DDO store in client functionality has been restored!
The DDO store can now be opened within the game client OR in an external browser on all supported modern operating systems.
The DDO store continues to exclusively remain opened in external browsers on operating systems prior to Windows 7.


Mimic Festival: The Mimic Festival has been reworked!
While the Mimic Festival is active: Mimics killed now reward "Mimic Tokens"
While the Mimic Festival is active: Players can turn Mimic Tokens in to Glynereth, in the Hall of Heroes, for a variety of prizes including "Collectables Variety Crates", "Creeping Coin" Cosmetic pets, "Oils of Strengthening" to prevent item durability loss, and some named items at a variety of level ranges!
While the Mimic Festival is active: The bank deposit boxes in the quest "The Stormreavers Fresco" no longer have a chance to produce mimics.


Favored Soul: Favored Souls have had some of their base class features altered and have been given additional feat choices at level 2 and 7!
Favored Soul now uses the higher base ability score of Charisma or Wisdom for spellcasting. This includes DC calculations, Spell Point calculations, spell memorization, and checks to see whether you can cast the spell.
All Favored Soul Energy Resistance Feats are now Energy Absorption Feats.
At level 2 choose between the following two feats:
Grace of Battle: "Your faith allows you to use your Charisma bonus for hit and damage purposes with your deities favored weapon if it is higher than your strength bonus. This benefit only applies if your favored soul level is equal to or greater than half of your character level.
Knowledge of Battle: "Your faith allows you to use your Wisdom bonus for hit and damage purposes with your deities favored weapon if it is higher than your strength bonus. This benefit only applies if your favored soul level is equal to or greater than half of your character level.
At level 7, Favored Souls can choose one of the following bonuses:
Stout of Heart: "Through strength of faith you gain 10 hit points per Favored Soul or Epic level."
Purity of Spirit: "Through strength of faith you gain 20 spell points per Favored Soul level and 30 per Epic level."



Cleric: Domains have been added to Clerics! Players select a domain at Cleric level 2 and then gain additional feats from that Domain at levels 5, 9, and 14.
Air Domain
Level 2:
You gain +1 to the DC of your Evocation spells. This increases by +1 at 6th, 12th, and 18th level Cleric.
Your lightning spells will use Light Spell Power if it is higher.
Your light spells will use Lightning Spell Power if it is higher.
Your Turn Undead works on Elementals
When you use Turn Undead your party gains a bonus to Reflex saving throws equal to half you Cleric level, and points of Electric Resistance equal to twice your Cleric level for 20 seconds
Level 5: You gain Shocking Grasp as an SLA
Level 9: You gain Lightning Bolt as an SLA
Level 14: You gain Chain Lightning as an SLA

Animal Domain
Level 2:
You gain +1 Spot, +1 Listen, and +1 Reflex saving throws for every 2 Cleric levels.
Your Turn Undead works on Animals
When you use Turn Undead your party gains points of Constitution equal to half your Cleric level for 20 seconds
Level 5: You gain 10 hit points per Cleric level. You also add 10 hit points for each epic level you have gained.
Level 9: You gain +15% fortification bypass.
Level 14: You gain the Feral Charge ability. Your character to briefly morphs into a bear and charges forward through foes, attacking all foes in the charge area. The attack does weapon damage based on your equipped weapon with a +3(W) bonus, and enemies must make a Reflex saving throw with a DC of 19 + Wisdom modifier + Trip Bonuses or be knocked down. Cooldown is 15 seconds.

Chaos Domain: You cannot take this domain if you are Lawful.
Level 2:
You gain +1 to Will saving throws for every 2 Cleric levels.
When you use Turn Undead your party gains 1d20 points of Universal Spell Power and 1d10 points (each rolled separately) of Melee Power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating.
Level 5: You gain Chaos Hammer as an SLA
Level 9: Your spell critical chance is increased by 3%
Level 14: You gain Prismatic Spray as an SLA

Death Domain
Level 2:
You gain +1 to the DC of your Necromancy spells. This increases by +1 at 6th, 12th, and 18th level Cleric.
You gain +2 to your effective Cleric level to Turn Undead, and +2 to the hit dice of undead effected.
Level 5: You gain Necrotic Ray as an SLA
Level 9: You are immune to Energy Drain.
Level 14: You gain Destruction as an SLA

Destruction Domain
Level 2:
You gain +1 Melee and Ranged Power. You gain another point of each at 4th, 8th, 12th, 16th, and 20th level Cleric.
You can cast your Cleric spells while raging.
When you use Turn Undead your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds
Level 5: Durability damage for your items is reduced by 75%.
Level 9: You weapons gain +2 to hit and damage.
Level 14: Your weapon strikes add a stack of Improved Destruction.

Earth Domain
Level 2:
You gain +2 Acid Spell Power (Corrosion) per Cleric Level
Your acid spells will use Light Spell Power if it is higher.
Your light spells will use Acid Spell Power if it is higher.
Your Turn Undead works on Elementals
When you use Turn Undead your party gains a bonus to Fortitude saving throws equal to half you Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds
Level 5: You gain Melf's Acid Arrow as an SLA
Level 9: You gain Stoneskin as an SLA
Level 14: You gain Earthquake as an SLA. The cooldown for this version is 30 seconds.

Fire Domain
Level 2:
You gain +2 Fire Spell Power (Combustion) per Cleric Level
Your fire spells will use Light Spell Power if it is higher.
Your light spells will use Fire Spell Power if it is higher.
When you use Turn Undead your party gains points of Fire Resistance equal to twice your Cleric level for 20 seconds
Your Turn Undead works on Elementals
Level 5: You gain Scorching Ray as an SLA
Level 9: You gain Wall of Fire as an SLA. The cooldown for this version is 30 seconds.
Level 14: You gain Firestorm as an SLA

Good Domain
Level 2:
You gain +2 Light Spell Power (Radiance) per Cleric Level. You gain +1 to the Heal skill for every 2 Cleric levels.
When you use Turn Undead your party gains temporary hit points equal to five times your Cleric level for 20 seconds
Level 5: You gain Deific Vengeance as an SLA
Level 9: You gain Blade Barrier as an SLA. The cooldown for this version is 30 seconds.
Level 14: You gain +3 to hit, damage, and armor class against evil creatures in combat. You gain +3 to saving throws against spells cast by evil creatures.

Healing Domain
Level 2:
You gain +2 Positive Spell Power (Devotion) per Cleric Level
When you use Turn Undead your party gains 20 point of Healing Amplification.
Level 5: You gain Cure Moderate Wounds as an SLA
Level 9: You gain Panacea as an SLA
Level 14: Your healing spells are empowered, as if you had the Empower meta-magic. This does not increase their cost.

Knowledge Domain
Level 2:
You gain +2 to all skills.
When you use Turn Undead your party gains points of Intelligence equal to half your Cleric level for 20 seconds
Level 5: You gain Suggestion as an SLA
Level 9: You gain Feeblemind as an SLA
Level 14: You gain +4 Spell Penetration. You gain +2 to the DC of all spells.

Law Domain: You cannot take this domain if you are Chaotic.
Level 2:
You gain +1 to the DC of your Enchantment spells. This increases by +1 at 6th, 12th, and 18th.
When you use your Turn Undead your party gains a Sacred bonus to saving throws equal to half your Cleric level for 20 seconds
Level 5: You gain Order's Wrath as an SLA
Level 9: You gain Greater Command as an SLA
Level 14: You gain +3 to hit, damage, and armor class against chaotic creatures in combat. You gain +3 to saving throws against spells cast by chaotic creatures.

Luck Domain
Level 2:
You gain +1 to your Fortitude, Reflex, and Will saving throws. This increases by +1 at 6th level, +1 at 12th level, and +1 at 18th level.
When you use Turn Undead your party gains a Divine bonus to saving throws equal to half your Cleric level for 20 seconds
Level 5: You gain Displacement as an SLA
Level 9: You add +2 to the DC of your spells.
Level 14: You no longer automatically fail your saving throws on a roll of 1.

Magic Domain
Level 2:
You gain +1 to the DC of your Evocation spells. This increases by +1 at 6th, 12th, and 18th level Cleric.
When you use Turn Undead your party gains a Divine bonus to Universal Spell Power equal to twice your Cleric level for 20 seconds
Level 5: You gain Chain Missiles as an SLA. (This shares a cooldown with the Archmage SLA.)
Level 9: You gain a number of bonus Spell Points equal to your character level x 10.
Level 14: You gain points of Universal Spell Power equal to your twice your Cleric level.

Protection Domain
Level 2:
You gain +1 to AC, PRR, and MRR. This increases by +1 at 5th level, 10th level, 15th level, and 20th level.
When you use Turn Undead your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds
Level 5: You gain the Shield spell as a permanent effect on you.
Level 9: You gain Radiant Forcefield as an SLA
Level 14: Your Armor Class and Physical Resistance Rating are increased by your Cleric level.

Strength Domain
Level 2:
You gain +2 Strength.
You passively restore all ability score damage to Strength every 6 seconds.
When you use Turn Undead your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds
Level 5: Your Reflex saving throws are now based on Strength instead of Dexterity.
Level 9: You become immune to knock down effects
Level 14: You always make your saving throw against Stun effects.

Sun Domain
Level 2:
You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) per Cleric level.
When you use Turn Undead you and your allies gain True Sight. in addition, for 20 seconds enemies in the radius of the Turn Undead have their incorporeal miss chance negated and will be inflicted with 10% vulnerability to Light damage.
Level 5: You gain Searing Light as an SLA.
Level 9: You gain Sun Beam as an SLA
Level 14: You gain Sunburst as an SLA

Trickery Domain
Level 2:
You gain +1 to the DC of your Enchantment spells. This increases by +1 at 6th, 12th, and 18th.
When you use Turn Undead your party gains points of Charisma equal to half your Cleric level for 20 seconds
Level 5: You gain Invisibility as an SLA
Level 9: You gain Mind Fog as an SLA
Level 14: You gain Charm Monster, Mass as an SLA

War Domain
Level 2:
You gain +1 Damage with melee and ranged weapons. This increases at 4th, 8th, 12th, 16th and 20th.
When you use Turn Undead your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds
Level 5: You gain proficiency in all martial and exotic weapons.
Level 9: Your tactical DCs are increased by half your Cleric level.
Level 14: You gain Holy Sword as an SLA.

Water Domain
Level 2:
You gain Water Breathing.
You gain +1 to Swimming and +2 Cold Spell Power (Glaciation) per Cleric level.
Your cold spells will use Positive Spell Power if it is higher.
Your healing spells will use Cold Spell Power if it is higher.
Your Turn Undead works on Elementals
When you use Turn Undead your party gains a bonus to Will saving throws equal to half you Cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds
Level 5: You gain Solid Fog as an SLA
Level 9: You gain Cone of Cold as an SLA
Level 14: You gain Greater Creeping Cold as an SLA



Bug Fixes
A few issues in specific quests have been corrected:
Ladder issue corrected in the quest Venn's Trail: Clan Tunnelworm
The Optional Objectives "Gain the confidence of the Cannith Guards" and "Gain the confidence of the Bladesworn" in the quest "Schemes of the Enemy" no longer grant XP. The base XP of the quest has been raised accordingly.
Protect Baudry's Interests and Stop Hazadill's Shipment can no longer be played on Reaper difficulty.
A number of Icon issues have been resolved:
Reactive Heal's Ward Icon has been fixed/corrected from a DO NOT USE
Deathblock (NOT deathward) now displays a-la FOM on the buffbar
FOM passive icon from gear is now octagonal instead of square
Guild Buff duration buff should no longer disappear upon casting Jump or wearing a Jump item
The Battle Engineer tree multiselector slots now show appropriate icons before they are selected.
Fear Immunity uses the correct icon with borders
The Artificer Battle Engineer enhancement tree has had a number of bug fixes:
Artificer's Caustic Strike, Shatter Defenses, and Thunder-Shock Weapon no longer stop movement when used.
Acid and Rust damage from Caustic Strike, as well as electric damage from Thunder-Shock Weapon, should now properly be described in the Combat Log.
The Ranged version of Thunder-Shock Weapon now accurately states that it scales based off of Ranged Power instead of Melee Power.
Shatter Defenses now visually appears in the Tier 3 row. It always acted like it was on the third tier of the tree, but now it actually appears in the correct spot as well.
A number of spells have had issues fixed:
Destruction no longer deals double the damage listed in its description.
Sunburst no longer causes permanent blindness, instead causing a timed blind effect.
Sunbeam no longer causes permanent blindness, instead causing a timed blind effect.
A number of miscellaneous bug fixes have been made:
Monk feats and enhancements that grant damage dice to Handwraps no longer appear on the weapon listed as simple "Handwraps"
Blessing of Silvanus should once again properly appear in the Feats list of characters who have the Feat.
Smoldering Mauls from Temple of Elemental Evil properly display their name now.
Random loot's elemental visual effects should now properly display
Teleporting to The Twelve now places you outside of the Tower of the Twelve rather than in its interior
The rate at which Quarterstaves lose durability has been reduced significantly.


Known Issues
Favored Soul Paths do not currently grant any of the new feats.
Favored Soul Grace of Battle and Knowledge of Battle currently apply their bonuses regardless of whether or not your favored soul level is equal to or greater than half of your character level.
5
Update 36 / Update 36 Patch 1 Release Notes
« Last post by Oicu on July 20, 2017, 08:03:48 AM »
Here are the Release Notes for Update 36 Patch 1, released on Wednesday, July 19th.
 
News and Notes:
 

Classes

Warlock's Eldritch Aura will no longer buff enemies when a friendly NPC is within range.
Warlock's Eldritch Aura will no longer buff NPCs.
Enhancements

Arcane Archer's fifth Core enhancement Shadow Arrows no longer removes its passive +1 Critical Multiplier when swapping your weapon.
Items

Lost Motes remain Lost, but are no longer unusable and containing a String Table Error in Bags, Shared Banks, and Crafting Storage.
Quests and Adventure Areas

Undead in the Mines of Tethyamar will no longer be healed by Positive Energy, and are now actually Undead.
Both of the Optional bosses in Records of the Past will no longer become active until you have entered the room with them.
Experience in The Mines of Tethyamar has been increased on all difficulties.
Mines of Tethyamar quests on Legendary Casual now drop Legendary named items instead of Heroic named items.
The percentage chance for Mines of Tethyamar named items to get Reaper bonuses are now at their intended level.
Mines of Tethyamar named items can no longer gain multiple Reaper bonuses.
The light armor Gaz'zt's Habiliment now properly appears in "Desire in the Dark" instead of other Mines of Tethyamar quests.
The robe Deep Arcanum no longer appears in "Desire in the Dark", and instead properly appears in Graveyard Shift.
UI

There is now a single Guild Buffs icon that remains visible when the Hide Guild Buffs UI option is enabled. This buff is only granted when using the Airship Amenity Bar, and simply displays the time remaining on non-Cargo Hold guild buffs.
6
Update 36 / Update 36 Release Notes
« Last post by Oicu on July 12, 2017, 06:25:58 PM »
Update 36 Release Notes
Here are the Release Notes for Update 36: Duel for the Underdark.
 
Of Special Note:
 

The Mines of Tethyamar
 
Dwarves have uncovered riches in a long lost outpost in the Underdark. They urge you to join them; help them take on the deadly drow threatening their excavation, and you can share in the spoils! Their offer seems too good to be true. Yet who can resist the promise of the Jewels of Ardor? Claim your share of the fortune in the new adventure pack, "The Mines of Tethyamar" (free to VIPs)! Level 15 on Heroic and 31 on Legendary. Five new quests and a new public area available. You can reach the Tethyamar Mining Outpost by speaking with Arman Argentine to the west of the town square in Eveningstar. The Quest Arc can be accessed by speaking to the Asta the Deep Minded, located outside the tavern within the Tethyamar Mining Outpost.
 
News and Notes:
 

Airships

Several Airship amenities that did not have descriptions now do.
The Airship Captain Anceia now remembers where the Hall of Heroes is.
The Shrine to the Devourer amenity now gives its correct Acid and Cold Spell Power.
Sully's Old Grog now has a proper mouse-over tooltip.
Artificer

Rune Arm's cooldown has been improved by 30%.
Rune Arm's Charge Decay while moving has been reduced by 50%.
There is no longer a penalty to movement speed while charging a Rune Arm.
Artificers now get Warhammer and Light Hammer proficiencies.
Improved Critical: Bludgeoning has been added to the Artificer Class Feat list.
Artificer Admixture spells now fire straight down if the caster has themselves hard-targeted.
Rune Arm shots now scale with 100% Spell Power.
Rune Arm weapon imbues now scale with 200% Melee or Ranged Power (whichever is higher).
Homing on Rune Arms now works at about the same angles you can shoot a crossbow and still hit your target.
Cannonball Shot now uses homing.
Cannonball Shot is now a much smaller projectile.
Classes

Warlocks now receive Eldritch Blast base dice feats at levels four, eight, twelve, sixteen, and twenty (for a total of 6d6 at level 20) instead of their previous progression. Characters have been adjusted to match this new progression.
The Epic Eldritch Blast feat now grants 3d6 to Eldritch Blast.
The Epic Arcane Eldritch Blast Destiny Feat now grants 4d6 to Eldritch Blast.
Eldritch Burst's additional light damage is now 1d6.
Spirit Blast's additional light damage is now 4d6.
Spiritual Retribution's light damage on all Eldritch Blasts is now 1d4/2d4/3d4.
Veteran Status 4 and 7 rogues and artificers now start with a Trouble Shooter's Set.
Combat

Common persistent spells, such as Ice Storm, Acid Fod, and Glitter Dust, will now display a red circle visible to players when cast by an enemy to better understand their borders.
Pressure plate traps will no longer hit those that set them off twice.
Fixed an issue where monks with equipped handwraps were not able to damage enemies while moving or in stealth.
The party scaling curve for Warlocks has been adjusted to better reflect their contribution strength.
Enhancements

Fighter's Swift Defense and Paladin's Swift Defense now properly state that they are Action Boost bonuses to Movement Speed.
Arcane Archer Toggle Imbues now remove their effects whenever the character is wielding something other than a Shortbow or Longbow. The effects return when you return to wielding those items.
Shadow Arrows now properly applies its passive critical multiplier.
Devour the Soul's DC description has been updated to match its effect.
Fighter and Vanguard Shield Rush now benefit from abilities which add to DCs.
Deep Gnome's Phantasmal Killer SLA description has been updated to no longer use the term SLA.
Gnome's Color Spray no longer adds DR to targets that it dazes.
Tempest and Deepwood Stalker abilities that apply effects while in light or no armor now apply more consistently, including on Warforged.
Tempest active abilities that claim to be Melee Dual Wielding Attacks now actually require you to be dual-wielding.
The Critical bonuses granted in Tempest now apply more reliably.
Warlock enhancement trees now have their correct icons.
Know the Angles now has its proper icon, and its description has been improved.
The Spell Point Value at the end of Enlightened Spirit's Resist Energy SLA has been corrected.
Half-elf Artificer Dilettante's Rank two now states that it does not allow you to use Rune Arms.
Fixed incorrect values displaying in the Harper Agent tree:
Magical Endurance: Changed tooltip from 30/30/40 to 30/60/100.
Harper Enchantment: Added caveat that the +1 applies to man and off-hand weapons, but does not work with shields.
Traveler's Toughness: Changed tooltip from +5 Max HP at all ranks to 5/10/15.
Strategic Combat I and II: Added caveat that this ability does work with handwraps, but not with shields.
Spellsinger's Spellsong Vigor now has its duration listing in the tooltip.
Artificer Battle Engineer
Core Changes:
Core 2 gets +1 Stable Charge Tier in addition to everything it already does.
Core 4 gets +1 Stable Charge Tier in addition to everything it already does.
Core 5 gets +15 Physical Resistance Rating and Magical Resistance Rating addition to everything it already does.
Core 6 gets +2 Intelligence (for a total of +4 INT), +1 Competence bonus to Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.
Tier 1:
Weapon Training has a third line added for Light Hammers, Warhammers, and Morningstars.
Field Scrapper has been added. It provides +1/2/3 to Sunder DCs.
Thaumaturgical Conduits has been moved to Tier 1 from Tier 2.
Tier 2:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Wrack Construct now matches the Mechanic's version.
Caustic Strike has been added. It provides +1/2/3 [ w ] damage (.5/1/1.5 for Crossbows), adds 3d6 Acid damage, and 10d6 Rust damage. This damage scales with Melee or Ranged power. Ranged variant requires a crossbow. 6 second cooldown.
Extra Action Boost has been moved to Tier 2 from Tier 3.
Tier 3:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Disable Construct now matches the Mechanic's version.
Shatter Defenses has been added. Provides 1/2/3 [ w ] for Melee and .5/1/1.5 [ w ] for Crossbows, procs Improved Sunder. DC 14+INT Modifier+Sunder bonuses. Ranged variant requires a crossbow. 10 second cooldown, shared with Sunder.
Tier 4:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Battle Mastery's Fusillade now lasts for 18 seconds.
Agility Engine has been added, that provides 3/6/10% Doublestrike and Doubleshot while wearing a Rune Arm.
Tier 5:
NEW: Reconstructed Armaments: +1 Competence bonus to Critical Threat Range with your chosen weapon line.
NEW: Thunder-Shock Weapon: +3 [ w ] Melee or 1.5 [ w ] Crossbow, 3d6 Electric Damage which scales with Melee or Ranged Power. Procs Trip, DC 14+INT modifier+Sunder bonuses. Ranged variant requires a crossbow. 12 second cooldown, shares a cooldown with Trip.
NEW: Unlock Potential: +20 Melee and Ranged Power while wielding a Rune Arm.
Tactical Mobility: 10% Action Boost bonus to Movement Speed.
Epic Destinies

Stay Frosty's tooltip has been updated to match its effect.
Divine Crusader's Celestial Champion Crit Threat now persists through zone transfers, and no longer excludes handwraps.
The Core enhancements in Legendary Dreadnaught and Shadowdancer now properly reflect Melee and Ranged Power gained per Epic Destiny level.
Tooltips in Fatesinger have had their descriptions and flavor text improved.
Fury of the Wild's Ward Against Weird ability is now a Primal Bonus to Spell Resistance, and has new values of 5/30/60.
Magister's Call Kindred Spirit summoning spells now fail if you try to cast them under level 20.
Feats

Artificer, Bard, Barbarian, and Monk-specific class feats now have a category in the Feats panel.
All proficiencies now appear under one Proficiencies feat.
Monk active form strikes now have their correct icon.
Hellball's description now matches in both the Intelligence and Charisma descriptions.
Metal damage-type Epic Feats now persist through zone transfers.
The Epic Past Life Feat Doubleshot now gives only its intended benefit.
The feats for White and Purple Reaper Eyes no longer disappear on logout.
Burst of Glacial Wrath's freezing effect is no longer considered to be a mind-altering effect.
Items

When equipping items, the higher of Minimum Level and Absolute Minimum Level is now taken.
All Rune Arms now have Absolute Minimum Levels equal (or near, in the case of Craftable Rune Arms) to the Minimum Level they appear. This prevents situations where Rune Arms could lose their Minimum Level.
Masterful Craftsmanship Weapons from Wheloon and the Storm Horns are no longer Craftable.
Certain non-Crafting-keyed copies of the Wheloon and Storm Horns Masterful Craftsmanship Weapons and Accessories that had lost their Minimum Level have been restored to either Minimum Level 14 or 26, depending on their effects.
The tooltip for an item with Greensteel Augments now show their name and description.
Several raid items now have their proper orange border.
Several non-raid items now have their border updated to blue.
Heroic and Racial Reincarnation Hearts have been renamed to avoid confusion. They are now named Heroic True Heart of Wood and Heroic True Heart of Blood.
Random loot's descriptions have been improved. Numerous descriptions have been re-typed to avoid vagueness or other issues.
The Pet Rock is now a Boulder instead of a Bowler. Well, it may still Bowl, but it does so as a Boulder.
Heroic and Legendary Bracers of the Sun and Moon now work correctly.
The majority of item-based sources of Spell Resistance have had their values reduced.
The trade-in recipes for Tempest Runes no longer show an ingredient description for Xoriat Runes.
Items that are supposed to drop on leaving an adventure now properly do so.
Fixed issues with several throwing axes that prevented them from working with Improved Precise Shot.
The Sharn Syndicate has had its loot improved. The loot is now as follows:
Nicked Light Hammer - +2, 2d6 Electric, +4 Shatter, +3 Deadly
Nicked Repeating Light Crossbow - +2, 2d6 Cold, +2 Double Shot, +3 Deadly
Nicked Quarterstaff - +2, 2d6 Force, + 4 Vertigo, +3 Deadly
Nicked Scimitar - +2, 2d6 Acid, +5 Attack, +3 Deadly
Nicked Heavy Mace - +2, 2d6 Force, + 4 Stunning DC, +3 Deadly
Nicked Kama - +2, 2d6 Electric, +3 Tendon Slice, +3 Deadly
Nicked Longsword - +2, 2d6 Cold, +1 Parrying , +3 Deadly
Nicked Greatsword - +2, 2d6 Sonic, +4 Shatter, +3 Deadly
Nicked Longbow - +2, 2d6 Electric, +3 Seeker, +3 Deadly
Nicked Shortsword - +2, 2d6 Acid, +2 Deception, +3 Deadly
Nicked Orb - Potency, + 1 Spell Focus Mastery, +60 Wizardry
Runic Trinket - +60 Wizardry, +1 Spell Focus Mastery, +17 Insightful Universal Spell Power
Corsair's Cap - Waterbreathing x3 per Day, Cold Resistance, +6 Swim Skill
Bellow's Ring - +6 Intimidate Skill, +12 Incite (Aggro), +12 False Life
Kwan's Band - +3 Wisdom, +6 Concentration, +60 Wizardry
Heroic Red Fens items and set bonuses have been updated:
Boots of the Mire: Marshwalker, Balance +10, Underwater Action
Bracers of the Claw: Vulkoor's Might, Constitution +5, Fortification +70%
Elder's Cap: Elder's Knowledge, Intelligence +5, Concentration +10
Elder's Focus: Elder's Knowledge, Efficient Metamagic - Extend I, Power IV, Spell points +60
Gloves of the Claw: Vulkoor's Might, Strength +5, Intimidate +7
Necklace of Venom: Vulkoor's Cunning, Proof Against poison +6, False Life +17
Raven's Sight: Raven's Eye, Wisdom +5, Reflex Save +4
Raven's Talons: Raven's Eye, Dexterity +5, Bluff +10
Ring of the Mire: Marshwalker, Spearblock III, Fortitude Save 4, Feather Falling
Ring of Venom: Vulkoor's Cunning, Dexterity +5, Sneak Attack Bonus +2
Sacred Band: Diving Blessing, Wisdom +5, Lesser Turning, Healing +10
Sacred Helm: Divine Blessing, Deathblock, Eternal Faith, Absorb Negative Energy 5x Day
Shaman's Band: Shaman's Fury, Spell Penetration II, Spell Points +60
Shaman's beads: Shaman's Fury, Charisma +5, Evocation Focus II
Siren's Belt: Siren's Ward, Armor Bonus +5, Proof Against Disease +6
Siren's Charm: Siren's Ward, Constitution +5, Sonic Resistance +18
The rune arm Titan's Fist now gives +6 Intelligence.
Monsters

Purple Worms are now immune to knock down effects.
Champion damage-over-time effects now look like the element they are associated with.
Monsters will now take the distance of their targets into account, with closer targets more likely to be targeted compared to currently on live.
If a monster kills or loses their primary target, they will now aggro correctly on who has the most hate next, instead of the closest target.
Monsters with the ability to see stealthed characters will now display an angry red eye icon to anyone observing them in stealth.
Fixed an issue where monsters who phase out of combat sometimes reappeared as a Champion.
Quests and Adventure Areas

Public areas and Taverns no longer report that they are regenerating XP debt.
Epic Inferno of the Damned, Epic Desecrated Temple of Vol, Epic Fleshmaker's Laboratory, Epic Ghosts of Perdition, Search and Rescue, Memoirs of an Illusory Larcener, and Good Intentions can now be shared normally.
Inferno of the Damned's portals now have scaling hit point values depending on difficulty, in part to avoid a "double teleport" glitch.
Mask of Deception's Arms Master now properly rolls Bluff, instead of Intimidate.
To Curse the Sky's "Investigate the Giant Device" optional no longer gives XP. The quest now gives approximately 20% more Base XP.
Text and Typos:
Corrected NPC dialogue in The Newcomers to correctly spell Dunalenthea
Corrected name of Orc Chieftain in The Slave Pits of the Undercity
Feryl Cay'Vorim in Belly of the Beast no longer asks for the wrong DC in his dialogue.
In House of the Rusted Blades, Teblyn Dun'Robar no longer calls for his warrios.
Fixed names and dialogue of the following NPCs:
The Corpse NPCs in Stromvauld's Mine
The Magic Mouth in Tower of Frost
The Portal to Khyber in the Eveningstar Cavern
The Storm Horns Transporter
Villis Magra in The Twelve Tower
ToEE Optional Rust Monster name corrected from Bladebreaker to Brightbane
Several typos fixed in the DM and/or Optional text of the following quests:
Acute Delirium
Belly of the Beast
Beyond the Rift
Black and Blue
The Chronoscope
Creeping Death
Diplomatic Impunity
Epic Inferno of the Damned
Information is Key
The Last Stand
Memoirs of an Illusionary Larcener
The Newcomers
Overgrowth
The Portal Opens
Precious Cargo
The Reaver's Fate
Reclaiming Memories
Sane Asylum
Sleeping Dust
Spinner of Shadows
Subversion
What Goes Up
Fixed the DM voice versus DM text discrepencies in the following quests:
Fall of Truth
Impossible Demands
NPC dialogue for What Goes Up fixing corrected, no longer includes /n (changed to backslash n)
Moved a spider so it is no longer under the landscape in Caught in the Web.
Loading screens have been fixed in Ascension Chamber, Litany of the Dead, Three Barrel COve, Vision of Destruction, and The Underdark.
Fixed incomplete Optional Objective descriptions in the Seal of Shan-to-Kor.
Xy'zzy's Ward is now the same on both Heroic and Legendary Hound of Xoriat, and no longer expires.
Old and inactive quest objectives from Redemption no longer display.
The Drow Optional in Search and Rescue now has a working one-way door.
Some geometry has been improved in Lines of Supply.
Fixed a ladder bug in Assault on the Aerie of the Slave Lords.
Levers in Offering of Blood have been moved to be seen more easily, and to make them more accessible.
The trap boxes in Recovering the Lost Tome and Creeping Death have been rotated so they open visibly.
Fixed a stuck spot in the Anniversary Dungeon.
Inquisitor Gnomon's text now matches his voice in Lords of Dust.
The Optional Objective "Talk your way past Pelree Cay-Vorym" in In The Belly of the Best no longer grants bonus XP. The base XP of the dungeon has been raised.
The Optionals "Slay Login Yapow" and "Slay Rhonita Hourd" in The Shadow Crypt no longer grant bonus XP. The base XP of the dungeon has been raised.
The XP on Dead Girl's Spellbook has been raised, and the quest is now marked as Very Long in the quest UI.
Races

Drow and Deep Gnome's Spell Resistance is now a flat 6, and now stacks with other sources of Spell Resistance. Drow enhancements that increase Spell Resistance stack with all sources as well.
Spells

Displacement now properly states that it can only be used on Self.
Lightning Sphere now has a functional saving throw for both monsters and player casters.
UI

Skills in the Character Sheet and level up panel now sort differently. On the Character Sheet, Skills with assigned ranks sort to the top, skills without assigned ranks sort to the bottom, and skills sort by name within those groups. In the Level Up Skill Panel, Skills with assigned ranks that are class skills sort to the top, skills with assigned ranks that are cross class are next, skills with no assigned ranks that are class skills follow, then finally skills that have no assigned ranks and are also cross-class are listed. Skills sort by name within these categories.
Guild Buffs can now be hidden on-screen. This option can be found in Options > UI called Hide Guild Buffs.
Fixed a typo when an Airship invitation teleportation fails.
Numerous minor typos corrected.
The /raid completions command now properly shows completions for newer raids.
Poison damage that lowers Wisdom on-hit has been renamed from Wisdom to Bewildering.
7
Update 36 / Update 36 Lamannia Release Notes
« Last post by Oicu on June 29, 2017, 11:49:31 AM »
Here are the Lamannia Release Notes for Update 36: Duel for the Underdark. These notes are not final, and may change over time.


Of Special Note:


New Public Area


A new public area is available for preview. You can reach the Tethyamar Mining Outpost by speaking with Arman Argentine to the west of the town square in Eveningstar.

The Mines of Tethyamar


Five new quests are available for preview! All of "Third Time's a Charm", "Graveyard Shift", "Records of the Past", "Strike Back", and "Desire in the Dark" can be accessed by speaking to the NPC Asta the Deep Minded, located outside the tavern within the Tethyamar Mining Outpost.

News and Notes:

Airships

Several Airship amenities that did not have descriptions now do.
The Airship Captain Anceia now remembers where the Hall of Heroes is.


Classes

Warlocks now receive Eldritch Blast base dice feats at levels four, eight, twelve, sixteen, and twenty (for a total of 6d6 at level 20) instead of their previous progression. Characters have been adjusted to match this new progression.
The Epic Eldritch Blast feat now grants 3d6 to Eldritch Blast.
The Epic Arcane Eldritch Blast Destiny Feat now grants 4d6 to Eldritch Blast.
Eldritch Burst's additional light damage is now 1d6.
Spirit Blast's additional light damage is now 4d6.
Spiritual Retribution's light damage on all Eldritch Blasts is now 1d4/2d4/3d4.
A monk's Stunning Fist now displays its DC.
Veteran Status 4 and 7 rogues and artificers now start with a Trouble Shooter's Set.
Artificer:
Rune Arm's cooldown has been improved by 30%.
Rune Arm's Charge Decay while moving has been reduced by 50%.
There is no longer a penalty to movement speed while charging a Rune Arm.
Artificers now get Warhammer and Light Hammer proficiencies.
Improved Critical: Bludgeoning has been added to the Artificer Class Feat list.
Artificer Admixture spells now fire straight down if the caster has themselves hard-targeted.
Rune Arm shots now scale with 100% Spell Power.
Rune Arm weapon imbues now scale with 200% Melee or Ranged Power (whichever is higher).
Homing on Rune Arms now works at about the same angles you can shoot a crossbow and still hit your target.
Cannonball Shot now uses homing.
Cannonball Shot is now a much smaller projectile.


Combat

Common persistent spells, such as Ice Storm, Acid Fod, and Glitter Dust, will now display a red circle visible to players when cast by an enemy to better understand their borders.
Pressure plate traps will no longer hit those that set them off twice.
Fixed an issue where monks with equipped handwraps were not able to damage enemies while moving or in stealth.


Enhancements

Fighter's Swift Defense and Paladin's Swift Defense now properly state that they are Action Boost bonuses to Movement Speed.
Arcane Archer Toggle Imbues now remove their effects whenever the character is wielding something other than a Shortbow or Longbow. The effects return when you return to wielding those items.
Devour the Soul's DC description has been updated to match its effect.
Fighter and Vanguard Shield Rush now benefit from abilities which add to DCs.
Deep Gnome's Phantasmal Killer SLA description has been updated to no longer use the term SLA.
Gnome's Color Spray no longer adds DR to targets that it dazes.
Tempest and Deepwood Stalker abilities that apply effects while in light or no armor now apply more consistently, including on Warforged.
Tempest active abilities that claim to be Melee Dual Wielding Attacks now actually require you to be dual-wielding.
The Critical bonuses granted in Tempest now apply more reliably.
Warlock enhancement trees now have their correct icons.
Know the Angles now has its proper icon, and its description has been improved.
The Spell Point Value at the end of Enlightened Spirit's Resist Energy SLA has been corrected.
Half-elf Artificer Dilettante's Rank two now states that it does not allow you to use Rune Arms.
Fixed incorrect values displaying in the Harper Agent tree:
Magical Endurance: Changed tooltip from 30/30/40 to 30/60/100.
Harper Enchantment: Added caveat that the +1 applies to man and off-hand weapons, but does not work with shields.
Traveler's Toughness: Changed tooltip from +5 Max HP at all ranks to 5/10/15.
Strategic Combat I and II: Added caveat that this ability does work with handwraps, but not with shields.

Spellsinger's Spellsong Vigor now has its duration listing in the tooltip.
Artificer Battle Engineer
Core Changes:
Core 2 gets +1 Stable Charge Tier in addition to everything it already does.
Core 4 gets +1 Stable Charge Tier in addition to everything it already does.
Core 5 gets +15 Physical Resistance Rating and Magical Resistance Rating addition to everything it already does.
Core 6 gets +2 Intelligence (for a total of +4 INT), +1 Competence bonus to Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.

Tier 1:
Weapon Training has a third line added for Light Hammers, Warhammers, and Morningstars.
Field Scrapper has been added. It provides +1/2/3 to Sunder DCs.
Thaumaturgical Conduits has been moved to Tier 1 from Tier 2.

Tier 2:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Wrack Construct now matches the Mechanic's version.
Caustic Strike has been added. It provides +1/2/3 [ w ] damage (.5/1/1.5 for Crossbows), adds 3d6 Acid damage, and 10d6 Rust damage. This damage scales with Spell power. Ranged variant requires a crossbow. 6 second cooldown.
Extra Action Boost has been moved to Tier 2 from Tier 3.

Tier 3:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Disable Construct now matches the Mechanic's version.
Shatter Defenses has been added. Provides 1/2/3 [ w ] for Melee and .5/1/1.5 [ w ] for Crossbows, procs Improved Sunder. DC 14+INT Modifier+Sunder bonuses. Ranged variant requires a crossbow. 10 second cooldown, shared with Sunder.

Tier 4:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Battle Mastery's Fusillade now lasts for 18 seconds.
Agility Engine has been added, that provides 3/6/10% Doublestrike and Doubleshot while wearing a Rune Arm.

Tier 5:
NEW: Reconstructed Armaments: +1 Competence bonus to Critical Threat Range with your chosen weapon line.
NEW: Thunder-Shock Weapon: +3 [ w ] Melee or 1.5 [ w ] Crossbow, 3d6 Electric Damage which scales with Spell Power. Procs Trip, DC 14+INT modifier+Sunder bonuses. Ranged variant requires a crossbow. 12 second cooldown, shares a cooldown with Trip.
NEW: Unlock Potential: +20 Melee and Ranged Power while wielding a Rune Arm.
Tactical Mobility: 10% Action Boost bonus to Movement Speed.


Epic Destinies

Stay Frosty's tooltip has been updated to match its effect.
Divine Crusader's Celestial Champion Crit Threat now persists through zone transfers, and no longer excludes handwraps.
The Core enhancements in Legendary Dreadnaught and Shadowdancer now properly reflect Melee and Ranged Power gained per Epic Destiny level.
Tooltips in Fatesinger have had their descriptions and flavor text improved.
Fury of the Wild's Ward Against Weird ability is now a Primal Bonus to Spell Resistance, and has new values of 5/30/60.
Magister's Call Kindred Spirit summoning spells now fail if you try to cast them under level 20.


Feats

Artificer, Bard, Barbarian, and Monk-specific class feats now have a category in the Feats panel.
All proficiencies now appear under one Proficiencies feat.
Monk active form strikes now have their correct icon.
Hellball's description now matches in both the Intelligence and Charisma descriptions.
Metal damage-type Epic Feats now persist through zone transfers.
The Epic Past Life Feat Doubleshot now gives only its intended benefit.
The feats for White and Purple Reaper Eyes no longer disappear on logout.
Burst of Glacial Wrath's freezing effect is no longer considered to be a mind-altering effect.


Items

When equipping items, the higher of Minimum Level and Absolute Minimum Level is now taken.
All Rune Arms now have Absolute Minimum Levels equal (or near, in the case of Craftable Rune Arms) to the Minimum Level they appear. This prevents situations where Rune Arms could lose their Minimum Level.
Masterful Craftsmanship Weapons from Wheloon and the Storm Horns are no longer Craftable.
Certain non-Crafting-keyed copies of the Wheloon and Storm Horns Masterful Craftsmanship Weapons that had lost their Minimum Level have been restored to an appropriate Minimum Level.
The tooltip for an item with Greensteel Augments now show their name and description.
Several raid items now have their proper orange border.
Several non-raid items now have their border updated to blue.
Sully's Old Grog now has a proper mouse-over tooltip.
Heroic and Racial Reincarnation Hearts have been renamed to avoid confusion. They are now named Heroic True Heart of Wood and Heroic True Heart of Blood.
Random loot's descriptions have been improved. Numerous descriptions have been re-typed to avoid vagueness or other issues.
The Pet Rock is now a Boulder instead of a Bowler. Well, it may still Bowl, but it does so as a Boulder.
Heroic and Legendary Bracers of the Sun and Moon now work correctly.
The majority of item-based sources of Spell Resistance have had their values reduced.
The trade-in recipes for Tempest Runes no longer show an ingredient description for Xoriat Runes.
Items that are supposed to drop on leaving an adventure now properly do so.
The Sharn Syndicate has had its loot improved. The loot is now as follows:

Nicked Light Hammer - +2, 2d6 Electric, +4 Shatter, +3 Deadly
Nicked Repeating Light Crossbow - +2, 2d6 Cold, +2 Double Shot, +3 Deadly
Nicked Quarterstaff - +2, 2d6 Force, + 4 Vertigo, +3 Deadly
Nicked Scimitar - +2, 2d6 Acid, +5 Attack, +3 Deadly
Nicked Heavy Mace - +2, 2d6 Force, + 4 Stunning DC, +3 Deadly
Nicked Kama - +2, 2d6 Electric, +3 Tendon Slice, +3 Deadly
Nicked Longsword - +2, 2d6 Cold, +1 Parrying , +3 Deadly
Nicked Greatsword - +2, 2d6 Sonic, +4 Shatter, +3 Deadly
Nicked Longbow - +2, 2d6 Electric, +3 Seeker, +3 Deadly
Nicked Shortsword - +2, 2d6 Acid, +2 Deception, +3 Deadly
Nicked Orb - Potency, + 1 Spell Focus Mastery, +60 Wizardry
Runic Trinket - +60 Wizardry, +1 Spell Focus Mastery, +17 Insightful Universal Spell Power
Corsair's Cap - Waterbreathing x3 per Day, Cold Resistance, +6 Swim Skill
Bellow's Ring - +6 Intimidate Skill, +12 Incite (Aggro), +60 False Life
Kwan's Band - +3 Wisdom, +6 Concentration, +60 Wizardry


Monsters

Purple Worms are now immune to knock down effects.
Champion damage-over-time effects now look like the element they are associated with.
Monsters will now take the distance of their targets into account, with closer targets more likely to be targeted compared to currently on live.
If a monster kills or loses their primary target, they will now aggro correctly on who has the most hate next, instead of the closest target.
Monsters with the ability to see stealthed characters will now display an angry red eye icon to anyone observing them in stealth.


Quests and Adventure Areas

Public areas and Taverns no longer report that they are regenerating XP debt.
Epic Inferno of the Damned, Epic Desecrated Temple of Vol, Epic Fleshmaker's Laboratory, Epic Ghosts of Perdition, Search and Rescue, Memoirs of an Illusory Larcener, and Good Intentions can now be shared normally.
Inferno of the Damned's portals now have scaling hit point values depending on difficulty, in part to avoid a "double teleport" glitch.
Mask of Deception's Arms Master now properly rolls Bluff, instead of Intimidate.
To Curse the Sky's "Investigate the Giant Device" optional no longer gives XP. The quest now gives approximately 20% more Base XP.
Text and Typos:
Corrected NPC dialogue in The Newcomers to correctly spell Dunalenthea
Corrected name of Orc Chieftain in The Slave Pits of the Undercity
Feryl Cay'Vorim in Belly of the Beast no longer asks for the wrong DC in his dialogue.
In House of the Rusted Blades, Teblyn Dun'Robar no longer calls for his warrios.
Fixed names and dialogue of the following NPCs:
The Corpse NPCs in Stromvauld's Mine
The Magic Mouth in Tower of Frost
The Portal to Khyber in the Eveningstar Cavern
The Storm Horns Transporter
Villis Magra in The Twelve Tower

ToEE Optional Rust Monster name corrected from Bladebreaker to Brightbane
Several typos fixed in the DM and/or Optional text of the following quests:
Acute Delirium
Belly of the Beast
Beyond the Rift
Black and Blue
The Chronoscope
Creeping Death
Diplomatic Impunity
Epic Inferno of the Damned
Information is Key
The Last Stand
Memoirs of an Illusionary Larcener
The Newcomers
Overgrowth
The Portal Opens
Precious Cargo
The Reaver's Fate
Reclaiming Memories
Sane Asylum
Sleeping Dust
Spinner of Shadows
Subversion
What Goes Up

Fixed the DM voice versus DM text discrepencies in the following quests:
Fall of Truth
Impossible Demands

NPC dialogue for What Goes Up fixing corrected, no longer includes /n (changed to backslash n)

Moved a spider so it is no longer under the landscape in Caught in the Web.
Loading screens have been fixed in Ascension Chamber, Litany of the Dead, Three Barrel COve, Vision of Destruction, and The Underdark.
Fixed incomplete Optional Objective descriptions in the Seal of Shan-to-Kor.
Xy'zzy's Ward is now the same on both Heroic and Legendary Hound of Xoriat, and no longer expires.
Old and inactive quest objectives from Redemption no longer display.
The Drow Optional in Search and Rescue now has a working one-way door.
Some geometry has been improved in Lines of Supply.
Fixed a ladder bug in Assault on the Aerie of the Slave Lords.
Levers in Offering of Blood have been moved to be seen more easily, and to make them more accessible.
The trap boxes in Recovering the Lost Tome and Creeping Death have been rotated so they open visibly.
Fixed a stuck spot in the Anniversary Dungeon.


Races

Drow and Deep Gnome's Spell Resistance now stacks with other sources of Spell Resistance.


Spells

Displacement now properly states that it can only be used on Self.
Lightning Sphere now has a functional saving throw for both monsters and player casters.


UI

Skills in the Character Sheet and level up panel now sort differently. On the Character Sheet, Skills with assigned ranks sort to the top, skills without assigned ranks sort to the bottom, and skills sort by name within those groups. In the Level Up Skill Panel, Skills with assigned ranks that are class skills sort to the top, skills with assigned ranks that are cross class are next, skills with no assigned ranks that are class skills follow, then finally skills that have no assigned ranks and are also cross-class are listed. Skills sort by name within these categories.
Guild Buffs can now be hidden on-screen. This option can be found in Options > UI called Hide Guild Buffs.
Fixed a typo when an Airship invitation teleportation fails.
Numerous minor typos corrected.
The /raid completions command now properly shows completions for newer raids.
Poison damage that lowers Wisdom on-hit has been renamed from Wisdom to Bewildering.
8
Update 36 / Re: Upcoming Systems Changes
« Last post by Refutor on June 29, 2017, 04:32:53 AM »
I think all those changes are good...the arcane archer working with bolts was obviously not working properly, and warlocks needed a bit of a nerf, I am enjoying using them though to race through heroic reaper :)  I guess the Cleric changes from before were either a rumour, or coming at a different time

Craig
9
Update 36 / Upcoming Systems Changes
« Last post by Oicu on June 27, 2017, 06:43:47 AM »
from Steelstar

U36 is shaping up to be a very large update, with some great new content, Artificer changes, and a fairly large number of Bug and Quality-of-Life fixes. There are a few of these changes we wanted to let you know about ahead of Lamannia in order to provide some design insight and provide a bit of advanced notice.


Arcane Archer
With U36, the following changes are being made to Arcane Archer (both Elf and Ranger):

Arcane Archer Imbue toggles will only grant their effects while wielding a Longbow or Shortbow.
Arcane Archers must have a Longbow or Shortbow equipped to toggle on the Imbues from that tree. Equipping something other than a Longbow or Shortbow in your main hand will cause Arcane Archer Imbues to toggle off.

(Edit: We've made some changes to how this fix is implemented. See this link.)


For a very long time now, it's been possible to use Arcane Archer toggles with weapons that aren't bows. These abilities, by their wording, are only meant to work with Bows, but there are currently ways of getting around that and applying those effects to other weapons. The pass to Rangers circa Update 28 put some changes in place to stop this that were ultimately unsuccessful. We are interested in creating better balance between Bows, Crossbows, and other forms of ranged combat in the long term. In order to make that balance work, we need to finally fix Arcane Archer to work as it is intended to.


Warlocks
With U36, the following changes are being made to Warlocks:

Warlocks now receive Eldritch Blast base dice feats at levels 4, 8, 12, 16, and 20 (for a total of 6d6 at level 20) instead of their previous progression. Characters will be automatically adjusted to match this new progression.
The Epic Eldritch Blast feat now grants 3d6 to Eldritch Blast.
The Epic Arcane Eldritch Blast Destiny feat now grants 4d6 to Eldritch Blast.
In Enlightened Spirit, Eldritch Burst's additional Light damage is now 1d6.
In Enlightened Spirit, Spirit Blast's additional Light damage is now 4d6.
In Enlightened Spirit, Spiritual Retribution's Light damage on all Eldritch Blasts and Weapon Attacks is now 1d4/2d4/3d4.


Internal and live data gathering has led to the conclusion that Warlock DPS is unquestionably too high in Heroic. It isn't simply a matter of their damage output relative to other classes (which is also too high), it's a matter of their power relative to content and other factors involved in overall game balance. Tuning other classes up to their level isn't an option; Warlock damage in Heroic needs to come down.

The above change alters the levels at which Warlocks add 1d6 to their base Eldritch Blast. On Live currently, when they reach level 20 they have 9d6; this change alters that to 6d6. To balance that against Epics, the two available Eldritch Blast feats have been increased to 3d6 and 4d6 (a net gain of +3d6, the same value that was removed from Heroics). As a result, by the time a Warlock reaches level 26, they can have exactly as many dice as they can get now.

The Enlightened Spirit changes bring the extra damage granted by these abilities closer in line with abilities in other classes. Having playtested with the changes, these abilities remain very potent.


Spell Resistance
With U36, the following changes are being made to Spell Resistance:

Drow and Deep Gnome's Spell Resistance now stacks with all other sources of Spell Resistance.
The majority of item-based sources of Spell Resistance have had their values reduced by about 1/3.
Fury of the Wild's Ward against Weird ability is now a Primal bonus to Spell Resistance (stacking with most other sources) and has new values (5/30/60).


In the U36 cycle, we set out to finally make Drow and Deep Gnome's racial Spell Resistance stack with other sources (as we said we would after the recent Race Tree pass). In analyzing the numbers involved, it came to our attention that the math used to determine what values new Cannith Crafting, new Lootgen, and recent Named Items calculated Spell Resistance at was wrong. As a result, the numbers available were much higher than we were comfortable with before adding in stacking Drow and Deep Gnomes.

With this change, a character without racial SR equipping maximum available sources of SR should be within striking distance of the necessary SR to resist high-difficulty monsters' spells. It will be very difficult (if not impossible at certain ranges) to get a no-fail value on those characters in high difficulties. With Drow and Deep Gnome values now stacking, however, those characters can much more easily compete against enemy spells.


Aggro & Stealth
With U36, the following changes are being made to Aggro and Stealth:

Monsters will take the distance of their targets into account now. Closer targets are more likely to be targeted (assuming they have not yet taken much damage) compared to Live.
If a monster kills or loses their primary target, they’ll now aggro correctly on who has the most hate next (as opposed to the closest target, as they often do now on Live).
Monsters with the “see stealthed” property will now display an angry red eye icon to anyone observing them in stealth. Note: The see through stealth property, aka “tremor sense” is not True Sight or See Invisible. Those abilities don’t actually don’t affect sight checks against players just using the stealth skill. For example, Spiders and Slimes typically have the See Through Stealth property, per 3.5 edition rules. Red- and Purple-name bosses also tend to get this ability.


These changes were the result of listening closely to player feedback and examination of monster AI in regards to stealth gameplay.


Area of Effect Spells
With U36, most Area of Effect spells cast by enemies (such as Ice Storm and Web) now have visible indicators of their boundaries on the ground. This should make more clear where enemy effects begin and end, and improve players' ability to analyze the battlefield.
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Update 36 / Re: Cleric domains
« Last post by Oicu on June 09, 2017, 05:09:07 AM »
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