DDO Update

June 14, 2006

delivers the most exciting group-focused experiences
available in online gaming today.

Up till now the city has held dangers
that are to difficult for a single player to overcome. An all new solo
setting is being introduced to help DDO players navigate through
content on their own, allowing them the time and space to learn about
their characters, try strategies and face monsters for the first time
on their own. Players will be able to play at their own pace without
having to worry about finding others to group with. For the full
article on the new solo play features click href="http://www.ddo.com/index.php?page_id=20&pagebuilder%5Bmodule%5D=article&pagebuilder%5Bdisplay_item%5D=427">here.

Experience Table Adjustment

In conjunction with the new solo options for the Harbor, we have made
some adjustments to the experience required to get from level 1-3.
Advancing to level 2 will now require 5,000 experience points instead
of 10,000, and advancing to level 3 will require 20,000 total
experience points instead of 30,000, allowing you to visit the trainers
even earlier.

As a result of this sliding experience, the experience point
requirements for level 3-10 will be 10,000 points lower. The amount of
experience required to move from level 3 to level 10 will remain the
same, but will require less total experience, as a result of the
changes made at levels 1 and 2. To balance this out for existing
characters, all characters who are currently level 3 and above will see
a one-time, 10,000 point, experience shift closer to their next level.
Please note: this is NOT a gift of 10,000 xp, merely a shift however
depending on your current xp total this may grant you a new level or


  • We have fixed a graphics memory leak that caused performance to
    severely degrade over time, eventually causing instability or crashes.
    This should also help alleviate "hitching."
  • In a continued effort to help our dial-up players we made some
    further reductions to bandwidth usage. All players should see some
    benefit from this reduction.
  • We fixed a bug that sometimes caused players to crash while


  • You can now use punctuation in your Guild Message of the Day!!!!!
    Use all the commas, exclamation points, and questions marks you
  • We changed the text of the in-game help request for "Stuck" to
    reflect the best procedure to follow if you get stuck somewhere
    in-game. Previously the instructions directed players to log out of the
    game, which is not the best course of action. Instead you should submit
    a help request and wait for assistance.
  • We have added or corrected several focus orb images.


  • Starting characters now start with 3 starter healing potions and
    3 potions of light repair.
  • Rogues now begin the game with a shortsword instead of a dagger.
  • In order to bring the stealth and invisibility systems closer to
    the D&D Core Rulebooks, we've redesigned how the systems work.
  • Monsters that think they have detected a hidden target will no
    longer unerringly home in on the stealthed character; rather they will
    rely on a "best guess" to target where they logically believe the
    character to be.
  • Invisibility, rather than being complete undetectability, now
    routes through the stealth system as Hide and Move Silently do. When
    using invisibility, you will now have to make a stealth check with a
    +20 bonus. Invisibility does not grant Move Silently, and so you are
    advised to activate stealth when you are invisible.
  • Both invisibility and stealth now contain detaunt elements when
    you are in a party. Opponents will prefer to attack targets that are
    visible, and if they cannot find you they will eventually give up,
    rather than omnisciently hunting you over long distances.
  • Read more about the Invisibility changes href="http://www.ddo.com/forums/showthread.php?t=40205">here.
  • We have fixed several typos.
  • Fixed several stuck points throughout the world.

Vendors and NPC's

  • After months of pensively watching the citizens of Stormreach do
    their shopping at the Marketplace Bazaar Tent instead of at their
    shops, the jewelry brokers from the "Erstwhile Emporium" in House
    Phiarlan and the clothing brokers from the "Empty Hand" in House
    Jorasco have given in to the inevitable and relocated to the
    Marketplace Bazaar. They have leased their shops to local entrepreneurs
    who are hoping to make some money selling all kinds of non-magical
    consumable goods to House visitors.
  •  Fixed some (now) incorrect quest dialogue to reflect the
    recent relocation of several harbor NPCs.
  • Scrag has become more sociable and less shy. He has acclimated to
    life in the big city and no longer becomes confused when more than one
    person attempts to talk to him at a time.
  • Sailor Calatin of Smuggler's Rest has taken a stroll down the
    dock. He can now be found next to the Rook's Gambit Tavern. He is now
    more centrally located so that you can choose to skip the
    class-specific tutorials and head directly to Stormreach if you want.
    However, we still recommend running through the class tutorials that
    can be found in the buildings behind the Rook's Gambit.


  • Permanently damaged items will now reduce in value at a slower
  • Haven't been able to find the perfect Bane/Greater Bane/Slaying
    arrow or bolt for the monster of your choice? Fret no more – we've
    quadrupled the types of bane arrows and bolts in the game! In addition,
    all Bane and Greater Bane missiles have now been added to the loot
    tables for chests. Previously these powerful missiles were only
    available from a few collectors. As a side effect, players will no
    longer find Slaying arrows that don't have killable monsters associated
    with them.
  • The barkeeps and tavern owners of Stormreach have decided to
    reward the Warforged for months of dedicated service to the city. They
    are now stocking vastly improved Warforged Oil (Drink) so that the
    Warforged's drinks have an effectiveness similar to non-oil drinks of
    equivalent cost.
  • A temporary magical disturbance was interfering with the
    effectiveness of the Brooch of Waterbreathing but the Artificers are
    pleased to announce that equilibrium has been found and the brooches
    should once again give their wearer 90 seconds worth of air.
  • The merchants of Object Desire in House Phiarlan have finally
    received a long back-ordered shipment of Hold Person scrolls. They are
    currently carrying a complete selection of level 3 Arcane Scrolls.
  • We changed the description of some resistance items to help
    clarify stacking. For example "of resistance" items do not stack with
    items that give a bonus to a specific category of saves (i.e. will
    saves). You can read the full Knowledge Base article on this topic target="_blank"
  • There is the possibility that some items have been created that
    cast Fireshield. Fireshield has not been fully implemented into the
    game and does not return damage to enemies that attack a fireshielded
    character. These items will no longer be created, but Fireshield items
    already in existence will not be changed. Fireshield does reduce damage
    from fire while it is in effect.
  •  Holy, Axiomatic, and Anarchic weapons no longer display the
    Immune message when a player of the correct alignment equips them.
  • The Brooch of Shielding and Raktu's Trifle will no longer display
    an alert icon for their Magic missile shielding effects.
  • Any new Docents of Filtration will be properly identified as
  • Any new Thanatos Weave Robes will be properly identified as


  • The Blackheart chieftains in the Jungles of Khyber have become
    worried about their recent heavy losses and ordered rest and
    resurrection shrines be erected at their camp to aid their soldiers.
  • The first kobold in Old Sully's Grog was finally awakened and
    chased out by the wily runty kobolds. Unfortunately, the runty kobold
    ordered to replace him on guard duty found the area quite comfortable,
    and promptly fell asleep.
  • A mysterious illness is plaguing the Conjured Spiders that live
    in Euphonia's training ground. They are listless and weak, and do not
    pose much of a threat to new adventurers as they once did.


  • We made some improvements to the combat feedback for critical
    hits. Effects triggered by a critical hit will now show up after the
    to-hit die roll in the combat chat tab. When you score a critical hit
    on a monster and it resists, you will now get a "Critical Hit
    Resisted!" message in the combat chat tab.
  • We have changed the tooltip description for the Power Attack feat
    to help clarify that this feat only applies to melee attacks. We have
    also changed the language of several additional tooltips to help make
    sure their meaning is clear as well.

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

Last Updated: Mar 13, 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.