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Update 36 Patch 2

Update 36 Patch 2 Release Notes

 
Here are the Release Notes for Update 36 Patch 2, released on Wednesday, September 27th.
 

Of Special Note:

 
Cleric Domains
 
Domains have been added to Clerics! Players select their Domain at Cleric level 2, then get additional feats from their Domain at levels 5, 9, and 14. See full details about the various Domains in the Feats section of the release notes.
 
Favored Soul Update
 
Favored Souls have had some of their base class features improved, and now have additional Feat choices at levels 2 and 7! More information can be found under Classes in the Release Notes.
 
Mimic Hunt
 
The Mimic Hunt has new rewards, and a new reward mechanic! Read more under the Events section of the Release Notes.
 

News and Notes:

 

Classes

  • Clerics
    • Domains have been added to Clerics! Players select a domain at Cleric level 2, and then gain additional feats from that Domain at levels 5, 9, and 14:
      • Air Domain
        • Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at Cleric levels 6, 12, and 18. Your lightning spells will use Light Spell Power if it is higher, and your light spells will use Lightning Spell power if it is higher. Turn Undead now works on Elemental creatures. Additionally, using Turn Undead provides a bonus to your party's Reflex saving throws equal to half of your Cleric level, and Electric Resistance equal to twice your Cleric level, for 20 seconds.
        • Level 5: You gain Shocking Grasp as an SLA. 4 Spell Points, 4 second cooldown
        • Level 9: You gain Lightning Bolt as an SLA. 8 Spell Points, 6 second cooldown
        • Level 14: You gain Chain Lightning as an SLA. 12 Spell Points, 12 second cooldown.
      • Animal Domain
        • Level 2: You gain +1 Spot, +1 Listen, and +1 Reflex saving throws for every 2 Cleric levels. Your Turn Undead works on Animal creatures. When you use Turn Undead, your party gains points of Constitution equal to half your Cleric level for 20 seconds.
        • Level 5: You gain 10 hit points per Cleric level. You also add 10 hit points for each Epic level you have gained.
        • Level 9: You gain +15% Fortification bypass.
        • Level 14: You gain the Feral Charge ability. Your character briefly morphs into a bear, and charges forward through foes, attacking all foes in the charge area. The attack does weapon damage based on your equipped weapon with a +3(W) bonus, and enemies must make a Reflex saving throw with a DC of 19 + Wisdom modifier + Trip Bonuses or be knocked down. Cooldown is 15 seconds. This ability can only be used while holding a melee weapon.
      • Chaos Domain: You cannot take this domain if you are Lawful.
        • Level 2: You gain +1 to Will saving throws for every 2 Cleric levels. When you use Turn Undead, your party gains 1d20 points of Universal Spell Power, and 1d10 points (each rolled separately) of Melee Power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating.
        • Level 5: You gain Chaos Hammer as an SLA. 6 SP, 6 second cooldown.
        • Level 9: Your spell critical chance is increased by 3%.
        • Level 14: You gain Prismatic Spray as an SLA. 25 SP, 15 second cooldown.
      • Death Domain
        • Level 2: You gain +1 to the DC of your Necromancy spells. This increases by +1 at Cleric levels 6, 12, and 18. You gain +2 to your effective Cleric level to Turn Undead, and +2 to the hit dice of undead effected.
        • Level 5: You gain Necrotic Ray as an SLA. 8 Spell Points, 6 second cooldown.
        • Level 9: You are immune to Energy Drain.
        • Level 14: You gain Destruction as an SLA. 20 SP, 12 second cooldown.
      • Destruction Domain
        • Level 2: You gain +1 Melee and Ranged Power. You gain another point of each at Cleric levels 4, 8, 12, 16, and 20. You can cast your Cleric spells while Raging. When you use Turn Undead, your party gains a Divine bonus to Melee and Ranged Power equal to half your Cleric level for 20 seconds.
        • Level 5: Durability damage for your items is reduced by 75%.
        • Level 9: +3% Doublestrike and +3 to Glancing Blow to-hit and damage.
        • Level 14: Your weapon strikes add a stack of Improved Destruction.
      • Earth Domain
        • Level 2: You gain +2 Acid Spell Power (Corrosion) per Cleric Level. Your acid spells will use Light Spell Power if it is higher. Your light spells will use Acid Spell Power if it is higher. Your Turn Undead works on Elemental creatures. When you use Turn Undead, your party gains a bonus to Fortitude saving throws equal to half your Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds.
        • Level 5: You gain Melf's Acid Arrow as an SLA. 4 SP, 4 second cooldown
        • Level 9: You gain Stoneskin as an SLA. 6 SP, 4 second cooldown
        • Level 14: You gain Earthquake as an SLA. 25 SP, 30 second cooldown
      • Fire Domain
        • Level 2: You gain +2 Fire Spell Power (Combustion) per Cleric Level. Your fire spells will use Light Spell Power if it is higher. Your light spells will use Fire Spell Power if it is higher. When you use Turn Undead, your party gains points of Fire Resistance equal to twice your Cleric level for 20 seconds. Your Turn Undead works on Elemental creatures.
        • Level 5: You gain Scorching Ray as an SLA. 4 SP, 6 second cooldown.
        • Level 9: You gain Wall of Fire as an SLA. 15 SP, 30 second cooldown.
        • Level 14: You gain Firestorm as an SLA. 8 Spell Points, 8 second cooldown.
      • Good Domain
        • Level 2: You gain +2 Light Spell Power (Radiance) per Cleric Level. You gain +1 to the Heal skill for every 2 Cleric levels. When you use Turn Undead, your party gains temporary Hit Points equal to five times your Cleric level for 20 seconds.
        • Level 5: You gain Deific Vengeance as an SLA. 2 SP, 4 second cooldown.
        • Level 9: You gain Blade Barrier as an SLA. 20 Spell Points, 30 second cooldown.
        • Level 14: You gain +3 to hit, damage, and armor class against evil creatures in combat. You gain +3 to saving throws against spells cast by evil creatures.
      • Healing Domain
        • Level 2: You gain +2 Positive Spell Power (Devotion) per Cleric Level. When you use Turn Undead, your party gains 20 points of Healing Amplification.
        • Level 5: You gain Cure Moderate Wounds as an SLA. 4 SP, 6 second cooldown.
        • Level 9: You gain Panacea as an SLA. 8 SP, 6 second cooldown.
        • Level 14: Your healing spells are Empowered, as if you had the Empower Healing Metamagic Feat. This does not increase the cost of your healing spells.
      • Knowledge Domain
        • Level 2: You gain +2 to all skills. When you use Turn Undead, your party gains points of Intelligence equal to half your Cleric level for 20 seconds.
        • Level 5: You gain Suggestion as an SLA. 10 SP, 6 second cooldown.
        • Level 9: You gain Feeblemind as an SLA. 10 SP, 6 second cooldown.
        • Level 14: You gain +4 Spell Penetration. You gain +2 to the DC of all spells.
      • Law Domain: You cannot take this domain if you are Chaotic.
        • Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use your Turn Undead, your party gains a Sacred bonus to saving throws equal to half your Cleric level for 20 seconds.
        • Level 5: You gain Order's Wrath as an SLA. 6 SP, 6 second cooldown.
        • Level 9: You gain Greater Command as an SLA. 15 SP, 12 second cooldown.
        • Level 14: You gain +3 to hit, damage, and Armor Class against Chaotic creatures in combat. You gain +3 to saving throws against spells cast by Chaotic creatures.
      • Luck Domain
        • Level 2: You gain +1 to your Fortitude, Reflex, and Will saving throws. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains a Divine bonus to saving throws equal to half your Cleric level for 20 seconds.
        • Level 5: You gain Displacement as an SLA. 10 SP, 6 second cooldown.
        • Level 9: You add +2 to the DC of your spells.
        • Level 14: You no longer automatically fail your saving throws on a roll of 1.
      • Magic Domain
        • Level 2: You gain +1 to the DC of your Evocation spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains a Divine bonus to Universal Spell Power equal to twice your Cleric level for 20 seconds.
        • Level 5: You gain Chain Missiles as an SLA. (This shares a cooldown with the Archmage SLA.) 8 SP, 10 second cooldown.
        • Level 9: You gain a number of bonus Spell Points equal to your character level x 10.
        • Level 14: You gain points of Universal Spell Power equal to twice your Cleric level.
      • Protection Domain
        • Level 2: You gain +1 to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 at Cleric levels 5, 10, 15, and 20. When you use Turn Undead, your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds.
        • Level 5: You gain the Shield spell as a permanent effect on you.
        • Level 9: You gain Radiant Forcefield as an SLA. 10 Spell Points, 180 second cooldown.
        • Level 14: Your Armor Class and Physical Resistance Rating are increased by your Cleric level.
      • Strength Domain
        • Level 2: You gain +2 Strength. You passively restore all ability score damage to Strength every 6 seconds. When you use Turn Undead, your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds.
        • Level 5: Your Reflex saving throws are now based on Strength instead of Dexterity if it is higher.
        • Level 9: You become immune to knock down effects.
        • Level 14: You always make your saving throw against Stun effects.
      • Sun Domain
        • Level 2: You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) per Cleric level. When you use Turn Undead, you and your allies gain True Sight. In addition, for 20 seconds, enemies in the radius of the Turn Undead have their Incorporeal miss chance negated, and will be inflicted with 10% Vulnerability to Light damage.
        • Level 5: You gain Searing Light as an SLA. 4 SP, 4 second cooldown.
        • Level 9: You gain Sun Beam as an SLA. 8 SP, 6 second cooldown.
        • Level 14: You gain Sunburst as an SLA. 20 SP, 8 second cooldown.
      • Trickery Domain
        • Level 2: You gain +1 to the DC of your Enchantment spells. This increases by +1 at Cleric levels 6, 12, and 18. When you use Turn Undead, your party gains points of Charisma equal to half your Cleric level for 20 seconds.
        • Level 5: You gain Invisibility as an SLA. 4 SP, 4 second cooldown.
        • Level 9: You gain Mind Fog as an SLA. 15 SP, 10 second cooldown.
        • Level 14: You gain Charm Monster, Mass as an SLA. 40 SP, 20 second cooldown.
      • War Domain
        • Level 2: You gain +1 to-hit and damage with melee and ranged weapons. This increases at Cleric levels 4, 8, 12, 16 and 20. When you use Turn Undead, your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds.
        • Level 5: You gain proficiency in all Martial and Exotic weapons.
        • Level 9: Your tactical DCs are increased by half your Cleric level.
        • Level 14: You gain Holy Sword as an SLA. 10 SP, 6 second cooldown.
      • Water Domain
        • Level 2: You gain Water Breathing.  You gain +1 to Swimming and +2 Cold Spell Power (Glaciation) per Cleric level. Your cold spells will use Positive Spell Power if it is higher. Your healing spells will use Cold Spell Power if it is higher. Your Turn Undead works on Elemental creatures. When you use Turn Undead, your party gains a bonus to Will saving throws equal to half you Cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds.
        • Level 5: You gain Solid Fog as an SLA. 10 SP, 12 second cooldown.
        • Level 9: You gain Cone of Cold as an SLA. 10 SP, 8 second cooldown.
        • Level 14: You gain Greater Creeping Cold as an SLA. 10 SP, 8 second cooldown.
  • Favored Souls
    • Favored Souls now use their higher base ability score of Charisma or Wisdom for spellcasting. This includes DC and Spell Point calculations, Spell memorization, and checks to see if a spell can be cast.
    • Favored Soul Energy Resistance Feats are now Energy Absorption Feats
    • Favored Souls will now select one of the following Feats at class level 2:
      • Grace of Battle: Your faith allows you to use your Charisma bonus for to-hit and damage purposes with your dieties' Favored Weapon if it is higher than your Strength bonus. This benefit only applies if your Favored Soul level is equal to or greater than half of your total Heroic Character level.
      • Knowledge of Battle: Your faith allows you to use your Wisdom bonus for to-hit and damage purposes with your dieties' Favored Weapon if it is higher than your Strength bonus. This benefit only applies if your Favored Soul level is equal to or greater than half of your total Heroic Character level.
    • Favored Souls now select one of the following Feats at class level 7:
      • Stout of Heart: You gain 10 Hit Points per Favored Soul or Epic level.
      • Purity of Heart: You gain 20 Spell Points per Favored Soul level, and 30 Spell Points per Epic level.
  • Monk Feats and enhancements that grant damage dice to Handwraps no longer appear on the weapon listed as simple "Handwraps".
  • Blessing of Silvanus should once again properly appear in the Feats list of characters who have the Feat.
  • Paths are no longer available for advanced classes (i.e., paid classes), but are still available for basic classes.

DDO Store

  • The DDO Store can now be opened within the game client, or in an external browser, on all supported operating systems. To open the DDO Store using an external browser, select the option in the UI Settings in the Options panel.
  • The DDO Store continues to exclusively remain opened in an external browser on operating systems prior to Windows 7.

Enhancements

  • The multiselector slots for the Artificer: Battle Engineer tree now shows its appropriate icons before they are selected.
  • Artificer's Battle Engineer's Caustic Strike, Shatter Defenses, and Thunder-Shock Weapon no longer stop movement when used.
  • Acid and Rust damage from Caustic Strike, as well as electric damage from Thunder-Shock Weapon, are now properly listed in the Combat Log.
  • The Ranged version of Thunder-Shock Weapon now accurately states that it scales off of Ranged Power instead of Melee Power.
  • Shatter Defenses no visually appears in the Tier 3 row of the enhancement panel. The ability had always acted as if it were on the third tier, but now actually is.
  • Fixed a bug with Arcane Archer's Arrows of Terror that caused the fear effect to apply to invalid targets like constructs, undead, and oozes.

Events

  • The Mimic Hunt has been updated:
    • New rewards have been added to the Mimic Hunt.
    • Defeating a Mimic now rewards a Mimic Token. Players can turn their Mimic Tokens in to Glynereth in the Hall of Heroes for a variety of rewards, including Collectibles Crates, new Cosmetic pets, Oils of Strengthening that prevent Item Durability loss, and other named items at a variety of level ranges.
    • The quest "The Stormreavers' Fresco" no longer produces Mimics when the Mimic Hunt is active.
    • Players will no longer get mimics from a chest after looting the chest five times.
    • Mimics will not appear for a character if they are four levels over the quest level, unless the quest is above level 20.
    • Instant death effects no longer kill mimics.

Feats

  • Warforged, Bladeforged, and Artificers with Construct Exemplar now properly recover from the Incapacitated state, like other races do. 

Items

  • Smoldering Mauls from Temple of Elemental Evil now properly display their name.
  • The elemental visual effects on random loot now properly display.
  • The rate at which Quarterstaves lose durability has been reduced significantly.
  • The Alluring Bonus to skills uses a base Exceptional Bonus, rather than a Competence Bonus that most items use.
  • Healing Amplification effects on newer items now properly list their bonus type in their description. This has caused a few named items with Quality Healing Amplification to appear to change to Exceptional, but this is a text change only.
  • Repair Amplification effects on newer items now properly list their bonus type in their description.
  • The Nicked Repeating Light Crossbow now actually fires bolts.

Quests and Adventure Areas

  • A ladder has been fixed in Venn's Trail: Clan Tunnelworm.
  • The Optional Objectives "Gain the confidence of the Cannith Guards" and "Gain the confidence of the Bladesworn" in the quest Schemes of the Enemy no longer grant XP. The base XP of the quest has been raised accordingly.
  • The quests Protect Baudry's Interests and Stop Hazadill's Shipment can no longer be played on Reaper Difficulty.
  • Teleporting to The Twelve now places you outside of the Tower of the Twelve, rather than in its interior.

Spells

  • Destruction no longer deals double the damage listed in its description.
  • Sunburst no longer causes permanent blindness, and instead causes a timed Blind effect. 

Miscellaneous

  • The icon for Reactive Heal's Ward has been fixed.
  • Deathblock now displays on the buff bar.
  • Freedom of Movement's passive icon from gear is now octagonal instead of square.
  • The Guild Buff duration icon no longer disappears when Jump is cast, or while wearing a Jump item.
  • Fear Immunity now uses the correct icon with borders.
  • Fixed a bug where some abilities that granted Healing Amplification were using both the old and updated systems, causing them to provide far more healing amplification than described.
 

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