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Update 41.4 Release Notes

Update 41.4 Release Notes

 
Here are the Release Notes for Update 41.4, released on Thursday, March 28th, 2019.
 

Of Special Note:

 
Masterminds of Sharn is now available to pre-purchase! Visit DDO.com/Sharn to learn more. This release includes game changes that will permit players to immediately receive the listed benefits of their desired Masterminds of Sharn edition that are marked as available immediately. 
 
 

News and Notes:

 

 

Character

 
  • Ranger Arcane Archer's Arrow of Slaying now properly requires 12 Character Levels, like other Tier 5 enhancements.
  • Knight's Training's text has been updated for clarity.
  • Frolic from the Spellsinger tree now more reliably protects from crowd control effects.
  • Cleric Domains now have more accurate and flavorful tooltips.
  • Racial Completionist has been removed from those who have it due to the arrival of Tiefling.
  • Bardic Fascinate no longer hits static objects.

Enhancements

 
  • Inquisitive Universal Enhancement Tree
    • The Inquisitive is a new Universal Enhancement Tree based on the Master Inquisitive prestige class in the 3.5e Eberron Campaign Setting, Inquisitives are investigators who specialize in solving mysteries and shedding light on the darkest secrets. In DDO, those who use the Inquisitive Universal Enhancement tree will gain skills that focus on Diplomacy, Law/Chaos damage, finding hidden things, and a new Dual-Crossbow combat style.
    • In the same way Vistani Knife Fighter has an enhancement that changes your combat style, Inquisitive has a Tier 1 enhancement that changes the way Light and Heavy (non-repeating) Crossbows are used. With this enhancement, any Light or Heavy (non-repeating) Crossbow you equip splits into two smaller hand-crossbows in your hands, each firing a shot every time you attack. Both of these shots use the stats of your single (equipped) Crossbow. Get ready to hit the streets of Sharn and solve some mysteries!
  • Cores
    • Inquisitive: +1 to Attack with all weapons. +1 to Diplomacy, Intimidate, and Bluff.
    • Hit the Streets: You gain an additional copy of Diplomacy on a separate cooldown timer. This timer is shared with Half-Elven Social Grace's Diplomacy. 1 Minute Cooldown. Passive: +2% Dodge. +3 Diplomacy skill, if you are a Half-Elf, this bonus is instead +10.
    • Mind like Iron: +3 to Will Saving Throws. You no longer automatically fail Saving Throws for Fear, Enchantment, or Illusion effects on a Natural 1. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -4 penalty.
    • True Seeing: You permanently gain the effects of the True Seeing spell. You gain +1 Competence Bonus to Critical Threat Range and Multiplier with Light and Heavy (non-repeating) Crossbows. In addition, you gain +2 Damage dice with Law on your Side.
    • Undaunted: +10 Ranged Power, +3 to all Saving Throws, +4 to the Maximum Dexterity Bonus of equipped armor. You gain the Slippery Mind feat (You can wriggle free from magical effects that would otherwise control or compel you. You gain a second saving throw versus enchantments.). In addition, you gain +3 Damage dice with Law on your Side.
    • Master Inquisitive: +2 to all Ability Scores. +10 Ranged Power. While wielding a Light or Heavy (non-repeating) Crossbow, your Vorpal hits will knock down targets hit on a natural 20 + confirmation for 6 seconds without a saving throw, as a Great Crossbow. In addition, you gain +4 Damage dice with Law on your Side.
  • Tier 1
    • Dual Shooter: While you have a Light or Heavy (non-repeating) Crossbow equipped, you instead fight with a Hand Crossbow in each hand, with each mimicking the damage and effects of your equipped Crossbow. +1 to Attack and Damage with Light and Heavy (non-repeating) crossbows.
    • Eye for Accuracy: +1/2/3 to-hit with weapons.
    • Conjure Bolts SLA: Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout. 30/20/10 SP.
    • Law on your Side: Toggle: Your Light and Heavy (non-repeating) Crossbow attacks deal 1d8 Law damage on hit to non-Lawful creatures, scaling with 200% Ranged Power. Lawful creatures take 1d4 Law damage, scaling with 200% Ranged Power.
    • Inquisitive Skills +1/2/3 to Diplomacy, Intimidate, and Bluff. Rank 3: +1 to Will Saving Throws
  • Tier 2
    • Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows.
    • Wand & Scroll Mastery: +25%/50%/75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +1/2/3 to the save DC's of your offensive wands.
    • Observation: When you use Diplomacy on a enemy, you gain one stack of Observation (+2 to Armor Class, +2 to PRR, +2 to MRR). Each stack lasts for 20 seconds before being removed. This stacks up to 5 times.
    • Improved Law: +2 Damage dice with Law on your Side.
    • Action Boost: Skills Activate to gain a +2/4/6 Action Boost bonus to all skills for 20 seconds. Cooldown: 30 seconds.
  • Tier 3
    • Crossbow Adept: +1 to Attack and +1 to Damage with Light and Heavy (non-repeating) Crossbows.
    • First Things First: Multiselector. Choose one of:
      • Shoot First: Bow or Crossbow Attack: +3[W] damage. On successful damage, this causes your opponent to take "Shot Wound". (Cooldown: 6 seconds) Note: Shot Wound deals 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Ranged Power.
      • Ask Questions First: Activate this skill to gain +20 to Diplomacy and a 10% reduction in the cooldown time of Social Skills for 60 seconds. When you use Diplomacy on a enemy while this is active, you gain a stack of Preparation (+2% Dodge that ignores Dodge Cap). Each stack of Preparation lasts 12 seconds, and acquiring a new stack resets the duration. Preparation can stack up to 5 times. (Cooldown: 2 minutes).
    • Improved Observation: Each stack of Observation now also grants you 5% Fortification Bypass.
    • Stop in the Name Active: Targeted enemy must save (DC Diplomacy+d20 vs. Will) or be Dazed for 10 seconds. Daze is removed on hit. Bosses are immune to Daze. 18 second cooldown.
    • Ability Score Choose an ability to improve:
      • +1 Strength
      • +1 Dexterity
      • +1 Constitution
      • +1 Intelligence
      • +1 Wisdom
      • +1 Charisma
  • Tier 4
    • Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows.
    • Later Things Later: Multiselector. Choose one of:
      • Ask Questions Later: Requires Shoot First. When you use Diplomacy on enemies who have at least one stack of Shot Wound, they take a Crushing Despair effect for 30 seconds.
      • Shoot Later: Requires Ask Questions First. Bow or Crossbow Attack: +5[w]. This attack has +2 Critical Threat Range and Multiplier. Cooldown: 15 seconds.
    • Inquisition Multiselector. Choose one of:
      • Divine Inquisition: You count Light and Heavy (non-repeating) Crossbows as Favored Weapons, regardless of your Deity.
      • Arcane Inquisition: You gain +15 Universal Spell Power while holding a Light or Heavy (non-repeating) Crossbow.
      • Martial Inquisition: +5% Doubleshot with Light and Heavy (non-repeating) Crossbows.
      • Dashing Inquisition: You can Swashbuckle while wielding a Light (non-repeating) Crossbow.
    • Greater Law: +2 Damage dice with Law on your Side.
    • Ability Score Choose an ability to improve:
      • +1 Strength
      • +1 Dexterity
      • +1 Constitution
      • +1 Intelligence
      • +1 Wisdom
      • +1 Charisma
  • Tier 5
    • No Holds Barred:  Action Boost: You may activate this ability to enchant your Light or Heavy (non-repeating) crossbow to instantly reload itself for 18 seconds. (Cooldown: 30 seconds. ) This shares charges and a cooldown with Endless Fusillade. If you also have Endless Fusillade, you gain +10 Ranged Power while No Holds Barred is active. Passive: +5 Ranged Power, +10% Doubleshot.
    • Arresting Assault: All nearby enemies take -10 Melee, Ranged, and Spell Power for 20 seconds and 5 stacks of Vulnerability. In addition, nearby enemies must save (DC Diplomacy+d20 vs. Will) or be subjected to a 10-second Daze. (Bosses are immune to the Daze, but not the Power reduction or Vulnerability). Daze is removed on hit. 1 minute cooldown.
    • Improved Uncanny Dodge: Grants the Improved Uncanny Dodge feat. Activate that ability to gain a temporary 50% Ddge bonus and a +6 Reflex Save bonus. That feat also grants you a 1% passive bonus to Dodge at levels 4, 6, 8, 12, 16, 20.
    • Inquisitor's Path: Multiselector. Choose one of:
      • Optimistic: +2 Damage Dice with Law on your Side. +10 Ranged Power, +30% Alacrity with non-Repeating Crossbows.
      • Jaded: Your damage dice with Law on your Side are now d8s for all enemies, regardless of alignment. +10 Ranged Power, +30% Alacrity with non-Repeating Crossbows.
      • Vigilante: +1 Damage Dice with Law on your Side. Damage from Law on your Side is now Chaos damage, with non-Chaotic creatures taking d8s of damage, and Chaotic creatures taking d4s of damage. +10 Ranged Power, +30% Alacrity with non-Repeating Crossbows.
    • Diplomatic Immunity: Toggle: While active, your attacks with Light and Heavy (non-repeating) Crossbows have a chance to automatically trigger Diplomacy around you.
  • Tiefling
    • Cores
      • Bloodhunt: Your weapon attacks add 1d4 Fire damage to enemies under 75% HP. This damage scales with 100% Spell Power. Passive: +5 Fire Spell Power.
      • Charisma: +1 Charisma
      • Bloodhunt: Your weapon attacks add an additional 1d6 Fire damage to enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire Spell Power.
      • Charisma: +1 Charisma
      • Bloodhunt: Your weapon attacks add an additional 1d8 Fire damage to enemies under 25% HP. This damage scales with 200% Spell Power. Passive: +20 Fire Spell Power.
    • Tier 1
      • Hellish Rebuke SLA: Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Caster Level. This damage scales with Fire Spell Power. 5 Minute + 1 Minute per character level Duration. 12 Second Cooldown.
      • Infernal Nature: +1/2/3 Bluff, Diplomacy and Balance
      • Saves: +1/2/3 Saves vs. Spells
      • Wand & Scroll Mastery: +25%/50%/75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +1/2/3 to the save DC's of your offensive wands.
      • Obscuring Darkness SLA: You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will. Creatures inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside.10 SP. Lasts 30 seconds. 30 second cooldown.
    • Tier 2
      • Ferocious Rebuke: While your Hellish Rebuke is active, enemies that strike you have a chance to be tripped with no save.
      • Infernal Resistance: Multiselector. Choose one of:
        • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
        • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
      • Arcane Defense: +2/4/6 Magical Resistance Rating
      • Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
      • Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be Blinded with no save.
    • Tier 3
      • Scorch SLA: You can cast the spell Scorch as a Spell Like Ability, with its Caster Level based on your Character Level. 8/6/4 SP Cost. 20/15/10 Second Cooldown.
      • Infernal Resistance: Multiselector. Choose one of:
        • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
        • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
        • Incineration: +2% Spell Critical Chance with all spells, an additional 2% with Fire spells.
      • Student of Darkness: While inside Obscuring Darkness, you gain +3 to all Saving Throws, +3 MRR, and +15 to MRR Cap.
    • Tier 4
      • Improved Scorch: Enemies affected by your Scorch spell increase Fire damage they take by 5%. When cast on a creature that is immune to Fire, it makes them vulnerable to that element for a short period of time.
      • Infernal Sovereign: Multiselector. Choose one of:
        • Infernal Sovereign (Acid): You use your Fire spell power in place of your Acid Spell Power if it is higher.
        • Infernal Sovereign (Cold): You use your Fire spell power in place of your Cold Spell Power if it is higher.
        • Infernal Sovereign (Electric): You use your Fire spell power in place of your Electric Spell Power if it is higher.
      • Incineration: +2% Spell Critical Chance with all spells, an additional 2% with Fire spells.
      • Servant of Darkness: While inside Obscuring Darkness, you gain +10/20/30 Universal Spell Power and +1/2/3 to Evocation and Conjuration DCs.
  • Tiefling Scoundrel
    • Cores
      • Bloodsong: Your weapon attacks add 1d4 Sonic damage to enemies under 75% HP. This damage scales with 100% Spell Power. Passive: +5 Fire and Sonic Spell Power.
      • Charisma: +1 Charisma
      • Bloodsong: Your weapon attacks add 1d6 Sonic damage to enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire and Sonic Spell Power.
      • Charisma: +1 Charisma
      • Bloodsong: Passive: +20 Fire and Sonic Spell Power. Your weapon attacks add 1d8 Sonic damage to enemies under 25% HP. This damage scales with 200% Spell Power.
    • Tier 1
      • Hellish Rebuke SLA: Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Caster Level. This damage scales with Fire Spell Power. 5 Minute + 1 Minute per character level Duration. 12 Second Cooldown.
      • Scoundrel's Skills: +1/2/3 Balance, Bluff, & Spellcraft
      • Dashing Weapons: You are trained in the art of fine weaponry. You have +1 to Hit and Damage with the following weapons: Shortsword, Rapier, Handaxe, Light Hammer, Light (non-repeating) Crossbow.
      • Saves: +1/2/3 Saves vs. Spells
      • Obscuring Darkness SLA: You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will. Creatures inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. 10 SP. Lasts 30 seconds. 30 second cooldown.
    • Tier 2
      • Hellish Reverberation: While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
      • Infernal Resistance: Multiselector. Choose one of:
        • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
        • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
        • Improved Dashing: Weapons +1 to Hit and Damage with your Dashing Weapons.
      • Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
      • Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be Blinded with no save.
    • Tier 3
      • Ash Imprisonment: Your Fiendish Arpeggio attempts to turn an enemy to Ash. This acts similarly to a Flesh to Stone Spell, and affects anything your Fascinate can affect. DC (1d20+Perform Skill) vs Will. Bosses immune and instead take -4 AC and 25% Fortification penalties.
      • Infernal Resistance Multiselector. Choose one of:
        • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
        • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
      • Scoundrel's Inspiration: Your Inspire Courage adds an additional +1/2/3 to Attack and +0/0/1 to damage
      • Greater Dashing Weapons: +2 to Hit and Damage with your Dashing Weapons as well as 1 sneak attack die.
      • Dance in Darkness: While inside Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 to Magical Resistance Cap.
    • Tier 4
      • Staccato Sovereign: You use your Sonic spell power as if it were your Fire spell power if it is higher, and vice versa.
      • Charm Hearts: Enemies that attack you have a 10% chance to be subjugated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
      • Enthralling Weapons: While wielding a Dashing Weapon, you gain +2 hit and damage, 1 Sneak Attack Die, and 1 Enchantment DC
      • Magic of Melodies: +1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells.
      • Sonata of Darkness: While inside Obscuring Darkness, you gain Displacement, +5% Dodge, +2 to Enchantment DCs.

Iconic Heroes

  • The Tiefling Scoundrel is a new full Iconic Eberron race debuting with the pre-purchase of Masterminds of Sharn, with its own past lives as well as horns and fully animated tails. Their tails are animated to interact with cloaks without clipping through them, so you'll be able to enjoy the many options for customization without worrying about intersections.The position of the horns on the head, just like Dragonborn, exclude them from the appearance of many helmets that cover their face or brow. The Tiefling iconic race, the Scoundrel, is a melee focused Bard with an emphasis on Sonic and Fire damage. In addition to a different darkness specialization path than the heroic Tiefling race, the Tiefling Scoundrel iconic also features their own unique animations for Bardic Music that revolve around their Fiddle.
    • Ability Scores: +2 Charisma
    • Feats: Infernal Ancestry: You gain Fire Resistance equal to your Character Level. You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells. You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders. You are Immune to Fear.
    • Fiendish Arpeggio: SLA: Enchant your fiddle to cast this spell, dealing 2d4 fire damage, plus 1 fire damage per 2 caster levels (max 2d4+10), to a target. The damage repeats itself every 2 seconds for 12 seconds. Passive: +18 Spell Points.
    • Past Lives
      • Passive: +1 Reflex Save per Stack of this Past Life (max 3).
      • Toggle: Gain 10/20/30% Enhancement Bonus to Movement Speed (does not stack with Striding/Speed items or Haste).
    • Tiefling Scoundrel's begin with 1 level of Bard in a Sharn Prison. For now, they are sent out to Stormreach after leaving the prison. This may not always be the case.
    • For more information about the Tiefling Scoundrel enhancement tree, see the Enhancement section of the release notes.

Items

 
  • Several item-based enhancement effects now disappear on Logout (since you get a new copy when you log in anyway).
  • Legendary Greensteel's Ash debuff now properly stacks on targets.
  • The Astral Projector now reports its collision more reliably at any range.
  • Void, the Endless Cold's Arrow (The Frozen Terror) is now Minimum Level 28.
  • The Barovian Mist Aura is now Bound to Account, and is no longer Single-Use.
  • The capacity of Augment Bags has been increased!
    • Small Augment Bags have been increased from 10 slots to 15.
    • Medium Augment Bags have been increased from 20 slots to 25.
    • Large Augment Bags have been increased from 40 slots to 50.
    • Huge Augment Bags have been increased from 80 slots to 100.
    • Gargantuan Augment Bags have been increased from 150 slots to 175.
    • Colossal Augment Bags have been increased from 300 slots to 350.

Monsters

 
  • Doomspheres will look and act like Doomspheres again.
  • Gnoll combat sounds have been redone. Enjoy the laughter.

Quests

 
  • Madstone Crater: A typo has been corrected.
  • Amber Temple now has more monsters on Elite and Reaper difficulties.
  • Toxic Treatment caves are no longer erroneously filled with grass.

Races

 
  • The Tiefling is a new full race arriving with the pre-purchase of Masterminds of Sharn, with its own past lives and totally unique appearance, including custom horns and fully animated tails. Their tails are animated to interact with cloaks without clipping through them, so you'll be able to enjoy the many options for customization without worrying about intersections. The position of the horns on the head, just like Dragonborn, exclude them from the appearance of many helmets that cover their face or brow. The Tiefling race itself is heavily focused on spellcasting, and both the base race and the iconic revolve around playing with Darkness. While both the heroic Tiefling and the Iconic Tiefling Scoundrel can conjure darkness at will, as they specialize how their darkness effects them will splinter. Tieflings working together will be able to use each other's darkness during fights.
    • Base Racial Trait
    • Ability Scores: +2 Charisma
    • Feats: Infernal Ancestry: You gain Fire Resistance equal to your Character Level. You gain +2 to the Balance skill, as well as a +2 bonus to Saves vs Spells. You have a +2 bonus to hit and damage against Lawful Outsiders and Good Outsiders. You are Immune to Fear.
    • Past Lives: +1 Spellcraft, +1 Charisma, +1 Racial Action Point
    • Tieflings begin on the beach on Korthos as a level one character of any class you choose.
    • More information on the Tiefling and Iconic Scoundrel enhancement trees are available in the Enhancements section of the Release Notes.

Misc

 
  • The Character Select screen now has a new backdrop for characters in Eberron.
  • The UI for the Race portion of the character generation process has been adjusted to account for the growing number of races available.
  • The strange new ship in the harbor has docked. Too bad there isn't anyone aboard yet to take adventurers anywhere they haven't been before.
  • The fields for Alignment and Gender have been pushed further right on the character sheet, allowing longer Race/Iconic names to appear without being cut off.
  • Work has been done on the lighting and color saturation of locations in Eberron.
 
 
 
 
 
 
 
 

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