Update 81.4 Release Notes

Here are the release notes for Update 81.4, released on Wednesday, October 7th 2026.

Of Special Note:

The Night Revels has returned!

The seasonally spooooky event called The Night Revels has returned through November 1st! Find our updated guide on DDO.com. This year’s event features new rewards, including Night Revels' Gifts filigree, a yellow Reaper Steed, loot increased up to level 36, and challenge scaling up to CR 41! Get started with The Night Revels by traveling to the entrance to Delera’s Graveyard in House Jorasco of Eberron.

News and Notes:

Cantrips:

  • Cantrips are free Spell-Like Ability feats granted at level one for certain classes. This feature is particularly targeted to new players expecting a casting class to have a “basic zap”, but these initial Cantrips provide a free if minor DPS tool for certain builds and a way to regenerate spell points with the addition of a new feat called Spark of Magic.

  • Cantrips cost 0 spell points, and have no component. They operate like Spell Like Abilities.

  • Cantrips are acquired by taking level 1 in particular classes. Acquiring them multiple times has no effect.

  • Empower, Maximize, and Intensify Metamagic Feats work on them. Enlarge works on the 30 meter ranged Cantrips.

  • While Quicken does not work with Cantrips their base casting speed matches the Quickened experience.

  • All Cantrips have a max caster level of 20.

  • All Cantrips scale with your character level instead of your class level.

  • The cooldown for Cantrips is shared and is 0.75 seconds.

  • The arcane level 1 spells Flaming Bolt, Freezing Bolt, Caustic Bolt and Shocking Bolt have been removed from the game outside of certain magic items.

  • Alchemist level 1 Vial spells have been removed as spells and are now Cantrips.

  • Cantrips Scale at 75% spell power.

  • Note some Eternal Wands in the early game have been updated with new spells to keep them useful in a world with Cantrips.

  • The Cantrips debuting with Update 81.4 are:

    • Acid Splash - 60 meter range Projectile. 1d6 Acid Damage. Granted by Sor/Wiz/Blightcaster/Trickster

    • Jolt - 30 meter ranged instant zap. 1d6 Electric damage. Granted by Sor/Wiz/Drd/Stormsinger/Art/Trickster

    • Finger of Fire - 60 meter range Projectile. 1d6 Fire Damage. Granted by Sor/Wiz/Drd/Art/Trickster

    • Ray of Frost - 60 meter range Projectile. 1d6 Cold Damage. Granted by Sor/Wiz/Drd/Trickster

    • Disrupt Living - 30 meter ranged instant zap. 1d6 Necrotic Damage. Cannot be used to heal undead. Granted by Sor/Wiz/Blightcaster

    • Divine Strike - 30 meter ranged instant zap. 1d6 Light damage. Granted by Clr/FVS

    • Sharp Whisper - 30 meter range instant zap. 1d6 sonic damage. Granted by Bard/Sor/Wiz/Trickster

    • Cut - 30 meter range instant zap. 1d6 slashing damage. Granted by Art/Sor/Wiz/Trickster

    • Vial of Acid/Frost/Fire/Poison/Etc - Now all do 1d6 damage. Granted by Alchemist.

  • Cantrip-related Feat Adjustments:

    • Mental Toughness increases your Cantrip die step by 1 (1d6 becomes a d8) in addition to its original effects.

    • Improved Mental Toughness increases your Cantrip die step by 1 in addition to its original effects.

    • Epic Mental Toughness increases your Cantrip die step by 1 (d12s by now) in addition to its original effects.

    • Basic Bards now get Magical Training (enhancement that did this in Spellsinger no longer bothers).

    • Magical Training now grants in addition to its original effects: Sparks of Magic - When you use a Cantrip that strikes a valid target you gain a Spell Point. For every Mental Toughness feat you have, you gain 1 more spell point.

    • Magical Training has been removed from the Epic Cores as it results in too many respec fouls ups. We will be proceeding with sources of this only being in the heroic tier in non-cores or feats.

Damage Reduction for Enemies:

  • Rather than each monster having its own DR value, failing to break DR will now reduce your weapon damage by 25% if the DR type was Bludgeoning/Slashing/Piercing/Bane, or 50% otherwise. This means that if you are fighting a monster that used to have DR 10/Good, and you don't have a Good aligned weapon, rather than subtracting 10 damage from your weapon attack, your attack will now do 50% less damage.

  • For monsters with more than one DR type, the highest magnitude of reduction applies. For example, for a monster with DR/Good and DR/Bludgeon:

    • If you break neither Good nor Bludgeoning DR, you'll do 50% less damage

    • If you break the Bludgeoning DR but not the Good DR, you'll do 50% less damage

    • If you break the Good DR but not the Bludgeoning DR, you'll do 25% less damage

    • If you break both Bludgeoning and Good DR, you'll do your regular damage amount without any penalties.

  • Player DR is unchanged and will function how it does currently.

  • To help players understand how DR functions and plan ahead, we've made the following changes to make DR more visible:

    • Examining a monster now reports what Damage Reduction it has, if any.

      • As a fun bonus, monsters also now display their highest Saving Throw!

    • When damaging an enemy, the Combat Log now reports all Damage Reduction that you are not breaking, instead of just the DR with the highest magnitude

  • Furthermore, to help with accessing sources of DR breaking, we're expanding out Morphic DR breaking to a few new locations:

    • Itemization:

      • New Red Augments from Lahar for level 1: Bludgeoning Blows, Slashing Strikes, Piercing Precision. These add the appropriate Morphic DR bypass to any slotted weapon.

      • Also new from Lahar is a new Material augment for bypassing Crystal damage!

      • The existing Augments from Lahar have had their minimum levels standardized - Alignment based augments are now level 4, and Material based augments are now level 8.

    • Spells:

      • New Morphic Weapons spell for Artificer at spell level 2 (multiselector between Piercing, Bludgeoning, and Slashing damage types) - also available as a scroll

      • New Transmuted Weapons spell for Artificer at spell level 3 (multiselector between Adamantine, Silver, Byeshk, and Cold Iron Weapons spell) - (the originals are removed from the Artificer spell list, so getting material bypass is now much easier and only takes 1 spell slot) - also available as a scroll

      • New Morphic Fangs spell for Druid at spell level 3 (multiselector between Piercing, Bludgeoning, and Slashing damage types)

      • New Transmuted Fangs spell for Druid at spell level 4 (multiselector between Adamantine, Silver, Byeshk, and Cold Iron)

    • Enhancements:

      • Vistani’s Blessed Blades now also provides Bludgeon DR bypass in addition to its other benefits

      • New Kensai Tier 2: Weapon Variations: Select between Bludgeoning, Piercing, or Slashing damage. Your weapons bypass that DR type.

  • Finally, to help prevent some unneeded clunkiness, spells or abilities that grant an enemy some kind of Damage Reduction, such as Freezing Ice, no longer apply that DR.

Enhancement Tree Changes:

  • Archmage

    • Master of Magic (Core 6) now adds +3 Spell Penetration in addition to its other effects

    • Secondary School Mastery (Tier 5) is now "Spell Mastery", and grants +1 to all Spell DCs. It no longer requires Primary Spell Focus.

    • Arcane Blast no longer requires Arcane Bolt.

    • NEW: Tier 2: Spellcraft: +5/10/20 Spellcraft skill. (Antireq: Deep Gnome Spellcraft)

    • NEW: Tier 4: Mixed Magics: Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items.

    • NEW: Tier 5: Metamagic Mastery: +2% Spell Critical Damage per Metamagic feat you own.

    • Arcane Supremacy is now an Active ability that, when activated, grants the same effect as it did before. 60 second cooldown (prev: 90)

    • Master of Knowledge now stacks 15 times (prev: 30) and its bonus per stack is doubled. This should allow characters to reach the current max value faster.

  • Swashbuckler:

    • Each Core ability now grants +5 Sonic Spell Power in addition to its other effects.

    • Roll with the Punches (Core 5) now adds +5 Melee and Ranged Power and +2 Imbue Dice in addition to its other effects. Its Doublestrike and Doubleshot bonuses raise to +5%. Its Doublestrike and Doubleshot bonuses raise to +5%.

    • Evasive Maneuvers (Core 6) now adds Improved Evasion and +10 Melee and Ranged Power and +2 Imbue Dice in addition to its other effects. Its Doublestrike and Doubleshot bonuses raise to +5%.

    • Coup de Grace's cooldown is reduced to 12 seconds.

    • NEW: T5: Improved Uncanny Dodge, as per the Inquisitive enhancement version.

  • Warchanter:

    • Ballad Melody: Arcane Shield changes to "You and nearby allies gain a Music Bonus to Acid, Cold, Electric, Fire, and Sonic damage equal to your Bard, Epic, and Legendary Level", and now only has 1 rank

    • Ballad Melody: Ironskin changes to "You and nearby allies gain DR 6 and Inspire Greatness now grants a Music bonus to PRR and MRR equal to half your Bard, Epic, and Legendary level", and now only has 1 rank.

    • Fighting Spirit (Core 4) now grants "You gain a +1 Competence Bonus to Critical Threat Range. This does not apply if Swashbuckling.

    • Howl of the North (T5) now grants "You gain a +1 Competence Bonus to Critical Multiplier. This does not apply if Swashbuckling." in addition to its other effects.

    • Skaldic Scream's cooldown is reduced to 30 seconds.

  • Inquisitive:

    • See Ranged Changes.

  • Dragon Lord:

    • Dragon's Roar now uses a significantly shorter cone.

    • Dragon's Roar no longer affects creatures who are unaffected by Greater Shout; this includes Undead, Elementals, Oozes, etc.

  • Purple Dragon Knight:

    • The Purple Dragon Knight enhancement, For Cormyr!, no longer requires you to be under 50% HP to grant its damage. Its damage bonus buff has been reduced to half your Charisma modifier, and it now lasts for 20 seconds.

  • Battle Engineer:

    • See Ranged Changes above

    • Battle Engineer's "Hand and a Half Training" has been renamed "Bastard Sword and Dwarven Waraxe Training".

    • Battle Engineer's "Hammer and Morningstar Training" now gains +5% Strikethrough per rank.

    • Haste Boost replaced with Engine Strike: Melee Attack: +100% Damage, +1 Threat Range, +1 Multiplier. 6 second cooldown. (This is a parallel melee ability to Fusilade's replacement detailed in the Ranged Changes.)

      • Engine Volley and Engine Strike no longer require the weapon line.

    • Haste Boost has been added in T2 as a multiselector with Action Boost: Power and Attack.

  • Arcanotechnician

    • Multivial of Flame, Frost, Acid, and Sparks are added to the Arti spellbook as level 5 spells. Not actually part of the tree.

    • Arcane Mechanism is removed, and its abilities consolidated into Charged Recoil.

    • NEW: Shock Gauntlet: SLA: Target living, construct, or inanimate object foe at touch range must make an Fortitude Saving Throw (standard spell save) or die. If they succeed, they take 1d6+4 Electric Damage per Caster Level, MCL 25. 20 second cooldown.

  • Warpriest/War Soul

    • Smite Foe (Core 1) now applies “On hit: you are healed for 1d3 per Character Level, which scales with Positive Spell Power. This healing can only trigger once per use of this ability.” (Ameliorating Strike in T4 still applies the heal to nearby allies, and adds the Lesser Restoration to you and nearby allies.)

    • Inflame now has a 40 second cooldown (was 90)

    • Wrathful Weapons now reads: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. +3 Imbue Dice.

    • Warpriest’s Divine Power gains +1 Competence Bonus to Critical Multiplier, making it match War Soul’s.

    • War Caster (Core 5) now grants +5 Melee and Ranged Power in addition to their other effects.

    • Implacable Foe (Core 6) now grants +10 Melee and Ranged Power in addition to their other effects.

    • Fires of Fury now has a Light multiselector

    • Cleric Warpriest now has Divine Will (WIS trance) as a multiselector with Divine Might, like War Soul does.

  • Sorc Savant Trees

    • Unlinked the SLAs, so you can take only the ones you want

    • Removed the caster level debuffs from the cores for alt-elements

  • Vanguard

    • T5 Brutal Impact loses “+1 Critical Damage Multiplier on a roll of a 19-20.”, gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Threat Range”.

    • Shield Combat II (Core 4) gains “While wielding a Shield, you gain a +1 Competence Bonus to Critical Multiplier”.

  • Renegade Mastermaker

    • Mastermaker (T5) now adds: “+1 Competence Bonus to Critical Threat Range with Weapons”

    • Radiant Forcefield SLA (Core 5) now adds: “Passive: You gain Curative Admixture: Heal as a 6th level Artificer spell”

    • Battlefist’s damage bonus increases to 50%

    • Paragon Body (T5) is removed.

      • Constructive Conduit (Core 4) gains the “+4 Fortitude and you no longer suffer Arcane Spell Failure from Armor” that used to be in Paragon Body.

      • Mastermaker’s Competence Bonus to Max HP increases to 30% (its original 20%, plus the 10% Bonus that used to be in Paragon Body, to the same maximum)

    • NEW T5: Multiselector:

      • Aggression Engine: Melee Attack: +50% damage. On Hit: For the next 6 seconds, you gain +20 Melee Power, +40 Universal Spell Power, and +10% Spell Crit Damage. For the next 20 seconds, you gain a +450% Competence Bonus to Melee Threat and 900% Competence Bonus to Spell Threat. Cooldown: 12 seconds. Passive: +100% Melee and Spell Threat

      • Tactical Engine: Melee Attack: +50% damage. On Hit: For the next 6 seconds, you gain +20 Melee Power, +40 Universal Spell Power, and +10% Spell Crit Damage. For the next 20 seconds, you gain +10% Doublestrike and a +4 Competence Bonus to Spell and Sunder DCs. Cooldown: 12 seconds. Passive: +5 Melee Power

  • Vile Chemist

    • See Ranged notes about Core 2 Doubleshot

    • Wave of Poison and Greater Wave of Poison can now each stack up to 3 times, increasing the damage each time.

  • Harper Agent

    • T2 Heroic Companion is moved sideways, and replaced with Multiselector: Harper Lore I: (2AP)

      • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.

      • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells

      • Harper Leadership I: Your hirelings, summoned, and charmed creatures gain +3 to all ability scores.

    • Harper Leadership (T2) is moved sideways, and replaced with:

      • Multiselector:

        • NEW: Seize the Moment: Melee Attack: +30% Damage. On Hit: You gain +25% Morale Bonus to Doublestrike for 12 seconds. Shares a cooldown with Quick Strike.

        • Heroic Companion (as on Live)

    • T3 Highly Skilled is removed, and replaced with Multiselector: Harper Lore II: (2AP)

      • Harper Weapon Training: +1 to Attack and Damage while Single Weapon Fighting.

      • Harper Spell Training: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells

      • Harper Leadership II: Your hirelings, summoned, and charmed creatures gain an additional +4 to all ability scores.

    • T4 Throat Dagger’s cooldown changes to 18/15/12 seconds.

    • T4 Throat Dagger is now a multiselector with Silencing Strike: Melee Attack: 20/30/50% Damage: Damaged non-boss enemies cannot cast spells for 6 seconds. Cooldown: 18/15/12 seconds.

    • New T5: Multiselector:

      • The Resolute Blade: +1 Competence Bonus to Critical Threat Range while Single Weapon Fighting. Rank 2: +1 Competence Bonus to Critical Multiplier while Single Weapon Fighting.

      • The Harp’s Magic: +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells. Rank 2: An additional +2% Spell Crit Damage with Force/Physical, Sonic, Light, and Good spells

  • Sacred Fist:

    • Violence Begets Violence is reduced to 1AP (matching current Monk)

    • Sacred Strike V is reduced to 1AP (matching similar T5 offerings - Henshin Mystic, Kensei, etc)

    • Light of Hope and Light of Glory are reduced to 1AP each

  • Misc:

    • Ninja Spy's Shadow Double's Doublestrike is now Morale typed.

    • Tempest's Thousand Cuts has had its cooldown reduced to 60 seconds (prev: 90)

    • Dragonborn's Draconic Knowledge bonus to Max Caster Level has been reduced to 1 (prev: 2)

    • Fury of the Wild: Quick Cutter's Damage Over Time effect's Melee Power scaling is reduced from 200% to 100% - in part to counterbalance the uncapping of doublestrike on an already powerful skill

Feats:

  • New Feat: Lock In

    • Included automatically with Improved Two Handed Fighting and Two Handed Specialty

    • Active: (Requires you to be using a Two Handed Weapon and not be in Animal form to activate. Hand and a Half does not count.) For 20 seconds, you cannot benefit from Strikethrough. For the duration, you gain Melee Power equal to 50% of your Strikethrough. This effect ends early if you switch to a style or weapons that do not meet the requirements. 60 second cooldown.

  • Melee Weapons:

    • Morningstar and Warhammer are now considered hand-and-a-half weapons, benefiting from Strikethrough and the Two Handed Fighting feats in the same ways Bastard Sword and Dwarven Waraxe do.

    • Knight's Training now grants Bastard Swords a +1 Morale Bonus to Critical Multiplier.

    • Knight's Training now grants Dwarven Waraxes a +1 Morale Bonus to Critical Threat Range, increasing to +2 if you have Improved Critical: Slashing.

  • Changed Feats:

    • Master of the Domain of War now gains +10 to Melee and Ranged Power in addition to its other effects, to offset the reduced usefulness of Holy Sword with the changes to Warpriest.

    • Notes: This also isn't an enhancement change, it's here because it's relevant to the Warpriest changes below.

Global Weapon Combat Changes:

  • Standing basic attacks in melee will do 10% more damage on their third attack, and 20% more damage on their fourth attack. This does not interact with special attacks.

  • Doublestrike is no longer capped.

  • Both Doublestrike and Doubleshot now scale at half value if your total bonus is over 200%

Masteries and Spell Adjustments:

  • Single Target Direct Damage and some single target CC spell costs have been lowered 2 + 1 spell point level beyond level 1, so 2,3,4,5,6,7,8,). Level 9 spells cost 20 here because they are doing generally double or more. This does not affected Damage/CC combo spells like Salt Ray. SLAs using these spells are 1 point lower or more.

    • Examples:

    • Polar Ray goes from a 20 Spell Point cost to 8. Scorching Ray goes from 8 sp to 3.

    • Ghoul Touch goes from 8 sp to 3 sp.

    • Hold Person goes from 15 SP to 8 sp.

    • Iceberg goes from 40 to 20 sp.

  • All damage spells now have their max caster levels set to 20. IE: Burning hands no longer needs a mastery to hit max caster level 20.

  • Single Target Direct Damage Spells and DOTs without a CC/Death/Debuff component now all have a max caster level of 25.

    • Example of spells affected: Scorching Ray, Shocking Grasp, Nimbus of Light, Vial of Acid, Polar Ray

    • Note: This is done off the base spell, so if something upgrades it with a CC later, it’s still at the level 25 rate. Example: Moon Lance

  • These changes do not effect inflicts/harm/heal/cures, as they interact with healing and are outside the scope of this pass.

  • The Master of “X” epic feats are changing. The following masteries are being dropped and replaced with a respec token:

    • Master of Artificer

    • Master of Water

    • Master of Earth

    • Master of Music

    • Master of Poison

    • Master of Light

    • Mater of the Wilds

    • Mastery of Spell Vials

    • Master of Shadow blades

    • Master of Chaos

    • Master of Thorns

  • The follow masteries are changing to new masteries:

    • Master of Air becomes Master of the Storm - Your Damage Spells and Eldritch Pacts that cause Electric, Cold & Sonic Damage deal an additional 1d6+4 damage of that type for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. Passive: +150 Maximum Spell Points Antireq - Magical Ambush

    • Master of Fire becomes Master of Fire and Light - Your Damage Spells and Eldritch Pacts that cause Fire & Light Damage deal an additional 1d6+4 damage of that type for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. Passive: +150 Maximum Spell Points Antireq - Magical Ambush

    • Master of the Dead become Master of Decay - Your Damage Spells and Eldritch Pacts that cause Negative, Poison & Sonic Damage deal an additional 1d6+4 damage of that type for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. Passive: +150 Maximum Spell Points Antireq - Magical Ambush

    • Master of Alignment changes to - Your Damage Spells and Eldritch Pacts that cause Good, Evil, Law & Chaos Damage deal an additional 1d6+4 damage of that type for each epic or legendary level you have. This can only occur once per cast. This does not apply to persistent spells like clouds, walls or guardians. Passive: +150 Maximum Spell Points Antireq - Magical Ambush

    • New Mastery: Master of Force - +150 spell points. Your Damage spells to hostile targets that cause Force Damage or Slashing/Piercing/Bludgeon deal an additional 1d6+4 damage for each epic or legendary level you have. Each proc can only occur once per cast per damage type. This does not apply to persistent spells like clouds, walls or guardians. Antireq - Magical Ambush

  • Meta Magic Changes:

    • Maximize now grants 100 Spell Power instead of 150, but its cost increase has been reduced from 25 to 20.

    • Intensify now grant 125 Spell Power, up from 75, and its cost remains the same.

  • Spell Changes:

    • Tsunami goes to 1d6+9/1d6+9 to 1d6+6/1d6+4 (Average 17 level). Cold Damage now does its saving throw properly, bludgeon damage does not have a saving throw. Tool tip updated.

    • Celestial Bombardment goes from 1d6+9x3 to 1d6+3x3 and its cooldown has been reduced to 12 seconds.

    • Divine Wrath goes to a 12 second cooldown.

    • Sound Burst goes from 1d6+1 damage to 1d6 on damage per caster level.

    • Shocking Grasp damage goes from 1d6+2 to 1d12+2.

    • Chill Touch damage goes from 1d6+2 to 1d10+2.

    • Enervate now costs 10 Spell Points

    • Energy Drain now costs 25 spell points and applies 2 stacks of the Enervate damage over time effect.

    • Horrid Wilting now does negative energy damage instead of Bane. This change applies to enemies as well. For players its damage is now 1d6+7. It now only does 50% more damage against water elementals and plants.

    • Cyclonic Blast now does bludgeon damage instead of Bane (applies to monsters too) and damage is increased to 1d6+5.

    • Frost Lance is going down to 1d6+4 per 2 character levels from 1d8+8 per 2 character levels.

    • Polar Ray is going up to 1d6+10 per level

    • Black Dragon Bolt boosted to 2d10 per level in damage from 1d10

    • Thorn Lance spell cost reduced to 15

    • Flame Strike now does Fire and Light Damage instead of fire and bane

    • Word of Power Kill now has a 60 second cooldown, 45 for sorcerers.

    • Nimbus of Light boosted to 1d6+2 light damage.

    • Enervation, Eladar’s Electric Surge, Niac’s Biting Cold, and Alchemist Concentration spells are being boosted to 1d6 (+2 damage per caster level, max 25 as above, so 50+1d6) and now stack 5 times. Draconic’s T5 will take some of these spells to 7 stacks now. Cooldown reduced to 5 seconds, or for alchemists unchanged.

    • Burning Blood now does 1d6 acid+(1 per caster level)/1d6 fire +1(per caster level) up from every other caster level and now stacks 5 times. Draconic applies, 7 stacks. Cooldown stays at 5 seconds (sorcs match that now).

    • Enveloping Swarm now does 1d6+(+2 per caster level) and stacks 5 times.

    • Creeping Cold now does 1d6 + (1 per caster level) and stacks 10 times. 8 second cooldown. duration increased to 16 seconds

    • Greater Creeping Cold now applies 2 stacks of Creeping Cold instead of it’s own effect. 8 second cooldown.

    • Reverberate goes to 1d6 (+2 per caster level, so 50+1d6), but only goes to 4 stacks, (account for fate singer). 5 second cooldown.

    • Divine Punishment goes to 1d8 per caster (so 25d8) and its stack size remains the same at 3, 8 second cooldown.

    • Carrion Swarm now saves for half instead of removing the dot on a successful save.

    • Consume (warlock enhancement) Now scales as 1d10 chaos damage +1d10 per 2 caster levels, 100% spell power, and the spell’s bolt will now home. Stacks 3 times. Enhancements that increased damage will now increase stack size by 1 to a total of 5.

    • The Ki Spells are being changed to include both 150% Melee Power and 100% Spell Power scaling. This includes changing the spell itself to scale wholesale with Melee Power like the currently-but-soon-to-be-intended Ki Bolt, which means any procs that are riding along with them will also inherit that Melee Power scaling. The spells being changed are:

      • Ki Bolt (Sacred Fist and Henshin)

      • Incinerating Wave (Sacred Fist and Henshin)

      • Ki Explosion (Sacred Fist)

      • Cauldron of Flame (Henshin Mystic)

      • Lotus Blossom

  • Note About Monsters: While monsters will ignore the damage value changes, the max caster level changes will effect them, as will the damage type changing. This is intentional and will result in a mix of monsters hitting harder and weaker with various spells. We expect to average out in the players favor mostly with less extreme spikes from bane spells, as monsters at higher level are generally already throwing max 20-25 caster level spells, and a basic fireball will still hit softer than a delayed blast fire ball.

  • Monsters will be using the new dot stack sizes but will use them on longer randomized cooldowns and will often let stacks collapse as a result, but not always, so best to not ignore them.

Ranged Combat Adjustments:

  • Longbow/Shortbow:

    • The Base Attack Bonus speed scale for Bows has been rebuilt by adding a baseline bonus to speed equal across all levels, making Longbow and Shortbow attacks significantly faster across all levels.

    • Manyshot now deals +2 Critical Threat Range and Multiplier (was 1)

    • Scattershot (in Horizon Walker) now deals +2 Critical Threat Range and Multiplier (was 1)

    • Manyshot and Scattershot no longer have charges, and instead share an 8-second cooldown.

      • Shiradi Core 4 and the Wildhunter filigree that previously granted +1 Manyshot Charges now grant +2 Damage with Ranged Weapons.

    • Horizon (Core 6 Horizon Walker) no longer grants Manyshot charges, and instead grants +10 Ranged Power.

    • Combat Archery (Epic Feat) now grants Longbows and Shortbows an additional +1 Critical Threat Range in addition to its other effects.

  • Crossbows:

    • Endless Fusilade and No Holds Barred are removed entirely. They are replaced with the below single-shot, low-cooldown, high-damage attacks.

    • Battle Engineer's Endless Fusillade replaced with Engine Volley: Crossbow Ranged Attack: +400% Damage, +1 Threat Range, +1 Multiplier. 6 second cooldown.

    • Inquisitive's No Holds Barred is replaced with Take 'em Down: +400% Damage, +1 Threat Range, +1 Multiplier. 6 second cooldown.

    • Damage on Rogue Mechanic’s Line Up and Sit Down is increased to +400%.

    • Engine Volley, Take 'em Down, and Line Up and Sit Down now share a cooldown.

    • The base reload speed of Great Crossbows has been slightly increased.

  • Thrown:

    • We'd initially approached the Shuriken DPS outlier as an issue with 10k Stars, but as we dug further, its superior DPS over other Thrown builds comes down to Ninja Spy Core 2. In addition, the thrown experience at low levels is considered pretty slow. As a result:

    • Advanced Ninja Training (Core 2, Monk Ninja Spy) has its Shuriken bonus to Doubleshot based on your Dexterity cap at a maximum of 50 Dex.

    • Poisoned Coating (Core 2, Vile Chemist) gains the above bonus to Doubleshot based on your Dexterity (with 50 cap), except with Simple Throwers instead of Shuriken.

      • Simple Thrown Mastery (T4, Vile Chemist) allows that bonus to Doubleshot based on your Dexterity to use INT instead if it is higher.

    • Whirling Wrists in Shiradi Champion no longer grants 30% Attack Speed with Thrown Weapons, and instead grants +1/2/3 to Critical Confirmation and Damage.

    • The attack speed bonus from Base Attack Bonus on Thrown Weapons has been raised by 30% at all levels.

Reaper Player Damage Adjustments:

  • The damage reduction to players is being changed, and at different rates based on whether the Reaper difficulty is happening in a normal quest or a raid. Player damage modifiers will no longer differ by damage type. Every player attack method will be modified the same way per skull.

  • Quest Changes:

    • Reaper Skull:

    • 1 - 6 - unchanged, everyone was equal already.

    • 7 - casters go up to 25% to equalize with everyone else

    • 8 - casters go up to 20% to equalize with everyone else

    • 9- Everyone else goes down to 15% where casters are

    • 10 - Everyone else goes down to 10% where casters are

  • Raid Changes: Raids will no longer adjust player damage at the same rate as quests as it is making the play time extreme at high skulls, monster raid stating being what it is.

    • Reaper Skull:

    • 1 - 77%

    • 2 - 68%

    • 3 - 60%

    • 4 - 55%

    • 5 - 50%

    • 6 - 45%

    • 7 - 41%

    • 8 - 36%

    • 9 - 30%

    • 10 - 23%

Miscellaneous Balance Changes:

  • We are fixing the mismatch between Universal Spell Power/crit/crit damage and global spell power/crit/crit damage in Set Bonuses. All item Set Bonuses that say they grant bonuses to Universal Spell Power/crit/crit damage will now instead say what they are actually doing, which is to grant bonuses to each Spell power/crit/crit damage mod, and any Set Bonus that actually grants Universal Spell power/crit/crit damage will change to follow this expected pattern.

  • We're also adjusting the Solar Augment of Spell Crit Damage to follow this pattern, which means it will no longer stack erroneously with other Set Bonuses providing that modifier.

  • The 5% Cold Spell Crit Chance in the Frozen Wanderer Filigree Set Bonus is changing to Cold Spell Crit Damage.

  • Undying Call will no longer bypass the Reaper death timer.

  • Beckon Divinity now properly applies its once-per-rest restriction. The ward will only apply if you actually accept the raise while dead.

  • The Warlock Epic Feat, Epic Blast Dice, has been deprecated. All players with this feat will receive a Feat Respec Token. Warlocks will inherently get the per-level bonuses from this feat, and the Epic Pact Dice Destiny Feat will now grant a flat +2 Blast Dice in addition to its Pact dice bonuses.

  • The Armor Class bonus from Martial Epic Past Lives is now: Passive: +1% Armor Class, +1 Magical Resistance Rating, and +1 Magical Resistance Rating Cap per stack of this past life. The Active bonuses of these past lives are unchanged.

Minor Features:

  • Eye of the Stormsinger now applies continuously while you remain inside of Sleet Storm.

  • Sun Bolt now has better visual effects when cast

Bug Fixes:

  • Legendary Armor Piercing now provides its intended bonuses

  • The Null Blade now properly bypasses Monster DR

  • Shintao bonuses to hit and damage are no longer erroneously typed as Exceptional bonuses

  • Fixed a typo in Timeline Fragments

  • Fixed a typo in Enchanted Energy Tonic

  • Void’s Ice Arrow now properly bypasses Monster DR

  • Abyss Pact Warlocks can now damage Undead enemies affected by the pierce negative feats

  • The Necromantic double prefix now correctly gives Deathblock instead of two copies of Necromancy DC

  • Fixed target issues with the Epic Pierce Elements feats AOE detect not working

  • Mythic and Reaper bonuses now stick around when an item is Disjuncted for Essence Crafting

  • The Unholy Draconic mantle proc can now damage Undead enemies affected by the pierce negative feats

  • The Saltmarsh explorer area now asks you to kill the correct Water Weird

  • Stormsinger's Sleet Storm immunity now functions correctly

  • The Multivial spells and Meteor Swarm now always fire 4 projectiles regardless of if the spell is Quickened

  • Dispelling Shot no longer removes other debuffs

  • The unbound Assassinate shard for Essence Crafting can now be correctly applied to its intended slots

  • A few non-equipment objects can no longer be Dissolved erroneously

  • The level 36 version of the Ratcatcher Maul is now actually level 36

  • Fixed some missing text in Quality Shield Bonus effect descriptions

  • Champion Displacement no longer stacks with regular displacement

  • Fixed some spammy text when unlocking Epic Destinies

  • Removed some extraneous text from Potency effect descriptions

Engineering Changes:

  • There is a new UI option, Ki Healing Color, that controls the color of the floaty text that appears when you heal your Ki.

  • The horizontal scroll bar in the Dissolve UI no longer overlaps the buttons.