Class Changes
Cleric Radiant Servant I
Prereqs : Level 6 Cleric, Cleric Improved Turning I, Cleric Life Magic II, Cleric Heal II, Empower Healing, and any one of: Cleric Divine Cleansing I, Cleric Divine Light I, Cleric Divine Healing I, Cleric Divine Vitality I, or Cleric Divine Might I.
Benefit : You are a beacon of Light against Evil. You count as 1 Level higher when casting Positive Energy or Light based spells and gain the ability to expend a Turn attempt to create an aura of Positive Energy that Heals you and nearby Allies over time and damages nearby undead. Any Undead that you successfully turn with your Turn ability are destroyed instead of frightened, and your turns regenerate over time (1 every 2 minutes).
Positive Energy Aura
Benefit: You may expend a use of Turn to produce a Positive Energy Aura effect on yourself, which envelops the caster in an aura of Healing, Positive Energy. Allies within the aura are Healed 1 hit point per 3 caster levels as long as they remain within it. undead enemies are damaged for the same amount.
Cleric Radiant Servant II
Prereqs: Level 12 Cleric, Cleric Radiant Servant I, Cleric Prayer of Life I, Cleric Prayer of Incredible Life I, and any one of: Silver Flame Exorcism, Unyielding Sovereignty, Undying Call, Bladesworn Transformation, Vulkoor’s Avatar, or Cleric Charisma II.
Benefit: You are a beacon of Light against Evil. The Empowered Healing metamagic now grants you a 75% bonus to Healing spells instead of 50%. You count as an additional 1 Level higher when casting Positive Energy or Light based spells, and gain the ability to expend a Turn attempt to create a burst of Positive Energy that Heals you and nearby Allies, removes some negative Levels and ability damage, and damages nearby undead.
Positive Energy Burst
Benefit: Positive energy expands from the caster, Healing 1 to 8 plus 1 per caster Level to all nearby Allies, as well as removing 1 to 4 negative Levels and 1 to 6 points of ability damage. Undead are instead damaged by the energy, taking 1 to 8 points of damage per caster Level. A successful Will save reduces the damage by half.
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Monk Ninja Spy 1
Prereqs: Level 6 Monk, Path of Inevitable Dominion, Dodge, Monk Jump II, Monk Tumble II, and any one of: Static Charge, Porous Soul, All-Consuming Flame or Winter's Touch
Benefit: You are trained as a stealthy killer. You are considered proficinent in shortswords and treat them as Ki weapons. You gain +2 Balance, Hide, Move Silently and gain 1d6 sneak attack as if you were a rogue. While sneaking, you move 10% faster and your passive ki generation when centred is increased by 1.
Special Ability: You can expend Ki to enter Shadow Form, becoming invisible and partially insubstantial.
Ninja Spy Shadow Fade
Cost 15 Ki
Benefit: You focus your Ki and draw shadows around you, becoming invisible and partially insubstantial. 25% miss chance due to incorporeality. Counts as a dark move.
Monk Ninja Spy II
Prereqs: Level 12 Monk, Monk Ninja Spy I, any one of Way of the Tenacious Badger II, Way of the Elegant Crane II, Way of the Faithful Hound II, Way of the Patient Tortoise II, or Way of the Clever Monkey II.
Benefit: Your skill with the blade improves. You gain Improved Critical: Shortsword, an additional +2 Balance, Hide, and Move Silently, and an additional +2d6 Sneak Attack (for a total of +3d6). You move an additional 10% faster while sneaking. You can expend ki to enter the Dance of the Water Strider, running on liquids so long as you continue to move and maintain your concentration.
Ninja Spy Dance of the Water Strider
Cost: 20 Ki
Benefit: You focus your ki and can run across liquids as if they were solid - so long as you maintain your concentration and perform no other actions, and do not stop running forward. Hazardous liquids (such as lava) will inflict their effects on you as if you were wading in them. This ability counts as a Dark move.
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Shintao Monk I
Prereqs: Level 6 Monk, Path of Harmonious Balance, Stunning Fist, Monk Concentration II, Monk Improved Recovery I
and any one of Cleave, Combat Expertise, Die Hard, Discipline, Luck of Heroes, Precision, Resilience, or Self Sufficient
Benefit: You guide others on the path of enlightenment leading by example. You gain the ability to expend ki to smite evil creatures and can create a protection from evil effect warding allies from domination and improving defenses against evil opponents. Your unarmed attacks now bypass Byshek damage reduction.
Shintao Monk Protection From Evil
Cost: 5 Ki
Benefit: At your touch a magical barrier is created that wards a target from attack by evil creatures granting a +2 deflection bonus to AC and +2 resistance bonus to saves against attacks from evil creatures. The target is also warded from magical mental control and compulsions. This ability counts as a light move.
Shintao Monk Smite Evil
Cost: 15 Ki
Benefit: To deal devastating blows in melee against evil creatures. You gain twice your wisdom modifier to your attack roll and a damage bonus based on your monk level. This ability counts as a light move.
Shintao Monk II
Info Not Released
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Monk Void Strike
Now considered a Void attack. It was previously untyped. It has also been renamed Void Strike I, and has Disciple of Breezes, Disciple of Pebbles, Disciple of Candles, and Disciple of Puddles as prerequisites.
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Rogue Assassin
Rogue Assassin I through III each now grant +1d6 sneak attack dice instead of +2 to damage on critical hits (before multipliers).
Non-Assassinate sneak attacks once again break stealth. The Assassinate ability will not break stealth.
Rogue Mechanic
Rogue Mechanic I now grants proficiency with Repeating Light Crossbows.
Rogue Mechanic I also doubles the chance of receiving scavenged components when disabling traps.
Rogue Mechanic II now grants proficiency with Repeating Heavy Crossbows.
Rogue Thief Acrobat
Rogue Thief Acrobat I now adds the character's Dexterity bonus to Quarterstaff Sneak Attack damage.
Rogue Capstone
Rogue Cheat Death now also grants +2 Dexterity.
Rogue Deadly Shadow added as secondary Capstone.
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Wizard Pale Master
Form Changes- Pale Masters can now affect themselves with Mass Inflict spells.
- Incorporeality was incorrectly set as a form of "concealment" in the combat system. It is now a distinct roll from concealment effects. (Wraith Form incorporeality now partially stacks with displacement.)
Summon Changes- The Skeletal Archers excel at hitting high armor class foes.
- The Skeleton Knights now have significantly more hit points than before, do more damage, and apply various debuffs on Vorpal hits. They also have increased melee threat generation.
- All skeletal knights no longer hop around before attacking.
- Frost marrow Mages no longer know the Sleet Storm spell.
- Added Magic Missile (or Force Missiles) to the Mages.
- Every 30 seconds, all summoned creatures will check to see if their master is more than 30m away, and if they are, they'll teleport to the master's side.
Abilities Changes- Necrotic Touch can once again be used to heal undead pets, but cannot target player characters.
- Necrotic Touch now costs 2hp to cast instead of 1hp, 1sp.
- Necrotic Bolt, an ability similar to Necrotic touch, has been added to the second tier of Pale Master. It has the same damage but is a ranged attack and costs 5HP to use. It cannot, however, be used to heal undead allies.
Quest Changes & Updates
Sentinels Adventure pack- Epic Quests from the Sentinels Pack will now drop Epic Token Fragments which can be combined in the Epic Alter to create an Epic Token.
Epic Token Changes- Quests are getting re-evaluated to drop a different number of Epic Tokens or Epic Token Fragments based on Length and Difficulty. For Example: VoN5 drops 2 Tokens instead of some shorter less difficult quests that drop only 1.
Epic Trash Change- We're reducing the saves of epic trash across the board by 10.
- Epic Trash will also have a variable penalty to attack rolls that nearly doubles the "potentially viable AC" band. Sort of like rolling a d20 to hit, and then subtracting another d20 from their attack roll.
The Carnival of Shadows.(Confirmed)
Dungeon Zone Level: Meant for level 5 players. Also has Epic verison upon release for level 20.
- It’s a neat little adventure that features a bunch of Tieflings running around the carnival and has the players investigating what they’re up to. I think the players will get a kick out of it, and there’s a really nice capstone dungeon underneath the big top with a giant Succubus boss that they’ll need to kill.
System Changes
Guilds
Guild Renown - Gain status by completing certain objectives in the game world to unlock cool rewards - coolest is guild airships, a form of housing
- Guild Ranks - Possibly initiated into the system.
- Guilds will earn their airship before level 25.
- Guilds levels will be between 1 and 100.
- Guild Renown can decay, but not before level 25. Mostly you'll start seeing it heavily around level 50.
- Airships will be viewed in the sky above the cities. But you won't see yours.
- Small guilds will receive "Renown Tokens" to boost their renown to get an airship faster.
- "There’s a handful of exclusive DDO store items, maybe a few of the really high-end airships and some other things, but 90% of all the features will be accessible through the actual in-game currency."
- Some items may require your guild level to be a certain point in addition to your current level before you can wield them.
Guild Airships have arrived!- In addition to private meeting space that can be customized, airships will provide a travel function where you can go from different parts of the game world by default and can unlock access to further reaches of the world as well if you earn it, including the ability to get a navigator, an NPC to get additional travel options.
- the airships will be a custom mini-ward
- Guilds will access the airships through an airship tower to get to airship
- Earn and "slot the right npcs and amenities"
- Auction houses and such can be "slotted" into the airship, you can choose to place them in the airship based on your needs.
- Turbine is not ready to provide details on how exactly the unlocking system will work, but Fernando said that guilds can earn different levels of ships and slot different NPC's into ships.
- All functionality can be done totally with "in-game gold", but the DDO Store will offer some exclusives, and upgrades and options to buy with store points - but will always be able to get with in-game gold.
- Players can invite other players not in their guild to their airship.
Turn Undead
Undead that are turned by Turn Undead no longer run. Instead, they stand in the same place.
Bastard Swords
Bastard Swords when wielded as a Single Weapon or Sword and Shield will now produce Glancing blows on enemies around wielder. The glancing blows are increased by Two Handed Fighting Feat Chain and Enhancements that increase the effectiveness of them.
Dwarven Axes
Dwarven Axes when wielded as a Single Weapon or Axe and Shield will now produce Glancing blows on enemies around wielder. The glancing blows are increased by Two Handed Fighting Feat Chain and Enhancements that increase the effectiveness of them.
New Feats
Augment Summoning
Benefit: Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
Special: This feat can be selected by Wizards as a bonus feat.
Brutal Throw
Prereqs: +1 Base Attack Bonus, 13 Strength
Benefit: You can use your Strength bonus instead of Dexterity bonus to determine bonus to attack with thrown weapons if it is higher.
Special:This feat can be selected by fighters as a fighter bonus feat.
Trapmaking
Prereqs: Trap finding and anyone of the following: Skill Focus : Disable Device, Nimble Fingers, or Least Dragonmark of Making
Benefit:You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
Special: Automatically granted to rogues at level 4.
Whirling Steel Strike
Prereqs: Weapon Focus : Slashing; Proficiency in Longswords, Monk Level 1
Benefit: You treat longswords as if they were monk weapons, remaining centered when you wield them.
Zen Archery
Prereqs: +1 Base Attack Bonus, 13 Wisdom
Benefit: You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher.
Special: This feat can be selected by fighters as a fighter bonus feat.
Note: Weapon Finesse now has a 13 Dexterity requirement.
Moment of Clarity
Void : Light : Void Finisher -
Activate this finisher to clear way all distractions from your allies, granting a +5 Insight bonus to attack rolls and a +5 Insight bonus to skill checks for a very short period of time.
Special: Automatically granted to monks at level10.
Curse of the Void
Void : Dark : Void Finisher -
You strike your opponent down with a terrible curse, confusing their mind and rendering them unable to recognize their friends.
You can make an attack that charms your opponent for a short period of time. A successful Will save negates this effect.( DC 10+Monk Level+Wisdom mod). Each time the target takes damage there is a chance that they will break free of this effect.
Special: Automatically granted to monks at level 10.
Feat Changes
Combat Expertise- Combat Expertise no longer breaks on spellcast. Instead, spell point costs are doubled while in the stance. (To maintain the "don't cast while this is on" flavor.) Will also not break due to Monk Finishers.
New Spells
Several new arcane negative energy spells.
- Including an AOE that can be used to heal yourself in undead form.
- The Skeleton Mage’s aura of pain.
DDO Store Improvements- The Store has been upgraded with performance enhancements.
- It is now possible to see items and offers in the Store that you do not yet qualify for, though you may not purchase them until you have met the requirements, such as being high enough level or the appropriate class type.
Bug Fixes
Throwing Weapons- Busted up thrown weapons should be repairable in U5.
Weighted Handwraps- Weighted handwraps now grant their DC bonus to Stunning Blow and Stunning Fist
Bosses- Deception, Bluff, and similar effects shouldn't flip bosses around anymore.
Area of Effects Spells- There was a bug where AOE spells were requiring all clients affected by the spell to be synchronized. Essentially, before an AOE (many, but not all) would go off all the clients had to report in to the server with a "I'm here!" message. This would cause exactly the problem you describe. We've fixed this, and now every player will get the effect applied immediately after the spell is cast.