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Dungeons & Dragons Online

Update 70.1 Release Notes

Update 70.1 Release Notes



Here are the release notes for Update 70.1, released on Thursday, November 14th, 2024.

News and Notes:



  • We have added additional server resources to Cormyr to further balance the game environment. Additional work remains underway related to game performance.
  • An adjustment has been made to the login process to remove an extraneous call to refresh account entitlements, which should save several seconds of log in time.
  • A performance adjustment has been made to the way the game worlds communicate certain types of log information to be less resource intensive.
  • The Owlbear hireling's physics size is now the size of the player or another humanoid-style Hireling to prevent a variety of issues.
  • Several typos have been fixed.
  • The Mist Stalker's Silith Warlord Abomination tooltip description now provides details about its "Acid Coated" effect.
  • Defeating Mist Stalkers in Elite and Reaper level quests now provides the proper amount of Lantern durability.
  • Fixed a bug with the spell Deific Vengeance that was causing it to do excessive damage to players.
  • NOTE: We continue to work on correcting a bug that has caused some players to not get their mounts on Cormyr. We have identified a solution that requires additional work prior to release. We expect this fix to be deployed in the near future.

Cormyr Arrives with the Lanterns in the Mists Event! 

Cormyr Arrives with the Lanterns in the Mists Event! 



Cormyr arrives at 1pm Eastern (-4 GMT) on Wednesday, October 23rd! 

A new fresh start world awaits! 



Cormyr is the first 64 bit server for Dungeons & Dragons Online, offering technological improvements including a smoother gameplay experience. This world is also a great place to start fresh with friends!  

Cormyr is a VIP access server. Character transfers to or from Cormyr are not available. Be a part of this exciting server’s launch! 

Lanterns in the Mists 



A group of strangers appear from the mists bearing curious magical lanterns....

The Mists of Ravenloft have begun to appear with greater frequency across the planes, and there are reports of mysterious humanoid or snake-like shapes whispering in these mists. Too many are disappearing across Faerun and Eberron, falling prey to these “Mist Stalkers”. There are even rumors of a great serpent seen in the mists. Lantern-bearing strangers calling themselves the Order of the Guardians claim to have a solution to this threat. Are you ready to heed their call? 

Get Started: 



To start the Lanterns in the Mists event, first enter the mists (labeled "Lanterns in the Mists") located in the Eberron Hall of Heroes. The mists are next to the fountain in the far Western wing. There is also an additional mists entrance outside the exit of the tutorial dungeon in Korthos village. 

Go into the mists and play the quest, "The Curse of the Five Fangs." Once you're done, exit the quest, then speak to the NPCs that have appeared next to the mists you used to enter to obtain a lantern. Note that these NPCs will not appear until after you've completed the quest! If you entered the quest through the mists on Korthos Island, you can either use the waypoint that appears inside the quest to exit to the Eberron Hall of Heroes or simply presss Recall to exit out back to Korthos. 

There are two NPCs: Zuria Velamont and Barston Gelminedes. Valamont and Gelminedes offer magical Lanterns which slot into your Cosmetic Shield slot and allow you to see Mist Stalkers in any content outside of raids. You must have a Lantern equipped in order to see these enemies! Note that you can take multiple lanterns, but only the one that you currently have equipped will get charged as you play. As you defeat Mist Stalkers your chosen Lantern's Durability will increase. Once full, the Lantern can be turned into a Guardian for various cosmetic rewards which are then granted to your game account! 

The Lanterns



There are five regular Lanterns and five Skull Lanterns available to acquire and fill. Regular Lanterns are Bound to Character and can be placed into your Character Bank, but not into your Shared Bank. These Lanterns also cannot be traded, auctioned, or mailed.  

The five regular Lanterns are: 

  • Lantern of the Pledge - Easy to Fill. Reward - Cosmetic Half Cloak of the Order of the Guardian 
  • Lantern of the Order - Long to Fill. Only Advances on Reaper Difficulty. Reward - Cosmetic Full Cloak of the Order of the Guardian 
  • Lantern of the Shield - Medium length to fill. Reward - Cosmetic Shield of the Order 
  • Lantern of the Seeker - Very Long to Fill. Reward - Mist Stalker Sabertooth  Mount 
  • Lantern of the Keepers - Medium length to fill. Reward - Magical Lantern Cosmetic Pet 


The five Skull Lanterns operate the same as the five regular Lanterns above, but Skull Lanterns are destroyed upon character death whether they are equipped or not. Additionally, Skull Lanterns can ONLY be acquired at character level 1. Skull Lanterns cannot be placed into your Character Bank. Turning in a Skull Lantern provides a special "skull badged" version of the above rewards! 

While playing, Lanterns have the ability to "Shine the Light" three times per rest. This ability offers a crowd control effect on Mist Stalkers and cures and removes certain Mist Stalker effects. Using this ability may be vital to defeating more difficult Mist Stalkers. 

Lanterns in the Mists Notes:



  • The amount of Lantern progress rewarded for killing a Mist Stalker is relative to the quest's difficulty and the type of Mist Stalker that is spawned. 
  • No Lantern progress is awarded if the character's level is three above the dungeon's base level. 
  • Lanterns may stop progressing if the player character's level does not keep up with the Lantern's power level as it gains Durability. If the player levels the character they will resume progress. You can see what level is required by examining a Lantern.  
  • Mist Stalkers only attack if someone in the party has a Lantern equipped. 
  • Mist Stalkers typically only attack a player group once per quest. 
  • Mist Stalkers may not appear on particularly short quests. 
  • Only Lanterns within 45 meters of a defeated Mist Stalker will benefit from the defeat. 
  • Some Mist Stalkers have disposable minions that do not count for Lantern rewards, Mist Stalkers always have a title stating Mist Stalker.  
  • Lanterns and their progress will persist through all types of reincarnation. 
  • Known Issue: Using an offering to Onatar might make your Lantern appear to be repaired briefly (but it's not!) 

Frequently Asked Questions: 



Do I need to be a VIP in order to access Cormyr? 

Yes, a subscription is required for access. 

Do I have access to the expansions and other account-wide purchases I have made? 

Yes. Any account-wide purchases that grant content or other things accessible on every game world will be available on Cormyr.  

If my subscription ends can I still access Cormyr? 

No, but your characters and progress will remain for when you decide to subscribe again.  

Can I transfer a character to Cormyr? 

No. Character transfers to or from Cormyr are not available. 

Can I play on Cormyr and not take part in the Lanterns in the Mists event? 

Yes! If you are grouping with other people who have Lanterns equipped then you will face the threat of Mist Stalkers, however. 

Can I acquire more than one Lantern from the NPCs? 

Yes! However, only one Lantern can be equipped at one time. Please remember that Skull Lanterns are destroyed if your character is ever killed. 

If I earn a reward on Cormyr can I get it on a different game world? 

Yes, but you need to turn in your completed Lantern on Cormyr first to earn the reward. Once earned, you will be able to speak to the NPCs on the non-Cormyr world to acquire your items. You may need to log out and back into your game account in order for the reward to be reflected on other game worlds. 

Is the Lanterns in the Mists event temporary? 

Yes, the Lanterns in the Mists event will eventually end and the event no longer be available on Cormyr. This first season does not have a formal end date, although we intend to keep it available through at least the end of 2024. We will announce further timing ahead of the end of the event. 

Where do I equip a Lantern?

Once you equip a Lantern it will go into your Cosmetic Shield slot. Make sure to drag the Lantern into one of your hotbar slots so you can activate the "Shine the Light" ability while adventuring!

Are events and bonuses going to be available on Cormyr? 

Yes, we intend to offer most festivals, events, and bonuses on Cormyr. There may be some exceptions; initially we will not be offering the Night Revels event for launch even though this event is underway on the other game worlds.  

Do you plan to release additional 64 bit servers? 

Yes. We will have more information about these worlds in the future. At this time we have no ETA to announce.  

Can I continue to play on my previous game world? 

Yes! All of our regular game worlds remain available. 

Where can I ask questions and talk about Cormyr? 

We encourage you to visit us in the Official DDO Discord and in the Cormyr Forum and let us know how things are going!

Update 69.1 Release Notes

Update 69.1 Release Notes


Here are the release notes for Update 69.1, released on Wednesday, August 28th, 2024.

Of Special Note:


The next Year of the Dragon Gift has arrived! The Year of the Dragon celebrates the 50th Anniversary of Dungeons & Dragons with free gifts every month! Read more about the Year of the Dragon on DDO.com.

Starting on Wednesday, August 28th through September 24th, 2024, all players can speak to Xatheral in the Eberron Hall of Heroes to acquire a Draconic Raider’s Reward Box for one character on every server currently available. The Raider’s Reward Box allows you to select one of a number of historic raid items from the game in addition to a cosmetic or Isle of Dread Bone Crafting Black Pearls. See the list in this article on DDO.com!

News and Notes:


Bug Fixes:



  • Magic of Myth Drannor
  • A gargoyle fight will no longer unlock early in "Key to the Mythal", causing players to be able to leave the space before the objective has been completed.
  • The quest "Death Hosts This Banquet" has had its map updated.
  • The Fog of War is now working properly in the quest "Death Hosts This Banquet"
  • A door in "Death Hosts This Banquet" now has a swirly icon on it to help indicate that the door can be interacted with.
  • A Dungeon Master line has been enabled to make it clearer where to get one of the required crests in "Death Hosts This Banquet".
  • We've prevented an issue in "Death Hosts This Banquet" that could cause players who recall before collecting the Icon to not complete the quest.
  • Music now plays properly through the halls of the Onaglym.
  • Corrected an issue that could cause the quest "Ettercap Incursion" to not complete properly.
  • A trapped chest in "Secrets of the Red Wizards" is now able to be pickable.
  • Corrected an issue that could cause Times Long Past to get stuck if you failed to talk to Sir Ildrannath.
  • Reverse light gravity volumes logic has been improved to prevent the effect from sometimes getting permanently stuck on players after they leave the dungeon.
  • The map notes for the Myth Drannor quests "Book Burning", "Seeds of Decay", and "Portal to Below" now always show even through Fog of War.
  • Fixed an issue in the Myth Drannor landscape that caused two rares to always spawn, thus making them not particularly rare.
  • A Glabrezou boss is now better at holding aggro.
  • An issue causing enemies in Key to the Mythal to incorrectly drop empty collectible bags has been fixed.
  • Various typos have been corrected.
  • Various stuck spots have been fixed.
  • The Bracelets of Flourishing Fauna now function as expected.
  • Solar Gems of Spell Critical Chance now give their listed value.
  • Rune Arms found in Myth Drannor now have their correct Minimum Levels of 13 and 33, and their effects' power levels have been adjusted accordingly.
  • The Ruins Air Elemental in Myth Drannor now counts properly in the Monster Manual.
  • Fixed an issue where monsters on normal and hard in Myth Drannor Legendary difficulty quests had extremely high Fortification and Fortification Bypass values.
  • A certain Sphinx has had its hit points corrected.
  • A statue archer now holds its bow correctly.
  • The map for the Myth Drannor landscape has been adjusted to prevent an issue that was causing a deteriorated frame rate.
  • Fixed a crashing issue that could happen when traveling between the Myth Drannor Landscape and public areas.
  • Giant Ruins Bats no longer sometimes have ten times their expected Hit Points on Epic Hard difficulty.
  • An issue that caused the Shifter's Magic Fang and Shadow Blade to fail to cast has been corrected.
  • The image of the hireling druid class icon has been corrected to match the LFM class icon.
  • Sinister Secret of Saltmarsh - Danger at Dunwater - A certain thief can now be spoken to when he spawns at the rest shrine.
  • Fred's feat swapping UI now properly displays Epic and Legendary Levels.
  • Monster AI has been made more responsive to handle situations when a taunting player dies or teleports.
  • The Wild Mage "Power in Chaos" icon border is now correct.
  • Inspiring Bond now works correctly on all hireling and pet types.
  • Quality Accuracy's tooltip now properly says Quality and not Legendary.
  • Quality Armor-Piercing's tooltip now properly says Quality and not Legendary.
  • Tabaxis now have their proper icon in the LFM panel.
  • Oxal Ekkam in the Gatekeeper's Grove now has his proper overhead name and description.
  • A map note for the portal to Myth Drannor in Gatekeeper's Grove has been fixed.

Gameplay Changes:



  • A tent has opened in the Myth Drannor public area that lets you exchange two Fallen Age Weapons for a Fallen Age Weapon of your choice, or two Golden Age Weapons for a Golden Age Weapon of your choice. Please note that Shields are not weapons and do not drop with these weapon suites.
  • A character's chance to ignore durability damage now displays in the + tab of the Character Sheet.
  • The Who panel should now properly reflect player character levels that are above 30.

Update 69: Magic of Myth Drannor Release Notes

Update 69: Magic of Myth Drannor Release Notes


Here are the release notes for Update 69, Magic of Myth Drannor, released on Wednesday, August 14th, 2024.

Of Special Note:


Magic of Myth Drannor has arrived!


Venture into the heart of the Forgotten Realms and brave the perilous ruins of Myth Drannor! Harness the power of chaotic Wild Magic, navigate mysteries of the Forgotten Realms, and thwart the sinister Red Wizards of Thay in their quest for dark secrets. Join the adventure to restore the Elves' ancient capital—will you rise to the challenge? Dive into Magic of Myth Drannor and shape the future of the legendary Elven city!

Read more about the Magic of Myth Drannor expansion on DDO.com!

Venture through the lands of Myth Drannor with 13 new quests and an exciting new wilderness area! A raid will be released for this content in the future as well. Myth Drannor's quests are level 13 on Heroic difficulty and level 35 on Legendary difficulty. Talk to Aelorin Ungive in the Outskirts of Myth Drannor to begin the story. You can reach the Outskirts of Myth Drannor from either Eveningstar (near the Thunderholme entrance) or the Gatekeeper's Grove.

The game's level cap is now 34! More experience, more powerful loot, new Feats and more!

News and Notes:


Favor:



  • Two tiers of Cormanthor elven Favor are now available. Tier 1 awards +1 to your Saving Throws versus Spells, and Tier 2 awards +5 Hit Points.

New Epic Feats:



  • These are all Minimum Level 21, and can be taken with normal feat slots that you get at levels 21, 24, 27, 30, and 33.
  • Patience: Your attack speed is reduced by 10%, but you gain +1 Critical Multiplier with all weapons.
  • Eerie Aim: You gain +5% Dodge Bypass, +5% Deflection Bypass, and +10 to Attack.
  • Paranoid: You take 10% less damage from Traps, and you automatically Spot almost all traps as you approach them.
  • Inspiring Bond: When your Hirelings or Pets die, after 2.5 seconds they are automatically resurrected and heal to full health. This can occur only once for each creature every 3 minutes. In addition, your Hirelings, Pets, and Summons gain +25 Physical Resistance Rating and Magical Resistance Rating.
  • Defensive Tumble: When you Tumble, for the next 3 seconds you take 20% less damage from all sources (except Bane). In addition, your Tumble charges recharge .5 seconds faster, and the bonus to Reflex Saving Throws you receive while actively Tumbling is now also applied to Fortitude and Will saving throws while Tumbling.
  • Trick Shot: When you Tumble, you gain +40 Ranged Power for 4 seconds. In addition, your Tumble charges recharge .5 seconds faster.
  • New Epic Destiny Feats:
  • These are all Minimum Level 21 except for Titan's Blood, which is ML34. These can be taken with Destiny Feat Slots, which you get at 22, 25, 28, 31, and 34.
  • Titan's Blood: Minimum Level 34. You gain a +10% Legendary Bonus to Maximum Hit Points.
  • Guarded Actions: Whenever you use an Action Boost, you take 20% less damage for 6 seconds.
  • Arcane Actions: Whenever you use an Action Boost, you gain a +100 Competence Bonus to Universal Spell Power and +2 to Imbue Dice for 6 seconds.
  • Channel Power: After blocking with an Orb or Staff for at least three seconds, get a +100 Competence Bonus to Universal Spell Power and a +4 to all Spell DCs for three seconds.
  • Reverberating Shout: Activate to shout at all nearby creatures, Intimidating them unless they make a Will Saving Throw (DC equal to your Intimidate skill). This works on all creature types, including those normally immune to Intimidate.
  • Face Me: Whenever you use an Action Boost, your threat generation is increased by 200% for 6 seconds.

New Items and Augments:



  • Loot in this update is Minimum Level 13 in Heroic, and Minimum Level 33 in Legendary.
  • Weapons from the Weapon Suite can be found in chests:
  • Like previous expansion packs, most chests (including Optional Objective chests) have a chance to drop weapons from the Weapon Suite - In this case, the Fallen Age weapons.
  • In rare cases, when the Weapon Suite table is rolled, you will receive a weapon from the Golden Age suite instead.
  • Generation 3 Filigree: On Legendary difficulties, end reward chests may drop Generation 3 Filigree.
  • The named loot table for each dungeon's end chests includes named items, Sun and/or Moon Augments, and rarely something from that dungeon's Rare Loot Table. The Rare Loot Table includes a mix of exclusive Named Items and Sun/Moon Augments that are unique to that chest. In Legendary, Minor Artifacts may also drop from this list in certain dungeons.
  • Sun and Moon Augments / Set Bonuses:
  • In Update 69, there are no traditional Set Bonuses. Instead, items in this pack (both Heroic and Legendary) have Sun and Moon Augment Slots.
  • One Sun Augment Slot appears on Armor, Helm, Cloak, Goggle, and Trinket slot items.
  • One Moon Augment Slot appears on Glove, Bracer, Belt, Necklace, and Boot slot items.
  • Sun and Moon Augment Slots do not appear on Ring, Rune Arm, Quiver, Ammunition, or Weapon/Shield slot items, and we intend to keep it that way in future updates.
  • Sun and Moon Augments work exactly like Chromatic (Red, Blue, Colorless, etc.) Augments. They are slotted the same way, removed with Jeweler's Toolkits, and can be replaced by slotting a new Sun or Moon Augment in an existing one's place.
  • Sun Augment Slots only accept Sun Augments, and Moon Augment Slots only accept Moon Augments.
  • The Sun and Moon Augments in this pack are Unbound.
  • Sun and Moon Augment Slots can appear on items in addition to the expected number/type of Chromatic Augment Slots (so an item may have Yellow, Green and Sun slots simultaneously).
  • Sun Augments replace Primary sets in this pack, meaning their Effect Bonus Type is usually Artifact. Moon Augments replace Secondary sets in this pack, meaning their Effect Bonus Type is usually Profane.
  • This means their effects do not stack with similar Set Bonuses from previous packs, though if you have a combination of loot with an old Set and Myth Drannor Loot with Sun/Moon Augments that provides bonuses to different stats, they will work together. Most Artifact and Profane bonuses from recent sets have a corresponding Sun or Moon Augment somewhere in Myth Drannor.
  • Sun/Moon Augments that drop in Legendary Dungeons in Myth Drannor are ML30. Most Sun/Moon Augments that drop in Heroic Dungeons in Myth Drannor are ML1, though some have higher minimum levels. This isn't especially relevant in Myth Drannor, as the only items with slots will be ML13 and ML33, but it may be relevant if this system is used beyond this pack.

Bug Fixes:



  • The guild airship Farshifter can now offer more than nine teleportation options, and now offers the ability to teleport to Myth Drannor for characters with access to the Myth Drannor teleportation item available in the Ultimate Edition of Magic of Myth Drannor.
  • The Spell Damage tooltip on the character sheet now properly displays Chaos, Lawful, and Evil damage.
  • The Dragon Hatchling Pet now has its proper preview avatar.
  • Eladrin and Tabaxi icons are no longer missing from the Social Panel.
  • Various typos have been corrected.
  • The Flying Carpet mount no longer sticks to your hand when drinking a potion or casting teleport.
  • The Blue Draconic Wings have had a display issue corrected for Aasimar Druids and veiled Druid elemental forms.
  • A stuck spot has been fixed in the Isle of Dread quest "The Trouble with Tar Pits".
  • A variety of enemies in entrance states which were attackable but not targetable now can be targeted. Not every enemy with this bug has been corrected, but many have.
  • The damage from Quick Cutter in Fury of the Wild now properly scales with Melee Power.
  • An issue has been corrected with many humanoid caster enemies which caused them to throw a dagger instead of casting a spell.
  • An issue that could cause Nothics to go brain dead after defeating a target has been corrected.

Gameplay Changes:



  • Naarhesh now offers the teleport item "Book of Legends: Myth Drannor" to any who have purchased the Ultimate Edition of Magic of Myth Drannor.
  • The Gatekeeper's Grove now has a Stormreach teleporter, and can be reached via the Stormreach teleporter system and Airship Captain.
  • Howler Quills now have a shorter duration and the player now rechecks their Saving Throws against them more frequently.
  • Howler Quill Saving Throws now scale with level.
  • Casting a Teleport spell now dismounts you.
  • Knight's Challenge now adds 400 Hate times the level of the target against the user, and removes all other targets on the character's Hate list. This makes it easier for players using this ability to make a lead in Threat before the taunt override expires.
  • All "socket" style objects in the socket/crest system will now display on the mini-map until they are filled.

Update 68.2 Release Notes

Update 68.2 Release Notes


Here are the Release Notes for Update 68.2, released on Wednesday, July 31st, 2024.

Of Special Note:


The Year of the Dragon - July gift has arrived!


The Year of the Dragon celebrates the 50th Anniversary of Dungeons & Dragons with free gifts every month! Read more about the Year of the Dragon on DDO.com.

Starting on Wednesday, July 31st through August 27th, 2024, all players can speak to Xatheral in the Eberron Hall of Heroes to acquire Blue Draconic Wings for their characters! After speaking to Xatheral, any of your characters may speak with Xatheral's assistant, the Dragonborn named Estraz who is standing near Xatheral, to receive the wings on their character. After speaking with Estraz and selecting the Blue Draconic Wings, a new feat will appear on your character sheet under the Feats list that will allow you to display (or hide) your wings as much as you like.

See more about the Blue Draconic Wings on DDO.com.

News and Notes:


Bug Fixes:



  • Fixed a typo in Estraz's dialog.
  • Fixed a typo in the VIP Assistant's dialog. His correct name is Rietz.

Update 68.1 Release Notes

Update 68.1 Release Notes



Here are the release notes for Update 68.1, released on Wednesday, July 24th, 2024.

News and Notes:



  • The current "6000 Sentient XP Chip" has been renamed to its proper "5000 Sentient XP". The recipe in the VIP Bag of Many Things has been updated to clarify that this item grants 5000 Sentient XP.
  • For a limited time, all VIPs will be eligible to receive a 1000 Sentient XP Gem when Update 68.1 is released by speaking with a new VIP Reward Assistant named Rietz, a Dragonborn who is located next to Violet Peregrine in the west side of the Hall of Heroes. The 1000 Sentient XP Gem is Bound to Account. This item will be delivered to VIPs through August 27th, 2024, so make sure to log in and acquire the item before it is no longer delivered.
  • Racial Completionist has now been properly removed from players who have not yet earned it again due to the introduction of the Eladrin.
  • The hireling contract for Aerin Leafheart has been corrected to state the hireling's correct name.
  • The Heroic version of Aerin Leafheart is now properly set to be level 14 instead of 20 and can no longer cast epic abilities.
  • Aerin Leafheart no longer goes brain dead when being attacked by a melee enemy.
  • Chaosmancer's Arcane Fey Step ability in Summer now properly gives a reduction to Spell Point cost for 10 seconds.
  • A typo has been corrected in the Fey Step description.
  • The name Eladrin is no longer part of the game's chat filter list.
  • The word "scroll" should no longer be part of the chat filter list.
  • Various other adjustments have been made to the chat filter list.
  • Pseudodragon creature companions now display their gear properly.
  • Iconic Eladrin Past Lives now grant +3 Universal Spell Power per their tooltip.
  • The Dragon Hatchling Creature Companion now has its proper UI preview.
  • Eladrin and Wood Elves should no longer slide when using a crossbow while moving.

Update 68 Release Notes

Update 68 Release Notes


Here are the release notes for Update 68, released on Wednesday, June 12th, 2024.

Of Special Note:



The Pre-Purchase for Magic of Myth Drannor begins Wednesday!



Venture into the heart of the Forgotten Realms and brave the perilous ruins of Myth Drannor. Harness the power of chaotic Wild Magic, navigate mysteries of the Forgotten Realms, and thwart the sinister Red Wizards of Thay in their quest for dark secrets. Join the adventure to restore the Elves' ancient capital—will you rise to the challenge? Dive into Magic of Myth Drannor and shape the future of the legendary Elven city!

Read more about the next expansion for Dungeons & Dragons Online on DDO.com!


  • Myth Drannor's quests are level 13 on Heroic difficulty and level 35 on Legendary difficulty.
  • Play as a member of the Eladrin, elemental masters of the Feywild, adept in versatile combat and specialized seasonal magic.
  • Discover the Eladrin Chaosmancer Iconic Hero, where seasonal affinities transform elemental spellcasting into a spectacular display of unique, powerful magic. They start with one class level in the Wild Mage Archetype.
  • Access the new Wild Mage Archetype for the Sorcerer and unlock a new class Enhancement tree!
  • Some of the most renowned villains in Dungeons & Dragons lore have come to Myth Drannor! Followers of the lich Szass Tam, the Red Wizards of Thay, have come to the ancient Elven ruins. What secrets do they seek?
  • Venture through the lands of Myth Drannor with 13 new quests, an exciting new wilderness area, and raid (the raid content will be released after the release of the expansion in a subsequent game update).
  • The game's level cap will increase to 34 with the release of Myth Drannor.


News and Notes:


Wild Magic:



  • Wild Magic is a chaotic force that can be harnessed by some spell casters, or appears as an environmental effect that can be found where an extremely powerful magical event occurred. The casting of spells as a Wild Mage or in a Wild Magic Zone has a random chance to cause a Wild Magic Surge.
  • Wild Magic Surges are random magical effects that occur on or around the caster at the moment they cast a spell. The frequency of surges and chance of good or bad results can be manipulated by things in the Wild Mage Enhancement tree.
  • Wild Surges do not interact with snapshotting for persistent spell effects like Death Aura, Lantern Archon, or Wall of Fire. The only exception is the Enlightened Spirit's Aura. Because this aura is a Warlock blast shape toggle, each tick of the aura is considered a "cast" for the purposes of determining Wild Surges. This will only happen if the aura hits a target and the Warlock is in combat.
  • All Warlock Eldritch Blasts and spells can cause Surges, but free Warlock abilities like blasts will only cause a Surge when in active combat.
  • Wild Surge Luck has been added to the +Stats panel in your character's UI. This stat indicates you have a bonus on the table that is rolled to determine if you get good or bad surges. High rolls are better. Note that this bonus represents a random range so it will never make it impossible to get very bad surges, just less likely. The Rapid Surge and Action Boost enhancements in the Wild Mage tree feature this bonus as does the Iconic Eladrin Racial Tree.
  • Surges are divided into five categories:
  • Very Good (chance is very rare)​
  • Good​
  • Neutral​
  • Bad​
  • Very Bad (chance is very rare)​
  • ​Wild Magic Surge Rules:
  • The spell you are casting when you surge always resolves normally (the surge is an ADDITIONAL effect.)
  • Wild Magic Surges can only occur in dungeons.
  • Bad or Very Bad negative effects ONLY affect the caster but Good/Very Good effects will sometimes apply to allies/party members
  • Bad effects may debuff you but will not Crowd Control you.
  • Very Bad effects may Crowd Control you, making them very dangerous.
  • You will get a VFX/Sound warning a few seconds before you character becomes "hot" with a wild surge on your next cast, that will indicate if it is good or bad surge. Red means bad.
  • Monsters/Henchmen use this system as well but certain surges will not occur for them or will be different.

New Race: Eladrin:



  • The Eladrin is a Feywild denizen attuned to Seasonal magic. They are fey creatures in the form of elves. Mechanically, they are an elemental generalist, great at most forms of combat, with the ability to specialize into their seasonal abilities to further customize their combat prowess. The Iconic is a Wild Mage Sorcerer, whose seasonal affinity lends a unique bend to their elemental spell casting.
  • Racial Traits:
  • +2 Dexterity
  • Fey Ancestry: You have Immunity to Sleep spells and effects, gain a +2 Saving Throw bonus against Enchantment spells or effects, and have a +2 racial bonus to Listen, Search, and Spot.
  • Seasonal Affinity: At level 1, gain access to 4 Seasonal feats. You may switch Seasonal affinity once every 12 seconds.
  • Spring Affinity: You gain +1 Charisma.
  • Summer Affinity: You gain +1 Strength.
  • Autumn Affinity: You gain +1 Wisdom.
  • Winter Affinity: You gain +1 Intelligence.
  • Racial Past Lives:
  • +1 Listen
  • +1 Dexterity
  • +1 Racial Action Point
  • Eladrin Enhancement Tree
  • Cores
  • Elven Accuracy I: You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Core Ability you possess from this tree.
  • Multiselector: Gain +1 to Dexterity, Intelligence, or Charisma.
  • Elven Accuracy II: You gain +2% to hit with all attacks.
  • Multiselector: Gain +1 to Dexterity, Intelligence, or Charisma.
  • Elven Accuracy III: You gain +2% to hit with all attacks.
  • Tier 1
  • Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. 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 -12/-8/-4 penalty. From Elf. Requires Keen Senses as a Prerequisite.
  • Keen Senses: +1/2/3 Search, Spot, and Listen.
  • Fey Step: Disappear and reappear some distance ahead. You start with 2 charges per Rest. Cooldown: 10 seconds. Based on your season, this has an additional effect:
  • Spring: You gain a temporary +20% bonus to dodge, +1% per 2 character levels, for 10 seconds.
  • Summer: You gain a +3 bonus to weapon damage, +1 per 5 character levels, for 10 seconds.
  • Autumn: You gain a +3 bonus to Sneak Attack Dice, +1 per 5 character levels, for 10 seconds.
  • Winter: You gain a +3 bonus to Tactics DCs, +1 per 5 character levels, for 10 seconds.
  • Step Through The Fade: +1/2/3 charges of Fey Step. Requires Fey Step as a Prerequisite.
  • Arcane Fluidity: -5/10/15% Arcane Spell Failure
  • Tier 2
  • Minor Spring Attunement: +1/2/3% Dodge chance. Your Spring Attunement grants you an additional +1/2/3 Reflex Saving Throws.
  • Minor Summer Attunement: +1/2/3 critical hit confirmation. Your Summer Attunement grants you an additional +1/2/3 Fortitude Saving Throws.
  • Arcanum: +25/50/100 Spell Points and +1/2/3 Spell Penetration.
  • Minor Autumn Attunement: +1/2/3 to hit with Sneak Attacks. Your Autumn Attunement grants you an additional +1/2/3 Will Saving Throws.
  • Minor Winter Attunement: +1/2/3 to hit. Your Winter Attunement grants you an additional +1/2/3 Physical and Magical Resistance Rating.
  • Tier 3
  • Major Spring Attunement: +1/2/3% Doublestrike and Doubleshot. Your Spring Affinity grants an additional +1 Charisma.
  • Major Summer Attunement: +1/2/3 to weapon damage. Your Summer Affinity grants an additional +1 Strength.
  • Fey Sight: While you have more than 100 Spell Points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions. Requires Arcanum as a prerequisite.
  • Major Autumn Attunement: +1/2/3 Sneak Attack damage. Your Autumn Affinity grants an additional +1 Wisdom.
  • Major Winter Attunement: +1/2/3 Fortitude saves. Your Winter Affinity grants an additional +1 Intelligence.
  • Tier 4
  • Spring Spell: SLA: Vigor (Spell Point cost: 5, Cooldown: 6 seconds)
  • Summer Spell: SLA: Fire Shield Hot (Spell Point cost: 3, Cooldown: 3 seconds)
  • Skill: +3% Doublestrike, +3% Doubleshot, +3% dodge, and bypass 3% of enemy Dodge.
  • Autumn Spell: SLA: Night Shield (Spell Point cost: 3, Cooldown: 10 seconds)
  • Winter Spell: SLA: Displacement (Spell Point cost: 15, cooldown: 10 seconds)

Iconic Hero: Eladrin Chaosmancer



  • Iconic Traits:
  • 1st level in Wild Mage Sorcerer
  • +2 Charisma
  • Fey Ancestry: You have Immunity to Sleep spells and effects, gain a +2 Saving Throw bonus against Enchantment spells or effects, and have a +2 racial bonus to Listen, Search, and Spot.
  • Wild Magic: Being an Eladrin who is exceptionally attuned to the chaos of the Feywild, your spells always have Wild Magic active. When you cast spells, you have a small chance to have additional strange effects occur around you. These effects very greatly from helpful, dangerous to just silly. Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.
  • Seasonal Affinity: At level 1, gain access to 4 Seasonal feats. You may switch Seasonal affinity once every 10 minutes.
  • Spring Affinity: You gain +1 Charisma.
  • Summer Affinity: You gain +1 Strength.
  • Autumn Affinity: You gain +1 Wisdom.
  • Winter Affinity: You gain +1 Intelligence.
  • Iconic Past Life Active: Fey Step: Disappear and reappear several feet in front of you. You have maximum charges equal to your number of Eladrin Wild Mage past lives. These charges stack with other sources of Fey Step.
  • Iconic Eladrin Chaosmancer Racial Enhancement Tree:
  • Cores
  • Core 1: Wild Magic I: You gain a +2 bonus to Wild Magic Luck that increases your odds of a positive result when you surge.
  • Core 2: +1 Intelligence, Wisdom, or Charisma
  • Core 3: Wild Magic II: Your Wild Magic Luck bonus increases to 3.
  • Core 4: +1 Intelligence, Wisdom, or Charisma
  • Core 5: Wild Magic III: Your Wild Magic Luck bonus increases to 6.
  • Tier 1
  • Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. 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 -12/-8/-4 penalty. Requires Keen Senses as a Prerequisite.
  • Keen Senses: +1/2/3 Search, Spot, and Listen
  • Fey Step: Disappear and reappear some distance ahead. You start with 2 charges per Rest. Cooldown: 10 seconds. You start with 2 charges per Rest. Based on your season, this has an additional effect:
  • Spring: You gain a +3 bonus to Universal Spell Power per Character Level for 10 seconds.
  • Summer: You gain a +20% bonus to Spell Cost Reduction for 10 seconds.
  • Autumn: You gain +5 bonus to Magical Resistance Rating and Magical Resistance Rating Cap, +1 per Character Levels for 10 seconds.
  • Winter: You gain a +2 bonus to Spell Penetration, with an additional +1 per 5 Character Levels, for 10 seconds.
  • Chaos Control I: Antireq with Wild Mage version. Very Bad surges become bad surges instead.
  • Step Through The Fade: +1/2/3 charges of Fey Step. Requires Fey Step as a prerequisite.
  • Tier 2
  • Minor Spring Attunement: +3/5/10 Electric and Sonic Spell Power. Your Spring Affinity grants you an additional +3/5/10 Electric and Sonic Spell Power.
  • Minor Summer Attunement: +3/5/10 Fire and Light Spell Power. Your Summer Affinity grants you an additional +3/5/10 Fire and Light Spell Power.
  • Arcanum: +25/50/100 Spell Points and +1/2/3 Spell Penetration.
  • Minor Autumn Attunement: +3/5/10 Acid and Poison Spell Power. Your Autumn Affinity grants you an additional +3/5/10 Acid and Poison Spell Power.
  • Minor Winter Attunement: +3/5/10 Cold and Negative Spell Power. Your Winter Affinity grants you an additional +3/5/10 Cold and Negative Spell Power.
  • Tier 3
  • Major Spring Attunement: The Quicken Metamagic costs 1 Spell Point less. Your Spring Affinity grants an additional +1 Charisma.
  • Major Summer Attunement: The Maximize Metamagic costs 1 Spell Point less. Your Summer Affinity grants an additional +1 Strength.
  • Fey Sight: While you have more than 100 Spell Points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions. Requires Arcanum as a prerequisite.
  • Major Autumn Attunement: The Empower Metamagic costs 1 Spell Point less. Your Autumn Affinity grants an additional +1 Wisdom.
  • Major Winter Attunement: The Heighten Metamagic costs 1 Spell Point less. Your Winter Affinity grants an additional +1 Intelligence.
  • Tier 4
  • Spring Storm: A Spell-Like Ability that creates a dark storm cloud over the target which blasts it and nearby enemies with lightning for 1 to 6 +2 Electric damage for every caster level. If targets are immune to Electric damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Spring Affinity Active.
  • Scorching Summer - A Spell-Like Ability that sends out a blast of fire from the caster striking nearby enemies for 1 to 6 +2 Fire damage for every caster level. If targets are immune to Fire damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Summer Affinity Active.
  • Chaos Control II: If you would get a Very Bad or Bad Wild Magic Surge, you get a Neutral Surge instead. Antirequisite with the Wild Mage version.
  • Autumn Decay: A Spell-Like Ability that sends out a wind of acidic decay from the caster striking nearby enemies for 1 to 6 +2 Acid damage for every caster level. If targets are immune to Acid damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Autumn Affinity Active.
  • Winter Hail: A Spell-Like Ability that pounds a location with hail causing 1 to 6 +2 Cold damage for every caster level. If targets are immune to Cold damage they become vulnerable to it for 15 seconds. Max caster level 20. Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom. Can only be used if you have Winter Affinity Active.

Sorcerer Archetype: Wild Mage:



  • A new sorcerer Archetype is now available called the Wild Mage! The Wild Mage is included in your pre-purchase of Magic of Myth Drannor and is FREE to VIPs.
  • The Wild Mage has a new Enhancement tree in addition to the Sorcerer trees of Fire Savant, Water Savant, Air Savant, and Earth Savant.
  • Changes vs. Base Sorcerer:
  • Wild Mages gain the Wild Mage Feat at level 1.
  • The sorcerer's Eldritch Knight Enhancement tree is replaced with the Wild Mage Enhancement tree.
  • The Spell List differs as follows:
  • Wild Mages have access to Chaos Bolt (new) as a level 1 Sorcerer Spell.
  • Wild Mages have access to Chaos Ball (new) as a level 3 Sorcerer Spell.
  • Wild Mages have access to Chaos Hammer as a level 4 Sorcerer Spell.
  • Wild Mages have access to Greater Color Spray as a level 5 Sorcerer Spell.
  • New Feat: Wild Mage:
  • Automatically granted at Wild Mage class level 1: When you cast spells, you have a small chance to have additional strange effects occur around you. These effects very greatly from helpful, dangerous to just silly. Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.
  • Unless specifically listed, assume the class is otherwise identical to Sorcerer.
  • Wild Mage Enhancement Tree:
  • Cores
  • Core 1: Determination
  • +1 Will Saving Throw
  • +10 Chaos Spell Power. (Chaos Spell Power is part of Alignment Spell Power).
  • Core 2: Boldness
  • +1 Caster Level with Chaos Spells
  • +10 Chaos Spell Power
  • +10 Universal Spell Power
  • Core 3: Riches of Randomness:
  • Once per Rest, target an unopened chest and twist fate for a chance at better rewards for the entire party. Chests can only be improved in this way one time, and there is a chance of failure based on your Charisma. (There is no special drawback on failure.) Some chests cannot be improved in this manner. This effect does not stack with Treasure Finding from the Greater Dragonmark of Finding.
  • +10 Chaos Spell Power
  • Core 4: Entropic Energy
  • You gain +1 Caster Level and Max Caster Level when casting any spell.
  • +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells. You may use Riches of Randomness one additional time per Rest.
  • Core 5: Reject Limits
  • +1 Caster Level and Max Caster Level with all Spells. +10 Chaos Spell Power, +10 Universal Spell Power.
  • Core 6: Channel Entropy
  • SLA: A field of chaotic energy strikes the target and nearby enemies, dealing 19 to 24 Chaos damage per caster level (max 380 to 480). A successful Will save reduces the damage by half.
  • +4 CHA, +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell,+1% Spell Critical Damage with all spells. You may use Riches of Randomness one additional time per Rest.
  • Tier 1
  • SLA: Chaos Bolt: Fires a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
  • Chaos Control I: If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead.
  • Student of Chaos I: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
  • Tides of Chaos I: Once per minute, you gain a +1/2/3 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
  • Skills: +1/2/3 Spellcraft, Concentration, and Bluff.
  • Tier 2
  • Action Boost: Wild Magic: For the next 20 seconds, your chances of getting a Wild Magic Surge are improved by 5/10/15%. This also grants a +5/10/15 Wild Surge Luck Bonus increasing the chances of a positive surge result.
  • Chaos Control II: If you would get a Very Bad or Bad Wild Magic Surge, you get a Neutral one instead. (requires Chaos Control I).
  • Student of Chaos II: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
  • Tides of Chaos II: Once per minute, when you incur a Wild Magic Surge, you gain a defensive buff that scales with Wild Mage level.
  • Lucky Dodge: +1/2/3 Dodge while wearing no armor. Rank 3: While wearing no armor, you gain +1d6 Dodge Cap. The die is rerolled once per minute.
  • Tier 3
  • SLA: Chaos Sphere: Launch a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6+30 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half.
  • Power in Chaos: Toggle: You gain +2 Caster Level and Max Caster Level with all spells, but are able to receive Very Bad and Bad Wild Surges.
  • Student of Chaos III: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
  • Prismatic Mind:
  • Rank 1: Color Spray now deals 1d6 Chaos Damage per Caster Level in addition to its other effects. A successful Will save reduces this damage by half.
  • Rank 1: Color Spray, Greater Color Spray, and Prismatic Ray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
  • Rank 1: Color Spray, Greater Color Spray, Prismatic Ray, Prismatic Strike, and Prismatic Spray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
  • Ability Score: Multiselector:
  • Intelligence
  • Wisdom
  • Charisma
  • Tier 4
  • Unpredictable Consequences: Your Chaos Bolt, Chaos Sphere, Chaos Hammer, and Channel Entropy spells and SLAs now add additional damage, debuff, or crowd control effects when cast. If the target saves for half damage on Chaos Sphere, the additional effects are negated.
  • Multiselector:
  • Unstable Sorcery: While wearing no armor, you gain 2% Spell Critical Damage.
  • 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.
  • Student of Chaos IV: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells. Once per minute, when you incur a Wild Magic Surge, gain (one from a list of buffs).
  • Tides of Chaos III: +2/4/6% Chaos Spell Crit Chance.
  • Ability Score: Multiselector:
  • Intelligence
  • Wisdom
  • Charisma
  • Tier 5
  • SLA: Wildstrike: Surround target adversary with rainbows, dealing dealing 1d6+10 Chaos Damage per caster level (Maximum damage 10d6+100). They take a random (but powerful) effect, and every 2 seconds, they take another random effect.
  • Bend Luck: You gain Bend Luck: Whenever you fail a Saving Throw, you reroll that Saving Throw and take the second result. This stacks with Slippery Mind, but does not stack with other sources of Bend Luck.
  • Rapid Surge: Active: Trigger a short session where you get a lot of surges very quickly. This also grants a +15 Wild Surge Luck Bonus increasing the chances of a positive surge result.
  • Random Deflector: While wearing no armor, you gain +1d100 Magical Resistance Rating Cap. This die is rerolled once per minute.
  • Tides of Chaos IV: -2 to all Spell DCs. Whenever you cast a spell with a DC, you gain +1d6 to the DC of that spell.
  • Past Life: Wild Mage: +3 Universal Spell Power per stack of this Past Life.
  • Supporting Changes for Wild Mage:
  • The spell power tool tip in the character sheet has been updated to reveal new spell powers (Chaos, Evil, Lawful).
  • The book spells Prismatic Spray and Prismatic Ray have had their random damage effects boosted to 1d6+7 per caster level.
  • Maximize, Empower, and Intensify now apply to Color Spray and Greater Color Spray.
  • The Destiny feat "Epic Spell Power: Light" has been renamed "Epic Spell Power; Light and Alignment" and now reads "+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage". Please note that it already had this updated functionality, the only change is to the text to make it reflect the existing functionality.

Bug Fixes:



  • Stormsinger Core 18 and 20 should now have the correct maximum caster level.
  • Quest: Fred's First Date - It should be easier for Hirelings to move around ropes and plants during your date.
  • A string table error has been fixed in the 2nd Water Savant Enhancement tree Core and in Earth Savant's Melf's Acid Arrow spell description.
  • Blightcaster's Everything Decays buff no longer displays an icon on the player's buff bar since it is a permanent passive ability.
  • Tabaxi Females will no longer fall through their Mount when feather falling.
  • Efficient Metamagic: Embolden II and Efficient Metamagic: Intensify II when appearing on loot now properly reduce the Spell Point cost of Emboldened or Intensified spells.
  • An issue has been corrected when filtering by double-digit numbers in the Adventure Compendium.
  • Trip and Improved Trip are now a Reflex Saving Throw with a recurring Fortitude Saving Throw to get back up. This is a significant increase in these feat's effective DCs. To compensate, the duration of these effects now match Stunning Blow, which is a reduction in duration. So, enemies will Trip more easily, but stay down for a shorter period of time.
  • The spell Web now has a line of sight check to prevent it from being cast at targets behind doors.
  • Violet Peregrine the VIP NPC vendor in the Eberron Hall of Heroes now has a map icon.
  • Some voice over nodes in Temple of Elemental Evil now play properly.
  • The Clearwater Diamond Augment now heals at its proper rate and value of one Hit Point per minute.
  • Corrected an issue where some quest panel tooltips improperly report Legendary quests as Epic.
  • We have attempted to correct an issue that caused in-game Voice Chat to not function properly.

Engineering Changes:



  • Fixed an issue where the game client would fail to initialize/disappear after the player entered their login information.
  • Decreased frame rate drops when mousing over targets.

Known Issues:



  • Wild Mage's Wildstrike tool tip says it does 1d6+6 damage when it is actually 1d6+10 damage.
  • Eladrin Chaosmancer Iconic Hero: Iconic Eladrin's Stat pickers should be Wis/Int/Cha not Dex/Int/Cha.

Update 67.2 Release Notes

Update 67.2 Release Notes


Here are the release notes for Update 67.2, released on Wednesday, April 24th, 2024.

Of Special Note:


Year of the Dragon - April arrives on Wednesday!


The Year of the Dragon celebrates the 50th Anniversary of Dungeons & Dragons with free gifts every month! Read more about the Year of the Dragon on DDO.com.

Starting on Wednesday, April 24th through May 28th, 2024, all players can speak to Xatheral in the Eberron Hall of Heroes and select one expansion they wish to acquire for their account! All expansions except for Vecna Unleashed are available to choose from. You will get access to the playable content of the expansion that is normally available in the DDO Store for Points, not any of the additional bonuses or account unlocks granted from the DDO Market editions.

If you already have all of the expansions on your account, then Xatheral will instead direct you to speak to an NPC named Estraz nearby to receive a Greater Elixir of Discovery. This Elixir boosts the chances of getting Named Loot from chests that ordinarily contain Named Loot by 10%. (Bonus Type: Special) This effect lasts for 60 minutes. The timer for this effect pauses while you are in public areas or logged out. Limit 1 per Account.

Read more about our expansions and this latest Year of the Dragon Gift on DDO.com.

News and Notes:


Bug Fixes



  • NPCs who offer to transport you in the Stormhorns Wilderness for Astral Shards should now properly transport you.
  • Heroic Zawabi's Revenge now has its intended Raid rune drops
  • Fixed a typo in Darling's rat form tooltip
  • Fixed a framerate issue with switching between multiple combat targets
  • Fixed several instances where the game client could crash when interacting with objects
  • Icy Prison should now properly freeze targets

Update 67.1 Release Notes

Update 67.1 Release Notes


Here are the release notes for Update 67.1, released on Wednesday, April 10th, 2024.

News and Notes:



  • Fixed an issue that prevented VIPs from getting Dragon Lord properly unlocked with their subscription.
  • Laughter's Melee Power on Critical component now properly works for Dragon Lord Fighters.
  • Corrected an issue with the Mechanized Patron's Coffer where Zeanna in the Eberron Hall of Heroes failed to properly recognize your account ownership.
  • Corrected an issue that could cause too many Reapers to appear in the raid The Chronoscope.
  • Corrected an issue where Rohine would not properly bestow the quest "Litany of the Dead".
  • Feedback in the DDO Store when you make a purchase with full inventory is now easier to read.
  • Fixed an issue where female Wood Elf characters slid improperly while shooting after tumbling.
  • Fixed an issue where Tabaxi characters used the wrong animations while using special crossbows.
  • Corrected a named loot drop rate issue in the "Slice of Life" adventure pack on Heroic elite.
  • Corrected a named loot drop rate issue in the Heroic Elite version of "Catastrophe".
  • Fixed a stuck spot in "Too Many Cooks".
  • Fred's First Date
  • Succeeding in the Kobold's game now provides completion feedback more consistently.
  • Fixed an issue that could prevent completion of various objectives in "Fred's First Date" when more than one player interacts with more than one version of Fred.
  • Corrected a dialog box issue in "Fred's First Date" that failed to properly close.
  • Fixed an issue that could cause the Crystal challenge dungeon master text and audio failure message to play repeatedly.

Update 67: Slice of Life Release Notes

Update 67 Release Notes



Here are the release notes for Update 67: Slice of Life, released on Wednesday, March 27th, 2024.

Of Special Note:



A new Adventure Pack is available: Slice of Life!



Daily life in Sharn isnt quite as ordinary as some would believe. Take part in a cooking competition, renovate a home, and go on an educational date in this "totally ordinary" series of quests! The Slice of Life quest pack is level 18 on Heroic difficulty and level 34 on Legendary difficulty. The quest givers can be found in Nymph's Court at Morgrave University.

Three quests are available:


  • Fred's First Date
  • Too Many Cooks
  • This Old Haunt


This new adventure pack is available FOR FREE for a limited time as part of our Year of the Dragon celebration! Read more about the Year of the Dragon on DDO.com and make sure to claim this adventure pack for FREE through April 23rd, 2024! Slice of Life will be available to purchase separately in the DDO Store after April 23rd. This adventure pack is also free to VIPs!

Daily Gold Rolls for VIP through April 23rd!



We're also giving VIPs free Daily Dice gold rolls through April 23rd! Learn more about our VIP program on DDO.com.

News and Notes:


Bug Fixes:



  • The puzzle and reset lever have been fixed in Grand Theft Aureon.
  • Improved Intensify items now properly reduce the cost of Intensified spells.
  • The quest "Explosive Situation" is no longer incorrectly flagged as a solo quest.
  • Animation issues caused by tumbling rapidly have been corrected.
  • Rapid tumbling will no longer sometimes cause a charge token to be improperly consumed.
  • Tumble no longer erroneously breaks stealth and invisibility.
  • The single target Shield Throw now needs a shield to throw.
  • Draconic Incarnation's Scales of the Dragon now properly scales with level.
  • Exalted Angel
  • Curative Admixtures now properly trigger the Mantle.
  • Consecrated Sparks now work properly when using the area of effect version.
  • Ascendance now properly applies to enemies when using Fire Domain.
  • Grandmaster of Flowers' Drifting Lotus damage has been fixed along with some typos.
  • Legendary Dreadnought's Dire Charge now properly states how its DC is calculated.
  • Magus of the Eclipse
  • Zero Degree Comet and Moon's Shadow now have visible saving throws.
  • Dark Light of the Moon no longer damages undead.
  • Grand Summoner now works properly and has a better icon in your hireling or summoned creature's buff bar.
  • Share the Light now works correctly.
  • Some Magus benefits no longer improperly stick in your buff bar.
  • Various typos have been corrected in Shiradi Champion, and various buffs will no longer improperly stick in your buff bar.
  • Vistani Knife Fighter's Fan of Knives now scales with the higher of Melee or Ranged Power as intended, and no longer scales with Spell Power.
  • An ability DC typo has been corrected in Artificer's Thunder Shock weapon.
  • Shield Mastery now grants its proper +10 Physical Resistance Rating for small shields and bucklers.
  • Greater Shield Mastery now grants its proper +10 Physical Resistance Rating for small shields and bucklers.
  • Nimble Fingers' sneak attack dice no longer drops on death.
  • Knight of the Chalice's Divine Sacrifice (Ranged) now has its proper tooltip between ranks.
  • Dragon Lord
  • Flight of Kings no longer sets all leaps on a 15 second cooldown.
  • Active abilities that were not working correctly while moving now do.
  • The past life now counts as a Fighter past life for the purposes of the Completionist feat.
  • Ravager's Blood Strength now works properly for Dragon Lords.
  • Ravager's Mutilate now works properly for Dragon Lords.
  • Throwing weapons now correctly calculate their to-hit if using alternate stats like Intelligence or Charisma.
  • An issue that could cause game client frame rate drops when hirelings and animal companions failed to play their dialog has been corrected.
  • Curse of the Unending Song now properly gives +1 Bard Song.
  • Curse of Butterflies no longer incorrectly gives +1 Bard Song.
  • Curse of the Butterflies' effect no longer has a broken description.
  • Curse of Minor Masterworks now works properly. There are some older items and effects it cannot magnify, however, and the effect's tooltip has been updated to reflect this.
  • Curse of Major Masterworks now works properly. There are some older items and effects it cannot magnify, however, and the effect's tooltip has been updated to reflect this.
  • Curse of the Winding Dirge's Spell Power component is now properly +3.
  • Curse of Uncontrollable Energy's bonus type is now correctly Fortune.
  • Curse of Divine Fortune now properly gives its +1 Fortune Bonus to Saves vs. Spells.
  • An odd pause in fire rate after firing a special crossbow attack for some female characters has been fixed.
  • An issue where some special crossbow animations were not playing the sound of the bow string releasing has been fixed.
  • Focus Orb icons have been updated for many guest passes that had previously been using the High Road focus orb icon.
  • A bug in The Magma Must Flow has been fixed to prevent the Fire Reaver from sometimes being able to be attacked before the objective begins to defeat it.
  • Gerald Goodblade's quest chalice now properly turns off in the Anniversary Dungeon.
  • Effects that drop off when exiting a dungeon will no longer sometimes drop off when entering a dungeon from a wilderness area.
  • Store feedback when making a purchase with full inventory is now easier to see and read.
  • Legendary Greensteel accessory healing effects no longer continuously spam the combat log when at full hit points.
  • Invoking a Spell Like Ability while it is on cooldown no longer attempts to cast the spell book version of the spell the SLA refers to.

General Changes:



  • There is a new UI element that shows you your Tumble charges! This UI can be hidden in the options menu under "Show Tumble UI." Each green pip represents one tumble charge. The previous tumble visuals on your character have been removed. You can drag the UI element around, and it'll stay where you leave it.
  • Characters now gain 1 Tumble charge when you train the Tumble skill's rank 10 and rank 20. These charges cannot be earned through effects, abilities, or epic level bonuses to the Tumble skill, but only by training the skill from heroic levels.
  • Bear traps now default to being visible and will only be hidden in special cases.
  • Aimed Shot in Deepwood Sniper now has a slightly different icon.
  • Antirequisites now display on enhancements more intelligently.
  • Added a title for Antireq chains to avoid repeated text (single-antireq enhancements will continue to display them on one line)
  • Differently formatted bullet points to link antireq chains together
  • Displaying the class the enhancement is from in an abbreviated form if it is a class-related enhancement
  • Displaying the race the enhancement is from if it is a race-related enhancement
  • (If neither class nor race related, this section is not displayed)
  • The list of antireqs no longer displays duplicate entries.
  • The list of antireqs no longer displays prereqs that are actually the enhancement you're hovering over in disguise.
  • The list of antireqs no longer displays unused and unimplemented enhancements.
  • And finally, renamed every single Efficient Metamagic enhancement so that the names all match up and look nice.