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Update 36 Patch 3 Release Notes

Update 36 Patch 3 Release Notes

 
Here are the Release Notes for Update 36 Patch 3, released on Tuesday, October 17th.

 

Of Special Note:

 
Ravenloft Pre-Purchase has begun!
 
Mists of Ravenloft arrives this December! Get bonus items and exclusives for your account and characters that you can use and play with today!”
 
Click here to learn more about our upcoming Mists of Ravenloft expansion. Click here for our Mists of Ravenloft FAQ. For more information about the Aasimar and Vistani Knife Fighter, see the Release Notes below.
 
A new Night Revels dungeon!
 
A spooooooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon. New items are now available with the Night Revels vendor, and existing items now have level 28 upgrades! Read more below.
 

News and Notes:

 

Classes

  • Clerics on paths are no longer forced to select their Tier 2 and higher Domain Feats.
  • All classes and Iconic Heroes now use Customize as the default option when the Path stage in character creation is opened.
  • Clerics on the Font of healing path now consistently receive Healing Domain.
  • Clerics on the Scourge of the Undead path now consistently receive Good Domain.
  • Clerics on the Warpriest Path now consistently receive War Domain.
  • Sun Elf Morninglords on their path now consistently receive Sun Domain.

DDO Store

  • The DDO Store will now open in your system browser if the embedded browser fails to initialize.
  • The browser and in-game Store has returned, and now opens on all clients using Windows 7+ operating systems, provided the option has been enabled in the UI options. Windows Vista and earlier operating systems, along with Mac clients, will continue to use the default external web browser. 

Enhancements

  • Unyielding Sentinel's Vigor of Battle now gives only the 20 Healing Amplification its text indicates that it should.
  • Changed the name of the Favored Soul Warpriest enhancement tree to War Soul.
  • A multiselector has been added to War Soul's Divine Might:
    • Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier.
    • Divine Presence: Adds one half of Charisma modifier to melee damage and tactical DC's.
    • Divine Will: Adds one half of Wisdom modifier to melee damage and tactical DC's
  • Universal Enhancement Tree: Vistani Knife Fighter: A new universal enhancement tree, available in select Mists of Ravenloft expansion bundles and, at a later date, in the DDO store, as well as able to be earned from Favor attainable in Mists of Ravenloft content on a per character basis.
    • Core Abilities
      • Core 1: Knife Expertise You gain +1 to hit and damage with daggers and throwing daggers.
      • Core 2: Knife Juggler You gain +5% to speed with throwing daggers. You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
      • Core 3: Quick Reflexes You gain Quickdraw as a bonus feat. You gain +5% Doublestrike (main and off hand), and Doubleshot.
      • Core 4: Plays With Knives You gain a +1 Competence bonus to Critical Threat Range and +1 to Critical Damage Multiplier with daggers and throwing daggers.
      • Core 5: Vistani Fortune Passive: You gain +10 Physical Resistance Rating and Magical Resistance Rating. Activate to gain one random Vistani fortune. Cooldown 60 seconds.
        • Coins: You gain 10% Doublestrike and 10% Doubleshot for 60 seconds.
        • Glyphs: You gain 10 Physical Resistance Rating and 20 Magical Resistance Rating for 60 seconds.
        • Stars: You gain +2 to all ability scores for 60 seconds.
        • Swords: You gain 15 Melee Power and Ranged Power for 60 seconds.
      • Core 6: Blade Master You gain +2 to all ability scores. You gain +5% attack speed one handed weapons and throwing weapons. You gain 20 Melee Power and 20 Ranged Power.
    • Tier One
      • Vistani Knife Training: When using a dagger in each hand, you now fight in melee using the Vistani style, with both daggers held down point down. You gain +1 to hit and damage with daggers and throwing daggers.
      • Undead Hunter: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Undead are automatically consider a Favored Enemy for you.
      • Mist Stalker I: You gain +25% negative energy absorption. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
      • Acrobatic: +1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.
      • You gain both of the following:
        • Rapid Slash: Requires dagger. Melee Attack: Deals +3(W) damage. You gain a 20% Morale bonus to (main hand) doublestrike for 10 seconds. Cooldown: 10 seconds.
        • Rapid Throw: Requires throwing knife. Missile Attack: Deals +3(W) damage. You gain a 20% Morale bonus to doubleshot for 10 seconds. Cooldown: 10 seconds. This puts Ten Thousand Stars and Manyshot on a 10 second cooldown.
    • Tier Two
      • Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing daggers.
      • Blooded Blades: When you score a Vorpal hit with a dagger or throwing knife you add a stack of Blood of Vengeance to your opponent.
      • Blood of Vengeance: You deal 1d6 damage per two seconds for 30 seconds. This damage scales with 200% Melee Power. This stacks up to 10 times, with news stacks refreshing the duration.
      • Mist Stalker II: You gain +2 to Will saving throws. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
      • Weapon Versatility: Your melee and missile attacks use the higher of Melee Power or Ranged Power.
      • Haste Boost: Activate to gain a 10%/20%/30% Action Boost bonus to attack speed for 20 seconds. (Cooldown: 30 seconds)
    • Tier Three
      • Vistani Knife Training: You gain +1 to hit and damage with daggers and throwing knives.
      • Fan of Knives: On activation: You throw a hail of throwing knives in a cone in front of you. Enemies caught in the cone take 5 to 8 per character level of damage and take 1 stack of Blood of Vengeance. This damage scales with 200% Ranged Power. Cooldown: 15 seconds
      • Mist Stalker III:  You are immune to Fear effects. You gain +3 Physical Resistance Rating and Magical Resistance Rating.
      • Deadly Blades: Your daggers and throwing daggers do an additional +1(W) of damage. You are centered when fighting with daggers.
      • Gifted: Choose one:
        • +1 Strength
        • +1 Dexterity
        • +1 Constitution
        • +1 Intelligence
        • +1 Wisdom
        • +1 Charisma
    • Tier Four
      • Vistani Knife Training: You gain +1 to hit and +2 damage with daggers and throwing knives.
      • Celerity: You gain +5% Doublestrike (main and off hand), and Doubleshot.
      • Mist Stalker IV: You gain immunity to Energy Drain. You gain +6 Physical Resistance Rating and Magical Resistance Rating.
      • Choose One:
        • Single Dagger: When fighting single weapon style with a dagger: +20 Melee Power
        • Double Daggers: When fighting with a dagger in each hand: +20% stacking chance to make off-hand attacks when dual wielding weapons.
      • Gifted: Choose one:
        • +1 Strength
        • +1 Dexterity
        • +1 Constitution
        • +1 Intelligence
        • +1 Wisdom
        • +1 Charisma
    • Tier Five
      • Vistani Knife Training: You gain +3 to hit and damage with daggers and throwing knives.
      • Whirling Blades: Requires throwing knife. Missile Attack: +5(W) damage. Your throwing knife gains 100 doubleshot for 15 seconds. Cooldown one minute. (Shares cooldown with 10K Stars.)
      • Mist Stalker V: Activate to gain +20% Dodge and Maximum Dodge, +30 PRR, and +30 MRR for 20 seconds. Cooldown: 60 seconds.
      • You gain both of the following:
        • Blessed Blades: Requires dagger. Melee attack. +5(W) damage, plus one stack of Blood of Vengeance. Your equipped daggers gain a +10 Enhancement bonus for 10 seconds. They also gain Silver, Good, and Ghost Touch.  10 second cooldown.
        • Blessed Knives: Requires throwing knife. Missile attack. +5(W) damage, plus one stack of Blood of Vengeance. Your throwing knife gains a +10 Enhancement bonus for 10 seconds. It also gains Silver, Good, and Ghost touch. 10 second cooldown.
      • Vendetta: Activate to gain a unique +1 Critical Threat Range and +1 to Critical damage multiplier to your equipped daggers or throwing knive for 15 seconds. 60 second cooldown.

Events

  • Night Revels:
    • A spooky variant of Coalescence Chamber has been added as the seventh Night Revels dungeon.
    • Additional item rewards have been added to the turn in vendor for the event:
      • Existing Night Revels items have been given recipes for level 28 upgrades.
      • A red variant of the Reaper's Platemail has been added.
      • A collection of new named items have been added to the festival vendor turn in:
      • Pick of Endless Light (Light Pick):
        • Undead Bane (Extra damage to Undead. Exact values dependent on Minimum Level)
        • Coruscating (Light Damage on hit. Exact values dependent on Minimum Level)
        • Light Bringer (On Vorpal: Destroy undead below 1000 hit points. Only on higher Minimum Level variants.)
        • Sunburst (Chance for Blind and area Light Damage. Only on higher Minimum Level variants.)
      • Star of Endless Night (Morningstar):
        • Unholy (Evil Aligned. Evil Damage on hit. Exact value dependent on Minimum Level)
        • Smashing (Bludgeon damage on crit. Exact value dependent on Minimum Level)
        • Piercing (Piercing damage on hit. Exact value dependent on Minimum Level)
        • Combat Mastery (Tactics DC's. Exact value dependent on Minimum Level)
      • Crystallized Eternity (Great Club):
        • Tendon Slice (Chance for slow on hit. Exact value dependent on Minimum Level)
        • Electrifying (Lightning damage on hit. Exact value dependent on Minimum Level)
        • Freezing (Ice Damage on hit. Exact value dependent on Minimum Level)
        • Armor-Piercing (Bypass enemy Fortification. Exact value dependent on Minimum Level)
      • Spectral Dagger (Dagger)
        • Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
        • Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
        • Crushing (Force damage on crit. Exact value dependent on Minimum Level)
        • Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)
      • Spectral Throwing Dagger (Throwing Dagger)
        • Ghostbane (Ghost Touch, bypasses ethereal evade chance, deals Bane damage vs. Incorporeal monsters. Exact value dependent on Minimum Level)
        • Evil Outsider Bane (Extra damage to Evil Outsiders. Exact value dependent on Minimum Level)
        • Crushing (Force damage on crit. Exact value dependent on Minimum Level)
        • Vorpal (Extra W damage. On vorpal enemies with few hitpoints are instantly slain. Only on higher Minimum Level variants.)
        • 2016 candy, ingredients, and non-store bought keys have been deprecated and can no longer be used.

Races

  • Corrected an issue with attack animations on Dragonborn who wield melee weapons or crossbows with runearms.
  • Aasimar: A new heroic Eberron race is now available! The Aasimar is free to VIPs, and available in all Mists of Ravenloft expansion bundles. Aasimar will be available in the DDO Store at a later date. For more information about Mists of Ravenloft, click here (main page) or visit our FAQ (faq link)
    • Base Traits:
      • + 2 Wisdom
      • Racial Lay On Hands (Healing Hands). Starts with one charge per rest, gains more in its enhancement tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
      • +2 Racial Bonus to Heal, Listen, and Spot.
      • +5 Resistance to Cold, Acid, and Electricity.
      • Choose one Bond Feat. These are toggled on to get their bonuses, have visual effects, and are mutually exclusive with Warlock Pacts. The ability score increases do not apply to Feat pre-requisites.
        • Protector
          • +1 Charisma
          • +1 to Will Saving Throws
        • Fallen
          • +1 to Strength
          • +1 to Reflex Saving Throws
      • Past Life Feats:
        • First: +1 Heal
        • Second: +1 Wisdom
        • Third: +1 Racial AP
    • Racial Enhancement Tree:
      • Core Abilities
        • Core 1: +1 use of Healing Hands per rest.
        • Core 2: WIS/CHA/STR
        • Core 3: +2 more uses of Healing Hands per rest.
          • Protector Bond now grants +2% Dodge.
          • Fallen Bond now grants +2 to Tactics DCs.
        • Core 4: WIS/CHA/STR
        • Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.
      • Tier 1:
        • Fight the Wicked: +1 to hit and damage vs. Evil creatures. (1AP)
        • Counsel: +1/2/3 to the Heal, Listen, and Spot skills
        • True Resilience: +1/2/3 to your Will or Reflex Saving Throws, depending on your Bond Feat.
        • Bold: You overcome fear quickly. Fear and Shaken effects are removed from you after 12/6/3 seconds.
        • Improved Recovery: +20 Healing Amplification
      • Tier 2:
        • Fight the Wicked: +1 to hit and damage vs. Evil creatures.
        • Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
        • Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.
        • Protector: You sprout ethereal wings, the marks of the Protector. For one minute, you gain a Determination Bonus to Healing Amplification and Positive Spell Power equal to your Character Level.
        • Fallen: You sprout weird wings of a Fallen Aasimar. For one minute, you gain +2 Primal bonus to Strength and +5% Primal bonus to Doublestrike.
        • Divine Resolve: +1/2/3 (CHA/STR, gated by your Bond Feat) while your Divine Purpose is active.
      • Tier 3:
        • Fight the Wicked: +1 to hit and damage vs. Evil creatures.
        • Divine Charge: +1/2/3 Purpose Charges
        • Improved Recovery: +20 Healing Amplification
        • Blessings: +10/20/30 Positive Spell Power.
      • Tier 4:
        • Celestial Tutelage: Choose one of the following.
          • Tower Shield Proficiency
          • Bastard Sword Proficiency
          • Magical Training
          • Quick Draw
        • Divine Form: Toggle: Toggles off on rest. Must have your Bond Feat active to use. Mutually exclusive with Form feats (Pale Master, Druid, etc).
        • Protector: You gain +3 stacking bonus to all Saving Throws, 10% Competence Bonus to Max HP, and a +10 Determination Bonus to PRR and MRR.
        • Fallen: You gain immunity to Fear, a +10 Determination bonus to Melee Power, and your melee weapon attacks add a stack of Vulnerability once per second.
        • Improved Recovery: +20 Healing Amplification
  • Aasimar: Scourge of the Dead - A new iconic race that begins at level 15, and starts in the Ball and Chain Garret in the Forgotten Realms. Available in select Mists of Ravenloft expansion bundles and, at a later date, in the DDO Store.
    • Base Traits:
      • Begins as a Ranger with enough Experience to reach level 15
      • + 2 Wisdom
      • Feat: Favored Enemy: Undead
      • Racial Lay On Hands (Healing Hands). Starts with one charge per rest, gains more in its enhancement tree. Can only be used while your Bond Feat is active. 10+Character Level * WIS Mod = HP gained.
      • +2 Racial Bonus to Heal, Listen, and Spot.
      • +5 Resistance to Cold, Acid, and Electricity.
      • Unlike other Aasimar, they have one choice of Bond Feat. This is toggled on to get its bonuses, has visual effects, and is mutually exclusive with Warlock Pacts. These ability score benefits do not apply to Feat pre-requisites.
        • Scourge
          • +1 Constitution
          • +1 to Fortitude Saving Throws
    • Past Life Feat:
      • Passive: +1 Fortitude Save per time this feat has been acquired up to 3.
      • Toggle: +1 % Doublestrike and +2% Offhand Doublestrike per time this feat has been acquired up to 3.
    • Racial Enhancement Tree:
      • Core Abilities:
        • Core 1: +1 use of Healing Hands per rest.
        • Core 2: WIS/STR/CHA
        • Core 3: +2 more uses of Healing Hands per rest. In addition, Bond of the Scourge now grants you Ghost Touch on all weapon attacks.
        • Core 4: WIS/STR/CHA
        • Core 5: +3 more uses of Healing Hands per rest. You recharge one use of Healing Hands every 3 minutes.
      • Tier 1:
        • Scourge Weapons: You gain proficiency with Clubs, Light Maces, Heavy Maces, and Morningstars. If you are Good, any of these four weapons you wield are considered Good.
        • Counsel: +1/2/3 to the Heal, Listen, and Spot skills
        • True Resilience: +1/2/3 to your Fort Saving Throws
        • Bold: You overcome fear quickly. Fear and Shaken effects are removed from you after 12/6/3 seconds.
        • Improved Recovery: +20 Healing Amplification
      • Tier 2:
        • Improved Scourge Weapons: You gain 5% Doublestrike. If you have the Two Weapon Fighting feat, this grants the Oversized Two Weapon Fighting feat.
        • Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
        • Divine Purpose: Gain an active ability with one charge per rest. Must have your Bond Feat active to use.
        • Scourge: You gain the furious aura of the Scourge of the Undead. For one minute, your weapon attacks deal 3d6 extra Light damage that scales with the higher of your Melee or Ranged Power. On Vorpal, enemies are Blinded.
        • Divine Resolve:
          • Scourge: +1/2/3 Constitution while your Divine Purpose is active.
      • Tier 3:
        • Greater Scourge Weapons: While dual-wielding Clubs, Light Maces, Heavy Maces, and Morningstars, you gain 5% chance to make off-hand attacks and 5% chance to doublestrike with your off-hand.
        • Strike Down the Dead: +1/2/3[w], single-target attack.. 15 second cooldown. On hit: Deals 1d4+4 per Character Level (scales with 100% Melee Power) in Positive Damage to Undead creatures.
        • Divine Charge: +1/2/3 Purpose Charges
        • Blessings: +10/20/30 Positive Spell Power
        • Improved Recovery: +20 Healing Amplification
      • Tier 4:
        • Destroyer of the Dead: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.
        • Divine Form: Toggle: Must have your Bond Feat active to use. Mutually exclusive with other form-like feats (Pale Master, Druid, etc).
        • Scourge: 15sp, toggles off on rest. All bonuses from this skill are removed if this or your Bond Feat are toggled off. 3 Minute Cooldown.
          • Stage 1: When this stance is enabled, you gain +1 to Hit and Damage, 1% Doubleshot, and 1% Doublestrike.
          • Stage 2: After 20 seconds of this stance being active, these bonuses double.
          • Stage 3: After 40 seconds of this stance being active, you also gain a 10% Action Boost Bonus to Attack Speed, 10% Action Boost bonus to Melee Power, and 5% Action Boost bonus to Ranged Power, but you take your Character Level in Light damage every second until the stance is toggled off.
          • Stage 4: After 60 seconds of this stance being active, all of your bonuses from this stance double once more, but you take one stack of Vulnerability every second.
          • Stage 5: After 70 seconds of this stance being active, your movement speed will drop dramatically.
          • Stage 6: After 75 seconds of this stance being active, you can no longer contain the radiance within, and it will consume you.
        • Improved Recovery: +20 Healing Amplification
  • Any characters with the Racial Completionist feat have had it removed due to the introduction of the Aasimar race, whose Past Lives are now required to obtain the feat.
  • Iconic Deep Gnome was erroneously giving 1% Dodge per rank in addition to its other bonuses. This has been fixed.

Reaper Difficulty

  • Reaper XP is now doubled for dungeons with a base CR of 30 or higher.

Reincarnation

  • Changes have been made to the way a player's inventory and bank are moved to the True Reincarnation cache during reincarnation. The process occurs upon first login after a reincarnation. The process is now more resilient against disconnects that occur at this time.
  • If there is a problem and it detects that items were lost, a message will be displayed in the chat window at login.
  • Customer service now has additional tools to identify and restore items lost in this process.
  • Non-bankable items will not be moved to the Reincarnation Cache during reincarnation, and will instead be moved to the front of your character inventory. These are items like the Iconic Hero loot boxes and Monster Manual reward bags.

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