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Update 72 Release Notes
Dungeons & Dragons Online
26.02.25 16:46 Community Announcements

Update 72 Release Notes



Welcome to the release notes for Update 72: Balance the Scales, released on Wednesday, February 26th, 2025.

Of Special Note:



Celebrating Our 19th Anniversary!



This year marks the 19th Anniversary for Dungeons & Dragons Online, and we are celebrating with special bonuses, the return of our Anniversary Event, free gifts, and more!

The Anniversary Event has returned! Find the portal to the Anniversary Event next to Gnoa Bn'for near the Phiarlan Chapterhouse. The Anniversary Event runs through March 18th, 2025.

We have two weeks of bonuses!

Now through March 11th, get:

  • +19% Heroic and Epic XP
  • +19% Guild Renown
  • +19% Reaper XP
  • +19% Crafting XP


Additionally, starting on March 5th through March 11th we'll have a Champion Hunter Week! Find the Mysterious Remnants Vendor in the Eberron Hall of Heroes.

Reminder: Free access to our 64-bit Cormyr server continues through April 15th! Read more about this server and its Lanterns in the Mists event on DDO.com.

Year of the Dragon: Free Dragon Disciple!



Make sure to claim your FREE Dragon Disciple monk archetype! Starting February 26th through March 25th, 2025, speak to Xatheral in the Eberron Hall of Heroes to add the class archetype to your account. Read more about the Dragon Disciple lower in the release notes.

Free Anniversary Gifts!



Now through March 18th, 2025, speak to the Djinni in House Phiarlan to claim your free 19th Anniversary Scarf, and keep coming back for a buff! The scarf can be acquired once per day per character, and you can pick up as many scarves as many times as you wish during the Anniversary Event's run. The Djinni can also be found in the Eberron Hall of Heroes across from the guild ship access point. You may also speak with the Djinni to receive a +10% Discovery boost for six hours, which provides a +10% chance to receive named loot that stacks with Elixirs of Discovery. You can speak to the Djinni again to re-acquire this buff for as long as the Anniversary Event is active (through March 18th!)

News and Notes:


Monk Changes:


  • Overall Class Adjustments​
  • The Monk Combo System and its builders/finishers has been retired. Many of its effects have moved into the Monk Enhancement Trees.
  • Monks still gain their Stances and your choice of Light vs. Dark Path. However, the Light vs. Dark Path choice no longer gives something specific on being taken, but opens up enhancement choices at Tier 3 in each Monk Enhancement Tree.
  • Quivering Palm's DC now uses Strength if it is highest (highest of Strength, Dexterity, or Wisdom Modifier)
  • Stunning Fist's DC now uses the highest of Strength, Dexterity, or Wisdom.
  • The Unarmed Strike Feat now grants +5 Melee Power while Centered and using Handwraps for each copy of the feat you have.
  • The Sun and Stars item effect now reads "When you activate Hand of Healing or Hand of Harm from the Shintao enhancement tree, you benefit from increased Melee Power and Positive Healing Amplification for a short time."
  • Core 4 of Grandmaster of Flowers is now:
  • Disciple of Philosophy: Multiselector:
  • Disciple of Philosophy: Light: +3% Dodge Bypass, +10 Magical Resistance Rating Cap. You gain special versions of the Stunning Blow and Stunning Fist feats, which deal 1d10 Light damage on hit that scales with 200% Melee Power. (Note: these appear as separate feats in your feat list.) You may take Monk enhancements that require Fists of Light.
  • Disciple of Philosophy: Dark: +3% Dodge Bypass, +10 Magical Resistance Rating Cap. You gain special versions of the Stunning Blow and Stunning Fist feats, which deal 1d10 Poison damage on hit that scales with 200% Melee Power. (Note: these appear as separate feats in your feat list.) You may take Monk enhancements that require Fists of Darkness.
  • Action Point costs across Ninja Spy, Shintao, and Henshin Mystic have been reduced, primarily in Tier 5 of each tree.
  • Ninja Spy​
  • Cores:
  • Poisoned Darts now reads "Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison. (Magical Poison: Target takes 1d4 points of Poison damage, which scales with the higher of Melee and Ranged Power every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.) (Activation Cost: 15 Ki. Cooldown: 12 seconds)"
  • Diversion no longer has its Critical bonus (moved to Tier 5). Instead, it has +5 Melee and Ranged Power.
  • Ninja Master now also has "+10% Fortification Bypass, +15 Melee and Ranged Power. If you have Self Defense, you gain an additional +10 Melee Power".
  • Tier 1:
  • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Henshin Training. Essentially, you can only take one Attack+Damage line.)
  • Subtlety now also reduces Ranged Threat by the same amount.
  • Tier 2:
  • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
  • Elemental Ki Strikes is has been removed (it still exists in Shintao). It is replaced with Extra Action Boost: +1/2/3 Action Boosts.
  • Action Boost: Melee/Ranged Power is now a multiselector with Action Boost: Haste.
  • Tier 3:
  • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
  • Flash Bang is removed, and replaced by Shadow Arts:
  • Light Path: Flash Bang: Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents for 6 seconds on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have DC equal to (18 + Monk Level + Highest of Strength/Dexterity/Wisdom Modifier + Assassinate DCs). (Activation Cost: 20 Ki. Cooldown: 9 seconds)
  • Flash Bang's projectile is now faster.
  • Dark Path: Shadow Flurry: Melee Attack: +20% damage. Target must make a saving throw equal to (18 + Monk Level + Highest of Strength/Dexterity/Wisdom Modifier + Assassinate DCs) or have some of their energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25%, and rendering it unable to cast spells. The enemy makes recurring Fortitude saves to shake the effect. Cost: 10 Ki. Cooldown: 9 seconds.
  • Tier 4:
  • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
  • Deadly Exploits is removed, and replaced with Greater Shadow Arts:
  • Light Path: Cloak of Shadows: After using Flash Bang, you become Invisible for 3 seconds which is not broken by actions.
  • Dark Path: Poison Exploit: On a failed saving throw, your Touch of Despair purges an enemy of Ninja Poison, dealing 1d20 + 20 poison damage per stack of Ninja Poison removed. Scales with higher of Melee/Ranged Power. (This factors in the damage boost from Deadly Exploit as well.)
  • Tier 5:
  • Touch of Death now reads: You strike a living opponent down with twisted ki, dealing +50% damage and 500 additional Poison damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 14 + Monk Level + Highest of Strength/Dexterity/Wisdom Modifier + Assassinate DCs). Cooldown: 15 seconds). Passive: +3 to Hit and Damage while Centered.
  • Deadly Striker now reads: "While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range."
  • Self Defense is now a multiselector with Improved Archer's Focus: Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10 Ranged Power.
  • Shadow Double is no longer a Melee Attack. Instead, it's an activated ability that grants +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds. (Activation Cost: 30 Ki. Cooldown: 25 seconds)
  • Shintao​
  • Cores:
  • Cores remain the same, except all abilities that say with Handwraps now say while Centered.
  • To Seek Perfection's "You no longer suffer penalties from Meditation of War" is removed (see below) and replaced with "If you have Meditation of War, +10 Melee and Ranged Power".
  • Tier 1:
  • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and Damage while Centered. (Antireq: Ninjutsu and Henshin Training. Essentially, you can only take one Attack+Damage line.)
  • Ki Shout is removed (moved to HM), and replaced with NEW: Fast Hands (Multiselector): +1/2/3% Doublestrike OR Doubleshot
  • Exemplar is removed (moved to HM), and replaced with Negotiator currently found in Henshin Mystic. Negotiator now grants Intimidate instead of Haggle.
  • Deft Strikes is now a multiselector with Improved Second Strikes:+[5/10/20]% Strikethrough.
  • Tier 2:
  • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
  • Elemental Ki Strikes are no longer combo builders, but otherwise remain unchanged.
  • Conditioning is removed (moved to HM), and replaced with Quick Strike currently found in Henshin Mystic. Quick Strike is no longer restricted to Quarterstaves, but you must be Centered.
  • Tier 3:
  • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
  • NEW: Hands of Mercy (Multiselector):
  • Light Path: Hand of Healing: You heal all nearby allies for 1d4 plus 1d4 per monk level. (9 second cooldown, costs 5 Ki)
  • Dark Path: Hand of Harm: Melee Attack: This attack is a guaranteed critical strike. You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%. Periodic Fortitude saves (14 + Strength/Dexterity/Wisdom Modifier + Monk Level + Stunning Bonuses) to negate. (9 second cooldown, costs 10 Ki)
  • Dismissing Strike has its AP cost reduced to 1, because it's extremely situational
  • Tier 4:
  • Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
  • NEW: Greater Mercies (Multiselector):
  • Light Path: Greater Hand of Healing: Your Hand of Healing now applies a Lesser Restoration effect and removes Blindness, Curses, and Diseases.
  • Dark Path: Greater Hand of Harm: Targets affected by your Hand of Harm are also Blinded and Nauseated until they save.
  • Tier 5:
  • Empty Hand Mastery becomes Shintao Mastery, which does the same thing but "and wielding Handwraps" is removed.
  • Kukan-Do now reads: You lock gazes with an enemy, stunning them for a short period of time on a failed Will save (DC 14 + Wisdom modifier + Monk level). Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this ability. Sightless creatures are unaffected by this ability. (Cooldown: Unchanged)
  • The penalties from Meditation of War are removed. It also gains +3 to Attack and Damage in addition to its other effects.
  • Henshin Mystic​
  • Cores:
  • Riddle of Fire now gains "While you are centered, you can use your Wisdom modifier to hit" in addition to its other effects.
  • The casting time on Ki Bolt is reduced. Ki Bolt also gains "While you are centered, you can use your Wisdom modifier for damage. In addition, while you are centered, you gain +2 Ki each time you hit a creature. This stacks with all other sources of Ki generation"
  • Sounding Staff is now Cauldron of Flame. Most of it remains the same, but "you personally gain +20 PRR, +10 MRR, and +15% Dodge that ignores Dodge Cap" changes to "you personally gain PRR equal to your Monk level, MRR equal to your Monk level, and Dodge that ignores Dodge Cap equal to 5 + half your Monk Level."
  • Cauldron of Flame is now Improved Cauldron: The cooldown timer on Cauldron of Flames is now halved. You may now move a small range outside your Cauldron without it collapsing.
  • Serenity removes the text "and wielding a Quarterstaff" and replaces it with "and Centered", letting you gain the bonus crit while in the Cauldron with other weapons. The Attack Speed for Quarterstaves is removed (see Cauldron of Flame).
  • Tier 1:
  • Elemental Words now grants you all four of the attacks, which now share a 6-second cooldown cooldown. The attacks are no longer combo moves, but instead deal 1d6 (Element) damage, plus 1 per Monk Level. It no longer applies stacks of Vulnerable (though still applies the element-specific 10% extra damage).
  • Henshin Staff Training is now Henshin Training: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Ninjutsu. Essentially, you can only take one Attack+Damage line.)
  • Mystic Training is removed (no longer using Finishing Move DCs anywhere) and replaced with Ki Shout (formerly in Shintao)
  • Negotiator is removed, and replaced with Exemplar (formerly in Shintao). Exemplar's +10% Threat Generation is removed, and replaced with +5/10/15% Attack Speed with Quarterstaves. Antirequisite: Rogue Acrobatics
  • Tier 2:
  • Elemental Words is replaced with Elemental Soul: You gain four Imbue toggles, one for each of Fire, Cold, Electric, and Acid. When toggled, you enhance your attacks with Ki, dealing 1d6 (Element) damage on hit, and an additional 1d6 Force damage on crit. Your Ki Spells also apply the (Element) portion of this damage. This damage scales with the highest of Melee and Ranged Power.
  • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
  • Quick Strike moves to Shintao, and is replaced by Embrace the Void, which moves down from Tier 3.
  • Elemental Ki Strikes is still here.
  • Tier 3:
  • Elemental Words is replaced with Mystic Kata:
  • Light Path: Kata of Wind: Activate to grant you and nearby allies 20% Concealment for 60 seconds. (9 second cooldown, costs 10 Ki)
  • Dark Path: Kata of Ice: Melee Attack: +30% Damage. On hit: Encase a tainted target in ice on a failed Will save for 10 seconds. (DC = 10 + Strength/Dexterity/Wisdom Modifier + Monk level + Stunning DC boosts). Costs 20 Ki, 9 second cooldown
  • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
  • Lighting the Candle is gone, replaced with Conditioning from Shintao.
  • NEW: Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. Activation Cost: 35 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
  • Tier 4:
  • Elemental Words is replaced with Mystic Kata:
  • Light Path: Kata of Deep Magic: When you use Kata of Wind, you grant you and other allies a 25% reduction in Spell Point Cost for 60 seconds.
  • Dark Path: Kata of Dark Stars: You use the power of the stars to set up harmonic vibrations within your enemy that force them to dance for 12 seconds. (DC = 10 + Strength/Dexterity/Wisdom Modifier + Monk level + Stunning DC boosts). Costs 20 ki, 9 second cooldown
  • Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
  • Mantra of Soul: +5/10/20 Magical Resistance Rating.
  • Tier 5:
  • Void Strike is no longer a Void combo builder. Otherwise, remains the same.
  • Henshin Staff Training is now Henshin Training: +3 to Attack and Damage.
  • Staff Specialization is now Mystic Honing, +1 Competence bonus to Critical Damage Multiplier and Threat Range. Passive: You gain a +25% Competence bonus to maximum hit points.
  • Balance In Dawn's attacks are no longer Light/Dark builders.

Dragon Disciple Monk:


  • Dragon Disciples are Monks who have devoted themselves to the Way of the Mighty Dragon. While Centered, they can tap into Draconic magic.
  • Changes from the Base Monk Class:
  • Dragon Disciple's Enhancement Trees are Shintao, Ninja Spy, and Dragon Disciple. (They do not get Henshin Mystic).
  • Dragon Disciples gain the Magical Training feat at level 1.
  • Dragon Disciples do not gain the Abundant Step feat at level 12. Instead, they gain the Flight of Kings feat: Memories of flight lie within you. You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventure balk. Cooldown: 15 seconds. When you use Flight of Kings, you have a +20% Action Boost bonus to movement speed for 6 seconds.
  • Dragon Disciples gain Light Pick, Heavy Pick, Light Hammer, Warhammer, Battle Axe, and Sickle Proficiency at level 4.
  • Dragon Disciples do not get Spot as a Class Skill, but gain Spellcraft instead.
  • Dragon Disciples do not gain the following automatically granted Monk feats:
  • Quivering Palm
  • Empty Body
  • Perfect Self
  • Diamond Body
  • Diamond Soul
  • Dragon Disciples have a Spellbook (see below).
  • Dragon Disciples have the following options for Monk Bonus Feats (level 1, 2, and 6, Dragon Disciple exclusive feats in bold)
  • Deflect Arrows
  • Diehard
  • Dodge
  • Lightning Reflexes
  • Mobility
  • Power Attack
  • Precision
  • Single Weapon Fighting
  • Spring Attack
  • Stunning Fist
  • Swords to Plowshares
  • Toughness
  • Two Handed Fighting
  • Two Weapon Fighting
  • Weapon Finesse
  • Whirling Steel Strike
  • Spell Focus: Evocation
  • Spell Focus: Conjuration
  • Spell Focus: Transmutation
  • Combat Casting
  • Mobile Spellcasting
  • (Feats not on the Dragon Disciple list that are on the Monk's list are: Combat Expertise, Discipline, Great Fortitude, Improved Sunder, Improved Trip, Iron Will, Resilience, Shuriken Expertise, Ten Thousand Stars, and Zen Archery. Since Dragon Disciples are Monks, they can pick these up with regular feat slots, if they're so inclined.)
  • Past Life Feat: You were a Dragon Disciple in a past life. Others find you strangely compelling when you speak or take to the battlefield. Each time you acquire this feat you gain +1 Attack and -1 to the Spell Point cost of the Maximize Metamagic. This feat can be stacked up to three times.
  • Spellcasting:
  • Dragon Disciples have their own Spellbook and spell progression.
  • Dragon Disciples use Wisdom as their casting stat.
  • Casting spells from the Dragon Disciple Spellbook requires you to be Centered.
  • Dragon Disciple spells cost Spell Points. They do not cost Ki (though some SLAs in their trees do).
  • Dragon Disciples have four levels of spells.
  • Dragon Disciples gain all of their spells at a level when they gain the first slot of that level, similar to Rangers.
  • Dragon Disciple spells that use Material Components use Ranger components.
  • Spell Slots and Points:
  • Dragon Disciple Level Spell Points 1st 2nd 3rd 4th
  • 1st 20 1 - - -
  • 2nd 35 1 - - -
  • 3rd 50 2 - - -
  • 4th 65 2 - - -
  • 5th 80 2 - - -
  • 6th 95 2 1 - -
  • 7th 110 2 2 - -
  • 8th 125 2 2 - -
  • 9th 140 2 2 - -
  • 10th 155 2 2 1 -
  • 11th 170 2 2 1 -
  • 12th 185 2 2 1 -
  • 13th 200 2 2 1 -
  • 14th 215 2 2 2 -
  • 15th 230 2 2 2 1
  • 16th 245 2 2 2 1
  • 17th 260 2 2 2 1
  • 18th 275 2 2 2 2
  • 19th 290 2 2 2 2
  • 20th 350 2 2 2 2
  • Dragon Disciple Spells: The new Bursts and Breaths are generally similar, the primary differences in each suite being their element. New Poison spells on this list are Transmutation, while new Acid spells on this list are Conjuration. New Fire, Cold, and Electric spells use Evocation.
  • Level 1
  • Lesser Draconic Burst: Fire: Centered Ki Breath Attack: You channel Ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. Deals 1d6+1 Fire damage per caster level (max 10d6+5 at caster level 10). A successful reflex save reduces damage by half. 2 SP, 5 second cooldown.
  • Lesser Draconic Burst: Cold
  • Lesser Draconic Burst: Electric
  • Lesser Draconic Burst: Acid
  • Lesser Draconic Burst: Poison
  • Shield
  • Obscuring Mist
  • Jump
  • Longstrider
  • Pass Without Trace
  • Resist Energy
  • Cause Fear
  • Level 2
  • Acolyte's Breath: Red: Centered Ki Breath Attack: You channel Ki to bring forth Draconic power in a small burst, hitting all enemies very close to you. Deals 1d6+3 Fire damage per caster level (max 30d6+90 at caster level 30). A successful reflex save reduces damage by half. 10 SP, 12 second cooldown.
  • Acolyte's Breath: White
  • Acolyte's Breath: Blue
  • Acolyte's Breath: Black
  • Acolyte's Breath: Green
  • Elemental Weapons
  • Protection from Energy
  • Water Breathing
  • Gust of Wind
  • Blur
  • Level 3
  • Draconic Burst: Fire: Centered Ki Breath Attack: You channel ki to bring forth your Dragon's element in a small burst, hitting all enemies close to you. Deals 1d6+3 Fire damage per caster level (max 20d6+60 at caster level 20). A successful reflex save reduces damage by half. 20 SP, 5 second cooldown.
  • (Known Issue: Text for this spell currently lists it at MCL 30. It's functionally 20, and is intended to be 20.)
  • Draconic Burst: Cold
  • Draconic Burst: Electric
  • Draconic Burst: Acid
  • Draconic Burst: Poison
  • Greater Elemental Weapons
  • Protection from Elements
  • Haste
  • Displacement
  • Fear
  • Cyclonic Blast
  • Level 4
  • Draconic Devastation: Red: Centered Ki Breath Attack: Cone that deals 1d6+6 Fire damage per caster level (max 30d6+180 at level 30). A successful reflex save reduces damage by half. Affected enemies who are Shaken become Afraid and have their movement speed reduced by 90% for 6 seconds. 25 SP, 12 second cooldown.
  • Draconic Devastation: White
  • Draconic Devastation: Blue
  • Draconic Devastation: Black
  • Draconic Devastation: Green
  • Protection from Elements, Mass
  • Freedom of Movement
  • Death Ward
  • True Seeing
  • Howl of Terror
  • Chain Lightning
  • Cone of Cold
  • Delayed Blast Fireball
  • Black Dragon Bolt
  • Poison Breath
  • Dragon Disciple Enhancement Tree:
  • Core 1: Draconic Studies: While you are centered, you can use your Wisdom modifier to hit. You are centered with one-handed Clubs and Sceptres. Each core ability in this tree grants you +3 Melee Power, +3 Universal Spell Power, and +3 Magical Resistance Rating.
  • Core 3: Way of the Mighty Dragon I: Like a Dragon, your power is undeniable. You are now centered while wielding Orbs. You gain +2 to your Spellcraft skill and +2 to Attack. At Dragon Disciple levels 9 and 15 these bonuses increase by +1. While you are Centered, you can use your Wisdom modifier to damage.
  • Core 6: Way of the Mighty Dragon II: Your Way of the Mighty Dragon now includes +2% Doublestrike. At Dragon Disciple levels 9 and 15 this bonus increases by +1. You gain True Seeing.
  • Core 12: Fist of the Dragon: Centered Melee Attack: Channel Draconic strength and the power of your weapons into your fist, hitting a single target+50% Damage. If you have a Power in Practice Imbue enabled, you deal 1d4 damage per Character Level of that imbue's element that scales with 100% Spell Power. (Uses Rune Arm Slam animation). Cooldown: 12 seconds.
  • Core 18: Way of the Mighty Dragon III: Your Way of the Mighty Dragon now includes +3 Critical Confirmation and Critical Damage and +3 Imbue Dice. +10 Maximum Caster Level with Lesser Draconic Burst.
  • Core 20: Draconic Apotheosis: Active: For 20 seconds, you take 50% less damage from Fire, Cold, Electric, Acid, and Poison, gain +2 to all Ability Scores, gain immunity to Sleep and Paralysis, +1 Critical Multiplier on a 19-20, +5% Spell Critical Damage, and Acolyte's Breath and Devastation both deal double damage. Cost: 100 Ki. 2 minute cooldown. Passive: +4 Wisdom, +3 Imbue Dice, +12 Melee Power, and +12 Universal Spell Power. +10 Maximum Caster Level with Lesser Draconic Burst and Draconic Burst.
  • Tier 1:
  • Lesser Draconic Burst: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. You channel Ki to bring forth your Dragon's element in a small burst, hitting all enemies very close to you. (See spell above.) 4 second cooldown, costs 5 Ki, must be Centered to use.
  • Power in Practice: You gain five Imbue Toggles, each in one of the Draconic elements, which all share a single cooldown. Imbue Toggle: While you are Centered, your Draconic Studies embolden your weapon strikes, which deal 1d6 [fire, cold, electric, acid, or poison] damage on each hit. This damage scales with 100% of the relevant Spell Power.
  • Study of Scales: +1/2/3 Fortitude Saving Throws.
  • Draconic Devotion I: While Centered,+8 Universal Spell Power.
  • Skills: +1/2/3 Spellcraft, Heal, and Listen. Rank 3: +3 Magical Resistance Rating.
  • Tier 2:
  • Acolyte's Breath: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. (See spell above). Activation Cost: 10 Ki, must be Centered. Cooldown: 25 seconds.
  • Power Begets Power: Your melee strikes with weapons generate +2 Ki.
  • Discipleship I: +1 Imbue Dice.
  • Innate Arcana: Your studies have increased your Maximium Spell Points by 30/60/90.
  • Action Boost: Doublestrike
  • Tier 3:
  • Draconic Burst: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. You channel Ki to bring forth your Dragon's element in a small burst, hitting all enemies close to you. (See spell above). 4 second cooldown, costs 5 Ki, must be Centered to use.
  • Way of the Dragon: Multiselector:
  • Light Path: Channel the Enlightened Dragon: Activate: You and nearby allies become immune to daze, stun, and sleep for 60 seconds. (90 second cooldown, costs 10 Ki) (Requires: Light Philosophy)
  • Dark Path: Channel the Raging Dragon: Activate: Nearby allies gain a +2 untyped bonus to attack, saves, and skills for 60 seconds. (90 second cooldown, costs 10 Ki) (Requires: Dark Philosophy)
  • Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. Activation Cost: 35 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
  • Draconic Devotion II: While Centered, +8 Universal Spell Power and +1% Universal Spell Critical Chance. Your Breath Attacks apply Shaken to affected enemies for 6 seconds.
  • Ability Score: +1 Str / Dex / Con / Int / Wis / Cha
  • Tier 4:
  • Secret Power: Your Lesser Draconic Bursts now apply 2 stacks of Vulnerability to affected targets. Your Draconic Bursts now apply a stack of Weakened Will, Feeble Fortitude, and Reduced Reflexes to affected targets.
  • Tranquility in Strife: Pick a weapon set to become Centered with.
  • Dragon's Tooth: You are now Centered with Light and Heavy Pick
  • Dragon's Tail: You are now Centered with Light Hammer and Warhammer
  • Dragon's Claw: You are now Centered with Handaxe, Battle Axe, and Sickle.
  • Discipleship II: +2 Imbue Die and +3 to Breath Weapon DCs.
  • Draconic Devotion III: While Centered, +8 Universal Spell Power and +2% Universal Spell Critical Chance.
  • Ability Score: +1 Str / Dex / Con / Int / Wis / Cha
  • Tier 5:
  • Draconic Devastation: You gain five SLAs, each in one of the Draconic elements, which all share a single cooldown. Scales with 100% of spell power. Activation Cost: 15 Ki, must be Centered. Cooldown: 25 seconds.
  • Peace in Destruction: While Centered, you gain +1 Competence Bonus to Critical Threat Range and Critical Multiplier. Passive: You gain a +25% Competence bonus to maximum hit points.
  • Perfect Disciple: +2 Breath Weapon DCs, +2 Evocation DCs, +2 Conjuration DCs, and +2 Transmutation DCs.
  • Shining Scales: You gain +30 Magical Resistance Rating cap.
  • Perfect Breathing: +4% Universal Spell Critical Chance. Your Acolyte's Breath and Draconic Devastation SLAs have their cooldown reduced by 33%.

Reincarnation:


  • Changes have been made to the True Reincarnation system to defer when the increase to required XP begins in Heroic levels.
  • Previously:
  • Your 1st Life required 1,900,000 XP to reach Level 20.
  • Your 2nd Life required 2,850,000 XP to reach Level 20.
  • All subsequent lives required 3,800,000 XP to reach Level 20.
  • This has changed to the following:
  • Your 1st, 2nd, 3rd, and 4th Lives require 1,900,000 XP to reach Level 20.
  • Your 5th, 6th, and 7th Lives require 2,850,000 XP to reach Level 20.
  • All subsequent lives require 3,800,000 XP to reach Level 20.
  • This new curve is standard for all brand-new characters. This new curve applies to existing characters the next time that they True Reincarnate, Racial Reincarnate, or Iconic Reincarnate.

Other changes:


  • The quest "Partycrashers" has been adjusted for improved performance. Several of its rooms have had their layout or lighting further modified.
  • The Vorpal Strikes feat now properly allows Handwraps to be treated as Vorpal.
  • The Unarmed Strike feat now grants +5 Melee Power per copy of the feat while Centered and using Handwraps.
  • Fixed an issue where VIP reward buffs could disappear upon death.
  • Fixed an issue where the VIP reward for Discovery was instead appearing as Artisan's Advantage.
  • Fixed an issue with +2 to +3 racial enhancement upgrade tomes.
  • The Lanterns in the Mists enemy "The Head of the Beast" is now less of a beast and has had its attack damage significantly reduced, the speed of its attacks slightly reduced, and the rate at which it applies "Hungry Mist" lengthened.
  • An issue has been corrected that could prevent quest objectives from properly updating after speaking with the Vistani fortune teller.
  • The Armor of the Dragon Cult is no longer incorrectly titled "Chromatic Dragon Armor" in its in-game text.
  • A stuck spot has been fixed in "The Chronoscope".
  • A bug has been fixed with Battle Fist where it would not properly take speed enhancements and could be interrupted by basic attacks or other skills.
  • A bug has been fixed with the puzzles in "Thousand Teeth's Lair" that let them be used before the quest was ready for them.
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Release:21.03.2006 Genre: Massively Multiplayer Online Entwickler: Turbine Entertainment Vertrieb: Codemasters Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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A Look at 2024, The Year of the Dragon – Producer's Letter
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Free Questing Coupon – A Thank You From Standing Stone Games
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Update 35: Dawn of the Dragonborn, Now Available!
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New Content in Update 34
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