[HEADING=2]Update 57 Release Notes[/HEADING]
Here are the release notes for Update 57: Grip of the Hidden Hand, released on Wednesday, November 9th, 2022.
[HEADING=2]Of Special Note:[/HEADING]
[HEADING=3]New Quest Pack: Grip of the Hidden Hand[/HEADING]
The story of the Planar Eyes continues in a new quest pack - FREE to VIPs! Finish collecting the Planar Eyes for Morgrave University for a wealthy benefactor before the Cult of the Hidden Hand meddles in your plans. This new adventure pack offers five new quests for levels 16 in Heroic and 33 in Legendary! Visit the Lower Quad of Morgrave University, which can be accessed via the Sharn Clifftop Tower District, to get started!
[HEADING=3]News and Notes:[/HEADING]
[HEADING=3]Gameplay Changes:[/HEADING]
[HEADING=3]Imbue Update[/HEADING]
[LIST]
[*]An Imbue is a new type of toggle in DDO that adds extra damage to your attacks. This extra damage can be specific to certain weapon types, certain combat styles, or it can also be focused on melee or ranged.
[*]Imbues scale their damage with bonus Imbue Dice, although Imbues can also scale with things like Melee or Ranged Power.
[*]You can only have one Imbue active at a time. Turning on a new Imbue will turn the existing Imbue off.
[*]Many former procs from existing abilities in class enhancement trees have been changed to Imbues. Benefits that previously boosted proc damage now generally boost Imbue dice.
[*]Alchemist:
[LIST]
[*](Vile Chemist Core 2) - 1d8 Poison Damage, poison spell power
[*](Vile Chemist Core 2) +1 Dice per 3 Alchemist Levels - max 6 dice
[*](Vile Chemist Core 4) +1 Dice (replaces dice change)
[*](Vile Chemist Core 5) +1 Dice (replaces dice change)
[*](Vile Chemist Core 6) +2 Dice (replaces dice change)
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[*]Artificer:
[LIST]
[*](Battle Engineer Tier 3) 1d6 Electric damage, electric spellpower (fills in missing t3)
[*](Battle Engineer - Agility Engine t4) +1/2/3 Dice with a runearm equipped
[*](Battle Engineer - Unlock Potential t5) +1 Dice with a runearm equipped
[*]The spell Elemental Weapons now grants +1 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
[*]The spell Greater Elemental Weapons now grants +2 alchemical bonus to Imbue Dice (note this is still exclusive with other weapon enchantment spells)
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[*]Barbarian:
[LIST]
[*](Frenzied Berserker Core 2) 1d8 Bane Damage - Melee Power scaling only
[*](Frenzied Core 4) +3 dice while Death Frenzy is active
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[*]Bard:
[LIST]
[*](Warchanter Tier 3) 1d6 Cold Damage on hit, cold spellpower
[*](Swashbuckler Tier 3) 1d6 Sonic Damage on hit, scaling wit Sonic Spellpower (note: this was the sonic on-crit thing)
[*](Warchanter) Each core beyond the first grants +1 Dice
[*](Swashbuckler Tier 4) Music Box now grants +1 Imbue dice
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[*]Cleric:
[LIST]
[*](Dark Apostate Tier 1) 1d6 Evil damage, evil spellpower
[*](Warpriest Tier 4) 1d6 Fire damage, fire spellpower - replaces t4 active attack
[*](Warpriest) Core 2, 4, 5 grant +1 Dice
[*](Warpriest T5) Wrathful Weapons now grants +3 dice instead of its separate proc, and turns your Fire Imbue to Light for the duration
[*](Dark Apostate) Tiers 2, 3, 4 grant +1 Dice
[*](Dark Apostate) Tier 5 grants +2 Dice
[*](Dark Apostate) Core 3, 5, 6 grant +1 Dice
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[*]Druid:
[LIST]
[*](Automatically granted when you choose Fire or Water Elemental Form) 1d6 Fire or Cold, elemental form locked, spellpower scaling
[*]Elemental Forms now grant a flat +3 Dice
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[*]Favored Soul:
[LIST]
[*](Warsoul Tier 4) 1d6 Fire damage, fire spellpower - replaces t4 active attack
[*](Warsoul) Cores 2, 4, 5 grant +1 Dice
[*](Warsoul T5) Wrathful Weapons now grants +3 dice instead of its separate proc, and turns your Fire Imbue to Light for the duration
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[*]Monk:
[LIST]
[*](Ninja Spy Tier 3) 1d6 Poison Damage, melee or ranged power, also continues to do its regular Ninja Poison on-crit stuff
[*](Henshin Mystic Tier 3) 1d6 Fire, plus an additional 1d6 Force on crit, melee or ranged power
[*](Henshin Mystic) Each core grants +1 Dice
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[*]Paladin:
[LIST]
[*](Knight of the Chalice Core 1) 1d6 Light Damage on hit, scaling with Melee or Ranged Power
[*](Sacred Fist Core 1) 1d6 Fire or Light damage, melee power
[*](Sacred Fist) Each core beyond the first grants +1 Dice
[*](Sacred Fist) Tier 3, 4 grant +1 Dice each
[*](Knight of the Chalice) Each core beyond the first grants +1 Dice
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[*]Ranger:
[LIST]
[*](Ranger - Tempest) 1d8 Electric, melee or ranged power
[*](Ranger - Arcane Archer) 1d8 Fire/Cold/Acid/Electric, appropriate Spell Power
[*](Ranger - Arcane Archer) 1d8 Force, force spellpower
[*](Arcane Archer) Tiers 2, 3, 4, and 5 grant +2 Dice each
[*]Note: All other primary Arcane Archer Imbues are also now Imbues in this system.
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[*]Rogue:
[LIST]
[*](Assassin Tier 1) 1d8 Poison, melee or ranged power (note this swapped places with Toxin Affinity which is now tier 2)
[*](Assassin - Toxin Affinity) moves to t2 (swaps with Imbue), +1/2/3 dice
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[*]Sorcerer/Wizard:
[LIST]
[*](Eldritch Knight Core 2) 1d8 Fire/Cold/Acid/Electric, appropriate Spell Power (they get all 4 elements)
[*](EK Core 2) +1 Dice per 3 Sorcerer levels, max 6
[*](EK Core 4) +1 Dice (replaces dice step change)
[*](EK Core 5) +1 Dice (replaces dice step change)
[*](EK Core 6) +2 Dice (replaces dice step change) + the proc for +4 temporary dice
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[*]Warlock:
[LIST]
[*](Enlightened Spirit Tier 4) 1d6 Light, Light spell power (ALSO APPLIES TO ELDRITCH BLASTS, no other toggle does this)
[*](Enlightened Spirit Core 5) +3 bonus dice while in Celestial Spirit form
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[*]Racial:
[LIST]
[*](Drow - Racial Tree) 1d8 Poison, melee or ranged power (same as Assassin)
[*](Drow - Racial Tree) +1 dice in tier 3, 4 (new enhancements, fills in missing space
[*](Shadar-kai Racial Tree) 1d12 Cold on sneak attacks, melee or ranged power
[*](Half-Elf - Warlock Dilettante feat) 1d4 Fire damage, fire spellpower, also works on spells!
[*](Tiefling - Racial Tree) 1d4 Fire Damage on hit, scaling with Fire Spell Power vs enemies below 75%, upgrades to 1d6 below 50% and again to 1d8 below 25%
[*](Tiefling Scoundrel - Racial Tree) 1d4 Sonic Damage on hit, scaling with Sonic Spell Power vs enemies below 75%, upgrades to 1d6 below 50% and again to 1d8 below 25%
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[*]Universal:
[LIST]
[*](Inquisitive) 1d8 Law Damage on hit vs chaotic, 1d4 against non-chaotic, Melee or Ranged Power. Tier 5 ugprades can make this 1d8 vs everyone. This scales with 200% ranged power. Known issue: The tooltip for the t5s says 1d6!
[*](Inquisitive) Core 4, 5, 6 grant +1 dice each
[*](Inquisitive) Tier 2, 4 grant +1 dice each
[*](Inquisitive) Tier 5 multiselector grants +1 dice each except for 1 grants +2
[/LIST]
[*]Feats:
[LIST]
[*](Embodiment of Law - Destiny Feat) is now: +3 Physical Resistance Rating and Magical Resistance Rating. If you are lawful you also gain +2 Imbue dice.
[*](Embodiment of Chaos - Destiny Feat) is now: +2% Doublestrike and Doubleshot. If you are Chaotic, you also gain +2 Imbue dice.
[*](Enhanced Elemental Dice - Destiny Feat) +1 Dice
[*](Scion of the Feywild - Legendary Feat) +3 Dice
[*](Scion of the Plane of Earth - Legendary Feat) +3 Dice
[*](Scion of the Plane of Fire - Legendary Feat) +3 Dice
[*](Scion of the Plane of Water - Legendary Feat) +3 Dice
[*](Scion of the Plane of Air - Legendary Feat) +3 Dice
[*](Scion of Arborea) +1 Dice
[*](Offhand Versatility) - Orb/Runearm gains +1 Imbue dice
[/LIST]
[*]Destinies:
[LIST]
[*]Shiradi Champion mantle gains 1d77 per 7 bonus dice - this is not an Imbue toggle BUT gains benefits from your Imbue dice!
[*]Draconic Tier 3 now grants +1/2/3 Dice
[*]Crusade! buff in Divine Crusader now grants +1 dice
[*]Ghost Touch in LD is now "Esoteric Touch" and grants both Ghost Touch and +1 Imbue Dice
[*]Shared Mantle in PA now also grants +3 Imbue Dice while within the PA Mantle
[/LIST]
[*]Items:
[LIST]
[*]Filigree Set Bonuses that used to give a scaling Imbue on-hit now give bonus Dice, with some granting +1 and some granting +2 depending on if they also granted things beyond the on-hit damage
[*]Augments from Hunt or Be Hunted Raid now give +1 Enhancement bonus to bonus Dice
[*]Certain Set Bonuses get +1 Dice in heroics, +2 in epics, +3 in legendary (artifact typed):
[LIST]
[*]Profane Experiment
[*]Echoes of the Waking Ancestors
[*]Crypt Raider
[/LIST]
[*]Miscellaneous:
[LIST]
[*]Pain Touch 1 and 2 from Ravager have had their small on-hit proc replaced with +5 Melee Power.
[*]Death Frenzy now grants +6 Strength since regular Frenzy is losing its Strength bonus.
[*]Divine Crusader's Law of the Divine still deals 1d6 Law damage on hit per epic/legendary level, but its Vulnerability and Armor Piercing benefits have moved over into Bring Down Wrath so that the enhancement is more usable for people not using shields, and also so you can get the debuffs without needing the Feat slot. Note that the Embodiment of Chaos upgrade in Fury is unchanged by this pass.
[*]Rather than the upgrade for Tempest's Lightning Stance increasing base damage, the base toggle now is the Imbue and the upgrade grants the full +30% absorption.
[*]Iced Edges is now 1 rank and is no longer a prerequisite of the rest of the ice line.
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