The level cap has been increased to 20! Experience is now capped at 1,900,000 points! Discover more abilities, feats, enhancements for your character!
New Class: Favored Soul
Favored Souls draw on divine magic to both heal and destroy. Like clerics, Favored Souls have access to powerful healing spells, but they are also more skilled with weapons than any other spell caster. Like sorcerers, they get a larger number of spell points than other spell casters but cannot freely switch spells at taverns or rest shrines. Players will be able to unlock the Favored Soul by reaching 2500 total favor on a character! To learn more about Favored Soul features, be sure to check the class abilities and enhancement sections of these release notes.
New Adventures
The Devils of Shavarath
The Twelve is now seeking volunteers willing to be teleported to the plane of Shavarath to face the Devil legions. With the help of the Yugoloth, heroes from Stormreach can infiltrate the Devil territories and work to drive back this extra planar threat to keep the home world of Eberron safe!
Brave treacherous Devil territory, where the sky is scorched by billowing smoke, and warfare covers the ground like a rolling prairie made of broken bone and arrow shafts.
Infiltrate the devil fortresses to divide their efforts by letting in the invading Demon Horde.
Navigate mazes of Devil prisons, treacherous traps, and fiendish foes.
Help the Twelve to unleash a deadly weapon to turn the tides of war.
Aid other heroes of Eberron struggling against the powers of Shavarath.
Cast the Devil General Horoth down from his seat of power in the Shavarath Army.
The Sharn Syndicate
Coin Lord Yorrick Amanatu, who controls the Stormreach Guard, wants players to help him eliminate the growing Sharn Syndicate presence in Stormreach. This lower-level adventure takes place right in the Stormreach marketplace!
Uncover the scheming against local merchants!
Rescue innocent victims from the terror of the Syndicate!
Thwart a money laundering scheme in the heart of Stormreach!
Help return stolen goods to their rightful owners for generous rewards!
Assassinate the masterminds of this evil crime organization!
Cerulean Hills
Two new adventures have been added to the Cerulean Hills wilderness area. Can you aid the residents of the Cerulean Hills as they face danger from hostile natives of Xen'drik?
Soloing & Small-party Improvements
Do you enjoy exploring the world of Eberron alone or in smaller groups? New features and changes have been introduced to assist with soloing and smaller parties in DDO Unlimited!
Difficulty Scaling technology has been introduced to adjust the challenge of the dungeon or adventure area to be appropriate to the size and make-up of your group.
Quests and Adventure Areas
There are more opportunities for XP in dungeons, including bonuses for completing a dungeon without dying and increased optional XP bonuses in quests!
Several quests have been revisited to help make them more appropriate to the size and level of the party. Be sure to visit the quests and adventure area sections of these release notes to see the changes and improvements!
Chat Improvements
Enjoy being a part of the larger community and getting connected with other players, thanks to the following all new chat features!
You can now communicate with other players from across instances and dungeons in general chat! All public spaces, interiors, and dungeons now associate with their nearest public zone for general chat, including multiple instances. Example: If you're in the Lordsmarch Bank, you can still talk with players in all instances of the Marketplace. Freeing Arlos in the Waterworks? You can still chat with players in the harbor! If you're not in the mood to chat you can filter general chat using your chat tab options, or turn it off entirely under Options-Gameplay.
Two new default chat channels have been added: Trade and Advice!
Use /trade or /tr to discuss your in-game trades with other players!
Use /advice or /a to seek help from (or offer help to) other players!
You can view the Trade and Advice channels while questing or inside interior spaces, just like general chat!
Not in the mood to chat? You can disable these channels manually in your chat window, or under Options->Gameplay.
To help curb spam and abuse of chat, tell, and the mail system, an anti-spam feature has been added that will prompt you to wait if you are sending too many messages out too quickly or to too many people at once.
Added the ability to select the font size for chat.
Your guild's Message of the Day will now be displayed to members' general chat windows when it is changed and when they log in.
Messages from the Dungeon Master are no longer tagged as coming from "DM Text." Now they are coming from the "Dungeon Master."
Custom emotes will no longer break normal emotes.
We hope you enjoy sharing game knowledge and socializing with the new chat options!
Guild Improvements
If you are a guild officer with recruitment permissions, you can now create a Guild Recruitment Sigil! This special item can then be mailed to anyone you like. It will allow them to join your guild. Access this feature by typing "/guild recruitsigil" in the chat window.
The amount of characters you can use for the guild Message of the Day has been expanded. Guild MotD's will now be displayed to members' general chat windows when it is changed and when they log in.
Marketplace Remodeling
The Coin Lords have completed their beautification project in the Stormreach Marketplace! The once desolated Market has been restored to its former glory as a center for trade, entertainment, and welcome to all who come to Stormreach!
The famous DeGenev Brothers will be arriving in the city soon for magical performances and entertainment. Watch for announcements of their performance days!
Dave Arneson Tribute
A tribute to Dave Arneson has been placed in the Ruins of Threnal NPC area, as this dungeon series was narrated by him. A new item, the Mantle of the Worldshaper, drops at the end of the Threnal series.
Mantle of the Worldshaper Item : A comforting and inspiring presence surrounds you as you hold this cloak. Arcane runes run along the edges of this fine cape, and masterfully drawn on the silken lining is an incredibly detailed map of a place named "Blackmoor."
Gives 5% boost to XP (does not stack with Voice of the Master)
Set Bonus with Voice of the Master: True Seeing persistent buff
Capstone Enhancements
DDO Unlimited introduces a large number of Prestige Enhancements as well as a new class of Enhancements called "Capstone Enhancements". Capstone Enhancements require 20 levels of a class, and a character can have only one Capstone Enhancement at a time. We have given one Capstone Enhancement to each class for DDO Unlimited's launch, but in the future it is likely that more will be created. Take a look at the available Capstones further in the release notes!
Combat & Gameplay Features
Introducing Smart Targeting
Introducing our new smart targeting system! In conjunction with a number of UI changes, the smart targeting system is intended to aid in the selection of nearby items, interactable objects, and enemies.
Any target actively selected (either by clicking on it, tabbing to it, or using any other method of selection) is considered a "hard" target. These behave exactly as targets do currently. You can press the escape key to clear your hard target, just as you could before these changes. Hard targets can be identified by the double ring around their feet and a bolder name.
Using the smart targeting system, if you do not have a hard target, a "soft" target will be selected. Monsters within close range are taken as a priority over items and interactables, with selection weighted towards objects that are closer to you and towards the middle of the screen. Most spells and attacks will be aimed at your soft target, but area of effect direction spells (such as fireball) will be fired in the direction you are facing, as if you did not have a target selected. If you move your mouse over a target, your soft target will shift to that one.
If a creature that is a hard target becomes untargetable for a few moments due to incorporeality or teleportation, you will retarget them when they are available again if they are not invalid for more than a few seconds.
In some situations, you may not want to have a close target selected (such as when using ranged weapons). You can use the G key to toggle the smart targeting system on or off. This feature can be further customized in the UI Settings in the Options menu.
Combat Feedback
Significant improvements have been made to combat damage feedback.
It is now easier to tell when monsters are immune, resistant, or vulnerable to a form of damage, and which number corresponds to what damage type.
Not only will enemies display damage numbers, but you can see damage being dealt to yourself as well.
By default, damage is now red, while healing is green.
You can even customize the color of your combat feedback numbers.
A health bar will float over the heads of targeted allies and enemies. This option can be toggled on or off using the options panel.
Grazing Hits
To address issues of player dissatisfaction with a high rate of missed attacks and to balance high AC numbers among characters, the "grazing hit" system adds a chance to apply a small amount of damage to monsters and players on attacks that would otherwise have missed if the number rolled on the die is high enough. These hits will appear in your combat log and will also have a visual indicator in floaty damage. The thresholds for when players or monsters can graze on a missed attack is as follows (subject to changes in the future):
Quest Difficulty
Player roll needed
Monster roll needed
Solo
10+
19+
Normal
10+
17+
Hard
10+
15+
Elite
10+
13+
Difficulty Scaling
"Difficulty Scaling" has been introduced into quests and adventure areas. Normal and Hard dungeons (not solo, elite, or raid) will now scale their difficulty based on the size and composition of the party to help "smaller" parties face a more appropriate amount of challenge. Players and hirelings will contribute to the overall strength of the party which influences the difficulty of the dungeon. As a result, several different dungeon elements are adjusted to help keep the challenge of the dungeon in line with the size of the force taking it on. This can include things such as monster spell durations, hit points, and even damage output.
Dungeon Alert
A new technology known as "Dungeon Alert" has been introduced into quests and adventure areas. While questing, if you or your party members get the attention of too many monsters, a warning symbol will alert you that you have alerted your enemies to your coming. A warning level of "green skull" appears initially to remind you to be more cautious if you accrue too much aggro. Beyond the green skull alert level, the region's monsters become harder to escape from, and bosses grow challenging having had the time to be alerted to your presence. To reduce your alert level you may kill monsters that are chasing you, sneak past monsters so they don't see you, hide and wait for the monsters to overlook your presence, or other actions to help mitigate the amount of alertness you are triggering in the region.
New Default Keymapping
Module 9 introduces some new default keymapping settings to help players who are sailing to Stormreach from other gameplay styles.
Default - This is the new default keymapping! It will not overwrite your custom keymapping if you're an existing player, but new players will have these settings by default:
Left Mouse Button - Attack / Interact
Right Mouse Button - Steer / Select
WASD - Movement keys
Q - Select next interactable
Ctrl+ Q - Select previous interactable
E - Interact/Pick up
R - Auto run
F - Push to talk
Z - Inspect/examine
X - Experience information
C - Character Sheet
V - Toggle names
G - Toggle smart targeting
L - Quest Journal
C - Character Sheet
V - Toggle names
G - Toggle smart targeting
L - Quest Journal
M - Map
P - In-game Adventure Compendium
O - Social Panel
I - Inventory
SPACE - Jump
T - Toggle Mouse-look
- Main menu
J - Dungeon Status
' - Select nearest combat target
TAB - Select next combat target
F1 - Select yourself
F 2 - Select group member 2
F 3 through F6 - Select group member 3 - 6
1 through 10 - shortcut 1... 10
Classic - This option is for the default keymapping of the classic DDO Stormreach, as it existed prior to Module 9.
FPS Style : This keymapping is designed for players who are more accustomed to a first person shooter style gaming experience. When using this setting, you will notice the following differences between it and the default style:
Left Mouse Button - Attack
Mouse-look is defaulted to "On"
Remember that if you have customized your controls, but want to experiment with the new control schemes, be sure to make a copy of your keymapping file if you want to over-write with your custom settings. To do so, save a copy of the following files somewhere else in your computer: UserPreferences.ini and ddo.keymap.
PvP Improvements
Challenge System
A new "Challenge" system has been added to the game to allow players to challenge one another to duels without having to go to a tavern first! Party leaders can now challenge another group to a player vs. player match from anywhere in the game!
By selecting an opponent or opponent party and clicking the challenge icon, group leaders (or even solo players) can initiate a challenge window to negotiate the terms of a match. Once all players agree to the terms, both parties will be directly teleported to the selected arena for their duel. FIGHT!
Other PVP Improvements
A new PvP arena has been added: the devil's pit, best suited for single combat between high level champions.
Added a confirmation dialog when entering a PvP match as part of a PvP party.
Level 4 characters, especially those with 3 levels of a single class, will no longer experience a death penalty in PvP.
In PvP, Power Word spells (Blind, etc) now use the HP cap as per the Player's Handbook.
UI Improvements
Map Improvements
The map window is now resizable
Many improvements have been made to the city and regional maps.
Shrines and chest icons will now appear on maps.
The last three maps you visited will be darkened for areas you recently explored instead of being completely black.
When disabling party member map notes, the party members already on the map will disappear.
Vendor titles are now included on vendor map notes.
The following mapnotes now have tooltips:
Yourself
The direction arrow pointing to a selected mapnote
The direction arrow pointing to party members
Quest Journal & Adventure Compendium
You can now share quests with your party from your quest journal, which will grant the quest to your friends. There are some quests that cannot be shared.
The recommended group size is now shown in the quest journal.
Quests in the quest journal are now organized into more logical groupings.
The Adventure Compendium will now display the recommended party size in the adventure tooltip.
Other UI Changes
Added a "Loot All" button to take all items from a treasure chest.
When you hover your mouse over an item from a vendor, chest or quest reward, you get a tooltip with item info. If the item is something that you can equip, and you currently have something equipped of the same category, you will see an additional tooltip comparing the items. This feature can be disabled in the UI settings in the Options menu.
Effect descriptions on equipped items will no longer be hidden. You can still hide them with the option, however.
The names of nearby items and usable interactables are now visible when you are within very close range of the object.
Orien Lightning Post mailboxes are no longer off-center in the focus orb.
Items with spells (clickies) will once again display spell information in the tooltip when you mouse over them.
The guild UI will respond correctly when you are in Mouse-Look mode.
Added the ability to use drag-and-drop and double-click on the Enhancement Selection screen.
The level advancement UI summary screen layout has been changed to be more readable
The yellow highlight around items will no longer "stick" if you mouse over a clickable item or weapon set on a locked toolbar.
Mail attachments that are in stacks (potions, scrolls, etc) of more than one will properly show the number in the stack.
Mouse-wheel scrolling now works in the Who tab of the social panel.
The "name already taken" dialog in character generation can no longer be lost at the edges of the screen.
Requests by players to join your group will appear in the current chat window you have selected, not just the default window.
Unseen targets should no longer cause the targeting reticule to change when the mouse goes over them.
All suitable icons from the full-sized focus orb UI have been added to the minimized version.
A new harassment report feature has been added to chat. Right click on a player's name in the chat box and you will see the new option. Players reported for harassment will now be squelched.
Modified color picker so that player can choose various shades of grey as the color of UI text.
Dropping an item from the bank into empty space no longer pops up a meaningless popup window (you simply cannot drop stuff from your bank).
The messages that come up when you cannot group with another player, due to their current status in the Korthos Village quest chain, are now much more explicit.
Menu Bar Icons have been updated.
NPCs that bind your spirit are now called "Spirit Binders."
Tooltips in Character Generation in the 'Appearance' page are displayed correctly.
The scrollbar for Weapon Sets no longer covers a portion of the weapon set.
The "Stats" tab in Character Generation refreshes each time you enter the "Race" screen and select a race, to make sure the stats are always correct.
All anonymous players, except for the party leader, will now appear as "Anonymous" in LFM tooltips. The party leader's character name will appear in the listing.
The enhancement chooser UI should display your enhancement choices much faster now, especially at higher levels.
The Use and Examine buttons are now available on the minimized version of the focus orb.
Effect descriptions on equipped items will no longer be hidden. You can still hide them with the option, however.
If you attempt to trade with a player but either player's inventory is full, an alert specific to that situation will occur.
If you attempt to detach an item from mail but your inventory is full, an alert will occur.
Credits for the DDO Eberron Unlimited team have been added to the credits screen.
Swapping shortcuts between shortcut bars is now possible.
When exiting the character generation screen, a confirmation dialog will now pop up, to prevent accidental exiting.
It is no longer possible to drop invalid shortcuts onto the hireling bar.
Character sheets now indicate the maximum level your character can achieve before they need a leveling sigil to advance to higher levels. VIP characters will show the max level cap of the game, as VIPs do not require a sigil.
The quest objectives panel will now remember where you put it.
The Quest Portal UI will no longer display an incorrect quest difficulty.
When multiclassing at a trainer, any warnings the trainer gives you now have the warning highlighted as well as the class that you are training to.
Combat Improvements
Shield blocking has been made more responsive following attacks.
Wands can now be activated using the "attack" button. Autoattack does not autofire wands, though click-and-hold attacking will activate the wand each time the cooldown is up.
Archers and spellcasting opponents now have improved mental abilities, and will no longer occasionally run headfirst forever into walls.
Ability damage now regenerates at a rate of 1 point of each ability score per minute.
Negative levels fade at a rate of 1 per 2 minutes.
Being reduced to 0 constitution will no longer kill players or monsters. They will be stunned for a short period of time and then behave as if they had been reduced to 0 in any other ability score (automatic criticals, etc.). This change applies to all ability scores - for example, Shadows will no longer kill you if your strength is reduced to 0, though you will continue to spawn a shadow if you die while under the effects of their touch.
Red named bosses can now be affected by up to 10 points of ability damage in each ability score. This cannot drop them below 1 in an ability score.
Improved player blocking timing and combat feedback timing with monsters.
The attack speed of two-handed swords has been adjusted. It should take the same amount of time to complete a sequence of attacks with a two-handed sword as a two-handed axe at all base attack bonuses.
Graphics Improvements
Players with DX10 capable hardware will now receive a one-time pop up asking if they wish to enable DX10 graphics. Additionally DX10 can be turned on or off using the Options menu.
Several water effects were updated to display properly in DX10 mode. No more red water in Three Barrel Cove.
The rendering engine has been updated so that you should no longer be missing decorative objects when entering taverns or dungeons, and teleporting to new spaces.
While using DX10 graphics settings, hidden monsters will no longer cast a shadow.
Both players and monsters will now twitch when they are hit in combat.
The knockdown animation for male and female dwarves has been updated.
All references to 'Beta' relating to DX10 have been removed.
Hirelings no longer appear partially invisible or black in the distance when running DirectX 10.
Shavarath Portals now have a Focus Orb Image.
Hireling Improvements
Changes have been made to the behavior of hireling contracts to increase the overall value of them, and to eliminate a few hireling-related bugs:
Hireling contracts will self-destruct in 60 minutes. When you first use a hireling contract, it will begin a one hour "decay" (contract does not decay while you are logged out of game) timer before the contract is destroyed. During this hour (of game time), you can use the contract as many times as you like (as long as it's not on cooldown), increasing hireling usefulness in quest chains. If the contract expires while you're in a dungeon with the hireling, nothing bad will happen - you just won't be able to summon it anymore, and they'll go away when you leave the dungeon. You can have multiple contracts in reserve, as the decay timer is not shared between contracts and doesn't start until the particular contract has actually been activated.
When you dismiss a hireling, they go and sulk in the tavern for a few minutes to drown their sorrows (with a cool glass of yummy milk) at the indignity of being booted from the party. All of that specific hireling's contracts will go on a five minute cooldown.
Hireling contracts from NPC vendors can only be used near the dungeon entrance. It's where they enter your adventure, and they hate getting lost.
Hirelings have gotten better about using levers and switches.
Hirelings are less likely to go brain dead now.
Skirvir Stormedge now sells level 17-20 hireling contracts in the Marketplace.
A low level hireling vendor has been added to Korthos Village.
Hirelings will be more likely to use Mnemonic enhancement potions when they have low spell points, if they happen to be carrying them.
Hireling barbarians and sorcerers will no longer get so obsessed with out of reach crates and barrels that they ignore you.
Hirelings will heal party members who really need it, even when they are in aggressive mode.
Higher level hirelings no longer have Cure Light Wounds as one of the spells you can select in their hot bar. They still have it in their spell list.
A rune in the Waterworks has been moved to allow Hirelings to better access it.
Ever have a hireling skip out on you in the middle of a quest? The Coin Lords have worked out a few contract disputes and hirelings will now stick with you in a quest until you release them.
Hireling tools bars now show cooldowns for their abilities.
Hirelings will no longer cast all spells and instead will choose from a set spell list. You can see Hireling spell lists in the Compendium by clicking here!
Hireling tooltips have been updated to display what abilities they use.
Hirelings are now better at performing commands that can only target themselves or an ally.
Hireling "Full Metal" can now cast Zeal.
Shopping
In-game Vendors
The portable hole now has an expanded shop roster. Wizards and Sorcerers rejoice!
When selling to pawnbrokers, remember that unlike Tavern-keepers and general vendors, other players can purchase an item you've sold to the NPC. Additionally, it is intended that items sold to pawnbrokers will not appear in your buyback list. Instead the item will appear for purchase in the sell tab of the pawnbroker's list.
Shields and Light weapons have been added to the two generic vendors in Korthos Village.
In response to changing economic conditions, Masei Mkembe in Zawabi's Refuge has slashed his prices - check them out!
The NPC Vagan Taneer, who trades for Planar Shards, will no longer steal your shards if you are already holding an exclusive reward item of his in your inventory.
Mari Mosshand has realized her stocks are running low, and she had better conserve her stores!
Feat Respec costs now follow a standardized (level ^ 3) * 100 gold piece formula. An Exceptional Siberys Dragonshard is now required to respec feats for characters of levels 13 - 16, and a Flawless Siberys Dragonshard is required to respec feats for characters of levels 17 - 20. These can be found in treasure, or created at a Stone of Change through Dragonshard combination.
Free players will have a buy back history of 10 items.
Protection from element scrolls will be sold at proper vendors.
The armor and weapons pawns in Reaver's Refuge are now correctly marked as such. Their shops have now also been set to accept high level loot.
Items
Many pieces of gear have been improved, and named loot has been added to many quests.
Minos Legens no longer grants the Toughness Feat. It now grants 20 additional hit points that stack with all other bonuses.
Enchanted Darkleaf Banded Armor has been set to 'medium' armor, rather than heavy.
The Shroud greensteel raid loot effects that give regeneration (Lesser, Improved, and Greater Regeneration) have been upgraded to do 2 points of healing every interval instead of 1 point. The intervals remain the same. This was done mainly for our friends out there who are Warforged. Now even when they have their standard lesser sensitivity to healing they will get healed for 1 point instead of 0.
The weapon effect called "Stench" has been renamed to "Sickening Stink". This was done to avoid confusion when simultaneously getting feedback about this effect and other stench effects like the stench from troglodytes. No changes have been made to the actual effect.
Greensteel scimitars, great axes, heavy maces, and dwarven axes now show the correct particle effects for the enchantments they have applied like other greensteel weapons.
A number of effects that work only with melee weapons have had their descriptions updated to reflect this fact. This includes armor that might add the destruction or crippling effects.
After selecting thrown weapons from your hotbar, they will no longer disappear from your hotbar when you switch to another weapon set.
Bags now display unique item capacity in their tooltip
Collectable bags remember tree expand/collapsed state on item add/remove and bag open/close
Wands can now be activated using the "attack" button. Autoattack does not autofire wands, though click-and-hold attacking will activate the wand each time the cooldown is up.
When an item is repaired, if it is diminished to 0 max durability, the system will set it to 1 max durability and mark it as "broken beyond repair." Previously when an item was at 1 max durability, it was already "broken beyond repair" but it didn't appear to be, causing confusion. The durability is now set to 0 when the item is marked as "broken beyond repair." This means that items will end their life at the repair person and not at the hands of a monster.
Dragon Essences are no longer subject to item damage. This change is retroactive, so that all previously damaged Dragon Essences will be repaired automatically.
The Transmuting weapon enchantment is now: "This weapon transmutes into a form that is able to bypass any material based Damage Reduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, or Mithril)".
The Vicious weapon enchantment now deals 2d6 damage to opponents struck by the weapon and 1d3 damage back to the wielder instead of 1d6.
Handwraps can now be vicious.
In the New Player experience, the Ember Longbow has been trimmed, and is now an Ember Shortbow.
Eternal Wands of Acid Splash, Finger of Fire, Magic Missile, and Cure Minor Wounds now have 50 maximum charges and recharge over time when not actively being fired. They also have faster cooldowns than normal wands.
Certain handwraps were not applying Enfeebling effects correctly. If your handwrap is not currently working, please find a Stone of Change, and select "Activate Stone". This will fix your handwrap.
The Eternal Titan Wand is more eternal; it is now immune to damage. All previous items that have been damaged will be retroactively repaired, and be Immune to damage.
The plane of irian is waning! All permanent magic items that produce a "Resurrection" or "True Resurrection" effect now produce a "Raise Dead" effect. This includes items with the "Aspect of Positive Energy" effect from the Shroud.
The Djinni of the Cake got his eyes checked and if you still have a stale anniversary cake, he now recognizes who his master is.
Items that are 'Bound' will now be listed as either 'Bound to Character' or 'Bound to Account' in the item examination window.
It is now possible to find Mass Repair Damage scrolls as treasure.
Archivist Necklace has had its items description changed. It was never intended to remove feeblemind, as it is a level 1 item, and the description no longer indicates that it will.
The Apprentice's Robe from the Grotto now grants the Lesser Arcane Augmentation I ability, increasing the wearer's caster level by 1 when casting first level sorcerer or wizard spells.
The durability of the Apprentice's Robe and Disciple's Robe from the Grotto have been increased from 5 to 25.
The Robe of the Duality from the Catacombs now grants the Arcane Augmentation I ability, increasing the wearer's caster level by 2 when casting first level sorcerer or wizard spells.
Acid Splash, Finger of Fire, and Ray of Frost now deal 1d3 + Caster Level (Max +5) damage of the appropriate flavor. This improves the Finger of Fire and Acid Splash wands that can be found in the Grotto and the Waterworks.
Enduring Conviction was not doing Lawful damage, now it will be.
The rewards for several lower level story arc quests are now Bind on Account. Please note this change is not retroactive, and will only effect newly acquired items.
Siberys Dragonshards of all types can now stack up to 100. (Fragments continue to stack to 1000.)
Dragonshards and dragonshard fragments are more commonly found in collectibles and treasure.
The following items are no longer usable in raids or in public areas:
Siberys Spirit Cake
Greater Siberys Spirit Cake
Ethereal Rest Shrine Statuette
Rest of the Eladrin Statuette
The contents of some collectible stations and lower level chests have been significantly improved.
Bind-on-Acquire items no longer display a "are you sure you wish to pick this up?" dialogue if you are the only member in the party.
(Element) Touch items, like the Ember weapons from Korthos no longer claim to only function in melee.
The description for the Set Bonus for the Arcane Goggles has been updated to match the intended effect. This should be automatic.
The Efficacy effect has been shortened to One Minute.
Lower Level Story Arc Quest Rewards are now Bind on Account. Please note this change is not retroactive, and will only effect newly acquired items.
Players who purchased the collectors edition of D&D will receive their bonus water breathing brooch the next time they log in.
The contents of some collectible stations and lower level chests have been improved.
Tomes
Tomes will now check to see if you already have an inherent bonus equal to or greater than their bonus and prevent you from using them if you won't get any further bonus.
It is no longer possible to accidentally use a tome if your character has already used a tome of the same type previously. Example: if you've used a +1 strength tome, accidentally using a second +1 strength tome wouldn't cause you to lose the second +1 strength tome. Seek a +2, or higher, strength tome for more strength.
The Deneith Wide Quivers have had the stack size for individual arrows/bolts that they store upgraded from 200 to 250.
Several effects have been added to the random treasure generator for Higher End Weapon and Handwraps.
Crafting
Additional recipes have been added to the Stone of Change, allowing combination of complete stacks of Siberys Dragonshards (or Fragments) of intermediate types into the appropriate number of the next size up.
Monsters
The Bralani will no longer roll a save vs. petrification since they are immune.
Carcass Eaters are now affected by solid fog and other effects that slow monsters down.
Living Spells now have focus orb images.
Frost spiders can now be selected using the mouse.
Sahuagin now speak Common and can be affected by effects which require that. This includes things like intimidate and diplomacy. Note that Sahuagin will still be immune to Charm Person and Hold Person because they are Monstrous Humanoids and not regular humanoids and are not affected by "person" spells.
Spells cast by wight spellcasters will now render properly on players' screens when cast.
Pit fiends and Horned Devils recently went to the Shavarath Optometrist and Ear, Nose, & Throat specialist. They've discovered that their hearing and sight aren't as good as they used to be.
Spiders will no longer give off an "icy aura" unless they are actually ice spiders.
Archers and spellcasting opponents now have improved mental abilities, and will no longer occasionally run headfirst forever into walls.
Red-named bosses can now be affected by ability damage. They can take up to 10 points of damage to each ability score, and this damage cannot reduce their ability scores below 1.
Shadows no longer kill opponents which they have reduced to a 0 strength.
Orthons now follow the same teleport delay as Bearded Devils.
When you have a monster targeted and it burrows or teleports away, it will still be targeted upon its return.
Animated feedback has been improved when you strike a monster or are stuck.
Several monsters that were especially prone to "skating" on people's heads should no longer do so quite so frequently.
Most vampires have had their regeneration effects lessened so they regain less health over time.
Added sounds to Small Brown Spiders when they are attacking.
Spells
New Spells
Acid Spray
Sor/Wiz 1
Description: A cone of burning acid shoots forth, damaging targets in the area of the spray for 1d4 damage per caster level (max 5d4). A successful Reflex save reduces the damage by half.
Acid Blast
Sor/Wiz 3
Description: Creates a gout of acid that explodes on impact, dealing 1d6 per caster level acid damage (max 10d6) to targets around it. A successful Reflex save reduces the damage by half.
Chain Missiles
Sor/Wiz 3
Description: A missile of magical energy darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile, up to 10 missiles. After striking your target, the missiles explode outwards, striking other creatures near the primary target.
Charm Monster, Mass
Brd 6, Sor/Wiz 8
Description: A group of enemy monsters are charmed and will fight as trusted friends and allies. Charmed monsters get additional saves every 3d6+12 seconds. A successful Will save negates this effect.
Dominate Monster
Sor/Wiz 9
Description: Telepathically controls the actions of an enemy, causing it to change sides. Dominate acts like Charm, with additional Will saves every 3d6+12 seconds, but the creature will follow you throughout the dungeon.
Electric Loop
Sor/Wiz 2
Description: An electrical discharge strikes a primary target for 1d6 per two caster levels electrical damage (max 5d6) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.
Energy Drain
Clr 9, Sor/Wiz 9
Description: A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saves, skill checks, ability checks, and effective level. Negative levels stack.
Frost Lance
Sor/Wiz 3
Description: Blasts a target with a freezing energy, dealing 4d10 cold damage on impact. The number of blasts increases by 1 ray for every four levels beyond 3rd, to a maximum of three at 11th level. A successful Fortitude save reduces the damage by half.
Heal, Mass
Clr 9
Description: Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level (max 250hp), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
Hold Monster, Mass
Sor/Wiz 9
Description: Hold Monster on multiple targets. Affected enemies become paralyzed and can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Implosion
Clr 9
Description: You create a destructive resonance field around you, causing nearby corporeal enemies to collapse in upon themselves, killing them instantly. A successful Fortitude save negates this effect. Every few seconds, an enemy within your aura will be affected by this spell, but you are free to perform other actions while it is active.
Meteor Swarm
Sor/Wiz 9
Description: Causes four 2-foot-diameter spheres to spring forth and streak in straight lines toward a target, leaving fiery trails of sparks. The meteors explode on impact, dealing fire damage to targets in the area. Unlike most other projectile spells, the caster can arc these meteors if they have no target selected.
Mordenkainen's Disjunction
Sor/Wiz 9
Description: A powerful force disrupts magical effects on the target, removing ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (no maximum) versus 11 + the spell's caster level to remove a spell effect, and your target must make a Will save for each equipped item or all magical properties on them are temporarily disabled.
Power Word: Kill
Sor/Wiz 9
Description: A single word of power is uttered, instantly killing a target creature with 300 or fewer hit points.
Prismatic Ray
Sor/Wiz 5
Description: A brilliant ray of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.
Prismatic Spray
Sor/Wiz 7
Description: A brilliant cone of multicolored light projects from your finger, blinding weak targets and producing one or more random effects.
Repair Critical Damage, Mass
Sor/Wiz 8
Description: Transmutes the structure of living construct allies to repair 4d8 +1 per caster level damage.
Repair Light Damage, Mass
Sor/Wiz 8
Description: Transmutes the structure of living construct allies to repair 4d8 +1 per caster level damage.
Repair Moderate Damage, Mass
Sor/Wiz 6
Description: Transmutes the structure of living construct allies to repair 2d8 +1 per caster level damage.
Repair Serious Damage, Mass
Sor/Wiz 7
Description: Transmutes the structure of living construct allies to repair 3d8 +1 per caster level damage.
Summon Monster IX
Clr 9, Sor/Wiz 9
Description: Summons a hezrou to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
Snowball Swarm
Sor/Wiz 2
Description: A flurry of magical snowballs erupt near your target, dealing 1d6 cold damage per two caster levels (max 5d6). A successful Reflex save reduces the damage by half.
True Resurrection
Clr 9
Description: Resurrects the target, restores all of the target's hit points, and preserves current spell points.
Wail of the Banshee
Sor/Wiz 9
Description: A terrible scream kills creatures who hear it. A successful Fortitude save negates this effect.