Weekly Development Activities

October 16, 2006

Check out the latest updates to the "Weekly Development Activities."
The goal for this feature is to give solid expectations on what you can
expect to see in future updates.


These items are in QA and should be a part of Module 3.


  • NEW - Fixed an issue
    where going link-dead/disconnecting during teleportation into a dungeon
    could prevent you from getting XP from that dungeon.
  • NEW - Fixed an issue which prevented
    your XP panel from refreshing after returning from link-death into a
  • NEW
    - If your party completes an adventure, and you miss it (link dead, or
    healing in a tavern), the adventure will now complete when you reenter
    the dungeon. This way, you won't miss out on your XP, or miss out on
    advancing your quest.
  • You will now slowly regenerate Hit Points and Spell Points while
    walking around the city and not just in taverns.
  • NEW
    - Previously when players used a stat-enhancing tome (such as the
    Manual of Bodily Health) the increase in ability score from the tomes
    were not being considered as part of your "base ability." This means
    that they were not being counted for purposes of advancement. This has
    been fixed. Players who have used tomes in the past will see the
    correct behavior in the future. If you used the "Tome of Clear Thought"
    you will receive the correct number of skill points when you advance in
    the future, but will not receive retroactive skill points.
  • A number of new emotes have been added to the game:
    • /beckon
    • /hug
    • /flex
    • /groan
    • /grovel
    • /kiss
    • /no
    • /poke
    • /sigh
    • /taunt
    • /yes
    • /cheer2
    • /dance2
    • /show (allows you to /show off your right-hand weapon).
  • The
    Silver Flame has recognized that the brothers stationed in Taverns have
    been casting an inferior version of Restoration. From now on, the spell
    cast in taverns will remove 1 negative level in addition to all the
    other Restoration effects.
  • Raid parties for the Dragon or the
    Warforged Titan will now have the option of setting the raid loot
    shards to go to a random member of the party rather than to the leader.
    The leader can switch the shard designation by right clicking on the
    party health-bars (in the same place he/she clicked for
    "convert-to-raid"). All members of the party will be notified in party
    chat when this happens, and later arrivals will be notified when they
    join the party. Once the party has been switched to "random loot", it
    cannot be switched back. Shards will be randomly assigned to any member
    of the party who is alive and still in the dungeon as soon as someone
    attempts to pick up the shard.
  • Fixed a bug which prevented the player's encumbrance from being
    updated when sending an item through the mail.
  • Some
    new Tips have been added to the game that will be displayed when
    loading a new area. Special thanks to ddo.com forum members apollojuly,
    Berjik, Chardros, Denomicon, DeusMortis, DrAwkward, Drogon,
    DuckOfDeath, Elurian, Fu-Inator, Furee, oronisi, patnodewf, Squeg,
    Thanatos, Thistle, tihocan, toddfox2, tr0tsky, Ustice, Volund, whysper,
    winsom, and Worg2k6 for the new helpful tips!
  • Players will no longer get stuck while dismounting from ladders.
  • NEW
    - Freedom of movement items and spells will now allow you to ignore the
    effects of slippery surfaces (i.e. grease and sleetstorm areas).
  • We
    are pleased to announce the addition of the /showhelmet <on |
    off> command which can be used to hide your helmet graphic.
  • We
    are improving the combat/damage feedback mechanism. This will not only
    eliminate "false" hits where the target would flinch but no attack roll
    would take place, but also give better feedback as to the strength of
    the hit.
  • When you successfully swap a spell, you will now get an alert
    telling you that it worked.
  • Poison
    dart and poison grenade traps will now actually poison you instead of
    doing poison hp damage. In addition, we have fixed several broken traps
    throughout the world.
  • Soulstones are now ethereal to almost everything which means
    they'll fall properly if you die in mid-air, over water, etc.
  • NEW - The barkeeps of Stormreach have
    started carrying and increased variety of food and drink.
  • Lava Cam! When your camera is in lava, it now looks more like
    it's in lava, as opposed to water.
  • Made
    some small tweaks to our avatar animations. For example, human female's
    wrists won't twist in the dual weapon combo attack, dwarven arms won't
    over-extend when they use an axe to cleave, etc.


  • The landscape renderer has been overhauled to
    provide better performance (especially load times). In addition, the
    new landscape engine enables huge draw distances that were not possible
  • The overall frame rate has been improved and ‘hitching' reduced.
  • Avatars
    and monsters are now a bit brighter than other objects (the intensity
    depends upon the environment and lighting conditions).
  • Overall
    bandwidth of the game will be reduced another 1-3%, and certain
    problematic dungeons and laggy areas will be significantly improved by
    20-50% (when your client gets flooded with information about objects in
    your local area). These changes will be most noticeable for modem

UI Improvements

  • The text on the XP bar has been clarified
    to make it more obvious that you have not lost the XP you were accruing
    toward your bonus AP when you die and get an XP debt while you are
    working toward bonus action points.
  • Race and Alignment requirements to equip items will now be shown
    in RED text.
  • We've
    added a new button to the focus orb! The new "tell" icon appears next
    to the "invite" button when you have another player selected.
  • Mail
    • The "New Mail" icon will now appear on the Focus Orb even if
      it is minimized.
    • The "New Mail" icon will now vanish from the Focus Orb when
      the last new letter in your mailbox has been opened.
    • It is no longer possible to put too much text into the
      Compose Mail' "To," "Subject," and "Message" fields.
    • It
      is no longer possible to compose new mail while your mailbox is full.
      The Mail Box is considered full when it has fifty or more letters
      inside of it.
    • The "To" and "Subject" line of the Compose Mail UI no longer
      accept carriage returns.
  • NEW
    - The options panel now provides the choice to reset the chat windows
    back to their default window configuration (General, Party, Guild,
    Combat). All other windows will be removed.
  • /retell can now be used with the alias /rt as well.
  • When
    you type in "/r " the chat box will automatically replace that text
    with "/tell X," This works with "/r", "/reply", ";r", and ";reply".
    This functionality has also been added to the /retell command and
    should help eliminate mistells.
  • NEW - Guild Officers should now see
    their own chat message appear in the Guild chat tab.
  • NEW - The spell swap window will no
    longer get stuck closed if you close it by backing away from the
  • NEW
    - The affordability status will now update when you acquire currency
    (i.e., from selling things) while the shop panel is still open.
  • NEW
    - Mummy rot and mummy curse have new alert icons which look different
    from one another. Also, the alert icons for when players get hit by
    monsters using the feats stunning blow, sunder, and bewildering blow
    have been replaced with clearer ones which better depict the effect or
    feat rather than the exclamation point icon.
  • In an effort to help clear up some confusion Ranks will now start
    at 1 instead of 0.
  • ALT-Z will now hide/show the main UI.
  • You will now see the dice rolls for dispelling.
  • When
    using something other than the mouse to move the mouse cursor (for
    example, an Xbox 360 controller), the mouse cursor will not be allowed
    to move outside the game window.


  • NEW - A few old
    familiar spellcasters have discovered some of the same new spells that
    players have discovered and have added them to their spellbooks and
    repertoires, in some cases replacing older spells. While the difficulty
    of these spellcasters may change slightly (up or down) as a result of
    these additions, overall difficulty should not change by a significant
  • Many human enemies have had their alignments updated or
    corrected. For example, Agents of the Emerald Claw are now Chaotic
    Evil; Warriors of the Emerald Claw are now Neutral Evil; the
    necromancer Gerti is now Chaotic Evil; all Blackguards are now Evil,
    and many are Lawful Evil; City Guards are now Lawful Neutral; and
    several misaligned thieves and rogues are now Chaotic Neutral.
  • Monsters can no longer remain stealthed/invisible when they are
    casting harmful spells on you.
  • Adjusted
    some monster sneak attacks to function properly – some were not being
    blocked by fortification, while others were not triggering in situation
    where they should have (for example, with a blinded target).
  • Monsters will now deal properly when hit with multiple behavior
    states (for example, mesmerized while dancing).
  • The
    behavior of monsters that cannot reach their target because other
    creatures are in the way has been improved. Preventing a monster from
    reaching its target is now an effective way to gain the creature's
  • NEW - Summoned monsters now appear at
    the spellcaster's location.
  • NEW - Some monsters (primarily on large
    landscape areas) will no longer follow opponents indefinitely.
  • NEW
    - A pass was made for consistency on breath weapons of monsters.
    Several of these attacks were being applied incorrectly, preventing
    Protection from Energy or Resist Energy from functioning against them.
  • NEW - Warforged Titan
    • When knocked over, the WFT will stay down longer.
    • The laser can be moved more times before the power runs out.
    • A crystal will keep the laser powered longer.
    • The WFT's claw attack now makes less attacks per round.
    • The WFT now fires less small shots per round.
    • Reduced the damage on the WFT's small shots.
    • Reduced the flight speed of the WFT's small shots.
    • The detect boxes of falling pillars has been increased
      (watch out below!)
    • The detect box of the laser has been increased (do not shine
      directly into your friends' eyes).
  • Troglodyte
    Stench is no longer called 'nausea' but is instead properly called
    'Troglodyte Stench' and flagged as a sickness. The functionality of the
    stench has not been otherwise changed.
  • Liches can no longer be
    affected by command undead, halt undead, the undead fear portion of the
    chill touch spell, or control undead (not in game yet).
  • Mephits now fly faster.
  • NEW - Some wraiths can now cast spells.
  • Most named troglodytes have been given more hp on the hard and
    elite settings.
  • Trolls should no longer attempt to make melee attacks from out of
  • Wight priests now cast attack spells with greater frequency.
  • NEW
    - Ghouls now properly apply the Sickened condition on opponents rather
    than the Slow effect. Sickened creatures have a -2 penalty to attack
    rolls, weapon damage rolls, skill checks, and saving throws. Effects
    that remove or protect against poison function on sickness.
  • NEW
    - Iron golems can now be slowed for a short time by electric attacks
    which do at least 1 point of damage. When iron golems are hit by fire,
    they are now healed by 1/3 of the amount of damage rather than the full
    amount. Fire damage will also cancel out the electricity induced slow
    effect if present.
  • NEW - Fixed a bug
    that was preventing spiders and dwarven enemies from being affected by
    the Slow spell and similar effects that reduced their movement.
  • Spiders
    • Some mid- and high-level (mostly CR 7 and up) spiders have
      new stronger poisons.
    • Most
      spiders on the hard and elite settings have had their attack damage
      reduced significantly, particularly those on the elite setting.
    • Widow type spiders will once again shoot functional webs.
    • NEW
      - Redfang – Redfang has been eating her Wheaties - her difficulty has
      been increased slightly to put her in line with other boss monsters.
    • NEW
      - Whisperdoom - Players should follow Ungurz's advice and not attempt
      to slay her – there is something in the air near Splinterskull that
      makes her practically invincible.
  • The mind flayer and vampire's dominate abilities no longer dispel
    protection from evil.
  • Vampires no longer cast shadows.
  • Vampiric Domination is now properly "Dominate Person" rather than
    "Dominate Monster" (Celestial Dogs and Warforged rejoice!)
  • Undead bosses can no longer be affected by turn undead fear.
  • Some ogres have been eating their veggies and will be able to see
    and hear better than they could before.
  • Several
    bow wielding enemies will now shoot various energy arrows like flaming
    arrows or cold arrows. These will do the typical piercing damage (1d6
    and up) in addition to various amounts of energy damage.
  • Several
    resourceful enemies have begun using various alchemical substances in
    battle. In most cases, these will affect players as energy damage over
  • Elemental Empathy will work properly on Earth Elementals that
    have used their Earthgrab ability.
  • NEW - All earth elementals will now
    react appropriately to creatures they cannot reach.
  • NEW
    - Flesh to Stone has been updated to only affect creatures that have
    flesh. As such, beholders will no longer petrify Warforged.
  • NEW - Fire Elementals will no longer get
    stuck dancing at times.
  • NEW - Mummy spellcasting AI updated.
  • More
    powerful versions of Mummy Rot are now labeled accordingly: Pernicious
    Mummy Rot is more dangerous than regular Mummy Rot, and Virulent Mummy
    Rot is even more lethal.
  • NEW - It is
    no longer possible to have more than one type of mummy rot on you at a
    time (if you were fighting a normal and elite mummy simultaneously).
  • NEW
    - Brother Salasso and other creatures capable of going gaseous,
    ethereal, or otherwise incorporeal, should no longer have a chance of
    becoming permanently stuck in a half-ethereal state where they can
    affect you but you cannot affect them.
  • Adran ir'Karsmore relies less on natural AC and more on his
    clerical buffs to provide him enough AC.
  • NEW
    - General Xanti'lar - His fireshield now protects him from cold and
    does fire damage to attackers, more like the regular fireshield spell,
    the difference being that his fireshield gives him immunity to cold
    instead of half damage from cold. Additionally, his caster level has
    been brought up to the normal level instead of being improperly set low.
  • Female humanoid villains will no longer charge into melee range
    if armed with spells or bows.
  • Mind flayers no longer reappear after being killed by a fiery
  • We
    are fixing an issue with the death animations of Arcane Skeletons. They
    will no longer "eat collectables" they should be creating.
  • NEW - Humanoid monsters will no longer
    throw weapons from their feet.


  • All enemy trips and knockdowns now have dual saves
    (an initial save and a secondary save). Most give you an ability
    modifier check for the initial save to determine whether or not you
    fall. This is usually your Strength or Dexterity modifier, whichever is
    greater on your character. Some knockdowns like grease give a reflex
    save as the initial save. Once you fall down, your secondary save
    checks will occur every two seconds and are versus your balance skill
    to determine when you stand back up.
  • NEW
    - Bard songs can no longer be interrupted by people hitting you. Cleric
    enhancements that use turn-undead charges can no longer be interrupted
    by people hitting you. Turning on action boosts can no longer be
    interrupted by people hitting you.
  • NEW - Player level no longer adds to DCs
    to resist your feats (trip, sap etc).
  • NEW - All Construct Bane weapons now
    affect Warforged.
  • Vermin Empathy and Elemental Empathy will now properly deduct
    from your Wild Empathy uses per day.
  • Rangers
    can now choose Favored Enemy: Gnoll as one of their favored enemies,
    either during advancement or by using a feat respec.
  • Favored Enemy: Construct now works on warforged opponents.
  • Smiting weapons and other death effects now give better combat
    feedback in your chat box.
  • Boss monsters will now give better feedback on spells that they
    are immune to.
  • NEW
    - Critical confirmation rolls are now shown in the chat log. Victims of
    sneak attacks and crits will now get clearer messages about it.


Spell Changes

  • NEW - We have
    optimized and polished many of the spell effects, so don't be alarmed
    if your favorite spell doesn't look exactly like it did before..
  • The valid arc for casting spells on a target has been increased
    from a forward 90 degree arc to a forward 120 degree arc.
  • Resist
    Energy is now available for clerics, paladins, rangers, and wizards.
    Protection from Energy is now available to Rangers, Wizards, and
    Clerics. This change allows these classes to cast Protection From
    Energy and Resist Energy the same way a sorcerer can, by memorizing a
    single spell and then choosing which damage type to ward against. The
    days of memorizing several Resist Energy: (Element) are no more!
  • NEW
    - Spell crits were not working properly on some AOE spells; now they
    will properly register the crit when casting and then apply the extra
    damage to all targets for the full duration of the spell. Spell crits
    will now also work properly on burning hands and cone of cold.
  • Protection
    from Evil has been fixed to work correctly. It no longer protects
    against *all* charms and compulsions (including Otto's, command, hold
    monster/person, etc). Rather, it only protects against charms and
    compulsions that give ongoing mental control, such as the vampire's
    dominate ability. Also, as per D&D rules, it no longer protects
    against mental control from evil creatures, but ALL mental control,
    regardless of the target's alignment.
  • NEW - Break enchantment now removes all
    petrification effects (such as from the beholder).
  • NEW - Since the Heal spell is now
    available for players, Restoration no longer removes Feeblemind.
  • NEW - Dispel Magic now correctly
    bypasses Spell Resistance.
  • Phantasmal killer is now a fear effect.
  • NEW - Phantasmal Killer damage on a
    successful save is no longer negative energy damage, but rather untyped
  • NEW
    - Sleep spells (Sleep and Deep Slumber) now have recurring saves every
    minute that the spell is active. This allows players who have been
    affected by sleep to have a chance to break free of it before the full
    duration has elapsed without significantly impacting its usefulness in
    combat situations.
  • Players will now be immune to charm and suggestion spells.
    Players will no longer be immune to command spells.
  • Stinking Cloud is now properly considered a 'nausea' effect.
  • Holy smite will now damage spiders.
  • The
    Teleport spell no longer has a Somatic casting component so players
    will not suffer an arcane spell failure chance for Teleport while
    wearing armor.
  • The Dispel Magic spell (for bards, clerics,
    paladins, sorcerers, and wizards) no longer requires a material
    component to cast (as per P&P rules).
  • Niac's cold ray now uses the proper ray cast animation.
  • Mind Blast now affects all enemies within the area of effect.
  • The
    flame arrow spell now allows the caster to choose what type of ammo
    he/she would like to add the "flame" property to. Choices include
    Arrows, Bolts, Throwing Daggers, Throwing Axes, Darts, and Shuriken.
    Each requires 1 base unmodified type of that ammo (so Flame Shuriken
    requires 1 plain shuriken) and produces a stack of 50. All players and
    items that can cast flame arrow will now cast the "new" version.
  • Ice
    storm no longer creates a slippery surface on the ground that causes
    players or monsters to fall. Instead it slows the land movement speed
    of enemy monsters for a very short time while in the storm area.
  • Stoneskin
    and Protection from Energy spells now work as per PHB - they have a
    total amount of damage that they protect you from, after which they
    will vanish.
  • When blind, you will no longer see the names
    floating above the head of named friends/foes. In an update sometime
    after Module 3 we will be restoring the ability to see friend's names.
  • Casting/Cooldown
    • Slightly reduced the cooldown timer of all level 5 spells.
    • The 'projectile' portion of Fireball and Ball Lightning have
      been sped up slightly.
    • The Flaming Sphere ball of fire has been sped up slightly.
    • Significantly sped up the casting time of Command to be in
      line with other spells of that level.
    • Significantly sped up the casting time of Flame Strike.
    • Significantly sped up the casting time of the Spell
      Resistance spell to be in line with other spells of that level.
    • Significantly sped up the cast time of the sorcerer's
      Dimension Door spell to be in line with other spells of that level.
    • Significantly increased the cooldown timer of the sorcerer's
      Suggestion spell to be in line with other Suggestion spells.
    • Made
      several minor tweaks to casting times and cooldown timers of other
      spells to bring them in line with similar spells of the same level.
  • The
    cloud spells Acid Fog, Cloudkill, Fog Cloud, Glitterdust, Mind Fog,
    Obscuring Mist, Sleet Storm, Stinking Cloud, and Solid Fog have had
    their FX altered slightly. Now, if you or an ally cast any of these
    spells you will see the particle effects only, and not the obstructive
    visual overlay. Cloud spells cast by enemy spellcasters will still
    display screen overlays on any target that didn't resist the spell.
  • NEW
    - Stinking Cloud, Obscuring Mist, and Fog Cloud no longer blind
    players. Instead, Stinking Cloud, Obscuring Mist, Fog Cloud, Solid Fog,
    Acid Fog, and Cloudkill now give a 20% concealment miss chance to enemy
    attackers due to the obscuring of sight. Players in sleet storm,
    however, are still considered to be blinded. Obscuring mist, fog cloud,
    and sleet storm effects can no longer be avoided with blindness ward
  • NEW - Changes to Web
    • The
      vast majority of monsters that had previously been flagged as immune to
      web now can save against it normally. This includes both per-genus
      immunities (like giants) and immunities based on hit dice (which was
      causing many monsters on hard and elite settings to suddenly become
      immune to web).
    • The monsters that will continue to be immune to
      web are incorporeal creatures, spiders, oozes, fire elementals, other
      creatures largely comprised of fire, and bosses. In other words,
      incorporeal creatures can pass through webs, spiders are spiders, oozes
      squish through webs, and creatures that look like they're on fire can
      burn through the webs.
    • Spiders now properly display an 'immune' message when hit
      with a web spell.
    • Spider webs now have recurring str checks and hold players
      the same way the web spell does.
    • Ghouls and wights can no longer run through webs freely (they
      were missing their entangled animations).
    • To
      compensate for the removal of many of the immunities to web, web now
      has recurring saves. Any monster that fails the initial reflex save can
      attempt to make a strength check to break out of the web. After
      succeeding on a save the monster cannot be affected by a web again for
      the rest of the round (~3 seconds).
    • The area of webs effect has shrunk slightly to better fit the
      physical appearance of the web.
    • Area
      of Effect fire spells, both friendly and harmful, now properly burn
      through webs (previously they were burning the web itself, but leaving
      creatures that were already caught entangled, now all creatures that
      are entangled when the web is destroyed will be freed).
    • Players caught in webs cast by enemy monsters can no longer
      move freely.
  • Obscuring Mist can now be burned away with fire spells (like the
    Web spell - as per D&D rules).
  • Glitterdust's penalty to hide is no longer resistible with a Will
  • The teleport spell now uses the correct particle FX.
  • NEW - Bards now get feather fall as an
    optional level 1 spell.
  • NEW
    - Beneficial AOE spells, such as haste or remove fear, will now center
    on the caster rather than some distance in front of the caster when
    cast without a target selected (or with a monster target selected).
    These spells when cast with a friendly player targeted will still
    center around that target.
  • NEW - Fiery
    Inferno, Burning Touch, Thaarak Hound Breath, and Scorch will now be
    stopped by the appropriate Resist Energy spells and items, and not by
    physical DR.
  • The visual for the Grease spell now matches more closely the area
    of effect.
  • You will now get chat feedback in the combat window when you hit
    someone with a non-damaging spell (like fear or slow).
  • NEW
    - The delay between when some AOE offensive and defensive (buff) spells
    are cast and when the spells actually applies their effects has been
    shortened. This makes these spells easier to land on moving creatures
    and make it slightly less likely that the party barbarian will keep
    running out of range of haste before it lands.
  • NEW - The radius of Sleep, Deep Slumber,
    and Feather Fall have all been increased to "standard" AOE radii.
  • NEW
    - Fixed a problem with the Dismissal spell wasn't adding the spell
    level (4 for clerics, 5 for sorc/wiz) to the spell's save DC, making it
    much harder to land than it otherwise would be.
  • NEW - Protection from Energy and Resist
    Energy selector spells now all share the same cooldown timer across all

Metamagic Fixes

  • Characters using the Quick feat will find their spellcasting
    greatly improved.
  • Resistance, Restoration, Raise Dead and See Invisibility spells
    can now be used with the Eschew Materials feat.
  • The spell point cost of using your Eschew Materials metamagic
    feat has been reduced.
  • Find
    Traps, Ice Storm, Magic Missile, Scorching Ray and Searing Light no
    longer consume additional spellpoints while the Heighten Spell feat is
  • Holy Smite and Niac's Cold Ray can now be used with the Heighten
    Spell feat.
  • Dismissal no longer consumes extra spell points while the
    Maximize or Empower spell feats are active.
  • Feeblemind and Waves of Fatigue no longer consume extra spell
    points while the Extend Spell feat is active.
  • Ray of Exhaustion can now be used with the Heighten spell feat.
  • Sleet Storm no longer consumes addition spell points while the
    Heighten spell feat is active.
  • Wall of Fire
    • No longer consumes additional spellpoints while the Heighten
      spell feat is active.
    • Wall of Fire can now be used with the Extend Spell feat.
  • Shocking grasp can now be affected by the Heighten Spell
    metamagic feat.
  • Solid Fog and Grease no longer consume additional spellpoints
    when under the effects of the Heighten Spell metamagic feat.
  • Melf's Acid Arrow no longer consumes additional spellpoints while
    the heighten spell feat is active.
  • NEW
    - The enlarge spell metamagic feat no longer consumes additional
    spellpoints when used on the self-only spells Find Traps, Divine Favor,
    Divine Power, Detect Secret Doors, Expeditious Retreat, and False Life
  • NEW - The enlarge spell metamagic feat
    now works properly with Wall of Fire.

Spell Description Updates

(these are just text changes, not changes to spell functionality)

  • Spell descriptions now use color for greater readability!
  • Player
    spells will now state in their descriptions if the spell has a saving
    throw to resist, and if so, the results of a successful save.
  • Niac's Cold Ray now properly includes max damage (please note:
    there has been no functional change to this spell).
  • Ray
    of Enfeeblement description fixed, it had been indicating an extraneous
    +1 STR damage that it did not do, and was missing max caster level
  • Hold spells have been updated to state that they have a save
  • Player spells that have a max Hit Dice cap should now state this
    in their description.
  • Melf's Acid Arrow description has been updated to list the
    correct interval.
  • Wall of Fire description now been updated to include damage
  • Scorching Ray description now includes information about
    additional rays and their levels.
  • NEW
    - Updated Solid Fog description to remove reference to blocking missile
    attacks (which did not work) and added information about melee attack
    and damage penalties. There has been no functional change to the spell.
  • NEW - We have corrected several other
    spell descriptions as well.

Skills, Feats, & Abilities

  • NEW - Trained-only skills now require a
    full rank, not half a rank, to use.
  • NEW - Resolved an issue where only the
    first person to walk near a secret door would make a spot check to see
  • The
    magnitude of the bonus provided by Action Boost: Attack and Action
    Boost: Skills have been reduced at the higher level enhancements.
  • Bards
    can now activate their singing abilities while moving! The activation
    time on their singing abilities has been reduced significantly as well.
    An animation glitch has also been fixed!
  • Fixed a bug with some
    AOE abilities and spells. Formerly, if you had a dead monster targeted,
    Turn Undead would fail. Now, it will work, but will be centered on you
    since your selected target is dead. The same is true of other feats,
    skills (Intimidate, etc.), and spells (Burning Hands, etc.), for which
    the default behavior on an invalid target should be "happen, centered
    on me", or "happen, aiming directly forward".
  • NEW
    - At level 6, Drow erroneously received the option to purchase an Elven
    ranged combat enhancement intended for high elves only. Drow can no
    longer select this enhancement.
  • The description for the
    Paladin's Lay on Hands ability has been corrected to better describe
    the amount of healing/damage that the ability does.
  • The Bard
    Inspire Competence ability is now correctly flagged as a 'competence'
    bonus to skills, not a 'morale' bonus as it was.


  • Warforged who take the fighter's armor
    mastery enhancements will now see it affect the max dex bonus from
    their armored body feat.
  • The Divine Healing enhancement now affects warforged characters
    equally effectively as non-warforged characters.
  • The Human Improved Recovery Enhancements now will properly
    increase the value of heals cast on you.


  • NEW - When you attack most
    creatures, the chance that your weapon will be damaged is now
    significantly less (on average). Weapon damage chance after hitting
    oozes and rust monsters has not changed.
  • The prohibition the
    Coin Lords had placed on the sale of handaxes in Stormreach has been
    lifted. Handaxes now for sale in fine weapon shops near you.
  • NEW - Docents should now always appear
    properly both on your screen and on everyone else's.
  • NEW - Removed a bug causing equipment to
    be generated with race restrictions, but without setting the UMD
    difficulty on the item.
  • NEW
    - Tomes and Manuals that grant statistic increases can no longer be
    destroyed by monster attacks. They will instead become broken and can
    be repaired.
  • NEW - Stacks of higher level Resist
    Energy potions now list the energy resistance gained (either 20 or 30
  • NEW
    - Superior [ENERGY] Lore item effect descriptions now match the actual
    bonuses given by these items, a 15% chance to critical for 1.5x damage
    when casting a spell of the correct [ENERGY] type.
  • There is a
    new weapon effect "Vicious". This effect causes the weapon to do an
    additional 2d6 of damage to the target, but also does 1d6 of damage to
    the wielder.
  • Generic Masterwork and +1 items sold in various shops around
    Stormreach are no longer bind on acquire.
  • NEW - The Grease Scroll now has the
    appropriate caster level for a level 1 spell.
  • NEW
    - Fixed an issue with Bane weapons where they were not getting the
    proper +N bonus to damage their specified enemy (they were getting the
    +d6, just not the +1 on lesser/+2 on normal/+4 on greater).
  • Bolts
    of X Bane have had their minimum required level reduced to match Arrows
    of X Bane. This change is not retroactive, but all new bane bolts found
    will have the new minimum required level.
  • Corrected a treasure
    issue where some slashing weapons were generated without an intended
    effect. The affected weapons will not suddenly gain a new effect but
    they will retain their inflated monetary value for sale to vendors.
  • NEW - Steel Bucklers will now have steel
  • The
    following bane weapons will now have the appropriate attack bonus. At
    the moment there is not a retroactive fix for older copies of the
    weapons that do not have the bonus but we are working on one.
    • Kelmar's Justice
    • Sword of the Giant Slave-Masters
    • Giant Stalker's Knife
    • Spider Spike
    • Spiked Mace of the Elements
  • NEW
    - Darkleaf Banded Mail will now actually be made out of Darkleaf. This
    benefits of Darkleaf include; +1 to max dex bonus, armor skill check
    penalty reduced by 2, arcane spell failure reduced by 5%, and armor is
    non-metallic (which matters if a rust monster bites you).
  • NEW
    - Any new Roguebane Breastplates from Gwylan's Stand will now have a
    minimum required level of 4 as well as having a higher value and
  • NEW - The Star of Irian
    that drops in Tempest's Spine is getting a makeover. All existing and
    new Stars of Irian will have the Righteous effect work as described (+2
    to-hit/damage vs. Evil creatures). It will no longer do an additional
    1d10 damage on critical hits. Newly created Star's of Irian will have
    increased durability and hardness as well as an increased minimum level
    requirement. The durability change will not affect already existing
  • Crests will now sparkle to make them easier to see.
  • Thrown
    weapons (axes, daggers, darts, and shuriken) will now rotate
    appropriately when thrown. Thrown daggers and axes now also have
    streaks as they spin through the air.
  • Elemental weapon particle FX have been toned down.
  • The
    "Protection from Chaos" effect found on the Planar Gird and the
    Chaosgarde has been renamed "Chaosguard". This is to prevent confusion
    with the D&D rules Protection from Chaos which includes a ward
    against mental control. Our effect was never intended to include that
    ward (and never has). There is no change in the actual benefits of
    these items.


  • Wandering NPCs (such as Altan Eguilan) should no longer slide
    away while talking to players.
  • NEW - Petra Pollister the Potion Peddler
    in the Portable Hole has a new potpourri of puissant potions.
  • NEW - Guard Joalam in the marketplace is
    no longer suicidal.
  • Summoned and charmed monsters should no longer attack Derward
  • Durk the Deranged has noticed that his friend Loghan is no longer
    in the Leaky Dinghy.


  • Sneak attack works as follows:
    • If the target player is helpless, sneak attack applies.
    • If the target player is blinded, sneak attack applies.
    • If the target player is asleep, sneak attack applies.
    • If the target player is stunned, sneak attack applies.
    • If the target player is bluffed, sneak attack applies.
    • If the target player is dazed, sneak attack applies.
    • If the target player is flanked, sneak attack applies.
  • In PvP arenas only, inflict wounds spells can be used to heal
    friendly undead.


  • NEW - It should no longer be possible to
    find an empty chest in a low level adventure in solo mode.
  • Fixed a problem where some floor puzzle tiles weren't lighting up
    when they should have.
  • NEW - Arzag-Khor Sewers
    • Several
      new champions of the Arzag-Khor have joined them in their sewers. These
      are powerful warriors who have the potential to be guarding new special
      equipment. /
  • NEW - Black Anvil Mines
    • Duergar survey crew should no longer respawn.
  • NEW - The Butchers Path
    • A secret door that wasn't so secret has been fixed - players
      will now need to use the search skill to locate the secret door.
  • NEW - Catacombs
    • The final fight in the Catacombs has been made more
  • NEW - Delera's Tomb
    • Charmed monsters should no longer prevent progression through
      the dungeon.
  • NEW - Den of the Kobold Brothers
    • Balanced
      the treasure tables on the chests in the Den of the Kobold Brothers to
      be more in line with dungeons of similar length and difficulty.
  • Garl's Tomb
    • Old Grey Garl will no longer fall through his hatch while
      fighting you.
  • Ghola-Fan's Compound
    • The
      chest in the Iron Golem training room inside Ghola-Fan's Compound will
      no longer pickable to help prevent quest completion issues.
    • NEW
      - The ogres under the instruction of Master Tar-Lom will now attack
      those who seek to rain missiles down on them from above, instead of
      sitting around wondering what to do.
  • Haunted Library
    • The floor puzzle in the Haunted Library now requires that all
      4 runes be lit at the same time in order to open the door.
  • NEW - Hidden Chapel
    • The experience granted for completing "Purge the Heretics"
      has been increased.
  • NEW - Hiding in Plain Sight
    • Fix an issue with unintentional respawns in the end room of
      Hiding in Plain Sight.
  • NEW - Irestone Inlet
    • If you use a tar keg and don't have a powder keg, the tar keg
      will remain useable.
  • Osgood's Basement
    • Some breakables in this dungeon were not counting towards the
      XP bonus for number of breakables smashed. This has been fixed.
  • The Pit
  • NEW - The experience granted for this
    dungeon has been raised dramatically.
  • NEW
    - A powerful and well equipped conjurer is rumored to have been killed
    in the Pit. Wonder if the slimes have left any of her equipment intact…
  • NEW - The third furnace room is now more
    friendly to players.
  • Made some changes to the Pit's instruction manual - Step 9 is a
    little bit difference since the final objective has changed.
  • Redfang's Nesting Ground
    • More spikes are now disabled by the control panel in the
      spike-trapped room, creating a wider "safe path" for travel.
  • Restless Isles
    • We have added another encounter.
    • The locked gates in the tunnels beneath the isles can now be
      picked with a high enough dc roll.
  • NEW - Ruins of Threnal
    • We've
      made some changes to the giant caves in the Ruins of Threnal adventure
      area to balance and spread out the loot across all 3 of the caves. Each
      cave will now have 1 chest at the end of it which will give level
      appropriate loot.
    • The chest at the end of the Gate of the Black
      Moon has been re-added. Also, the door that Kharvos Valadan opens at
      the end of the Southern Threnal Ruins quest will close after a time and
      will not reopen.
    • NEW - It is no longer possible to
      "miss" the first giant encounter in the Threnal Ruins.
  • Sharpwood's Warehouse
    • The enemies will no longer respawn.
  • NEW - Shrouded Vale
    • Shrouded Vale now properly acts as an adventure area and not
      an individual quest.
    • The cart will now take you back to Phiarlan.
  • Sorrowdusk Island
    • NEW - The Rest Shrine in Grey Moon
      Den is open for business again.
    • NEW
      - After players complete "Cult of the Six" by speaking to Lord Hragg,
      they can revisit Bruku the Elder to repeat the "Cult of the Six" quest
      without also repeating "Grey Moon Waning."
    • The puzzle wheels at the end of the Fane of the Six now work
    • NEW
      - The chests at the very end of the Cult of Six quest series will now
      only spawn after both the Fire Reaver and the Idol have been destroyed.
    • The 2 floor puzzles in Sorrowdusk Temple now require that all
      3 of their runes be lit at the same time to complete the puzzle.
    • NEW - You can now carry the Libram
      of the Six out of the dungeon and Hragg will take it from you.
  • Splinterskull
    • Chief Ungurz will now offer an option to repeat the
      Splinterskull quest arc.
  • NEW – The Sunken Sewer
    • Reworked the final encounter in this dungeon to prevent
      players from getting stuck while fighting the boss.
  • Tempest Spine
    • The
      "Bridge to the Inevitable" gate trap will now open after 3 minutes to
      prevent parties from getting stuck should someone run ahead, trigger
      the trap, and then die.
  • NEW - Three Barrel Cove
    • Previously,
      Lars Riflee would behave as if you had already done his quest before if
      you had done the Sunken Sewer quest, not his. This has been fixed.
  • NEW – Troglodyte Clutch
    • More XP will be awarded for the optional objectives of
      Freshen the Air.
    • The
      Troglodyte Shamans were not getting along with each other. Some have
      left the clutch entirely while others simply put some distance between
      themselves and their brethren. As a consequence, Harven Gralak now
      requires fewer Troglodyte Shaman to be killed.
    • When the shamans left, the troglodyte tribe enlisted the aid
      of some kobolds to fill in the gaps in their ranks.
    • Adventurers
      weary from battle with the Troglodytes now have a place to rest, but
      the clock's still ticking, so they shouldn't dawdle!
    • The
      Troglodytes have cleared a hallway and expanded their lair to include
      room for their breeding grounds. Rumor has it that an especially rank
      Troglodyte, Matriarch Sishliss, has taken up residence there, fiercely
      guarding her eggs and treasure.
    • Doggart now requires
      adventurers to meet him at the exit before he will declare the job
      done, and he won't let you leave without clearing both the vents and
      the source of the troglodyte infestation.
  • Twilight Forge
    • The dogs in the boss fight will now stop respawning after the
      mind flayer boss is killed.
    • Made the locked chest in Twilight Forge easier to open.
  • NEWVault of Night
    • Plane of Night
      • It should no longer be possible to fall through the
        intact bridges in the Plane of Night dragon encounter.
    • Prison of the Mind
      • Monsters should no longer fall off Prison of the Mind.
      • A rest shrine has been added to Prison of the Mind.
    • Vault of Night
      • Rest shrines have been added to this dungeon to help
        weary travelers.
  • NEW - The Waterworks
    • Guard
      Branson's dialog now correctly indicates that there is a level
      requirement not a favor requirement to get the "Invasion" storyquest.
  • Wavecrest Tavern
    • Kobolds will no longer attack you through doors in the

Under Development

These items are currently in development and are scheduled for some
time after Module 3.


  • NEW - Black Anvil Mines
    • When you take this quest, the mapnote will update to indicate
      you need to use the cart to go to the Black Anvil Forest.

To discuss the weekly development activities visit the official target="_blank" href="http://www.ddo.com/forums/showthread.php?t=47816">DDO

To read the latest guides, news, and features you can visit our Dungeons & Dragons Online: Eberron Unlimited Game Page.

Last Updated: Mar 29, 2016

About The Author

Karen 1
Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.