Jun 25th 2009, 16:16 GMT
DDO Release Notes: Sneak Peek - Part 1
DDO Release Notes: Sneak Peek Welcome to the Sneak Peek Release Notes for Dungeons & Dragons Online! These release notes were posted Thursday, June 25th, 2009. These release notes are subject to additions and changes. News & NotesOf Special Note:Welcome to Level 20!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 SoulFavored 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 AdventuresThe Devils of ShavarathThe 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 extraplanar 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: CrimewaveCoin 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. Cerulean HillsTwo 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? Chat ImprovementsEnjoy 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 in your chat tabs, 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.
  • Guild MotD's 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'.
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 to 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 RemodelingThe Coin Lords have completed their beautification project in the Stormreach Marketplace! The once desolated Market has been restored to its days as a center for trade, entertainment, and welcome to all who come to Stormreach!Dave Arneson TributeA 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 EnhancementsModule 9 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 in Module 9, but in the future it is likely that more will be created. Take a look at the available Capstones here in the release notes! Smart Targeting & Combat FeedbackIntroducing 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. Significant improvements have also 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.
UI Improvements
  • 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.
  • Added a "Loot All" button to take all items from a treasure chest.
  • When you hover 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.
  • 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.
  • The last three maps you visited will be darkened for areas you recently explored instead of being completely black.
  • 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.
  • When disabling party member map notes, the party members already on the map will disappear.
  • 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.
  • Shrines and chest icons will now appear on maps.
  • The recommended group size is now shown in the quest journal
  • Vendor map notes now also include their title
  • The following mapnotes now have tooltips:
    • Yourself
    • The direction arrow pointing to a selected mapnote
    • The direction arrow pointing to party members
  • 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 players 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 pop up window (you simply cannot drop stuff from your bank)
  • The messages that come up when you can not 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
  • NPC's 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.
  • Quests in the quest journal are now organized into logical groupings.
  • 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 will have their real name appear in the listing.
  • The enhancement chooser UI should display your enhancement choices much faster now, especially at higher levels.
  • Many improvements have been made to the city and regional maps.
  • The Use and Examine buttons are now available on the minimized version of the focus orb.
Combat Improvements
  • 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 applies some damage to players and monsters on attacks that would otherwise have missed if the number rolled on the die is high enough.
  • 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.
Graphics Improvements
  • Players with DX10 capable hardware will now receive a one-time pop up asking if they wish to enable DX10 graphics.
  • 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 deco 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.
Hireling Improvements
  • Hirelings have gotten better about using levers and switches.
  • Hirelings are less likely to go brain dead now.
  • A low level hireling vendor has been added to Korthos Village.
  • Hirelings will be more likely to use Mneumonic enhancement potions when they have low SP, 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 cool downs for their abilities.
SpellsNew 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.
  • 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.
  • 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.
  • 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.
  • 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.
General Spell Changes
  • You may now drag and drop spells onto already memorized spells in the character sheet in order to unprepare the already memorized spell and memorize the new spell.
  • The Chill effect icon of the Chill Touch spell has been modified to reflect necromancy instead of cold.
  • Ablative protection spells (such as Stoneskin or Protection from Elements) are no longer affected by the Extend metamagic.
  • Burning Blood is now properly negated on a successful save.
  • The 'blind' effect of Sunburst is not applied on a successful reflex save.
  • Ram's Might now functions as described.
  • The Contagion spell can no longer be maximized or empowered. Previously, it was charging additional spell points if these metamagics were active but they did not do anything.
  • Dominated creatures now appear with blue spell effects, and will follow their master through dungeons. Charmed monsters now tend to remain in the room which they were charmed in.
  • Waves of exhaustion now will properly hit enemies when no target is selected. The visual effects now also appear correctly.
  • As it is of "permanent" duration, Stalwart Pact can no longer be affected by the Extend Spell metamagic.
  • If you die, and are offered and accept a resurrection before the "You have died" dialog button is available, and you die again very quickly, the death dialog button will no longer be stuck grayed out. This commonly occurred when players were standing in lava.
  • The duration of all temporary spell damage amplification boost potions and click-able treasure effects has been increased from 30 seconds to 3 minutes.
  • The Bezekira that you can summon with the Summon Monster 8 spell has been upgraded to be a bit more effective and to last somewhat longer in battle.
  • The durations of Bladesworn Transformation, Divine Favor, Flare, Focusing Chant, and Resistance have been changed to 24 seconds plus 6 seconds per caster level.
  • The Cloudkill spell has gained additional effects: "A bank of heavy yellowish green and poisonous fog rises up, slaying weak targets within the cloud while inflicting 1d4 Constitution damage on stronger targets, and 2d6 damage +1 per caster level (max 20) of acid damage. Successful Fortitude saves reduces the Constitution and Acid damage by half. This fog obscures sight, giving all creatures in the fog concealment (attackers have 20% miss chance). Creatures immune to poison are undamaged by this spell."
  • The spells Summon Monster VI through VIII have had their cooldowns reduced to five minutes. This affects scrolls and other sources of generating these creatures as well.
  • Acid Splash, Finger of Fire, and Ray of Frost now deal 1d3 + Caster Level (Max +5) damage of the appropriate flavor.
  • High level Summoned Monster spells (those of level 5 or higher) now last five minutes, and have an appropriately shorter cooldown.
Skills, Feats, & AbilitiesNew Feats & AbilitiesBarbarian
  • Tireless Rage
    • Prerequisites: Level 17 Barbarian
    • Benefit: Upon reaching level 17, a barbarian is no longer fatigued after raging.
  • Mighty Rage
    • Prerequisites: Level 20 Barbarian
    • Benefit: Upon reaching level 20, a barbarian's rage grows stronger. When raging, your base bonus to Strength and Constitution are increased to +8 and your morale bonus to Will saves is increased to +4.
Bard
  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
  • Mass Suggestion
    • Prerequisites: Level 18 Bard, 21 ranks of Perform
    • Benefit: Activate this bard ability to charm multiple fascinated foes for a short time. Requires 21 ranks of the Perform skill to use.
  • Improved Inspire Courage (+3)
    • Prerequisites: Level 20 Bard
    • Benefit: Your inspire courage now gives an additional +3 bonus to attack, damage, and fear saves.
Favored Soul
  • Favored by the Silver Flame
    • Prereq: Level 1 Favored Soul
    • Effect: You are a favored soul of the Silver Flame. You are considered proficient with longbows.
  • Favored by the Sovereign Host
    • Prereq: Level 1 Favored Soul
    • Effect: You are a favored soul of the Sovereign Host. You are considered proficient with longswords.
  • Favored by the Lord of Blades
    • Prereq: Level 1 Favored Soul; Warforged Only
    • Effect: You are a favored soul of the Lord of Blades. You are considered proficient with greatswords.
  • Favored by the Undying Court
    • Prereq: Level 1 Favored Soul; Elf Only
    • Effect: You are a favored soul of the Undying Court. You are considered proficient with scimitars.
  • Favored by Vulkoor
    • Prereq: Level 1 Favored Soul; Elf Only
    • Effect: You are a favored soul of Vulkoor. You are considered proficient with shortswords.
  • Child of the Silver Flame
    • Prereq: Level 3 Favored Soul; Favored by the Silver Flame
    • Effect: You are a favored soul of the Silver Flame. You have +1 to attack rolls with longbows.
  • Child of the Sovereign Host
    • Prereq: Level 3 Favored Soul; Favored by the Sovereign Host
    • Effect: You are a favored soul of the Sovereign Host. You have +1 to attack rolls with longswords.
  • Child of the Lord of Blades
    • Prereq: Level 3 Favored Soul; Favored by the Lord of Blades
    • Effect: You are a favored soul of the Lord of Blades. You have +1 to attack rolls with greatswords.
  • Child of the Undying Court
    • Prereq: Level 3 Favored Soul; Favored by the Undying Court
    • Effect: You are a favored soul of the Undying Court. You have +1 to attack rolls with scimitars.
  • Child of Vulkoor
    • Prereq: Level 3 Favored Soul; Favored by Vulkoor
    • Effect: You are a favored soul of Vulkoor. You have +1 to attack rolls with shortswords.
  • Beloved of the Silver Flame
    • Prereq: Level 12 Favored Soul; Child of the Silver Flame
    • Effect: You are a favored soul of the Silver Flame. You deal 2 extra damage with longbows.
  • Beloved of the Sovereign Host
    • Prereq: Level 12 Favored Soul; Child of the Sovereign Host
    • Effect: You are a favored soul of the Sovereign Host. You deal 2 extra damage with longswords.
  • Beloved of the Lord of Blades
    • Prereq: Level 12 Favored Soul; Child of the Lord of Blades
    • Effect: You are a favored soul of the Lord of Blades. You deal 2 extra damage with greatswords.
  • Beloved of the Undying Court
    • Prereq: Level 12 Favored Soul; Child of the Undying Court
    • Effect: You are a favored soul of the Undying Court. You deal 2 extra damage with scimitars.
  • Beloved of Vulkoor
    • Prereq: Level 12 Favored Soul; Child of Vulkoor
    • Effect: You are a favored soul of Vulkoor. You deal 2 extra damage with shortswords.
  • Energy Resistance: Acid
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Acid Resistance: 10.
  • Energy Resistance: Cold
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Cold Resistance: 10.
  • Energy Resistance: Electricity
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Electricity Resistance: 10.
  • Energy Resistance: Fire
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Fire Resistance: 10.
  • Energy Resistance: Sonic
    • Prereq: Level 5, 10, or 15 Favored Soul
    • Effect: You gain Sonic Resistance: 10.
  • Leap of Faith
    • Prereq: Level 17 Favored Soul
    • Effect: You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. Using this ability costs 5 spell points.
Monk
  • Timeless Body
    • Prerequisites: Level 17 Monk
    • Benefit: Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.
  • Empty Body
    • Prerequisites: Level 19 Monk
    • Benefit: You are able to focus your ki and walk the edge of the Plane of Shadow, mimicking the effects of a Shadow Walk spell. While this effect is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane
  • Perfect Self
    • Prerequisites: Level 20 Monk
    • Benefit: You have transcended your former race, and are now considered a Lawful Outsider. You have gained damage reduction 10 / epic. Warforged retain most living construct traits.
  • Perfect Slow Fall
    • Prerequisites: Level 20 Monk
    • Benefit: You take no damage from falls of any height.
Ranger
  • Hide in Plain Sight
    • Prerequisites: Level 17 Ranger
    • Benefit: You are a master when it comes to hiding in places others think impossible. At all times while sneaking, conditions are treated as two 'eyes' better - you can hide even in plain daylight, and it takes opponents longer to detect you.
  • Fifth Favored Enemy
    • Prerequisites: Level 20 Ranger
    • Benefit: A ranger receives a damage bonus when fighting certain foes. The bonus starts at +2, and increases every five ranger levels.
Rogue
  • Special Ability
    • Prerequisites: Level 19 Rogue
    • Benefit: A rogue may select Crippling Strike, Defensive Roll, Improved Evasion, Skill Mastery (selectable multiple times), or Slippery Mind.
Sorcerer
  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
Wizard
  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
  • Bonus Metamagic Feat
    • Prerequisites: Level 20 Wizard
    • Benefit: A wizard may select Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Maximize Spell, or Quicken Spell.
General Feat & Ability Changes
  • Having the 'Protection from Evil' buff active on your character, either cast from a spell of from an item such as the 'Fragment of the Silver Flame', and wearing a lower level deflection bonus item (like a +1 Ring of Protection) will no longer cause your AC to be -51914412. Additionally, rangers where a deflection bonus item will no longer have their AC as -51914412 to their favored enemies.
  • Ability damage now regenerates at a rate of 1 point per minute. Negative levels now regenerate at a rate of 1 level every 2 minutes.
  • Critically failing on disabling certain trap boxes can result in a spray of acid!
  • It is no longer possible to accidentally end up with multiple monk stances active simultaneously.
  • Monks with the Two Weapon Fighting chain of feats now gain additional attacks when fighting unarmed.
  • Warforged no longer possess a "breath" bar when underwater.
  • The Two Handed Fighting feat chain now also adds a small chance to apply magical weapon effects (such as "flaming" or "vorpal") to appropriate glancing blows produced by two handed weapon attacks.
  • The Slicing Blow attack feat now deals 1 point of Constitution damage in addition to its bleed effect.
  • The time between additional saves on monk dark path finishers has been increased.
  • Players who have shield proficiency but do not have tower shield proficiency will now receive the correct warnings that they are not proficient with tower shields.
  • Shield blocking has been made more responsive following attacks.
  • 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.
  • Weapon subfeats now are no longer listed as just the weapon type in parentheses; they will be named things like "Weapon Focus: Longsword" instead of "(Longsword)". Prerequisite listings now make much more sense.
  • Virtuoso Enthrallment now uses the Perform skill as its DC, is affected by Lingering Song effects, and instead of always breaking on damage, targets now have a chance to break the effect when damaged.
  • Elven Melee Damage and Elven Melee Attack enhancements have been renamed Aerenal Elf Melee Damage and Aerenal Elf Melee Attack.
EnhancementsNew EnhancementsRace Enhancements
  • Elven Arcane Archer
    • Conjure +4 Arrows
      • Prerequisites: Level 17
      • Benefit: Activate this ability to conjure a stack of +4 Returning Arrows.
    • Conjure +5 Arrows
      • Prerequisites: Level 20
      • Benefit: Activate this ability to conjure a stack of +5 Returning Arrows.
  • Warforged Great Weapon Aptitude I
    • Prerequisites: Level 2 Warforged, Two Handed Fighting
    • Cost: 1 Action Point
    • Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
  • Warforged Great Weapon Aptitude II
    • Prerequisites: Level 8 Warforged, Improved Two Handed Fighting, Warforged Great Weapon Aptitude I
    • Cost: 2 Action Points
    • Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
  • Warforged Great Weapon Aptitude III
    • Prerequisites: 14 Warforged, Greater Two Handed Fighting, Warforged Great Weapon Aptitude II
    • Cost: 3 Action Points
    • Benefit: Glancing blows produced by your two handed weapon attacks have an increased chance of producing special weapon effects.
  • Valenar Elf Melee Damage I
    • Prerequisites: Level 1 Elf, Weapon Proficiency: Falchion or Scimitar, Follower of the Undying Court, or Favored by the Undying Court; Must not have Aerenal Elf Melee Damage enhancements
    • Cost: 2 Action Points
    • Benefit: Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to damage rolls when using a scimitar or falchion.
  • Valenar Elf Melee Damage II
    • Prerequisites: Level 7 Elf, Valenar Elf Melee Damage I, 20 Action Points spent
    • Cost: 4 Action Points
    • Benefit: Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to damage rolls when using a scimitar or falchion, bringing the total bonus to +2.
  • Valenar Elf Melee Attack I
    • Prerequisites: Level 4 Elf, Weapon Proficiency: Falchion or Scimitar, Follower of the Undying Court, or Favored by the Undying Court; Must not have Aerenal Elf Melee Attack enhancements
    • Cost: 2 Action Points
    • Benefit: Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to attack rolls when using a scimitar or falchion.
  • Valenar Elf Melee Attack II
    • Prerequisites: Level 10 Elf, Valenar Elf Melee Attack I, 32 Action Points spent
    • Cost: 4 Action Points
    • Benefit: Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to attack rolls when using a scimitar or falchion, bringing the total bonus to +2.
Class Enhancements
  • Cleric Divine Might IV
    • Prerequisites:Lvl 20 Cleric, requires a 20 base Charisma.
    • Benefit:Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Favored Soul Wisdom I
    • Benefit: Grants a +1 increase to your Wisdom score.
  • Favored Soul Wisdom II
    • Benefit: Grants an additional +1 to your Wisdom score.
  • Favored Soul Energy of the Scion I
    • Benefit: Grants a 30 point increase to spell points.
  • Favored Soul Energy of the Scion II
    • Benefit: Grants an additional 40 spell points, bringing your total increase to 70 points.
  • Favored Soul Energy of the Scion III
    • Benefit: Grants an additional 40 spell points, bringing your total increase to 110 points.
  • Favored Soul Energy of the Scion IV
    • Benefit: Grants an additional 40 spell points, bringing your total increase to 150 points.
  • Favored Soul Charisma I
    • Benefit: Grants a +1 increase to your Charisma score.
  • Favored Soul Charisma II
    • Benefit: Grants an additional +1 to your Charisma score.
  • Favored Soul Charisma III
    • Benefit: Grants an additional +1 to your Charisma score.
  • Favored Soul Improved Empowering I
    • Benefit: Using the Empower Spell feat costs you 2 fewer spell points.
  • Favored Soul Improved Empowering II
    • Benefit: Using the Empower Spell feat costs you 4 fewer spell points.
  • Favored Soul Improved Empowering III
    • Benefit: Using the Empower Spell feat costs you 6 fewer spell points.
  • Favored Soul Improved Spell Penetration I
    • Benefit: You add +1 to your level when attempting to overcome an enemy's spell resistance.
  • Favored Soul Improved Spell Penetration II
    • Benefit: You add +2 to your level when attempting to overcome an enemy's SR.
  • Favored Soul Improved Spell Penetration III
    • Benefit: You add +3 to your level when attempting to overcome an enemy's SR.
  • Favored Soul Wand and Scroll Mastery I
    • Benefit: Grants a 25% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
  • Favored Soul Wand and Scroll Mastery II
    • Benefit: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 35%.
  • Favored Soul Wand and Scroll Mastery III
    • Benefit: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
  • Favored Soul Wand and Scroll Mastery IV
    • Benefit: Grants an additional 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 55%.
  • Favored Soul Life Magic I
    • Benefit: Grants a 10% increase to the effectiveness of your healing and negative energy spells.
  • Favored Soul Life Magic II
    • Benefit: Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 20%.
  • Favored Soul Life Magic III
    • Benefit: Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 30%.
  • Favored Soul Life Magic IV
    • Benefit: Grants an additional 10% increase to the effectiveness of your healing and negative energy spells, bringing the total increase to 40%.
  • Favored Soul Prayer of Life I
    • Benefit: Grants a 3% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
  • Favored Soul Prayer of Life II
    • Benefit: Grants a 6% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
  • Favored Soul Prayer of Life III
    • Benefit: Grants a 9% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
  • Favored Soul Prayer of Incredible Life I
    • Benefit: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
  • Favored Soul Prayer of Incredible Life II
    • Benefit: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
  • Favored Soul Prayer of Incredible Life III
    • Benefit: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
  • Favored Soul Smiting I
    • Benefit: Grants a 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells.
  • Favored Soul Smiting II
    • Benefit: Grants an additional 10% increase to the effectiveness of your light and alignment based (good, evil, lawful, and chaotic) spells, bringing the total increase to 20%.