azraelck
Angel of Cookies!
U41.4 Preview up on Lammania.
General:
Tiefling Race:
Inquisitive Universal Enhancement Tree:
Tiefling Scoundrel Iconic:
General:
Code:
Hey, all! The pre-sale of our new Expansion (visit www.ddo.com/mastermindsofsharn) is on the horizon. Today Update 41 Patch 4 is now live on Lamannia. This preview is expected to last from Tuesday 2/26 to the evening of Thursday 2/28. There will be a dev event featuring at least Cocomajobo on Wednesday from 8:00-10 PM Eastern if you'd like to stop by and ask questions. This preview contains the following features:
New Heroic Eberron Race: Tiefling
New Iconic Eberron Race: Tiefling Scoundrel
New Universal Enhancement Tree: Inquisitive
In addition to those main features there are an assortment of smaller changes and/or bugfixes which are listed below
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.
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.
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.
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.
Tiefling Race:
Code:
How to Access
You can access the Tiefling Heroic Eberron Race on the Preview server by speaking to Lord Poincelot in the center of the Test Dojo and then purchasing it in the Lamannia DDO Store.
Description
The Tiefling is a new full race debuting soon, with its own past lives and totally unique appearance containing 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.
This race involves many new animations for all of DDO's various weapon styles; please let us know where things don't look right.
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
Where their Journey Begins
Tiefling's begin on the beach on Korthos as a level one character of any class you choose.
Enhancement Tree
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. 4 Minute 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 +1/2/3 to all Saving Throws, +1/2/3 MRR, and +5/10/15 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.
Currently Known Bugs
There are some work in progress animation issues scattered amongst the various weapon styles for male and female. If you find them, please let us know.
Bonuses granted while standing in the Obscuring Darkness cloud do not have their short duration reapplied unless you leave and reenter the darkness.
Inquisitive Universal Enhancement Tree:
Code:
How to Access
You can access the Inquisitive Universal Enhancement Tree on the Preview server by speaking to Lord Poincelot in the center of the Test Dojo and then purchasing it in the Lamannia DDO Store.
It bears mentioning that in order to use the "dual crossbow" weapon style you will need to purchase the enhancement "Dual Shooter" (bottom left of tier 1 Inquisitive) and then equip a single light or heavy (non-repeating) crossbow in your main hand.
Description
The Inquisitive Universal Enhancement Tree is a new Universal Enhancement Tree coming soon. 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 that Vistani Knife Fighter has a Tier 1 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. You'll notice there's one such new crossbow in this year's Anniversary event; this might be a good time to stock up!
With a fairly versatile set of options, the Inquisitive Universal Enhancement Tree ought to open interesting new builds for most of DDO's classes; get ready to hit the streets of Sharn and solve some mysteries!
This tree involves many new animations for all of DDO's various races; please let us know where things don't look right.
Enhancement Tree
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. In addition, you gain +2 Damage dice with Law on your Side.
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 Max Dex 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 +2 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 +3 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 Attack 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 Sav
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 12 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 a stack of Shot Wound. The Shot Wound effect can stack up to 5 times. (Cooldown: 6 seconds) Note: Each stack of 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. You must have at least one stack of Preparation to use this attack. 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 Fusilade. If you also have Endless Fusilade, 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.
Vigalante: +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.
Currently Known Bugs
There are some work in progress animation issues scattered amongst the various races and genders. If you find them, please let us know.
"Shoot First" tooltip is a string table error.
"Shoot Later" tooltip is a string table error.
Glamering does not currently affect Dual-Crossbow appearances.
Tiefling Scoundrel Iconic:
Code:
How to Access
You can access the Tiefling Scoundrel Iconic Eberron Race on the Preview server by speaking to Lord Poincelot in the center of the Test Dojo and then purchasing it in the Lamannia DDO Store.
Description
The Tiefling Scoundrel is a new full Iconic Eberron race debuting soon, 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.
This Iconic Race involves many new animations for all of DDO's various weapon styles; please let us know where things don't look right.
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.
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).
Where their Journey Begins
Tiefling Scoundrel's begin with 1 level of Bard
Tiefling Scoundrel's currently begin in the Wheloon tavern. This will not be their starting area when they are released on the live servers.
Enhancement Tree
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. 4 Minute 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.
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
Improved Fiendish Arpeggio The target of your Fiendish Arpeggio has their movement speed reduced by 50% for 12 seconds.
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
Disarming Coda The target of your Fiendish Arpeggio has -4 Armor Class and -25% Fortification for 12 seconds.
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 +1 to Hit and Damage with your Dashing Weapons.
Dance in Darkness While inside Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 to Magical Resistance Cap.
Tier 4
Grand Chord Works Enchant your fiddle to cast this spell. If the target is not under the effect of Fiendish Arpeggio, they must save or be put to sleep for 12 seconds (Will save vs. (1d20+Perform Skill)). If the target is under the effect of Fiendish Arpeggio (and made of flesh), they must save or be turned to stone (Will save vs. (1d20+Perform Skill)) as if they were subject to a Flesh to Stone spell. The Flesh to Stone lasts 60 seconds plus 10 seconds per character level, but the target has a chance to save again every 24 seconds. Spell Point Cost: 35. Cooldown: 20 seconds.
Charm Hearts Enemies that attack you have a 10% chance to be subjugated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
Dark Weapons +1 to Hit and Damage, as well as +1 Sneak Attack Die, with your Dashing Weapons.
Magic of Melodies +1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Sonic Spells.
Sonata of Darkness While inside Obscuring Darkness, you gain Displacement, +5% Dodge, +5 Dodge Cap, and +5 Max Dex Bonus.
Currently Known Bugs
There are some work in progress animation issues scattered amongst the various weapon styles for male and female. If you find them, please let us know.
There is an enhancement called "Infernal Songs" currently listed in Tier 3. This is both non-functional and not intended to be in the final version of the tree.
Hellish Rebuke has been replaced with an erroneous copy of a skills boost enhancement from the Aasimar Tree.
Bonuses granted while standing in the Obscuring Darkness cloud do not have their short duration reapplied unless you leave and reenter the darkness.
Grand Chord Works is currently a passive enhancement that does nothing instead of the active enhancement it is meant to be.
Tiefling Scoundrels currently begin their life in the Wheloon tavern Iconic starting area. This is not where they will begin when released on the live servers. As a result, Elminster is not set up to properly recognize a Tiefling Scoundrel and players are advised to seek training elsewhere (the Test Dojo perhaps).
Tiefling Scoundrels currently select from Forgotten Realms deities when taking Divine class levels; they should, instead, select from Eberron deities.