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Shaalaanaa
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PostSubject: Warlock Trees   Wed Apr 01, 2015 11:05 am

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PostSubject: Re: Warlock Trees   Thu Apr 02, 2015 7:02 am

Yeah, April 1st is over now.
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Shaalaanaa
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PostSubject: Re: Warlock Trees   Fri May 15, 2015 4:07 pm

https://www.ddo.com/forums/showthread.php/460051-Warlocks!

Quote :
We're happy to introduce Warlocks, coming soon to DDO! These eldritch casters form pacts with powerful beings, seeking out rare and often forbidden knowledge. They deal large amounts of damage with their Eldritch Blast, and back that damage up with a variety of buff, control, and utility abilities.

Warlock design draws from a variety of pen and paper editions, but primarily 3.5 and 5th edition. Unlike Sorcerers or Wizards, damage comes primarily through Eldritch Blast, rather than frequently casting damaging spells or SLAs. They choose a Pact at level 1 through a feat, which alters their Eldritch Blast and determines certain class feats that are granted as more Warlock levels are gained.

Reminder this is a fairly early preview and things are subject to change. Abilities may move between feats and enhancements, or alter to accommodate what's changed elsewhere, etc.

Class Features

Hit die: d6
Cast Warlock spells in Light Armor without Arcane Spell Failure (like Bards)
Strong Will saves, weak Fortitude and Reflex saves
3/4 Base Attack Bonus progression with class levels (+15 with 20 Warlock levels)



Any alignment
General structure of spell progression and spell points is similar to Bards:
Level 6 is maximum spell level for Warlocks.
Spells are learned, known and swapped like Bards or Sorcerers.
Spell list is primarily drawn from existing DDO spells, though we hope to have time to add some more.



Eldritch Blast

This is a toggle feat. When you toggle it on, your basic attack (regardless of weapons held) becomes a ranged magical attack that hits a single enemy.
This initially deals 1d6 Force damage. There are ways to augment and alter this.
This does not cost Spellpoints, nor Hitpoints, nor anything other than time, much like swinging a weapon.
The default Eldritch Blast goes in a straight line. It doesn't home in. Enemies that move may avoid it.
You move at full speed while casting Eldritch Blast, unlike most spell casting.
Base Eldritch Blast damage increases with further Warlock levels, per the table listed below.
Eldritch Blast damage scales with a percentage of Spellpower. Exact amount to be determined.
Eldritch Blast criticals are based on magical stats: Critical Spell Chance and Critical Spell Damage.
There are Eldritch Blast Shapes that alter how you attack enemies. Single Target attacks are generally going to do higher damage per creature than AoE, for instance. These Shapes toggles are available in the enhancement trees.
Single Target
Chain
Cone
Point-blank AoE (aura around Warlock)



Pacts

You choose a Pact at Warlock level 1, such as Fiend, Fey, or Great Old One.
Fey: Toggle: Your Eldritch Blasts now deal +1d4 extra Sonic damage per two Warlock levels. Adds Obscuring Mist to your Warlock spellbook.
Fiend: Toggle: Your Eldritch Blasts now deal +1d4 extra Fire damage per two Warlock levels. Adds Command to your Warlock spellbook. (Tentatively, this requires that you not be Good. There's some technical investigation we need to look into here.)
Great Old One: Toggle: Your Eldritch Blasts now deal +1d4 extra Acid damage two Warlock levels. Adds Entangle to your Warlock spellbook. (Tentatively, this requires that you not be Lawful. There's some technical investigation we need to look into here.)
Every even Warlock class level grants +1 die for Eldritch Blast Pact Damage (1d4)
Each Pact grants additional spells to your spellbook as you gain Warlock levels.




ENHANCEMENT TREES
Soul Eater
Your pact makes you an extension of your patron's hunger. You body and mind become more inhuman, and your ability to consume the souls and life force of your enemies also feeds your patron. Your attacks erode the life essence of your targets.


Notable Enhancements:
Eldritch Blast Shape: Chain Lighting
Damage-over-time effects
Debuff
Death Effects



Tainted Scholar
No secret is barred from the Tainted Scholar's grasp, and if such forbidden knowledge comes at the cost of his soul, he's willing to pay that price.


Notable Enhancements:
Eldritch Blast Shape: Cone
Eldritch Essences that alter how Eldritch Blast work
Direct damage boosting of Eldritch Blast
Crowd Control, including a new Confusion ability that causes enemies to attack player and monster characters indiscriminately.



Enlightened Spirit
Although the fiendish origins of some warlocks' powers can’t be denied, not all Warlocks embrace the darkness. Some turn toward the light. Such rare individuals are called Enlightened Spirits.


Notable Enhancements:
Eldritch Blast Shape: Point Blank Area of Effect: While toggled on, this deals damage around, scaling with your Eldritch Blast damage. This particular shape allows you to attack with melee or ranged weapons while damaging enemies around you.
Aura abilities that primarily buff allies around you
Mitigation
Pet/Summon/Charm support

We expect this tree to be popular with some cross-class melee builds.




Please see follow-up posts for additional details on the class. Full Enhancement tree proposals to come later.

We'd love to hear your thoughts, feelings, and feedback!
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Shaalaanaa
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PostSubject: Re: Warlock Trees   Thu May 21, 2015 9:13 am

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Shaalaanaa
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PostSubject: U26 - Warlock is live!   Thu Jun 18, 2015 11:12 am

https://www.ddo.com/en/update-26-release-notes

Quote :
Combat

Many activated Barbarian enhancement abilities now break stealth that previously did not, such as Supreme Cleave.

Enhancements

The description of Swashbuckler's Sword Dance ability now matches its existing functionality.
The core enhancements in Paladin Knight of the Chalice no longer provide erroneous and undescribed additional damage.
The Radiant Servant's Positive Energy Burst no longer requires a hard target to cast.
Warlock - Soul Eater:
Core Abilities
Inhuman Deadliness: You gain +1 damage with melee and ranged attacks and +5 Universal Spell Power for each core ability you take in this tree.
Inhuman Nature: You gain +25% Fortification and +4 Saving Throws versus Poison and Disease.
No Worse Fate: You gain immunity to Fear. Your melee, ranged and Eldritch Blast attacks cause enemies to be Shaken for 6 seconds. This can occur up to once per 2 seconds.
Inhuman Nature: You gain +25% Fortification and +4 Saving Throws versus Poison and Disease. Your Consume damage over time is increased by 2d10. Your Stricken damage is increased by 4d6.
Eldritch Seeker: You gain +5% chance to critically hit with your spells and Eldritch Blast.
Devour the Soul: Passive: +4 Charisma. Active: Necromantic Spell. You consume the soul of your targeted enemy, killing them instantly unless they make a Will saving throw with a DC of 18 + Warlock level + Charisma bonus. This ability works on undead, but not constructs and other creatures with no lifeforce. Some bosses may be immune. If the target survives then it loses 20 PRR and MRR for 6 seconds. Cooldown: 15 seconds.
Tier One
​Consume: Ranged magical attack. Your magics consume bits of your opponent's form, disintegrating bits of them for 2d10 Chaotic damage every 2 seconds for a duration of 16 seconds. This damage scales with 150% Spell Power. The effect can stack up to 3 times. Your enemy is also marked with the Consumed trait. Cooldown 10 seconds.
Subtle Spellcasting: Your attacks and spells generate 20%/30%/40% less hate than they normally would, making enemies less likely to attack you.
Taint the Blood: Your Eldritch Blast, Melee and Ranged attacks reduce the Fortitude saving throw of the target by -1 for 6 seconds. The effect stacks up to 4 times.
Daunting Presence: +1/+2/+3 Bluff, Haggle, and Diplomacy. Rank 3: +1 Will saves.
Hungry for Destruction: You gain +1/+2/+3 Melee Power and Ranged Power, and +2/+4/+6 Universal Spellpower.
Tier Two
​Stricken: Ranged magical attack. You cause 4d6/8d6/12d6 bane damage and reduce the Healing Amplification of the opponent by 40/80/120 for 12 seconds. The reduction is negated by a Fortitude saving throw with a DC of 10/14/18 + Warlock level + the higher or Intelligence or Charisma Modifier. The damage scales with 150% Spell Power. Your enemy is also marked with the Strickened trait. Cooldown 10 seconds.
Taint the Aura: Against targets marked by your Consume attack: Your melee, ranged and Eldritch Blast attacks reduce the Spell Resistance, PRR and MRR of the target by -2 for 10 seconds. The effect stacks up to 5 times.
Feeding Frenzy: When you use Consume on an enemy the feeding increases your movement speed by 1% per Warlock level for 20 seconds.
Consume Sight: SLA Blindness.
Hungry for Destruction: You gain +1/+2/+3 Melee Power and Ranged Power, and +2/+4/+6 Universal Spellpower.
Tier Three
​Dark Feeding: Multi-selector: Choose a magical attack with a cooldown of 16 seconds. Enemies can negate the ability score damage (but not your ability score gain) with a Will saving throw: DC of 18 + Character Level + Charisma Modifier. These effects do not stack with themselves.
Your Flesh is Weak: Activate this ability to cause 1d8+2 Strength damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Strength for 20 seconds.
You Cannot Evade Me: Activate this ability to cause 1d8+2 Dexterity damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Dexterity for 20 seconds.
Your Will is Mine: Activate this ability to cause 1d8+2 Wisdom damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Wisdom for 20 seconds.
Food For Thought: Activate this ability to cause 1d8+2 Intelligence damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Intelligence for 20 seconds.
Blood Feast: Activate this ability to cause 1d8+2 Constitution damage to your opponent for 20 seconds. You gain an Insight bonus of 1d8+2 Constitution for 20 seconds.
Strickened Soul: Against targets marked by your Stricken attack: Your Eldritch Blast, Melee and Ranged attacks reduce the target's Melee Power, Ranged Power and Spellpower by 20 for 6 seconds.
Eldritch Cone: Toggle. Your Eldritch Blast now acts as a cone attack, but has Standard Cone AoE range. While active you have -1 die on Eldritch Blast damage and Pact damage, and this spell scales with 75% Spell power.
SLA: Burning Blood. Cooldown 10 seconds.
Charisma/Intelligence
​Tier Four
​Greater Hunger: Your melee, ranged and Eldritch Blast attacks do 2d6 Chaos damage when striking an opponent marked by your Consume attack. Your Consume damage over time is increased by 2d10. Your Stricken damage is increased by 4d6.
Strickened Form: Against targets marked by your Stricken attack: Your melee, ranged and Eldritch Blast attacks inflict Vulnerability. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
Steal Lifeforce: Activated Attack: You feed on your victim's lifeforce, causing 4d6/8d6/12d6 of damage to your target and healing yourself for 4d6/8d6/12d6 points. This damage and healing scales with 150% Spell Power. Characters who are in undead form instead receive healing in the form of negative energy. Cooldown 20 seconds.
Immortal Will: +1 to the DC of Enchantment, Illusion and Necromancy spells.
Charisma/Intelligence
​Tier Five:
​Supreme Hunger: Your Consume damage over time is increased by 2d10. Your Stricken damage is increased by 4d6.
Eldritch Wave: Activated Attack. Your create a cone of eldritch energy that strikes all opponents in the area with three consecutive Eldritch Blasts. The damage scales with 150% Spell Power. Cooldown 8 seconds.
Feed on Magic: Attacking with melee, ranged,or Eldritch Blast gives a 10% chance to gain 10 temporary spell points +1 per Warlock level.
Spell Tearing: You gain +3% chance to critically hit with your spells and Eldritch Blast.
SLA: Finger of Death. Cooldown 15 seconds
Warlock - Tainted Scholar:
​Core Abilities
​1 AP, class level 1: Tainted Spellcasting: Activate for 10 Depravity: +25 Universal Spell Power, +2 bonus to all Spell DCs. Lasts 20 seconds. 60 second cooldown. You gain 1 Depravity each time you damage enemies with Eldritch Blast or spells (except with Positive Energy). You can gain 1 Depravity every 6.5 seconds. Each additional trained Tainted Scholar Core enhancement reduces this cooldown by 1 second, to a minimum of 1.5 seconds. You can have up to 10 Depravity, which disappears on rest, death or entering public spaces. Passive: Each point spent in Tainted Scholar provides +0.75 Universal Spell Power.
Featherfall is added to your known Warlock Spells at level 1.
5 AP, class level 3: Tainted Lore: +10% Spell Critical Damage. +1 Spell Penetration. (Spell Critical damage also applies to criticals with Eldritch Blast.) +10 maximum Depravity.
Web is added to your known Warlock Spells at level 2.
10 AP, class level 6: Stanch: Activate for 7 Depravity: Gains temporary hitpoints equal to 50% of your maximum hitpoints. These last for 1 minute. You have -3% maximum hitpoints until you rest, which stacks up to 33 times. +10 maximum Depravity.
Crushing Despair is added to your known Warlock Spells at level 3.
20 AP, class level 12: Tainted Lore: +20% Spell Critical Damage, +1 Spell Penetration. +10 maximum Depravity.
Death Ward is added to your known Warlock Spells at level 4.
30 AP, class level 18: Blood Component: Your Eldritch Blast attacks 10% faster. +10 maximum Depravity. -25 Maximum HP
Greater Heroism is added to your known Warlock Spells at level 5.
40 AP, class level 20: Heretical Lore: Your Eldritch Blast deals +1d6 damage. +30% Spell Critical Damage. +4 Charisma, +1 Spell Penetration. +10 maximum Depravity.
Energy Drain is added to your known Warlock Spells at level 6.
Tier One
​Planar Power: +30/60/90 Spell Points
Feigned Health: When you cast spells on yourself or allies, you grant temporary hitpoints equal to (33%/66%/100%) of your Charisma.
Command SLA: Activate for 3/2/1 Depravity
Strong Pact: Bonus Eldritch Blast damage from your Pact is increased by 1d4. This scales with spellpower, like all Eldritch Blast damage.
Eldritch Focus: +1/2/3 Spellcraft and Concentration.
Tier Two
​Utterdark Blast: Eldritch Essence Stance: Your Eldritch Blast base damage is now Evil instead of Force. 1 rank 2 AP
(Evil Damage from spells is usually boosted by alignment-based Spell Power, and normally deals full damage to enemies regardless of enemy alignment, though particular enemies may have special defenses.)
Eldritch Chain: Eldritch Blast Shape: Toggle on to turn your automatic attack into a ranged magical bolt dealing Eldritch Blast damage, which then jumps to two more nearby enemies. While active you have -1 Eldritch Blast Pact damage die, and this spell scales with 110% Spell power.
Stunning Blast: Activate for 6/4/2 Depravity: Attack one enemy with an Eldritch Blast that stuns your target for 12 seconds on a failed Fortitude saving throw vs. DC (10 + Warlock Level + Charisma Modifier.) This damage scales with 150% Spell Power.
Strong Pact: same as lower tier
Wand and Scroll Mastery: +[25/50/75]% to the effectiveness of your wands, scrolls, and other items that cast spells, and +[1/2/3] to the DCs of your offensive wands.
Tier Three
​Faltering Blast: Eldritch Essence Stance: Your Eldritch Blast attacks have a 10% chance to slow enemy movement speed by 50% for 6 seconds. This doesn't affect bosses.1 rank 2 AP
Efficient Heighten: Using the Heighten Spell Metamagic feat costs you 1/2 fewer spell points per Heightened level.
Confusion: Activate for 3/2/1 Depravity: Target non-boss monster becomes Confused on a failed Will Saving throw. Confused monsters attack and are attacked by both monster characters and player characters.
Strong Pact: same as lower tier
CHA/INT
​Tier Four
​Penetrating Blast: Eldritch Essence Stance: Your Eldritch Blast base damage is now Pierce instead of Force. You deal +1d6 Eldritch Blast damage. 1 rank 2 AP
Enervating Shadow: Eldritch Blast Shape Stance: This Eldritch Blast auto-attack seeks out enemies, and inflicts a negative level 10% of the time.
Bewitching Blast: Your Eldritch Blast has a 3/6/10% chance to Confuse non-boss monsters for 6 seconds. Confused monsters attack and are attacked by both monster characters and player characters.
Strong Pact: same as lower tier
CHA/INT
​Tier Five
​Eldritch Power: Your Eldritch Blast deals +1d6 damage. 1 rank 2 AP
Eldritch Ball: Activate for 12/8/4 Depravity: Shoot a projectile at a distant enemy, exploding in an area, dealing Eldritch Blast damage and effects to nearby enemies. The damage scales with 150% Spell Power.
Mass Confusion: Activate for 12/8/4 Depravity: A group of non-boss monsters each become Confused on a failed Will saving throw. Confused monsters attack and are attacked by both monster characters and player characters.
Planar Focus: +1 to all Spell DCs 1 rank 2 AP
Selector: Gain +2 to Spell DCs of a particular school for 3 AP.
Warlock Enlightened Spirit:
​Core Abilities
​1 AP, class level 1: Eldritch Aura: Stance: While this is active, your Eldritch Blast changes into an aura. It deals the same damage as your Eldritch Blast to all foes in range every 5 seconds, and scales with 150% Spell Power. You cannot fire Eldritch Blasts while in this stance, but may attack normally with weapons and cast spells.
5 AP, class level 3: Aura of Courage: You gain immunity to Fear, and all allies around you gain a +4 morale bonus to saving throws against fear. Passive: +5 Healing Amp
10 AP, class level 6: Shape Vestments: While wearing Light Armor, you gain +10 Maximum HP and +5 MRR. While wearing Medium Armor you are proficient with, you gain +20 Maximum HP and +10 MRR. Passive: Your Eldritch Aura now affects enemies every 4 seconds.
20 AP, class level 12: Aura of Menace: Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Passive: Your Eldritch Aura now affects enemies every 3 seconds. Passive: You gain proficiency with all Martial weapons.
30 AP, class level 18: Celestial Spirit: Toggle: When enabled, you float above the ground, gain Feather Falling, and are immune to knockdown effects. When enabled, your Eldritch Blasts gain 3d6 Light damage. Your Eldritch Aura now affects enemies every 2 seconds.
Ultimate Enlightenment: +2 Constitution and Charisma. While your Celestial Spirit is enabled, you gain +20% Competence Bonus to maximum hit points, full Base Attack Bonus, +10 Melee Power, Ranged Power, and Universal Spell Power, and +20 Light Spell Power.
Tier One
​Resilience of Body: +2/4/6 PRR
Spiritual Defense: While your Eldritch Aura is active, you and nearby allies get a +1/2/3 bonus to AC. You personally receive 5/10/15 Maximum Hit Points.
Resilience of Soul: +2/4/6 MRR
Brutality: Multiselector: Brute Fighting (attacks)/Brutal Spellcasting (spells) Toggle: Your damaging (attacks/spells) generate [25/50/75]% more hate than they normally would, making enemies more likely to attack you.
Rewards of Tribute: +1/2/3 Heal, Balance, and Intimidate. Rank 3: +1 Fortitude Save
Tier Two
​Resist Energy SLA: Resist Energy. As an SLA.
Spiritual Bastion: While your Eldritch Aura is active, you get +3/6/10 PRR, and nearby allies get +1/2/3 PRR.
Power of Enlightenment: +5/10/15 Light Spell Power and 2/4/6 Universal Spell Power.
Shield: You permanently gain the effects of the Shield spell.
Action Boost: Defense: Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds. (Cooldown: 30 seconds.)
Tier Three
​Eldritch Burst: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 3d6 Light Damage that scales with Spell Power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Cleave. The damage scales with 150% Spell Power. (Cooldown: 8/6/5 Seconds).
Spiritual Ward: While your Eldritch Aura is active, you get +3/6/10 MRR, and nearby allies get +1/2/3 MRR.
Power of Enlightenment: +5/10/15 Light Spell Power and 2/4/6 Universal Spell Power.
Fortify Summons: Your summoned creatures, hirelings, and pets get +25/50/100% fortification, 5/10/20 PRR, and 5/10/20 MRR.
CON/CHA
Tier Four
​Medium Armor Proficiency: Passive: You gain proficiency in Medium Armor, and the ability to cast arcane spells in medium armor without arcane spell failure.
Spiritual Retribution: Your Eldritch Blasts, Melee Attacks, and Ranged Attacks gain 1d6/2d6/3d6 Light damage that scales with Spell Power.
Brilliance: Your Aura provides you and nearby allies with a Determination bonus to Temporary Hit Points equal to your Constitution Score. If you are level 20 or higher, this effect is doubled. These temporary hit points stack with all sources other than Brilliance itself.
Imbue Summons: Your summoned creatures/hirelings/pets gain 10/20/30 Melee, Ranged, and Universal Spell Power
CON/CHA
Tier Five
​Spirit Blast: Fire your Eldritch Blast in an AOE centered on you. All enemies caught in the burst take 10d6 Light Damage that scales with spell power, plus any other effects and damage your Eldritch Blasts produce. This ability shares a cooldown with Great Cleave. Damage scales with 150% Spell Power. (Cooldown: 8/6/5 Seconds).
Beacon: While your Eldritch Aura is active, all allies within your Aura gain +10 Healing Amp. You personally receive an additional +10 Healing Amp.
Shining Through: Gain a Sacred bonus to Temporary Hit Points equal to 15x your Constitution Score that last up to ten minutes. For 20 seconds, you gain +25 Sacred bonus to Healing Amplification. (Cooldown: 30 seconds. SP Cost: 8)
Displace Summons: Your summoned creatures/hirelings/pets gain a permanent 25% Concealment, as per the item effect "Lesser Displacement", and 10% Dodge.
Displacement SLA: Displacement, as an SLA.

Epic Destinies

The Divine Crusader's No Regret ability has been adjusted slightly to improve game performance.

Feats

Skill Focus: Spellcraft has been added.
All classes now receive the Dismiss Charm feat at level 1.
Warlock Fiendish feats cannot be activated if you are Good. Great Old One feats cannot be activated if you are Lawful.
Eldritch Blast: Focused scales with 150% Spell Power.

Glamered Weapons

Glamered Weapon Auras should no longer disappear when changing zones.

Monster Manual

The following creatures have been added to their respective Monster Manual volumes:
Mountain Lion
Cursed Ritualist
Gargoyle Colossus
Barkinar
Temple Rust Monster
Tempest
Garkoth the Wiley
Nodebound Fire Bat
Fiend-Blood Troglodyte Ranger
Fiendish Troglodyte Archer
Fiendish Troglodyte Skirmisher
Fiendish Troglodyte Shaman
Fiendish Troglodyte Sniper
Fiendish Troglodyte Warrior
Gizhiss
Hell Fire
Hell Scorpion
Drunken Sorcerer Pirate Aroomba
Gregoir the Mighty
Hobgoblin Opportunist
Jack Jibbers
Mutinous First Mate Shakra
The number of monsters required to complete some Hunter Deeds have been lowered:
Elf has been lowered from 55 to 40.
Halfling has been lowered from 40 to 20.
Mephit has been lowered from 50 to 45.
Skeleton has been lowered from 100 to 75.
Troglodyte has been lowered from 68 to 60.
Warforged has been lowered from 60 to 45.
Wraith has been lowered from 30 to 25.
Zombie has been lowered from 68 to 52.

Quests and Adventure Areas

Amrath
Free-to-Play players can now enter the Amrath public area in Shavarath.
The Degenev Brothers Event
Antonio Craftian no longer has a string table error in his dialog.
Delera's Tomb
Fixed an issue in Free Delera where the 3rd Soul Lock Guardian could sometimes end up behind a doorway and refuse to come out.
Temple of Elemental Evil
The chance to get rare encounters in the Temple of Elemental Evil Part One has been increased.
The XP of almost all Optional Objectives has been increased. In most cases, the XP has been doubled.
Non-Mythic versions of the named items now drop. Like their Mythic counterparts, they are found in both End Chests and random encounters, but are more often found in random encounter chests.
The drop rate of Mythic named items appearing in random encounter chests has been increased.
Wands of Wonder now drop less frequently.
Effects granted by the altars are removed when leaving the quest.
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