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DDO Japan Closing Down, TTH Interview/Press and Artwork!

We've been celebrating Dungeons and Dragons Online: Eberron Unlimited for a few weeks now, but I guess it's important to remember that the whole point of the game is to bring in new players and keep our favorite MMO successful and alive.  A sobering announcement to bring to you today....

DDO Japan Shutting Down:

It has been very difficult to follow news over at DDO-Japan because of the language barrier.  Translation programs online just don't work all that well when translating Japanese to English, and most of the people who play on Sakura Internet's DDO servers speak Japanese, of course. 

Anyway, Ustice from DDOReports.com and I have been Twitter friends with a nice person by the name of YK5.  He passed word along to us yesterday that DDO-Japan's servers would be shutting down later this year.  Thanks to his excellent effort, Ustice and I have been able to read up on what's happening.

The deal is:  DDO-Japan will be shutting down its servers by September 30th.  People on those servers will not apparently be able to transfer their characters to another DDO service.  Sucks!

There's a series of forum posts that can be found on the DDO-Japan web site support section that explains what will happen.  It's in Japanese, but I've used Yahoo's Babel Fish to translate it: 

Here's a LINK to the translation and here's probably the most critical bit:


* Schedule of service end

 ▼2009 year June 30th (fire)
   6 months (), 12 months 180 days (360 days) sale end of play ticket
     As for ⇒ details 6 months () /12 months 180 days (360 days) concerning the play ticket please verify.

 ▼2009 year July 31st (gold)
   Sale end of [pureichiketsuto]
     As for ⇒ details concerning the sale of the play ticket please verify.
   [purodakutoki] end of register
     As for ⇒ details concerning the register of the product key please verify.
   Free start of period
     Concerning free period please verify ⇒ details.
   Repayment acceptance start of application
     Concerning application please repay ⇒ details and verify.

 ▼2009 year September 30th (water)
   End of [gemusabisu]
   Official end of forum
   The service end of DDOBLOG

 ▼2009 year October 30th (gold)
   End of [yuzasapoto]

* There are times when there is modification in notification contents and schedule.
  When there is modification and addition, at the official sight we inform on occasion.

<The inquiry regarding service end>

Concerning the inquiry regarding service end, inquiry form of the official sight,
Or, communication to the below-mentioned mail address, the fish you say to ask.

 Don Jones & [doragonzu] [onrainsapotochimu]
 support@ddo-japan.com

The Lievo account concerning the customer of utilization
Please inquire from URL below.

 “Lievo user support”
 https://lievo.jp/07support/index.asp

As for the other details regarding service end please verify FAQ below.

<Relation FAQ>
About the account which is done the automatic payment procedure by the credit card
About moving of the data inside the game, and transferring the management
About the play of overseas edition


Also, here's a LINK to the page in Japanese in case you'd like to try your own translator.

Sad news, indeed.  I recently received an email from someone in Japan who plays on the U.S. servers and says there is some lag, but it's not too bad.  Hopefully some of you DDO-Japan players will come join us soon!

Ten Ton Hammer Gets The Info!

The fine folks at Ten Ton Hammer have published a very interesting interview with DDO's executive producers in which they begin to talk dollars, cents and the DDO Store, among other things.  Here's a LINK to the interview and here are a few choice bits:

Recently, the Ten Ton Hammer team had the outstanding opportunity to go check out Dungeons and Dragons Online Unlimited in a special press tour hosted by Fernando and Kate Paiz. Although the client is still in beta, we received a special "freedom of speech" tour where I can describe to you everything that I saw in the game during my hour long play session. So sit back, grab a cold one, and learn a bit about DDOU with me and the Turbine team.

On Favored Souls, Fernando Paiz tells TTH:

The one thing that we didn't end up putting in because it made the Favored Soul feel pretty overpowered was the casting speed that a Sorcerer has over a Wizard. In the case of the Favored Soul, this just made all the healing feel way powerful. Otherwise you pretty much get all the benefits.

Of course, there are some trade-offs in that you're locked in to a particular set of spells, which you can trade off at the trainers. The other important one to note is that Favored Souls don't have access to the full spell list that the Clerics do. You don't get things like Remove Disease or Remove Curse, and you're still going to be hankering for a Cleric in those moments.

(Jerry's Note:  My understanding is that Favored Souls in PnP do not automatically get their divine spells like healing spells and the like, maybe I'm wrong, but that seems to jive with what Fernando is saying here.)

On the DDO Store:

The Item Store


To be honest, I was fairly impressed with the ease-of-use and flexibility involved with my "purchases" from the DDOU item store. Please note that all of the numbers and examples I use in my article are still subject to change, but this is what I saw during my play period.

During my tour, Fernando and Kate gave me approximately 3,000 Turbine points to play with, which will be somewhere between $30.00 and $45.00 depending upon the amount of points you buy at one time. To explain that system further, like any good retail business, the larger the quantity of points you buy at one time, the cheaper the price will be. While the price originally starts at about a cent and a half, you'll eventually be able to buy points at a cent a point.

But how much does each piece of content cost, you might ask?

Although these prices are by no means final, here are a few things that I happened to see while browsing through the items.

Favored Soul - 595 Turbine Points

Warforged Race – 300 Points

XP Potions - 30-90 Points (depending on the length of time they last)

Exotic Hair Dyes - 180 Points

Weapons and Armor - 20-80 Points

Siberys Spirit Cake (Rez Cake) – 90 Points

Bell of Opening (Opens Chests) – 20 Points

Moderate Health Potion – 45 Points

Adventure Packs - Varies

Later in the article:

By far, the most expensive items in the entire store (that I saw) were the larger adventure packs. While the smaller areas can be purchased with just a few dollars, the biggest adventure areas can cost upwards of ten dollars, especially those areas that have hours and hours of experience for the characters embedded within them. These adventure packs can be anywhere from $3.00 to upwards of ten dollars a piece.

Massively Tours Eberron Unlimited:

The fine folks at Massively.com have received a special tour of Eberron Unlimited!  Here's a LINK to the article.  He looks at the DDO Store as well, visits Amrath, checks out the Hezrou and discusses Favored Souls with the Turbine crew.

Week Five Motivational Poster Contest Winner on DDO.com:

Congrats to Fyndarin!  Here's the word from DDO's Tarrant:

Congratulations to Fyndarin on winning this week's Motivational Poster Contest! The category was Guilds, and Fyndarin used a tried and trusted recruiting technique to bring in some new Guildmates! Check out DDO.com to view the winning entry!

Thanks for your entries, all - there were a lot of great options to choose from. The Motivational Poster contest is finished for now, but it will certainly make a return in the future! We were thrilled with the amount of participation from the community, and can't wait to see what you come up with next time!

Congratulations to the winners once again, and a thank you to all participants for making this contest an exciting one!

Here's a LINK to the pic on DDO.com and here's the pic:


Jerry

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Episode 123!

Hi everyone!  Episode 123 of DDOcast is now ready to go.  Here's a LINK to the file - left-click to play, right click and 'save as' to download as an mp3.  Thanks so much for listening!

###

This week's show features the latest news about DDO: Unlimited along with a new segment of "Sound Concepts".  I also get to a while bunch of email.  Thanks so much for listening!

DDOcast Episode 123 (6-27-09)

:15 Intro
1:05 Beta update
2:15 MMORPG Interview - User-Generated Content
4:05 More DDO:U News - Favored Soul/More
7:00 Release Note Talk: Grazing Hits/Arneson Cloak and More!
13:00 DDO Europe status
16:17 Guild Improvement
16:45 Favored Soul Enhancement Talk
20:24 Europe Event?
20:55 Fan Art Winner Week 5
21:20 Motivational Poster Winner - Europe
21:35 Speed Shroud Run Videos
22:11 Deadliest Warrior - Sarlona
23:10 Kromize Avatar effort
23:50 Sound Concepts
30:50 Samius - Congrats!
32:26 Emails

END

TOTAL TIME: 42:18

###

LINK to the MMORPG.com Interview with Kate and Fernando Paiz, where they discuss User-Generated Content.

LINK to Turbine's updated Eberron Unlimited press release.

LINK to the DDO: Unlimited Sneak Peek Release Notes

LINK to DDO.com's Fan Art Contest Winner Week 5, congrats Reycervantes.  Here's the image:



LINK to the thread and here's Melenastre's winning submission for DDO-Europe's Motivational Poster Contest, week 2:



Part 1 of Spyderwolf's Speed Shroud Run Video on YouTube.  Part 2 as well.

LINK to Kromize's Tasty Ham Avatar effort!

Jerry

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"Sneak Peek" Release Notes Part 2!

Had to split this into two parts to better fit onto the web page:

  • All exploding barrels in the game now do a more appropriateamount of damage for the
    quests that they are in. Their damage and thereflex save required tohalf the damage also scale with the dungeondifficulty setting (up forhard and elite, down for solo).
  • Bounty Boards are no longer available in Stormreach. Players should throw away any related items and abandon related quests.
  • VIP players will be given the option to enter Hard difficulty dungeons without first completing the Normal difficulty mode.
  • Solo and Normal mode rest shrines that have been used arereset after 5or 15 minutes respectively. A timer will display in thealert messageshowing the player how long they must wait to reuse theshrine.
  • Upon exiting the dungeon, players will be restored to full health. Already done in M9.
  • Scaling tech has been adjusted to provide a more appropriate challenge for smaller questing parties.
  • The durations of many crowd control effects cast by monsters are now affected by dungeon difficulty scaling.

Korthos Isle

Shipwrecked Shore

  • Jeets the rogue will now allow you to swap your starter weaponevenafter giving you the quest to help Cellimas. He will also allowyou toswap the weapon he gave you with another, including the one healreadyhanded you.
  • If you'vealready completed the tutorial on a character, itis now possible toskip the tutorial at any time during the tutorial byspeaking to an NPC.
  • Talbron has read up on his grammar lessons while waiting for your arrival.

The Grotto

  • Bards will now be given short bows and chainshirts instead of Robes in the conclusion of the tutorial.
  • Jeets, Cellimas, Talbron, and Lars have been freed from their silence spell, and can now speak aloud!

Korthos Village

  • Rinar d'Thuranni speaks to you less before directing you to Stormreach
  • Randall's conversations are more direct.
  • After completing Misery's Peak the folks around town will treat you with the respect you deserve.
  • When it's sunny in Korthos Village, it's now ALWAYS sunny. No more nighttime in sunny Korthos.
  • There is more direction given to drive players toward Misery's Peak after completing Redemption.
  • Snowy Korthos: Now less drab!

Heyton's Rest

  • Crests are now easier to find in the rubble of the altars.

The Collaborator

  • An optional has been added to defeat Kiv Nerl.

Sacrifices

  • Arcane Skeleton nows gives optional XP.

Misery's Peak

  • The mindflayer now gets frozen BEFORE he dies.
  • Corrected an issue where players could finish the quest and not be able to progress to Stormreach Harbor.
  • Jeets, Cellimas, Talbron, and Lars have been freed from their silence spell, and can now speak aloud!
  • The entrance to Misery's Peak is now marked like all other quest entrances, with swirls!

Catacombs

  • The Catacombs CR range has been changed from CR 2 to 4 to CR 3 to 4.
  • Unusually large Iron Defenders have been scaled down to an appropriate size.

Waterworks

  • The CR range of the Waterworks has been modified from CR 2 to 3 to CR 3 to 4
  • Players will no longer need to acquire a Seal from theHarbormaster toenter the Marketplace. Harbormaster Zin is stillinterested in rewardingthe efforts of upstanding citizens who lend ahand with the Harbor'skobold infestation.

Three Barrel Cove

Ghost of a Chance

  • Farrier Worley screams only once each time he is zapped, rather than once per member of the party.
  • Farrier Worley grants an additional chest after he is saved.

Rackam's Trial

  • Fire traps have become more challenging to by-pass

Delera's Graveyard

And The Dead Shall Rise

  • Explorers report that more types of named treasures have been discovered in (the place where this quest is)
  • A wider variety of monsters are found on the way to the top, with fewer undead and fewer monsters over all

Other Quests

Halls of Shan-to-Kor

  • Several control boxs have been added or moved in the Halls ofShan tokor dungeon make certain traps easier or possible for rogues.Anoptional way of disabling the "halls of fire" traps has been added.
  • The guardian has spiffed up his chamber, getting rid of some of the water that flooded the chamber.
  • * Due to countless batterings over the years, the GuardianofShan-To-Kor has been worn down. Various stats of his have beenreducedor modified. He now has lower attack bonus, AC, strength,damageoutput, critical hit rate, dr, and energy resistance, but has alotmore hit points so he can still do his duty.

Tempest Spine

  • Talf Halfspear no longer controls the power tile at the final encounter. You're just going to have to activate it yourself.

Burning City

  • Firebrand Eremite's will no longer accidentally spawn inside walls.

Irestone Inlet

  • When leaving the quest, the item "Dink's Diary" is no longer left in a players inventory.
  • The torch on Yaaryar's schooner is easier to find.

Fallowcrest Library

  • The quest flow of fallowcrest library has been changedslightly, and youare not "sealed" in the dungeon. The quest no longerfails if someoneleaves the group.

Dreams of Insanity

  • Explorers report that more types of named treasures have been discovered in (the place where this quest is)
  • Runes are easier to figure out. All you need is a bit of Intelligence. They no longer rely on Wisdom or Charisma.

Sykros' Jewel

  • Now gives greater XP rewards

Reclamation

  • Now gives greater XP rewards
  • Most of the rust monsters have been removed

Maraud the Mines

  • Now requires less gems and ore in order to complete the quest
  • Gems and ore in "Maraud the Mines" quest can now be more easily picked up
  • Now gives greater XP rewards

Shrouded Vale

  • Now 3 of the mummies can perish without the quest failing instead of just one.

An Explosive Situation

  • The exploding barrels now do 3d6 to 4d6 damage instead of 1d6.

Find The Lost Tome

  • Applied moisturizer to a dry spot in the water.

Necropolis

  • Reports are coming in of new and interesting items that can be collected from the Necropolis series of quests.
  • Gavonn Monthip no longer refers to Sir Rohine' as 'the Sir Rohine'.
  • Shadows and umbral creatures in some Necropolis quests of theShadowLord series now use their strength damage effects less often.
  • The names of the non-boss spectre and wraith casters havebeen alteredto include the word "mage" to make them easier to identifyas casters.

Tomb of the Shadow Knight

  • Difficulty has been reduced to make this quest more friendly for pick up groups and hireling supported groups.

Tomb of the Shadow Lord

  • Difficulty has been reduced to make this quest more friendly for pick up groups and hireling supported groups.

Tomb of the Unhallowed

  • Difficulty has been reduced to make this quest more friendly for pick up groups and hireling supported groups.

Tomb of the Tormentor

  • Now supports solo mode.

Accursed Ascension

  • The CR of the Black Abbot raid has been increased to 17!
  • Significant changes have been made to the Black Abbot raid to make it more friendly to pick up group raids.
  • The Accursed Ascension raid has had much of its treasure improved. Existing items are unaffected by this change, except for:
    • Retroactive Changes: Both the Lesser Maximize and Lesser Heighten spell effect buffs increased to 20 seconds in duration.

The Ruins of Thernal

  • The number of rust monsters in Thernal have been reduced
  • Sal is no longer floating above the ground.
  • Excavators report that more types of named treasures have been discovered in parts of the Thernal ruins!

Library of Thernal

  • Two clay golems have gotten more dangerous ... like they were back in the old days.

Hold for Reinforcements

  • Coyle can now be knocked out. Repeatedly. The other House Deneith explorers don't seem to mind.

Western Excavation

  • There are fewer slimes and more other monsters now.

Southern Ruins

  • A pair of gargoyles have learned how to get down from ledges, and will now attack players as they see fit.

Vault of Night

Prisoner of the Mind

  • Players with a full inventory can now pick up Ingstoldt's key.
  • Hirelings falling off a ledge will no longer fail the quest.

Jungle of Khyber

  • The end boss Marut now regenerates more slowly, about one third as fast as he used to.

Demon Sands

Zawabi's Revenge

  • Players now only need to turn in key items once to get into"Against theDemon Queen". Afterwards, this area is replayable withoutneeding to getthose items again.
  • Rest shrines now spawn after the Queen dies, and remaining gnolls and efreeti die.
  • Two sets of armor have been changed (chain and scale). The change will only affect new drops of the armor.

Vulkoor Spiral

  • The marathon to the top of the spire is now significantly shorter.

Desert Caravan

  • Iosynne d'Phiarlan will now bestow the Desert Caravan quest from within the Menechtarun desert.
  • The quest has been shortened to 10 minutes.

The Vale of Twilight

Let Sleeping Dust Lie

  • Adjusted the death animation on the spiders

Running with the Devils

  • Ghaedhi bosses will no longer teleport into walls.

The Shroud

  • Recalling from 'The Shroud' will now place you in Meridia.

Reaver's Refuge

Monastery of the Scorpion

  • Sannyasi, in the Drow Monastery, should no longer cause puzzles to become unsolvable.

Shopping

In-game Vendors

  • The portable hole now has an expanded shop roster. Wizards and Sorceror's rejoice!
  • When selling to pawnbrokers, remember that unlikeTavern-keepers andgeneral vendors, other players can purchase an itemyou've sold to theNPC. Additionally, it is intended that items sold topawnbrokers willnot appear in your buyback list. Instead the item willappear forpurchase 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 nolonger stealyour shards if you are already holding an exclusive rewarditem of hisin 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) * 100gold pieceformula. An Exceptional Siberys Dragonshard is now requiredto respecfeats for characters of levels 13 - 16, and a FlawlessSiberysDragonshard is required to respec feats for characters oflevels 17 -20. These can be found in treasure, or created at a Stoneof Changethrough Dragonshard combination.

PvP Improvements

  • Party leaders can now challenge another group to a player vs.playermatch in one of our arenas! A challenge window will appear inwhich theterms of the challenge can be negotiated, and both partieswill beteleported to the arena to enter the fray when all playersagree.
  • 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.

Other Changes

  • The game launcher has been updated.
    • You can now chose to login to your most recently played server, rather than selecting your server from the list.
    • The launcher now has a login queue feature, to help queue players if the world you're attempting to enter is currently full.
  • The credits screen has been updated.
  • All pre-generated character paths have been extended to level 20.
  • The automatic log off based on player inactivity is no longeran idlethreat - you will now actually be logged off for inactivity pertheinformational prompt.
  • Voice Chat is now set to 'On' by default.
  • Trap Control Boxes will now show a static image of gears in the focus orb when selected rather than nothing at all.
  • A number of NPCs have been sent to school by the Coin Lords to correct their grammar
  • Players who purchased the collectors edition of D&D willreceivethier bonus water breathing brooch the next time they log in.
  • The default mouse mapping is now:
    • Single Attack - Button 0
    • Action Interact Steer - Button 1
  • The following key mappings have been configured as new defaults:
    • Q for next interactable
    • Ctrl-Q & Ctrl-Backspace for selecting previous interactable
    • E for Interact/activate
    • F for push to talk
  • Lava, acid, and other environmental damage over time effects should no longer occasionally permanently stick on players.
  • Attack sounds were added to attacks made when sneaking.
  • You can now enter the marketplace without needing to bribe or "Free" anyone.
  • A memorial to the tragedy of the marketplace tent destruction has been added.
  • The public area 'Black Loch' has been closed due to a dangerous Pirate uprising. Yarr.
  • The intro movie will now play only once per user per computer. It can be replayed from the character selection screen.
  • The 'B' key is now bound to the 'Loot All' button by default.
  • Falling hurts! When you fall off something you will receive feedback.
  • Stuck spots have been fixed all across Xen'drik, including the following locations:
    • Public spaces
      • House Kundarak ward
    • Adventure Areas
      • The Subterrane
      • Gianthold Ruins
      • Menechtarun Desert
      • Tangleroot Gorge
      • Ataraxia's Haven
      • Searing Heights
      • Aussircaex's Valley
      • Mount Reysalon
      • Three Barrel Cove
    • Quests
      • Fleshmaker's Laboratory
      • Vault of Night: Tharashk Arena
      • Ghost of a Chance
      • Misery's Peak
      • Caverns of Korrmar
      • Vulkoor Spiral
      • Waterworks: Clan Gnastooth Prison
      • Prey on the Hunter
      • Redemption
      • The Ruins of Thernal: Southern Ruins
      • Gwyland's Stand

Jerry

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"Sneak Peek" Release Notes!

Hi everyone!  Lots of text ahead....

"Sneak Peek" Release Notes for Eberron Unlimited/Mod 9:

The fine folks at Turbine and Codemasters have released their latest Release Notes for the upcoming Eberron Unlimited (Mod 9 so far in Europe)!  While much of this stuff is unchanged from the Lammania Release Notes released in April, there's some very interesting new stuff in here, including an announcement about a major attack and damage change coming to the game.

Called "Grazing Hits", we're lacking a bit of public detail on it, but it appears to be a system in which we (and the monsters) will do a small amount of damage on rolls that in the past would have been misses.  Here's the announcement:

To address issues of player dissatisfaction with a high rate of missedattacks and to balance high AC numbers among characters, the "grazinghit" system applies some damage to players and monsters on attacks thatwould otherwise have missed if the number rolled on the die is highenough.

Word is that we'll get more info about this soon.

Also worth noting:  New elf enhancements, Favored Soul enhancements/capstone and the tribute item to Dave Arneson:

Dave Arneson Tribute

A tribute to Dave Arneson has been placed in the Ruins of ThrenalNPC area, as this dungeon series was narrated by him. A new item, theMantle of the Worldshaper, drops at the end of the Threnal series.

  • Mantle of the Worldshaper Item: A comforting and inspiringpresence surrounds you as you hold this cloak. Arcane runes run alongthe edges of this fine cape, and masterfully drawn on the silken liningis 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

Okay, so here's the notes and here's a LINK to the notes on the DDO Compendium:

DDO Release Notes: DDO Unlimited Sneak Peek

Welcome to the Sneak Peek Release Notes for Dungeons & DragonsOnline! These release notes were posted Wednesday, June 24th, 2009.These release notes are subject to additions and changes.

News & Notes

Of Special Note:

Welcome to Level 20!

The level cap has been increased to 20! Experience is now capped at1,900,000 points! Discover more abilities, feats, enhancements for yourcharacter!

New Class: Favored Soul

Favored Souls draw on divine magic to both heal and destroy. Likeclerics, Favored Souls have access to powerful healing spells, but theyare also more skilled with weapons than any other spell caster. Likesorcerers, they get a larger number of spell points than other spellcasters but cannot freely switch spells at taverns or rest shrines.Players will be able to unlock the Favored Soul by reaching 2500 totalfavor on a character or by purchasing it in the DDO Store! To learnmore about Favored Soul features, be sure to check the class abilitiesand enhancement sections of these release notes!

New Adventure Packs

The Devils of Shavarath

The Twelve is now seeking volunteers willing to be teleported to theplane of Shavarath to face the Devil legions. With the help of theYugoloth, heroes from Stormreach can infiltrate the Devil territoriesand work to drive back this extraplanar threat to keep the home worldof Eberron safe!

  • Brave treacherous Devil territory, where the sky is scorchedby billowing smoke, and warfare covers the ground like a rollingprairie 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: Crimewave

Coin Lord Yorrick Amanatu, who controls the Stormreach Guard, wantsplayers to help him eliminate the growing Sharn Syndicate presence inStormreach. This lower-level adventure takes place right in theStormreach marketplace.

New Free Adventures

Cerulean Hills

Two new adventures have been added to the Cerulean Hills wildernessarea. Can you aid the residents of the Cerulean Hills as they facedanger from hostile natives of Xen'drik?

Chat Improvements

Enjoy being a part of the larger community and getting connectedwith other players, thanks to the following all new chat features!

  • You can now communicate with other players from acrossinstances and dungeons in general chat! All public spaces, interiors,and dungeons now associate with their nearest public zone for generalchat, including multiple instances. Example: If you're in theLordsmarch Bank, you can still talk with players in all instances ofthe Marketplace. Freeing Arlos in the Waterworks? You can still chatwith players in the harbor! If you're not in the mood to chat you canfilter general in your chat tabs, or turn it off entirely underOptions-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 mailsystem, an anti-spam feature has been added that will prompt you towait if you are sending too many messages out too quickly or to toomany 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, youcan now create a Guild Recruitment Sigil! This special item can then bemailed to anyone you like to allow them to join your guild. Access thisfeature by typing "/guild recruitsigil" in the chat window.
  • The amount of characters you can use for the guild messageof the day has been expanded. Guild MotD's will now be displayed tomembers general chat windows when it is changed and when they log in.

Marketplace Remodeling

The Coin Lords have completed their beautification project in theStormreach Marketplace! The once desolated Market has been restored toits days as a center for trade, entertainment, and welcome to all whocome to Stormreach!

Dave Arneson Tribute

A tribute to Dave Arneson has been placed in the Ruins of ThrenalNPC area, as this dungeon series was narrated by him. A new item, theMantle of the Worldshaper, drops at the end of the Threnal series.

  • Mantle of the Worldshaper Item: A comforting and inspiringpresence surrounds you as you hold this cloak. Arcane runes run alongthe edges of this fine cape, and masterfully drawn on the silken liningis 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

Module 9 introduces a large number of Prestige Enhancements as wellas a new class of Enhancements called "Capstone Enhancements". CapstoneEnhancements require 20 levels of a class, and a character can haveonly one Capstone Enhancement at a time. We have given one CapstoneEnhancement to each class in Module 9, but in the future it is likelythat more will be created. Take a look at the available Capstones by clicking here!

Smart Targeting & Combat Feedback

Introducing our new smart targeting system! In conjunction with anumber of UI changes, the smart targeting system is intended to aid inthe 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 escapekey to clear your hard target, just as you could before these changes.Hard targets can be identified by the double ring around their feet anda 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 takenas a priority over items and interactables, with selection weightedtowards objects that are closer to you and towards the middle of thescreen. Most spells and attacks will be aimed at your soft target, butarea of effect direction spells (such as fireball) will be fired in thedirection you are facing, as if you did not have a target selected. Ifyou move your mouse over a target, your soft target will shift to thatone.If a creature that is a hard target becomes untargetable for a fewmoments due to incorporeality or teleportation, you will retarget themwhen they are available again if they are not invalid for more than afew 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 togglethe 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 whatdamage 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 questjournal, which will grant the quest to your friends. There are somequests 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 questreward, you get a tooltip with item info. If the item is something thatyou can equip, and you currently have something equipped of the samecategory, you will see an additional tooltip comparing the items.
  • A health bar will float over the heads of targeted alliesand enemies. This option can be toggled on or off using the optionspanel.
  • 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. Rightclick on a players name in the chat box and you will see the newoption. 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 longerpops up a meaningless pop up window (you simply cannot drop stuff fromyour bank)
  • The messages that come up when you can not group withanother player, due to their current status in the Korthos Villagequest 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 timeyou 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 nowappear as "Anonymous" in LFM tooltips. The party leader will have theirreal 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 rateof missed attacks and to balance high AC numbers among characters, the"grazing hit" system applies some damage to players and monsters onattacks that would otherwise have missed if the number rolled on thedie is high enough. To read more about this change, click here!
  • 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 attackingwill activate the wand each time the cooldown is up.
  • Archers and spellcasting opponents now have improved mentalabilities, and will no longer occasionally run headfirst forever intowalls.
  • 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 playersor monsters. They will be stunned for a short period of time and thenbehave 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 isreduced to 0, though you will continue to spawn a shadow if you diewhile under the effects of their touch.
  • Red named bosses can now be affected by up to 10 points ofability damage in each ability score, this cannot drop them below 1 inan 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 nolonger be missing deco objects when entering taverns or dungeons, andteleporting 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 asone of the spells you can select in their hot bar. They still have itin 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 aquest? The Coin Lords have worked out a few contract disputes andhirelings will now stick with you in a quest until you release them.
  • Hireling tools bars now show cool downs for their abilities.

Spells

New Spells

  • Acid Spray
    • Sor/Wiz 1
    • Description: A cone of burning acid shoots forth, damagingtargets in the area of the spray for 1d4 damage per caster level (max5d4). A successful Reflex save reduces the damage by half.
  • Chain Missiles
    • Sor/Wiz 3
    • Description: A missile of magical energy darts forth andunerringly strikes its target inflicting 1d4+1 force damage. For every2 caster levels beyond first you gain an additional missile, up to 10missiles. 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 willfight as trusted friends and allies. Charmed monsters get additionalsaves 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 additionalWill saves every 3d6+12 seconds, but the creature will follow youthroughout the dungeon.
  • Energy Drain
    • Clr 9, Sor/Wiz 9
    • Description: A black ray of crackling negative energysuppresses the life force of any living creature it strikes, grantingan enemy 2d4 negative levels. If the target has as many negative levelsas its hit dice or levels, it dies. Each negative level gives acreature a -1 penalty on attack rolls, saves, skill checks, abilitychecks, and effective level. Negative levels stack.
  • Heal, Mass
    • Clr 9
    • Description: Casts Heal on multiple targets. Channelspowerful positive energy into allies to wipe away injury andafflictions, restore 10 hit points per caster level (max 250hp), andremove ability damage and the conditions blinded, confused, dazed,dazzled, deafened, diseased, exhausted, fatigued, feebleminded,insanity, nauseated, and poisoned. Against undead this spell acts asHarm. Undead who make a successful Will save reduce the damage by half.
  • Hold Monster, Mass
    • Sor/Wiz 9
    • Description: Hold Monster on multiple targets. Affectedenemies become paralyzed and can take no actions for a maximum of 6seconds per caster level. The enemy may attempt to make a new Will saveevery 3 seconds.
  • Implosion
    • Clr 9
    • Description: You create a destructive resonance field aroundyou, causing nearby corporeal enemies to collapse in upon themselves,killing them instantly. A successful Fortitude save negates thiseffect. Every few seconds, an enemy within your aura will be affectedby this spell, but you are free to perform other actions while it isactive.
  • Meteor Swarm
    • Sor/Wiz 9
    • Description: Causes four 2-foot-diameter spheres to springforth and streak in straight lines toward a target, leaving fierytrails of sparks. The meteors explode on impact, dealing fire damage totargets in the area. Unlike most other projectile spells, the castercan arc these meteors if they have no target selected.
  • Mordenkainen’s Disjunction
    • Sor/Wiz 9
    • Description: A powerful force disrupts magical effects on thetarget, removing ongoing spells that have been cast on a target. Youmust 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 yourtarget must make a Will save for each equipped item or all magicalproperties 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 projectsfrom your finger, blinding weak targets and producing one or morerandom effects.
  • Prismatic Spray
    • Sor/Wiz 7
    • Description: A brilliant cone of multicolored light projectsfrom your finger, blinding weak targets and producing one or morerandom 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 brieftime. Casting this spell locks out casting any other Summon Monsterspell 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 spellsin the character sheet in order to unprepare the already memorizedspell 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 metamagicswere active but they did not do anything.
  • Dominated creatures now appear with blue spell effects, andwill follow their master through dungeons. Charmed monsters now tend toremain 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 beforethe "You have died" dialog button is available, and you die again veryquickly, 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 amplificationboost potions and click-able treasure effects has been increased from30 seconds to 3 minutes.
  • The Bezekira that you can summon with the Summon Monster 8spell has been upgraded to be a bit more effective and to last somewhatlonger in battle.
  • The durations of Bladesworn Transformation, Divine Favor,Flare, Focusing Chant, and Resistance have been changed to 24 secondsplus 6 seconds per caster level.
  • The Cloudkill spell has gained additional effects: "A bankof heavy yellowish green and poisonous fog rises up, slaying weaktargets within the cloud while inflicting 1d4 Constitution damage onstronger targets, and 2d6 damage +1 per caster level (max 20) of aciddamage. Successful Fortitude saves reduces the Constitution and Aciddamage by half. This fog obscures sight, giving all creatures in thefog concealment (attackers have 20% miss chance). Creatures immune topoison are undamaged by this spell."
  • The spells Summon Monster VI through VIII have had theircooldowns reduced to five minutes. This affects scrolls and othersources 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 orhigher) now last five minutes, and have an appropriately shortercooldown.

Skills, Feats, & Abilities

New Feats & Abilities

Barbarian

  • 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 ragegrows stronger. When raging, your base bonus to Strength andConstitution are increased to +8 and your morale bonus to Will saves isincreased to +4.

Bard

  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability whiletargeting a charmed, commanded, controlled, or dominated enemy that isunder 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 thefight to your enemies or traverse chasms that make normal adventurersbalk. Using this ability costs 5 spell points.

Monk

  • Timeless Body
    • Prerequisites: Level 17 Monk
    • Benefit: Your soul is balanced. No corrupt influencescan possess your body after death - you are immune to the spawn effectof most undead.
  • Empty Body
    • Prerequisites: Level 19 Monk
    • Benefit: You are able to focus your ki and walk theedge of the Plane of Shadow, mimicking the effects of a Shadow Walkspell. While this effect is active, you move much faster than normaland your outline appears faint and you are harder to hit. Attackinganother creature or otherwise interacting with objects shunts you backto the Material Plane
  • Perfect Self
    • Prerequisites: Level 20 Monk
    • Benefit: You have transcended your former race, andare now considered a Lawful Outsider. You have gained damage reduction10 / 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 inplaces others think impossible. At all times while sneaking, conditionsare 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 multipletimes), or Slippery Mind.

Sorcerer

  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability whiletargeting a charmed, commanded, controlled, or dominated enemy that isunder your control to dispel the controlling effect.

Wizard

  • Dismiss Charm
    • Prerequisites: Level 1 Bard, Sorcerer, or Wizard
    • Benefit: Activate this short-ranged ability whiletargeting a charmed, commanded, controlled, or dominated enemy that isunder your control to dispel the controlling effect.
  • Bonus Metamagic Feat
    • Prerequisites: Level 20 Wizard
    • Benefit: A wizard may select Empower Spell, EnlargeSpell, Eschew Materials, Extend Spell, Heighten Spell, Maximize Spell,or Quicken Spell.

General Feat & Ability Changes

  • Having the 'Protection from Evil' buff active on yourcharacter, either cast from a spell of from an item such as the'Fragment of the Silver Flame', and wearing a lower level deflectionbonus item (like a +1 Ring of Protection) will no longer cause your ACto be -51914412. Additionally, rangers where a deflection bonus itemwill no longer have their AC as -51914412 to their favored enemies.
  • Ability damage now regenerates at a rate of 1 point perminute. Negative levels now regenerate at a rate of 1 level every 2minutes.
  • 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 smallchance 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 towershield proficiency will now receive the correct warnings that they arenot 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 playersor monsters. They will be stunned for a short period of time and thenbehave 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 isreduced to 0, though you will continue to spawn a shadow if you diewhile under the effects of their touch.
  • Weapon subfeats now are no longer listed as just the weapontype in parentheses; they will be named things like "Weapon Focus:Longsword" instead of "(Longsword)". Prerequisite listings now makemuch more sense.
  • Virtuoso Enthrallment now uses the Perform skill as its DC,is affected by Lingering Song effects, and instead of always breakingon 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.

Enhancements

New Enhancements

Race 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 theUndying Court; Must not have Aerenal Elf Melee Damage enhancements
    • Cost: 2 Action Points
    • Benefit: Hailing from Valenar, you prefer curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +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 curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +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 theUndying Court; Must not have Aerenal Elf Melee Attack enhancements
    • Cost: 2 Action Points
    • Benefit: Hailing from Valenar, you prefer curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +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 curvedblades to the straight weapons of the Aerenal elves. You gain anadditional +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 theeffectiveness 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 theeffectiveness 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 theeffectiveness 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 theeffectiveness of your healing and negative energy spells, bringing thetotal increase to 20%.
  • Favored Soul Life Magic III
    • Benefit: Grants an additional 10% increase to theeffectiveness of your healing and negative energy spells, bringing thetotal increase to 30%.
  • Favored Soul Life Magic IV
    • Benefit: Grants an additional 10% increase to theeffectiveness of your healing and negative energy spells, bringing thetotal increase to 40%.
  • Favored Soul Prayer of Life I
    • Benefit: Grants a 3% chance for your healing andnegative energy spells to generate a critical result for 1.5 times thenormal healing or damage amount. (Base spell critical chance is 0% andbase critical damage multiplier is 1.5.)
  • Favored Soul Prayer of Life II
    • Benefit: Grants a 6% chance for your healing andnegative energy spells to generate a critical result for 1.5 times thenormal healing or damage amount.
  • Favored Soul Prayer of Life III
    • Benefit: Grants a 9% chance for your healing andnegative energy spells to generate a critical result for 1.5 times thenormal healing or damage amount.
  • Favored Soul Prayer of Incredible Life I
    • Benefit: Your healing and negative energy spellcritical multipliers are increased by an additional 0.25, bringing yourbase critical multiplier for these spells to 1.75.
  • Favored Soul Prayer of Incredible Life II
    • Benefit: Your healing and negative energy spellcritical multipliers are increased by an additional 0.25, bringing yourbase critical multiplier for these spells to 2.00.
  • Favored Soul Prayer of Incredible Life III
    • Benefit: Your healing and negative energy spellcritical multipliers are increased by an additional 0.25, bringing yourbase 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 theeffectiveness of your light and alignment based (good, evil, lawful,and chaotic) spells, bringing the total increase to 20%.
  • Favored Soul Smiting III
    • Benefit: Grants an additional 10% increase to theeffectiveness of your light and alignment based (good, evil, lawful,and chaotic) spells, bringing the total increase to 30%.
  • Favored Soul Smiting IV
    • Benefit: Grants an additional 10% increase to theeffectiveness of your light and alignment based (good, evil, lawful,and chaotic) spells, bringing the total increase to 40%.
  • Favored Soul Prayer of Smiting I
    • Benefit: Grants a 3% chance for your light andalignment based (good, evil, lawful, and chaotic) spells to generate acritical hit for 1.5 times normal damage. (Base spell critical chanceis 0% and base critical damage multiplier is 1.5.)
  • Favored Soul Prayer of Smiting II
    • Benefit: Grants a 6% chance for your light andalignment based (good, evil, lawful, and chaotic) spells to generate acritical hit for 1.5 times normal damage.
  • Favored Soul Prayer of Smiting III
    • Benefit: Grants a 9% chance for your light andalignment based (good, evil, lawful, and chaotic) spells to generate acritical hit for 1.5 times normal damage.
  • Favored Soul Prayer of Incredible Smiting I
    • Benefit: Your light and alignment based (good, evil,lawful, and chaotic) spell critical multipliers are increased by anadditional 0.25, bringing your base critical multiplier for thesespells to 1.75.
  • Favored Soul Prayer of Incredible Smiting II
    • Benefit: Your light and alignment based (good, evil,lawful, and chaotic) spell critical multipliers are increased by anadditional 0.25, bringing your base critical multiplier for thesespells to 2.00.
  • Favored Soul Prayer of Incredible Smiting III
    • Benefit: Your light and alignment based (good, evil,lawful, and chaotic) spell critical multipliers are increased by anadditional 0.25, bringing your base critical multiplier for thesespells to 2.25.
  • Favored Soul Concentration I
    • Benefit: Grants a +1 bonus to your Concentration skill.
  • Favored Soul Concentration II
    • Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2.
  • Favored Soul Concentration III
    • Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3.
  • Favored Soul Concentration IV
    • Benefit: Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4.
  • Favored Soul Heal I
    • Benefit: Grants a +1 bonus to your Heal skill.
  • Favored Soul Heal II
    • Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 2.
  • Favored Soul Heal III
    • Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 3.
  • Favored Soul Heal IV
    • Benefit: Grants an additional +1 bonus to your Heal skill, bringing the total increase to 4.
  • Favored Soul Diplomacy I
    • Benefit: Grants a +1 bonus to your Diplomacy skill.
  • Favored Soul Diplomacy II
    • Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 2.
  • Favored Soul Diplomacy III
    • Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 3.
  • Favored Soul Diplomacy IV
    • Benefit: Grants an additional +1 bonus to your Diplomacy skill, bringing the total increase to 4.
  • Favored Soul Jump I
    • Benefit: Grants a +1 bonus to your Jump skill.
  • Favored Soul Jump II
    • Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2.
  • Favored Soul Jump III
    • Benefit: Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3.
  • Favored Soul Jump IV
    • Benefit: Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4.
  • Silver Flame Exorcism
    • Benefit: You are a devoted follower of the SilverFlame, and your faith has been rewarded. Activate this ability toattempt to exorcise an extraplanar creature, which is entirely consumedin holy fire on a failed Will save or savagely burned by the light ofthe Silver Flame. A successful Fortitude save reduces the damage tohalf. The Save DC for this ability is 10 + Cleric Level + CharismaModifier.
  • Unyielding Sovereignty
    • Benefit: You are a devoted follower of the SovereignHost, and your faith has been rewarded. Activate this ability to fullyheal hit point damage done to a targeted ally, remove ability damage,death penalty effects, negative levels, and the conditions blinded,confused, dazed, dazzled, deafened, diseased, exhausted, fatigued,feebleminded, insanity, nauseated, poisoned, and stunned.
  • Undying Call
    • Benefit: You are a devoted follower of the UndyingCourt, and your faith has been rewarded. Activate this ability to leada dead ally's spirit back to this world, acting as a True Resurrectionon high elven spirits or a Raise Dead for others.
  • Bladesworn Transformation
    • Benefit: You are a devoted follower of the Lord ofBlades, and your faith has been rewarded. Activate this ability tobecome a juggernaut of destruction for 60 seconds.
  • Vulkoor's Avatar
    • Benefit: You are a devoted follower of Vulkoor theHunter, and your faith has been rewarded. Activate this ability to askVulkoor to send one of his servants to destroy your enemies.
  • Favored Soul Attack Boost I
    • Benefit: Activate this ability to receive a +2 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost I
    • Benefit: Activate this ability to receive a +2 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost I
    • Benefit: Activate this ability to receive a +2 bonus to saves for 20 seconds.
  • Favored Soul Attack Boost II
    • Benefit: Activate this ability to receive a +3 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost II
    • Benefit: Activate this ability to receive a +3 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost II
    • Benefit: Activate this ability to receive a +3 bonus to saves for 20 seconds.
  • Favored Soul Attack Boost III
    • Benefit: Activate this ability to receive a +4 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost III
    • Benefit: Activate this ability to receive a +4 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost III
    • Benefit: Activate this ability to receive a +4 bonus to saves for 20 seconds.
  • Favored Soul Attack Boost IV
    • Benefit: Activate this ability to receive a +5 bonus to attack for 20 seconds.
  • Favored Soul Damage Boost IV
    • Benefit: Activate this ability to receive a +5 bonus to weapon damage for 20 seconds.
  • Favored Soul Saves Boost IV
    • Benefit: Activate this ability to receive a +5 bonus to saves for 20 seconds.
  • Favored Soul Extra Action Boost I
    • Benefit: You can use each of your action boosts 1 additional time per rest.
  • Favored Soul Extra Action Boost II
    • Benefit: You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
  • Favored Soul Greatsword Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Greatsword.
  • Favored Soul Longbow Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longbow.
  • Favored Soul Longsword Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longsword.
  • Favored Soul Scimitar Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Scimitar.
  • Favored Soul Shortsword Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Shortsword.
  • Favored Soul Greatsword Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Greatsword, for a total bonus of +2.
  • Favored Soul Longbow Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longbow, for a total bonus of +2.
  • Favored Soul Longsword Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Longsword, for a total bonus of +2.
  • Favored Soul Scimitar Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Scimitar, for a total bonus of +2.
  • Favored Soul Shortsword Specialization II
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Shortsword, for a total bonus of +2.
  • Favored Soul Toughness I
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat.
  • Favored Soul Toughness II
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
  • Favored Soul Toughness III
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 30 hit points.
  • Favored Soul Toughness IV
    • Benefit: Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 40 hit points.
  • Monk Grandmaster of Mountains
    • Prerequisites: Level 18 Monk, Constitution 18
    • Benefit: The mountain is eternal, as are you.
    • Ultimate Mountain Stance: The mountain stance focuseson endurance and defense, granting increased Constitution, damagereduction, and improved blocking ability at the cost of reducing yourDexterity and movement speed. While in mountain stance, you generate Kiwhen struck by opponents. (+4 Blocking DR; DR 8/-; +1 Ki on Get Hit; +5Ki on Get Crit; -2 Dex; +4 Con; -7% Run Speed)
    • Strike of the Enduring IV: You strike an opponent,backed with the strength of the earth. Your attack deals 12 additionaldamage, and 3d6 acid damage on critical hits.
  • Monk Grandmaster of Oceans
    • Prerequisites: Level 18 Monk, Wisdom 18.
    • Benefit: The sea is always in motion, as are you.
    • Ultimate Ocean Stance: The ocean stance focuses onredirection and the supernatural, granting increased Wisdom and savesat the cost of decreased Strength. While in ocean stance, you receive abonus to armor class while tumbling. (+8 AC when tumbling; +5 to Saves;-2 Str; +4 Wis)
    • Flowing Water Strike IV: You strike an opponent,backed with the power of the sea. Your attack will deal 3d6 additionalcold damage, with an additional 3d6 damage on critical hits.
  • Monk Grandmaster of Storms
    • Prerequisites: Level 18 Monk, Dexterity 18
    • Benefit: The wind is untouchable, as are you.
    • Ultimate Wind Stance: The wind stance focuses onmovement, granting increased Dexterity and melee and thrown attackspeed at the cost of reducing your Constitution while the stance isactive. (15% Enhancement Bonus to attack speed; 10% Insight Bonus toattack speed; +4 Dex; -2 Con)
    • Storm Strike IV: You strike an opponent, backed withthe power of lightning. Your attack will deal 3d6 additional lightningdamage, with an additional 3d6 damage on critical hits.
  • Monk Grandmaster of the Sun
    • Prerequisites: Level 18 Monk, Strength 18
    • Benefit: The sun burns with an eternal fire, as do you.
    • Ultimate Sun Stance: The sun stance focuses on anaggressive offense, granting increased Strength at the cost ofdecreased Wisdom. While in sun stance, you generate additional Ki whenyou successfully strike opponents. (+1 Ki on Hit; +5 Ki on Crit; +4Str; -2 Wis)
    • Fires of Purity IV: You strike an opponent, backedwith the power of flame. Your attack will deal 3d6 additional firedamage, with an additional 3d6 damage on critical hits.
  • Paladin Divine Might IV
    • Prerequisites: Level 20 Paladin, Charisma 20
    • Benefit:Activate this ability to gain a +8 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.
  • Paladin Divine Sacrifice III
    • Prerequisites: Level 19 Paladin
    • Benefit:Giving up some of your life force to win thebattle, you empower your next blow against your foe. This attack dealsan additional 9d6 Light damage and increases the critical multiplier ofyour weapon by 1, but costs you 5 hp and 1 sp, whether or not theattack is successful.
  • Paladin Exalted Smite IV
    • Prerequisites: Level 18 Paladin
    • Benefit: Using this attack, you call on the paladin'sability to strike down evil creatures, gaining twice your Charismabonus to your attack roll, a damage bonus based on your paladin level,and +2 to your weapon's critical threat range and damage multiplier.This enhancement also decreases your cooldown between smites to 2seconds.
  • Paladin Redemption III
    • Prerequisites: Level 19 Paladin
    • Benefit: Activate this ability and expend one use ofLay on Hands to true resurrect the dead, returning your target to lifeat 100% health.

Capstone Enhancements

  • Barbarian Might
    • Prerequisites: Level 20 Barbarian, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Your biceps are frequently mistaken for slabsof ham. Your strength is increased by 2, and when wielding two handedweapons you have increased glancing blow damage and an increased chanceof applying weapon special effects on glancing blows.
  • Bard Musical Prodigy
    • Prerequisites: Level 20 Bard, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: You gain +2 Charisma, two additional uses ofBardic Music, as well as +2 to Spell Penetration checks and the DC's ofyour Enchantment spells. Your beneficial songs last 20% longer.
  • Cleric Divine Intervention
    • Prerequisites: Level 20 Cleric, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: You are a strong conduit of positive energy,and can expend a turn attempt to ward your target for five minutesagainst mortal damage - hit point damage will not lower their hit pointtotal below -9. If the target is knocked unconscious, this effect willheal the target after a few seconds and then fade.
  • Favored Soul Ascendancy: Light of the Flame
    • Benefit: Your faith in the Silver Flame allows you to produce a Searing Light effect at will.
  • Favored Soul Ascendancy: Healing Word
    • Benefit:Your faith in the Sovereign Host allows you to produce a Cure Light Wounds effect at will.
  • Favored Soul Ascendancy: Voice of the Deathless
    • Benefit:Your faith in the Undying Court allows you to produce a Command Undead effect at will.
  • Favored Soul Ascendancy: Protection of the Blade
    • Benefit:Your faith in the Lord of Blades allows you to produce a Shield effect at will.
  • Favored Soul Ascendancy: Stealth of the Hunter
    • Benefit:Your faith in Vulkoor the Hunter allows you to produce an Invisibility effect at will.
  • Fighter Weapon Alacrity
    • Prerequisites: Fighter level 20, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Your mastery with all weapons is such thatyou are able to attack faster than normal. Grants a 10% Competencebonus to attack speed with all combat styles.
  • Monk Serenity
    • Prerequisites: Level 20 Monk, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: You are a paragon of understanding andserenity. Your Concentration is increased by 10 and your centered kigeneration is increased by 1.
  • Paladin Weapons of Good
    • Prerequisites: Level 20 Paladin, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Any weapon you wield is considered Goodaligned for purposes of bypassing damage reduction, deal 1d6 additionalholy damage against all evil opponents and an additional 2d6 lightdamage against evil undead or evil outsiders.
  • Ranger Master of Archery
    • Prerequisites: Level 20 Ranger, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: The speed at which you can fire any ranged weapon is legendary.
  • Rogue Cheat Death
    • Prerequisites: Level 20 Rogue, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: A master rogue can defy even death if theirluck holds out. You have a chance of self-resurrection should you die,but this chance drops each time you die between rests. Maruts have aparticular dislike for you.
  • Sorcerer Power Surge
    • Prerequisites: Sorcerer Level 20, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: All of your damage dealing spells deal 10%more damage, have their critical chance increased by 3%, and theircritical multipliers increased by an additional 0.25.
  • Wizard Master of Magic
    • Prerequisites: Level 20 Wizard, 74 Action points spent
    • Cost: 2 Action Points
    • Benefit: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)

Prestige Enhancements

Barbarian
  • Barbarian Frenzied Berserker I
    • Prerequisites: Level 6 Barbarian, Power Attack, Cleave, Barbarian Damage Boost II, Barbarian Power Attack I, Barbarian Power Rage I.
    • Cost: 4 Action Points
    • Benefit: You gain the effects of the diehard featwhile raging, and your glancing blows have a chance of applying magicalweapon effects. You also gain the ability to expend 10 hit points toenter a frenzy, which increases your strength by 2 and adds the'Vicious' property to your melee weapons.
  • Barbarian Frenzied Berserker II
    • Prerequisites: Level 12 Barbarian, Barbarian FrenziedBerserker 1, Barbarian Damage Boost III, Barbarian Power Attack II,Barbarian Power Rage II.
    • Cost: 2 Action Points
    • Benefit: While raging, increases the criticalmultiplier of all weapons you use by 1 when you roll a natural 19 or20. Your two handed weapon glancing blows have an increased chance ofapplying magical weapon effects. You also gain the ability to expend 10hp to Supreme Cleave.
    • Frenzied Berserker Supreme Cleave
      • Benefit: Expend 10 hit points to attack all nearby enemies.
  • Barbarian Frenzied Berserker III
    • Prerequisites: Level 18 Barbarian, Barbarian FrenziedBerserker 2, Barbarian Damage Boost IV, Barbarian Power Attack III,Barbarian Power Rage III.
    • Cost: 2 Action Points
    • Benefit: While raging, increases the criticalmultiplier of all weapons you use by an additional 1 when you roll anatural 19 or 20, bringing the total bonus to 2. Your two handed weaponglancing blows have an increased chance of applying magical weaponeffects. You also gain the ability to expend 20 hit points to enter adeath frenzy (which can stack with your basic rage and frenzy),increasing your strength by 4 and adding the 'Greater Vicious' propertyto your melee weapons. (+4d6 damage / +1d3 damage to self)
Fighter
  • Fighter Kensai I
    • Prerequisites: Level 6 Fighter, Fighter Attack Boost II, Fighter Critical Accuracy II, any Weapon Specialization feat.
    • Cost: 4 Action Points
    • Benefit: You are the unrivaled master of your chosenweapon. Your focus and training grant you a +1 bonus to Bluff,Concentration, Diplomacy, and Intimidate skills, Combat Feat DC's,saves against magic, and number of Action Boosts per day. If youpossess a Ki bar, you gain 1 additional Ki on criticals and whenmeditating. You can select a single weapon type as your signatureweapon.
  • Kensai <Specific Weapon> Mastery I
    • Prerequisites: 6 Fighter, Fighter Kensai I, Weapon Specialization: <appropriate weapon type>
    • Cost: 1 Action Point
    • Benefit: (One handed, ranged, or thrown weapons) Yougain an additional +1 bonus to hit and damage, and +2 to confirmcriticals and critical damage (before multipliers) when using a<weapon>.
    • Benefit: (Two handed weapons) You gain an additional+1 bonus to hit, +2 to damage and to confirm criticals and +4 tocritical damage (before multipliers), as well as improved glancingblows that have a chance of applying magical weapon effects when usinga <weapon>.
  • Fighter Kensai II
    • Prerequisites: Level 12 Fighter, Fighter Kensai I,Fighter Attack Boost III, Fighter Critical Accuracy III, any GreaterWeapon Specialization feat.
    • Cost: 2 Action Points
    • Benefit: Your focus and training improve, granting anadditional +1 bonus to Bluff, Concentration, Diplomacy, and Intimidateskills, Combat Feat DC's, saves against magic, and number of ActionBoosts per day. If you possess a Ki bar, you gain 1 additional Ki oncriticals and when meditating.
    • Kensai Power Surge
      • Benefit: You may expend a Fighter attack boost to focusyour energy and spirit, gaining a +8 Insight bonus to strength for ashort period of time. If you possess the ability to generate Ki, yougenerate an additional 2 ki on successful attacks during your surge.
  • Kensai <Specific Weapon> Mastery II
    • Prerequisites: Level 12 Fighter, Fighter Kensai II,Fighter <Specific Weapon> Specialization I, Kensai <SpecificWeapon> Mastery I, Greater Weapon Specialization: <appropriateweapon type>
    • Cost: 1 Action Point
    • Benefit: (One handed, ranged, or thrown weapons) Yougain an additional +1 bonus to hit and damage, and +2 to confirmcriticals and critical damage (before multipliers) when using a<weapon>.
    • Benefit: (Two handed weapons) You gain an additional+1 bonus to hit, +2 to damage and to confirm criticals and +4 tocritical damage (before multipliers), as well as improved glancingblows that have an increased chance of applying magical weapon effectswhen using a <weapon>.
  • Fighter Kensai III
    • Prerequisites: Level 18 Fighter, Fighter Kensai II, Fighter Attack Boost IV, Fighter Critical Accuracy IV, any Superior Weapon Focus.
    • Cost: 2 Action Points
    • Benefit: Your focus and training are complete,granting an additional +1 bonus to Bluff, Concentration, Diplomacy, andIntimidate skills, Combat Feat DC's, saves against magic, and number ofAction Boosts per day. If you possess a Ki bar, you gain 1 additionalKi on criticals and when meditating.
  • Kensai <Specific Weapon> Mastery III
    • Prerequisites: Level 18 Fighter, Fighter Kensai III,Fighter <Specific Weapon> Specialization II, Kensai <SpecificWeapon> Mastery II, Superior Weapon Focus: <appropriate weapontype>
    • Cost: 1 Action Point
    • Benefit: You gain +1 critical threat range with your signature weapon.
  • Fighter Stalwart Defender I
    • Prerequisites: Level 6 Fighter, Fighter SkillIntimidate 2, Fighter Armor Boost 1, Toughness, and any one of: ShieldMastery, Combat Expertise, Diehard, Dodge, or Least Dragonmark ofSentinel.
    • Cost: 4 Action Points
    • Benefit: While the flesh may be weak, you place yourtrust in the strength of steel. This prestige enhancement increasesyour armor class by 1, grants +2 to intimidate, increases your maximumdexterity bonus allowed by shields, and grants additional armor classand damage reduction when blocking with a shield. You may expend a useof Fighter action boost to to enter a defensive stance. When using ashield, you possess DR 2/-.
    • Stalwart Defender I: Defensive Stance
      • Benefit: You may expend a Fighter armor boost to becomea bastion of defense, gaining a +2 Competence bonus to Strength andConstitution, a +1 Competence bonus on all saves, a +2 Dodge bonus toArmor Class, and produce 50% more hate with your melee attacks. Whilein this stance, you move at one quarter speed.
  • Fighter Stalwart Defender II
    • Prerequisites: Level 12 Fighter, Fighter StalwartDefender I, Fighter Item Defense I, Fighter Armor Boost II, and any oneof: Fighter Toughness II, Fighter Armored Agility II, Fighter ArmorMastery II, Fighter Tower Shield Mastery II, or Lesser Dragonmark ofSentinel.
    • Cost: 2 Action Points
    • Benefit: Your defensive mastery continues to grow.This prestige enhancement increases your armor class by 1, grants +2 tointimidate, increases your maximum dexterity bonus allowed by heavyarmor and shields, and grants additional armor class and damagereduction when blocking with a shield. You may expend a use of Fighteraction boost to to enter a defensive stance. When using a shield, youpossess DR 4/-.
    • Stalwart Defender II: Improved Defensive Stance
      • Benefit: You may expend a Fighter armor boost to becomea bastion of defense, gaining a +3 Competence bonus to Strength andConstitution, a +2 Competence bonus on all saves, a +3 Dodge bonus toArmor Class, and produce 100% more hate with your melee attacks. Whilein this stance, you move at one third speed.
  • Fighter Stalwart Defender III
    • Prerequisites: Level 18 Fighter, Fighter StalwartDefender II, Fighter Item Defense II, Fighter Armor Boost III, and anyone of: Fighter Toughness III, Fighter Armored Agility III, FighterArmor Mastery III, Fighter Tower Shield Mastery III, or GreaterDragonmark of Sentinel.
    • Cost: 2 Action Points
    • Benefit: Your defensive mastery is complete. Thisprestige enhancement increases your armor class by 1, grants +2 tointimidate, increases your maximum dexterity bonus allowed by medium orheavy armor and shields, and grants additional armor class and damagereduction when blocking with a shield. You may expend a use of Fighteraction boost to to enter a defensive stance. When using a shield, youpossess DR 6/-.
    • Stalwart Defender III: Superior Defensive Stance
      • Benefit: You may expend a Fighter armor boost to becomea bastion of defense, gaining a +4 Competence bonus to Strength andConstitution, a +3 Competence bonus on all saves, a +4 Dodge bonus toArmor Class, and produce 200% more hate with your melee attacks. Whilein this stance, you move at half speed.
Paladin
  • Defender of Siberys I
    • Prerequisites: Level 6 Paladin, Paladin Bulwark of GoodI, Paladin Resistance of Good I, Paladin Courage of Good I, PaladinFocus of Good I, Paladin Paladin Armor Class Boost I, and any one ofthe following: Tower Shield Proficiency, Shield Mastery, or CombatExpertise.
    • Cost: 4 Action Points
    • Benefit: Protecting the weak from the depredations ofthe strong, you become a paragon of defense. This prestige enhancementgrants you 2 additional Turn attempts, additional armor class whenblocking with a shield, increases the maximum dexterity bonus allowedby tower shields by 1, and the ability to enter a defensive stance orto create a Magic Circle Against Evil effect.
    • Defender of Siberys I: Defensive Stance
      • Benefit: You may expend a Paladin armor boost to becomea bastion of defense, gaining a +2 Sacred bonus to Strength andConstitution, a +1 Sacred bonus on all saves, a +2 Dodge bonus to ArmorClass, and produce 50% more hate with your melee attacks. While in thisstance, you move at one quarter speed.
    • Defender of Siberys I: Magic Circle
      • Benefit: You may expend a turn attempt to produce a Magic Circle Against Evil effect.
  • Paladin Defender of Siberys II
    • Prerequisites: Level 12 Paladin, Defender of Siberys I,Paladin Bulwark of Good II, Paladin Resistance of Good II, and any ofaladin Rally I, Paladin Divine Righteousness I, Paladin Toughness II
    • Cost: 2 Action Points
    • Benefit: Protecting the weak from the depredations ofthe strong, you become a paragon of defense. This prestige enhancementgrants you an additional Lay on Hands use per rest, 25% increased hategeneration, increases the maximum dexterity bonus allowed by towershields and heavy armor by 1, and the ability to enter an improveddefensive stance or to produce a Mass Shield of Faith effect.
    • Defender of Siberys II: Improved Defensive Stance
      • Benefit: You may expend a Paladin armor boost to becomea bastion of defense, gaining a +3 Sacred bonus to Strength andConstitution, a +2 Sacred bonus on all saves, a +3 Dodge bonus to ArmorClass, and produce 100% more hate with your melee attacks. While inthis stance, you move at one third speed.
    • Defender of Siberys II: Mass Shield of Faith
      • Benefit: You may expend a turn attempt to produce a Mass Shield of Faith effect.
    • Paladin Defender of Siberys III
      • Prerequisites: : Level 18 Paladin, Defender of SiberysII, Paladin Bulwark of Good III, Paladin Resistance of Good III, andany Paladin Faith II enhancement.
    • Cost: 2 Action Points
    • Benefit: Protecting the weak from the depredations ofthe strong, you become a paragon of defense. This prestige enhancementincreases the strength of all of your defensive auras, increases themaximum dexterity bonus allowed by tower shields and medium or heavyarmor by 1, and grants the ability to enter a superior defensive stanceor to defy your enemies in a glorious stand against evil.
    • Defender of Siberys III: Superior Defensive Stance
      • Benefits: You may expend a Paladin armor boost tobecome a bastion of defense, gaining a +4 Sacred bonus to Strength andConstitution, a +3 Sacred bonus on all saves, a +4 Dodge bonus to ArmorClass, and produce 200% more hate with your melee attacks. While inthis stance, you move at half speed.
    • Defender of Siberys III: Glorious Stand
      • Benefits: You may expend a turn attempt to make aglorious stand against your enemies. For a short duration of time, yougain DR 20/epic, take reduced damage from elemental and negativeenergy, receive double healing from positive energy, and are immune tosecondary effects of attacks such as 'wounding' or 'vorpal'. Each timeyou take damage, you gain the effects of a Cure Light Wounds spell.
  • Paladin Hunter of the Dead I
    • Prerequisites: Level 6 Paladin, Paladin Extra TurningI, Paladin Improved Turning I, and any one of Paladin Divine Light I orPaladin Extra Lay on Hands I
    • Cost: 4 Action Points
    • Benefit: Devoted to the destruction of the undead, yougain 2 additional turning and remove disease attempts per rest, +1 toyour level when turning, a +2 bonus on saving throws against spells andeffects produced by undead, and all of your attacks are consideredGhost Touch, ignoring the chance to miss incorporeal creatures.Positive energy effects heal you for more and you take less damage fromnegative energy effects. You are able to expend a use of your PaladinRemove Disease ability to produce a Lesser Restoration effect.
  • Paladin Hunter of the Dead II
    • Prerequisites: Level 12 Paladin, Paladin Hunter of theDead I, Paladin Extra Turning II, Paladin Improved Turning II, and anyone of Paladin Divine Light II, Paladin Extra Lay on Hands II, orPaladin Redemption I
    • Cost: 2 Action Points
    • Benefit: Devoted to the destruction of the undead, yougain 2 additional turning and remove disease attempts per rest, +1 toyour level when turning, a +2 bonus on saving throws against spells andeffects produced by undead, and your spirit is sealed - you are nowimmune to energy drain from any source and effects that create spawn ondeath. Positive energy effects heal you for more and you take lessdamage from negative energy effects. You are able to expend a use ofyour Paladin Remove Disease ability to produce a Restoration effect.
  • Paladin Hunter of the Dead III
    • Prerequisites: Level 18 Paladin, Paladin Hunter of theDead II, Paladin Extra Turning III, Paladin Improved Turning III, anyPaladin Faith II enhancement
    • Cost: 2 Action Points
    • Benefit: Devoted to the destruction of the undead, yougain 2 additional turning and remove disease attempts per rest, +1 toyour level when turning, a +2 bonus on saving throws against spells andeffects produced by undead, and all attacks you make (melee, ranged, orunarmed) have a chance of destroying undead instantly on what would bea Vorpal strike. (Natural 20 followed by confirmation, Will DC: 30partial, deals Light damage to targets immune to instant destructioneffects or save.) Positive energy effects heal you for more and youtake less damage from negative energy effects. You are able to expend ause of your Paladin Remove Disease ability to produce a GreaterRestoration effect.
  • Paladin Knight of the Chalice I
    • Prerequisites: Paladin 6, Paladin Courage of Good I,Paladin Energy of the Templar I, Paladin Extra Smite Evil II, and anyone of: Paladin Divine Sacrifice I, Paladin Divine Might I, or PaladinExalted Smite I.
    • Cost: 4 Action Points
    • Benefit: You are devoted to fighting demons and otherevil outsiders, driving them from Eberron forever. Your maximum numberof Smites is increased by one, your anti-fear aura is improved, and youhave +1 to attack Evil Outsiders and deal 1d6 additional damage withmelee and unarmed attacks against them. You resist evil influencesparticularly well, gaining a +2 bonus to saves against spells andeffects produced by Evil Outsiders.
  • Paladin Knight of the Chalice II
    • Prerequisites: Paladin 12, Paladin Knight of the Chalice I, Paladin Courage of Good II, Paladin Energy of the Templar II
    • Cost: 2 Action Points
    • Benefit: You are devoted to fighting demons and otherevil outsiders, driving them from Eberron forever. Your maximum numberof Smites is increased by one, your anti-fear aura is improved, and youhave +2 to attack Evil Outsiders and deal 2d6 additional damage withmelee and unarmed attacks against them. You resist evil influencesparticularly well, gaining a +3 bonus to saves against spells andeffects produced by Evil Outsiders.
    • Knight of the Chalice Censure Demons
      • Benefit: You may expend a turn undead attempt to stun atargetted demon or other Chaotic Evil outsider. A successful Will saveDC: 10 + Paladin Level + Charisma Modifier negates this effect. Thetarget gains repeated saves to break free of this effect.
  • Paladin Knight of the Chalice III
    • Prerequisites: Paladin 18, Paladin Knight of the Chalice II, any Paladin Faith II enhancement
    • Cost: 2 Action Points
    • Benefit: You are devoted to fighting demons and otherevil outsiders, driving them from Eberron forever. Your maximum numberof Smites is increased by one, your anti-fear aura is improved, and youhave +4 to attack Evil Outsiders and deal 4d6 additional damage withmelee and unarmed attacks against them. You resist evil influencesparticularly well, gaining a +4 bonus to saves against spells andeffects produced by Evil Outsiders.
Ranger
  • Ranger Tempest II
    • Prerequisites: Ranger level 12, Tempest I, Ranger Dexterity II, Greater Two Weapon Fighting
    • Cost: 2 Action Points
    • Benefit: Your training has turned you into a whirlingtempest of steel, granting a 10% competence bonus to dual wield attackspeed, a +3 shield bonus to armor class when two weapon fighting, andyour penalty to hit has been reduced by 1.
  • Ranger Tempest III
    • Prerequisites: Ranger level 18, Tempest II, and any oneof: Two Weapon Blocking, Two Weapon Defense, Oversized Two WeaponFighting, or Lightning Reflexes.
    • Cost: 2 Action Points
    • Benefit: Your skill with two weapons is unequaled -your training has turned you into a whirling tempest of steel, grantinga 10% competence bonus to dual wield attack speed, a +4 shield bonus toarmor class when two weapon fighting, your penalty to hit has beenreduced by 2, and you have additional attacks when two weapon fighting.
Rogue
  • Rogue Assassin III
    • Prerequisites: Rogue level 18, Assassin II, Sneak Attack Accuracy IV, Sneak Attack Training IV
    • Cost: 2 Action Points
    • Benefit: Your lethality is unmatched in battle. Grantsan additional +2 bonus to damage on critical hits (before multipliers),+2 bonus to Bluff, Hide, and Move Silently skills and Fortitude savesagainst poison. Also, any sneak attack that also counts as a vorpalstrike (natural 20 followed by critical confirmation) that you makewill kill most living targets.

General Enhancement Changes

  • The Enhancement UI has been updated.
    • Available enhancements now display in the left-hand side of the Enhancements panel.
    • You can now drag and drop enhancements into the right-handside of the panel to select them them, or double click on theenhancement to select it. To undo your choice, you can use the undobutton, double click the enhancement in the right-hand side of thepanel, or drag the enhancement off the right side.
  • Class specialties now indicate that you can only take a single specialty from a particular class.
  • The time between additional saves on monk dark path finishers has been increased.
  • The Feat 'Slicing Blow' now deals 1 point of Constitution damage in addition to the rest of its effects.
  • The duration of Halfling Heroic Companion has been increased from 20 seconds to one minute.
  • Barbarian Critical Rage I and II can no longer be trained.Characters that currently possess these enhancements will retain themuntil they reset their enhancements, and these enhancements count astheir "Barbarian Specialty".
  • Barbarian Intimidating Rage has had its prerequisiteschanged to "either Barbarian Intimidate 4 or Barbarian FrenziedBerserker 2".
  • Cleric and Paladin Improved Turning have had their costs reduced to 1/2/3 action points from 2/4/6
  • Rogue Way of the Assassin, Way of the Mechanic, and Way ofthe Thief-Acrobat have been renamed "Rogue: Assassin", "Rogue:Mechanic", and "Rogue: Thief-Acrobat" to remain consistent with thePrestige Enhancements from other classes.
  • Rogue Assassin I and II have had the fortitude save bonus vs. Poison increased to +2 per rank.
  • Rogue Mechanic II has gained the following active ability:
    • Rogue: Smite Construct
      • Benefit: Your mechanical knowledge grants you theability to deal devastating blows in melee to constructs and livingconstructs. You gain twice your Intelligence bonus to your attack rolland a damage bonus based on your rogue level. Smites return at a rateof one every 90 seconds.
  • The effect of Ranger (and Elf) Arcane Archer : Imbue Force Arrows has changed to:
    • Benefit: Imbues all missiles that you fire with arcaneforce, granting them the Force ability (+1d6 Force damage) and negatingthe incorporeal miss chance of ethereal creatures. This ability costs10 spell points to activate, and triggers a lengthy cooldown of theMagic Missile spell. Only one Arcane Archer Imbue ability may be activeat any time.
  • The effect of Ranger Tempest I has been modified to:
    • Benefit: Your training has turned you into a whirlingtempest of steel, granting a 10% competence bonus to dual wield attackspeed and a +2 shield bonus to armor class when two weapon fighting.
  • Corrected an error in the description of Paladin Redemption III.
  • The duration of Halfling Heroic Companion has been increased from 20 seconds to one minute.

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 'medium' armor, rather than heavy.
  • The Shroud greensteel raid loot effects that giveregeneration (Lesser, Improved, and Greater Regeneration) have beenupgraded to do 2 points of healing every interval instead of 1 point.The intervals remain the same. This was done mainly for our friends outthere who are Warforged. Now even when they have their standard lessersensitivity 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 simultaneouslygetting feedback about this effect and other stench effects like thestench from troglodytes. No changes have been made to the actualeffect.
  • Greensteel scimitars, great axes, heavy maces, and dwarvenaxes now show the animation for the effect they have applied like othergreensteel weapons.
  • A number of effects that work only with melee weapons havehad their descriptions updated to reflect this fact. This includesarmor that might add the destruction or crippling effects.
  • After selecting thrown weapons from your hotbar, they willno longer disappear from your hot bar when you switch to another weaponset.
  • 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 attackingwill activate the wand each time the cooldown is up.
  • When an item is repaired, if it is diminished to 0 maxdurability, 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 ismarked as "broken beyond repair" This means that items will end theirlife at the repair person and not at the hands of a monster.
  • Dragon Essences are no longer subject to item damage. Thischange is retroactive, so that all previously damaged Dragon Essenceswill be repaired automatically.
  • The Transmuting weapon enchantment is now: "This weapontransmutes into a form that is able to bypass any material based DamageReduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, orMithril)"
  • The Vicious weapon enchantment now deals 2d6 damage toopponents struck by the weapon and 1d3 damage back to the wielderinstead 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 overtime when not actively being fired. They also have faster cooldownsthan normal wands.
  • Certain handwraps were not applying Enfeebling effectscorrectly. If your handwrap is not currently working, please find aStone of Change, and select "Activate Stone". This will fix yourhandwrap.
  • The Eternal Titan Wand is more eternal; it is now immune todamage. All previous items that have been damaged will be retroactivelyrepaired, and be Immune to damage.
  • The plane of irian is waning! All permanent magic items thatproduce a "Resurrection" or "True Resurrection" effect now produce a"Raise Dead" effect. This includes items with the "Aspect of PositiveEnergy" effect from the Shroud.
  • 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.
  • The contents of some collectable stations and lower level chests have been improved.
  • Archivist Necklace has had it's items description changed. Itwas never intended to remove feeblemind, as it is a level 1 item, andthe description no longer indicates that it will.
  • The Apprentice's Robe from the Grotto now grants the LesserArcane Augmentation I ability, increasing the wearer's caster level by1 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.
  • To give people something to replace the Apprentice's Robewith later on, the Robe of the Duality in the Catacombs now grants +2Caster Level when casting first level Sor/Wiz spells.
  • Acid Splash, Finger of Fire, and Ray of Frost now deal 1d3 +Caster Level (Max +5) damage of the appropriate flavor. This improvesthe Finger of Fire and Acid Splash wands that can be found in theGrotto and the Waterworks.
  • Enduring Conviction was not doing Lawful damage, now it will be.
  • The rewards for several Lower level story arc quests are nowBind on Account. Please note this change is not retroactive, and willonly 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 collectables and treasure.
  • The contents of some collectable stations and lower level chests have been significantly improved.
  • Bind-on-Acquire items no longer display a "are you sure youwish to pick this up?" dialogue if you are the only member in theparty.

Crafting

  • Additional recipes have been added to the Stone of Change,allowing combination of complete stacks of Siberys Dragonshards (orFragments) of intermediate types into the appropriate number of thenext size up.

Monsters

  • The Bralani will no longer roll a save vs petrification since they are immune.
  • Carcass Eaters are now effected 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 effectswhich require that. This includes things like intimidate and diplomacy.Note that Sahuagin will still be immune to Charm Person and Hold Personbecause they are Monstrous Humanoids and not regular humanoids and arenot affected by "person" spells.
  • Spells cast by wight spellcasters will now render properly on players screens when cast.
  • Pitfiends and Horned Devils recently went to the ShavarathOptometrist and Ear, Nose, & Throat specalist. They've discoveredthat their hearing and sight aren't as good as they used to be.
  • Spiders will no longer give off and 'icy aura' unless they are actually ice spiders.
  • Archers and spellcasting opponents now have improved mentalabilities, and will no longer occasionally run headfirst forever intowalls.
  • Red-named bosses can now be affected by ability damage. Theycan take up to 10 points of damage to each ability score, and thisdamage cannot reduce their ability scores below 1.
  • Shadows no longer kill opponents which they have reduced to a 0 strength.
  • Orthon's 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.
  • Added sounds to Small Browns Spider's when they are attacking.
  • Animated feedback has been improved when you strike a monster or are stuck.

Adventure Areas

General Adventure Area Changes

  • Players will receive some experience for killing a rare monster they had previously killed.

Tangleroot Gorge

  • The rare spawn 'Clamor' now grants a chest after his defeat.

Ataraxia's Haven

  • Business has been booming thanks to adventurers, and a newTavern area has opened, accessible from inside Ataraxia's Haven. Itincludes bind point NPCs, vendors, a branch of the Kundarak bank, andeven a mailbox!

Restless Isles

  • The Restless Isles have been outfitted with slayer, explorer, and rare encounter quests.

Searing Heights

  • The CR for this area has been increased to CR 6.
  • Corrected some sound issues

Korthos Island

  • Amalgam faces a more appropriate direction.
  • Recalling will always take you back to Korthos Village.

Three Barrel Cove

  • A new NPC, Back-Nose Quint, is available to give directions to Three Barrel Cove.

Vale of Twilight

  • Updated sounds in all associated quests and the landscape.

Quests

General Quest Changes

  • The penalty for being higher level than a quest has been reduced.
  • If you attempt to leave a dungeon before completing a quest,a confirmation dialog appears to remind you that are about to leave thedungeon, to help ensure you don’t exit by accident.
  • Normal, Hard, and Elite dungeons (not solo or raid) will nowscale their difficulty based on the party to help "smaller" parties.Players and hirelings will contribute to the overall strength of theparty and therefore the difficulty of the dungeon

(Continue to Part 2)

Jerry

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Wednesday Update

Hi everyone!  Been busy this week, so just now getting to update the web site.

But, this is also probably the first day I've actually had some stuff to pass along!  It appears that my concerns over communication post-Eberron-Unlimited-announcement is coming true...those forums are looking pretty quiet when it comes to news publicly disclosed by Turbine.

However, we've got a couple of biggies today!

Favored Soul:

Probably the "biggest announcement" is that the next class coming to DDO is indeed the Favored Soul!  Think of the FvS as the Sorcerer of the healing class, with limited spell choices but more spell points and other benefits.  Word comes in an official Eberron Unlimited update from Turbine released to the press today and posted on DDO.com (LINK):

Turbine unveils new content!


TURBINE unveils new content coming to Dungeons & Dragons Online®: Eberron Unlimited™

Turbine, Inc. today unveiled the new content coming to Dungeons & Dragons Online®:  Eberron Unlimited™ (DDO Unlimited). Launching later this summer, DDO Unlimited will introduce an innovative new pricing model that allows players to download and play for free, purchasing adventure packs, items, and account services a la carte from the new DDO Store, or to subscribe to get unlimited access to all of the game’s content. Players interested in getting a sneak peak of the new DDO Unlimited can sign up for a chance to participate in the Beta program at http://www.ddo.com.

The new upgrades to DDO Unlimited include:

New Player Class:  Players can now create characters using DDO Unlimited’s newest 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 and cannot freely switch spells at taverns or rest shrines.

Raised Level Cap: Players can now advance to 20th-level under the D&D® rules. This includes access to new arcane and divine spells, new character abilities, feats, and skills.

New Adventure Packs:

The Plane of Battle -- Players can now travel to the Plane of Shavarath and explore a large wilderness area as they try to infiltrate several fortresses and upset the carefully laid plans of the Devils.

The Crime Syndicate -- Coin Lord Yorrick Amanatu, who controls the Stormreach Guard, wants players to help him eliminate the growing Sharn Syndicate presence in Stormreach.

The Fiercest Combat – This update introduces some exciting enhancements to DDO’s extraordinary combat experience including a new combat feedback and smart targeting system that gives players even more information and control that lets them fully engage in the battle by relying on their wits and reflexes in real time.

Mind-blowing Visuals – Explore DDO’s vivid and dangerous online world featuring some of the most advanced graphics in the industry with the fully deployed DX10 technology that brings the world to life. 

The Return of the Marketplace! – Last year, Turbine held a spectacular live in-game event that resulted in the complete destruction of the Stormreach Marketplace.  The Coin Lords have completed their beautification project and the once desolated Market has been restored to its days as a center for trade, entertainment, and welcome to all who come to Stormreach!

DDO Unlimited is based on the world-renowned DUNGEONS & DRAGONS® franchise of  Wizards of the Coast LLC, a subsidiary of Hasbro, Inc.® (NYSE: HAS),  under license to Infogrames Entertainment S.A.®  Published by Atari, Inc.®, DDO has been enthusiastically received by many gaming critics, including The New York Times, PC Gamer, Game Informer and many more. For the latest information, please visit www.ddo.com.

Dungeons & Dragons Online, Eberron Unlimited, Stormreach, Dungeons & Dragons, D&D, Magic: The Gathering and Wizards of the Coast and related logos are trademarks or registered trademarks of Wizards of the Coast LLC in the U.S. and/or other jurisdictions, and are used with permission. Hasbro and its logo are trademarks or registered trademarks of Hasbro, Inc. in the U.S. and/or other jurisdictions, and are used with permission. Atari and the Atari logo are trademarks owned by Atari Interactive, Inc. Turbine and the Turbine logo are trademarks or registered trademarks of Turbine, Inc. in the U.S. and/or other jurisdictions. All other trademarks are the property of their respective owners.


The other interesting bit is the additional details about the new Marketplace adventure pack coming in DDO:U.  The Sharn Syndicate, huh?  Sounds good!

So, what the heck is the Favored Soul?  Granted, it'll definitely be changed up some for DDO, but here's a LINK to information about the class on the official Wizards of the Coast web site.

Today's announcement has also received a lot of press writeups.  I can't include all of them here, especially since they are all mostly the same, but here's a few links that you might want to consider leaving comments on to let them know you care!

Kotaku

Massively

Gaming Today

Also, IGN.com mentions DDO in a new writeup about MMO's going Free to Play and trying to find new revenue streams.  Here's a LINK.

Finally, TenTonHammer had an interesting chat on June 19th with the Paizes.  I'm not sure I gave this one as much attention as it deserves, since TTH asks some really "tough" questions and gets some very good answers from them.  Here's a LINK to the article.

Beta Talk:

Here's the latest word from Tolero on DDO.com about the Beta invite process, for those of you still waiting for an invite:

Waves are still being sent out. In particular, it seems there are users who had either outdated or incorrect contact info in their billing account. Make sure you keep this up to date, as this is our primary method of contacting you with account problems (or opportunities like the beta).

Also, please note that if you signed up using the website, you may receive a "free to play" key. This is not the same as a VIP invite, and if you beta with the "free to play" invite, you may not have access to your VIP characters.

The Status of Europe:

VERY interesting news from Codemasters today...looks like they will not be getting the DDO Store (well, unless they are, heh).  Basically, Codemasters copied the same announcement seen above by Turbine, but replaced a bunch of Eberron Unlimited wordage with Mod 9 (remember that? It's the mod coming out in February 2009...)

EN

Turbine and Codemasters Online unveil new content coming to Dungeons & Dragons Online®: Stormreach™

Turbine, Inc. and Codemasters Online today unveiled the new content coming to Dungeons & Dragons Online®: Stormreach™ (DDO). Launching later this summer, Module 9, “The Plane of Battle” will introduce new free content to the world of Eberron for DDO subscribers to experience.




Here's a LINK to the announcement on DDO-Europe.com.  Now, this might not mean all that much, since we've already been told that they plan at the moment to stick with calling the update Mod 9 and not going with the DDO Store.  They're definitely discussing things with Turbine, so this could just be more PR stuff that will change once they work out a deal, but today's announcement further makes it seem like DDO-Europe will NOT be getting the DDO Store. 

To back this up, DNote also says:

Okay, I can't answer all the questions because the NDA is still in effect as far as I'm aware, this was a planned announcement for Mod 9 and in the case of the NA service, Eberron Unlimited as well.

This is the terminology we've been using internally...

Eberron Unlimited (DDO:U) - The new store and the free player experience

Stormreach (DDO) - The complete game minus DDO:U, so what you have now and what subscribers in Europe will have when Mod 9 comes out

Module 9 - The Plane of Battle, the new class and some other things that not directly part of DDO:U

Also, I thought this was an interesting quote provided this week on the DDO-Europe forums from DNote:

The NA beta server currently has Module 9 on it, along with the Eberron Unlimited experience (store). There is more content that will be added, which from our notes are labelled as 9.1 and no matter how much more they add between now and live, it will still be Module 9 that goes live on both the EU and NA servers.

I just think that ultimately Codemasters and Turbine are playing business with each other over profit rights to things and Europe will get Eberron Unlimited, including the DDO Store.  But - I could be wrong, and if I am, not having a Free to Play option over on the European servers could (will?) be a kiss of death.  Just my two cents, we'll have to see.

Jerry

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Episode 122

Hi everyone!  I'll be gone on Saturday, so I'm uploading episode 122 of DDOcast early! 

Here's a LINK to the show - just left-click to play, right click and 'save as' to download as an mp3. 

This week's show features a continuation of our group discussion about Eberron Unlimited!  Leaf also makes his DDOcast debut with "Eurogamer" and Samius has more "Sound Concepts."  Thanks so much for listening!

###

DDOcast Episode 122 (6-20-09)

:15 Intro and Beta Talk
6:50 DDO naming
7:15 Phax Comments, DDO Store talk
13:30 DDO Europe Talk
19:55 Press Talk - GameBanshee, Catacombs and More!
32:35 Crispy Gamer Stuff
39:45 Self-Promotion! MMORPG, Massively, Economy and Favor
58:30 Level Sigils
59:05 Press/Future Talk
1:04:35 Permadeath, Roleplayers and DDO:U
1:13:36 Eurogamer
1:22:46 Sound Concepts
1:35:25 Ghallanda Event: Deadliest Warrior
1:37:18 Costume effort
1:37:52 Ultimate Cleric
1:38:20 DDO Wiki Logo
1:39:33 DDOcast True Dungeon
1:41:30 Emails

END

TOTAL TIME: 2:05:08

###

LINK to the Beta Signup page on DDO.com.

LINK to Ten Ton Hammer's Loading newsletter.

LINK to the GameBanshee article.

LINK to the Crispy Gamer article.

LINK to Part 1 of the mMo' Money blog about DDO: U.  LINK to Part 2.

LINK to the Massively Speaking podcast discussing Eberron Unlimited with me!

LINK to Jaggie's costumes, nice work!

LINK to the Ultimate Cleric vote on DDO-Europe.

LINK to help BorrorO come up with a new DDO Wiki logo.

Jerry


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DDO Store Pics!

Biggest thing today is the first release of screenshots from the DDO Store.  Kotaku.com and Massively.com are but just a few of the sites that have them, but I thought it'd be good to have them permanently posted here as well.  Take a look, there's all sorts of good info in there:



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Jerry

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Update for Thursday - Eberron Unlimited

Hi everyone!  Some interesting press links to pass along to you today:

Self-Promotion Time:

I've been a bit busy myself talking to the gaming press!  First up, Massively.com's Massively Speaking podcast had be on as a guest this week to discuss Eberron Unlimited and DDO!  This was personally very cool for me and I'm honored to have been able to do it.  I love Massively's work and their podcast is a must-listen if you want to stay up to date on what's going on in the MMO world.  It's Episode 57, which can be found on iTunes (along with many other places) or on their web site HERE.

Also, Part 2 of MMORPG.com's mMo' Money blog is up, featuring me and others talking about DDO Unlimited.  Thanks Inkomi for allowing me to be a part of it! Part 1 can be found HERE.

GameBanshee Talks To Kate:

GameBanshee.com got the chance to talk DDO Unlimited with DDO Co-Executive Producer Kate Paiz recently and managed to get some news that we haven't read anywhere else!  Good stuff in the lengthy and excellent interview.  Here's a LINK to it and here are a few interesting bits, bold added for emphasis:

Quote:
GB: You've stated that "Stormreach and vicinity" will be available to free-to-play users. Does this mean that all adventures in the harbor, marketplace, and Houses (including the Vault of Night raid in House Kundarak) will be made free? How about Korthos Island and some of the other lower level adventure zones?

Kate: Currently in the beta, nearly all the adventures within the Houses of Stormreach and the Marketplace, and all the adventures in the Harbor and Korthos will be available to free players. Additionally, Ataraxia’s Haven (and its two dungeon adventures), Searing Heights, and Cerulean Hills (with two new adventures) will also be available. The Vault of Night quest series and Raid is a Premium Adventure Pack, as is the Catacombs, Shan-to-Kor, and Delera’s Graveyard. The Tempest Spine Raid is the only free Raid in the game. Naturally, feedback we get over the course of the beta may cause us to make changes to this distribution.
Quote:
GB: Will you be adding new adventures in addition to those you already planned to roll out in Module 9? How many total quests and raids are you shooting for at the time of Eberron Unlimited's launch?

Kate: Yes, in addition to the Plane of Battle content that players saw during an early Mod9 preview, we will be rolling out a low level adventure pack that takes place with all new content in the Marketplace, two free adventures attached to Cerulean hills and a few more high level adventures for Shavarath.

With the release of DDO Unlimited, there will be over 200 hand-crafted adventures, 20 wilderness areas of various sizes with a combined total of over 600 wilderness quests(Mockduck says: ??? What the heck does she mean by this?), and 11 raids.
Quote:
GB: An "all-new never announced class" will also make its debut in Eberron Unlimited. Does that mean that it isn't the Druid class you had planned to roll out in mid-2009? When will you be revealing the new class?

Kate: The new class is indeed not the Druid – we’ll be announcing it in a few weeks, but anyone playing in the beta now can probably figure out what it is .

GB: What's the current status on the Half Orc and Half Elf races? Any chance we might see these sometime in the near future, too?

Kate: We have no current release dates for those races, but as they remain near and dear to my heart, I hope we can add them to the game in the not too distant future.


GB: DDO currently spans five live servers. Do you plan on expanding the number of servers to accommodate any additional people Eberron Unlimited might bring in? Why or why not?

Kate: This is something we are looking into. In addition to potentially expanding the number of servers/worlds, we will be adding capacity to the existing live worlds. Performance improvements will also allow us to host more players per server. Between those two changes, each of our currently live worlds will be able to hold many more active players, and we’ll be lighting new servers as needed down the road.

GB: Are there plans to put DDO: Eberron Unlimited on retail shelves to help drum up additional interest in the game? If so, when might we expect to see boxed copies and what exactly will they contain?

Kate: Because the game is now free to download and play, we do not have a retail release planned. Anyone who buys a DDO Stormreach box will still get additional value with that (including a month of subscription and then 4 character slots if they choose to move to the free model). We may release a retail version at some point, and that will most likely include a bundle of adventure packs and a grant of Turbine Points in addition to the client.

Very interesting stuff!  We'll certainly be talking about it on this week's show.

Fan Art Contest Winner, Week 4:

Congrats to Kettricken Nightwielder on winning this week's Fan Art Contest on DDO.com!  Here's a LINK to his winning entry.

DDO Wiki Needs A New Logo!

BorrorO from the excellent DDO Wiki is looking for someone to help him come up with a new logo!  Here's a LINK to more information about it.

Jerry

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Update for Tuesday - More Eberron Unlimited

Hi everyone!  Whew, lots more to pass along to you: press links, explanations from Turbine, the "controversial" splash screen and more!

First off, Turbine developer Phax actually answers a few questions we had during our taping of DDOcast on the DDO.com boards today:

On guest passes: Anyone who owns the content, whether VIP or F2P, will be able to purchase them for the content they own.

On items from the store: All items will either be bound the the character, or to the account.

On resurrection items and shrines: They will not be usable in raids.

On LFMs and Pugging: When F2P players are looking at an LFM for a quest they do not own (presuming the party leader has chosen a quest for the LFM) the LFM will appear as ineligable, just as if the player was in the incorrect level range. In addition, a button will appear on the LFM which will take that player directly to the page in the store where they can purchase the apropriate adventure pack to gain access.
On viewing F2P players in game: The cast was correct that there will be no way to look at a F2P player and identify them as such.

Thank you Phax for being so kind.

Beta Signups:

Okay, so I didn't put the Beta link in the show notes because I wanted to make sure I had the right link and the right information.  First off, every DDO player on the U.S. servers is expected to get invited to take part in the Eberron Unlimited Beta on Lammania.  I've seen plenty of posts from people who haven't received their invites yet, and we've heard from Turbine folks that they are working to get them out, but I'm not sure at this point what the status is for it all.  I'll try to get more info soon. 

However, everyone has the chance to sign up for the Beta to test out the Free to Play experience, including DDO-Europe players!  Here's a LINK to the Beta Signup page on DDO.com.  Keep in mind that it may take days or even weeks before you get the invite if you sign up on the page there, since they are doing invites in waves, so be patient!

DDO-Europe and Eberron Unlimited:

We have some very interesting news on the status of Eberron Unlimited over in Europe.  As many of you know, Codemasters has not yet announced what its plans are in regards to the game going "freemium" in Europe.  If you heard our latest show, you'll know that we speculated that at least part of the holdup is due to a pending decision by Turbine.  Well, it appears that it is indeed Turbine's call on the ultimate fate of Eberron Unlimited in Europe (and, presumably, Japan). 

The excellent web site Ten Ton Hammer has a daily emailed newsletter called Loading....Daily.  In Monday's letter, the folks at TTH have the absolute latest on the status of things at DDO-Europe:

On to business. In our coverage of the Dungeons & Dragons Online Unlimited (DDOU) story last week, we noted that DDO will be going "freemium" with purchasable content areas and an item store. I intimated that one dark spot on this otherwise sunny notion was that Codemasters had no plans to bring a free-to-play version of DDOU to Europe at present. Codemasters in turn wrote us a note saying that should pry a little deeper, that the decision wasn't entirely their call. So we brought the matter to Turbine's Adam Mersky, and he responded with this:

"As in the past, we run our Closed Beta tests on our servers here in North America. As we progress through beta, we are continuing to work with our European partner to localize the content as we prepare to make it available to players in that territory. Players in Europe will get access to all of the new content including the new levels, class and dungeons and the service will continue to operate the way it does today. We will announce our plans to roll out the new business model globally at a later date."

So rest assured DDO Europe, whether or not you'll have a free-to-play option, neither Turbine nor Codemasters will leave you behind, and more news is coming soon. It's good news for us, too, our European viewers are some of the most active folks on our dev chats and hosted Q&A sessions and often come up with some great questions for the ever engaging Kate Paiz and company.


So, don't think Doom!  At the very least Europe will get the release formerly known as Mod 9 without the new DDO Store and business model.  Here's hoping a decision is announced quickly.  Here's a LINK to information about Loading....Daily and how to subscribe to it.  The newsletter that includes this above quote is entitled: Loading....The Call of Nature.

Fernando Talks Crispy:

DDO Co-Executive Producer Fernando Paiz has given the web site Crispy Gamer some very crispy information that has not yet been released about Eberron Unlimited.  Here's a LINK to the article.

There's five pages of really interesting talk, but I'll highlight a few things here.  Probably the most interesting bit in the article describes a big difference between being a VIP subscriber and being a F2P player using the DDO Store:

Crispy Gamer: So what I was getting at with that last question was what other benefits would paid subscribers get beyond what other players get.. like do they get early access to upcoming content?

Fernado Paiz: Oh yeah. Thank you, that’s a good question. We do have in our plans to give VIP’s priority access to new content. When we release our first big update after launch there will be a content pack called Dreaming Dark. And when the Dreaming Dark Content Pack goes live it will first go live to subscribers and it won’t show up in the DDO store right away. We haven’t quite figured out the specifics on how long that will last.  That is one extra benefit; you’ll get a first peek at new content and then a little later it’ll appear in the DDO store. And, as we are doing now with our beta, our subscribers always get priority access to testing new features, access to our test server – and in particular for this beta (which is a closed beta) they all got invites into this beta as part of the announcement.

Adam Mersky: They are the first wave in.


Describing hirelings, Paiz says we can soon have more than one:

Paiz: With this new release, the hirelings are a bit smarter, and you’re able to hire more than one of them at a time if you buy a special kind of contract called Gold Seals that are in the DDO Store.

Regarding the "adventure packs" for sale, Paiz says:

Crispy Gamer: So let me ask you, when this launches roughly how many adventure packs will there be available in the DDO store?

Fernando Paiz: I have to check, but I think roughly around 16. (Jerry's note: Turbine's Adam Mersky later corrected him in the article, saying it's actually about 20.)  Some of those are brand new and some of those are things we’ve built out as premium updates to the game. There are quite a few things you can play up to level 11 or 12. Then after you play we also give you Turbine Points as a reward for play, so if you reach a certain level of Favor (which is a measure of how many different quests you’ve completed) you’ll get back Turbine Points to spend in the store. And so, a player can, if they choose to, save up those Turbine Points, keep playing with multiple characters and amass enough points to buy the additional content.


More Press Stuff, including a chat with me!:

A blog put together by Inktomi on MMORPG.com called mMo' Money recently contacted me for some opinions about Turbine's big announcement for Eberron Unlimited.  It was an honor to take part!  Here's a LINK to his article, which includes opinions from five folks.  mMo' Money looks at the business of MMO's in particular and is a very interesting read. 

Here's a LINK to an article in Massive Online Gamer magazine (which did an interview with yours truly quite a while ago...) that discusses the Top 20 People in the MMO Industry.  Turbine's Jim Crowley and Jeffrey Steefel made the list.

Tolero on the "downgrade":


Tolero has a whole bunch of info and answers a bunch of questions about the difference between F2P, VIP and what happens when you switch back and forth between the two in a post on DDO.com:

Re: VIP vs Free features

- Any content or features you unlock with Turbine Points as a Free person are yours, you don't have to keep "re-unlocking" it. If you're switching back and forth, the things you unlocked with your Turbine Points stay unlocked.

- The difference in being a VIP vs a Free player is kind of like the difference between leasing or owning a car. Leasing lets you drive, but if you stop paying the lease, you don't get the car. Metaphorically speaking, we only had the option to lease before. Some people like leasing a car more than owning a car, and vice versa, but there is a choice. However, the money used to lease the vehicle doesn't get automatically applied towards the ownership of it, and ultimately over time you may end up spending more trying to own a leased car, so to speak. That's going to be a decision that is ultimately up to the individual driver, and depends a lot on the way and frequency you like to drive.

Point being, some people will like subscribing and some will prefer to unlock everything with Turbine Points for the long haul (baring in mind that whenever something "new" comes out, it could be something that needs to be unlocked with Turbine Points too). The beauty of the new system is customization for everyone's budget and play style, but the choice is still yours in how you want to proceed. If you like everything you have now, staying a VIP means you're really not going to notice anything other than some Turbine Points appearing for you for free every month, and more choices of things to get on top of what you already had.

Re: Favor

- Favor won't be reset, you're likely going to want it for times if and when we offer new favor unlocks

- Saw a question asking about if the normal favor system will still be around (i.e. the dragonmarked houses etc offering rewards for achieving tiers of their favor). Yes, you'll still be able to earn the normal favor rewards that you see today, plus whatever you can earn from new factions or new tiers of favor within factions beyond what's in there now

- At this time there are no plans for "retroactive" favor, but we are still actively monitoring feedback on how Turbine Points interact with the favor system. I encourage everyone to participate in the beta to keep abreast of the details and offer feedback as we go! (now if you're having beta key issues, that's an issue for another discussion)

- On Drow, yes you can use Turbine Points to unlock it instead of favor if you want, even if you're a VIP. If you're a Free player and want drow, you can unlock it via the favor system or Turbine Points.

Re: VIPs and Level Sigils vs Free

- If you're a VIP you don't ever deal with the level sigils. Level sigils are for Free players only, allowing them to gradually raise their cap.

- If you're Free, periodically you'll need to find or use Turbine Points to acquire sigils to progress in level i.e. your Trainer will need to see a sigil before they allow you to achieve above a certain threshold of levels.

- If you are a Former VIP, any characters you leveled as a VIP will retain their progress, but depending on how high level the characters are, they may need a sigil (or sigils) to progress once you become Free. Example: If you were level 16 and become Free, you'll still need a sigil to reach level 20, but you don't need to go back and find lower level sigils for the levels you already completed.

Re: Slots

- If you're a VIP who has more than 10 characters, whether due to server merger or a bug or character transfers or what have you, you will still be able to play those over-flow characters. You won't be able to make a NEW character though until you either delete down to the next available slot, or unlock enough slots to go past the characters you had.

- If you're a VIP who downgrades, you'll be able to pick which 4 characters you want to occupy your 4 slots, but to play over-flow characters or to make a NEW character, you'll need to do the same thing a VIP would do: either delete down, or unlock up (or some combo of the two)

- If you're a brand spanking new free person, you get 2 slots, and if you want to make characters beyond that, you'll need to unlock more slots.

- You can unlock more than 10 slots as a VIP, and as a Free player you can also unlock beyond 4 and even beyond 10 using Turbine Points. So if you're someone who loves to make alts, have fun!

- Any slots you unlock with your Turbine Points remain open. So if you're a VIP who unlocks 5 slots in addition to your 10, and then you downgrade, you'd have your 4 slots available from downgrading, plus the 5 you unlocked for a total of 9.

Re: Inaccessible Characters

- If you're downloading the game and it tells you your character is inaccessible because you haven't finished downloading, you'll need to let the TDM download the portions of the game where your character is before you can log them in. TDM was intended for brand new people, so if you're a returning player you might find some characters hanging out in places that are further in the tiered downloading.

- If your character happens to be parked in a content pack you didn't unlock with Turbine Points (example: you're in the public zone of a content pack that you didn't unlock), you'll be able to log into the character, but you won't be able to enter any of the quests associated with that area. You'll also be able to take the character to other free parts of the game so that you're not "stuck" there.

- If you downgrade to Free, some of your characters may be inaccessible because you don't have enough character slots to house them. You can unlock more slots and pick which characters go in those slots.

I find her thought about the "lease" vs. "buy" options to be very interesting...

The Succubi!

Finally, I thought I'd post up a pic of that controversial Succubi that has been the focus of a certain amount of criticism, as discussed in Episode 121.  Since some folks read the site at work, I thought I'd just post a LINK to where I'm hosting it - whether it's not safe for work or not depends, I guess.  It's not nudity, but it's somewhat suggestive, so keep that in mind if your boss is watching.

Jaggie can really sew!

An excellent DDO player and all-around cool person by the name of Jaggie has posted up some pics of DDO-related costumes on DDO.com and I just have to pass along the LINK - awesome!

All right, that's it for now.  I'll have more tomorrow I'm sure.

Jerry

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Episode 121 - Eberron Unlimited Announcement!

Hi everyone! Episode 121 of DDOcast is now ready to go.  Here's a LINK to the episode, just left-click to play, right-click and 'save as' to download as an mp3.

This week's show features the DDOcast crew talking about Eberron Unlimited!  It's an epic show and DDOcast's longest-ever episode.  Good chat!  Also want to thank Gov't Mule for joining us on this week's show.

Just want to add that this is our longest show, but I think the chat is really worth a listen.  I want to thank Alex Haddox, Rowanheal, Mical the Wise, Ustice from DDOReports, Steiner-Davion, Samius and Gov't Mule for their excellent analysis and hard work!  I'm pretty proud of this episode, hope you enjoy it.

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DDOcast Episode 121 (6-13-09)

:15 Introductions
3:14 Overview of Eberron Unlimited
5:05 Getting to the announcement
6:30 The announcement
7:45 Turbine Download Manager
8:50 MMO Business talk, the future of MMO's
24:30 DDO Store talk
25:40 Some FAQ talk/Microtransactions
31:15 Rez Discussion
42:20 Store impact on economy, gameplay
48:08 Players and the Store
48:35 Influx of F2P players
56:00 New class
1:00:22 New Quests
1:01:18 The Delay of Mod 9, why and when....
1:08:20 Mod 9 and its tie to DDO: EU
1:19:30 Beta talk
1:33:00 DDO Europe and EU
1:43:47 The announcement and the press
1:45:40 Announcement sign-ups?
1:49:15 Server Queues
1:55:40 Succubi Porn?
1:58:50 Gen Con?
2:01:00 Neverwinter Nights MMO?
2:04:10 Goodbye Amaurea!
2:05:00 Ask the Devs plan
2:06:17 Final thoughts

End

Total Time: 2:17:43

Jerry

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