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Update 12 Store Release Notes Official

DDO Release Notes: Update 12 Store Releases

Welcome to the DDO Store Release Notes for Dungeons & Dragons Online®! These release notes were updated on November 9th with the latest new releases to the DDO Store!

Challenge Tokens and Guest Passes

Update 12 brings Challenges to DDO! These repeatable quests feature multiple objectives and mini-games with a broad range of choices!

  • Universal Challenge Token: This token acts as a ticket to give you one entry to any challenge in the Cannith Challenge Pack. Pick one of the 12 challenges and play at any of the available levels. Valid for one entry.
  • Cannith Challenge Pack: House Cannith needs adventurers for its challenging enterprises - and will pay a king's ransom! From fiery crystal mines and kobold-infested islands to fantastic extra-planar vaults, Cannith needs you for missions of acquisition and conquest. Contains 12 challenges and Epic Level Loot! (Level: 4-25)

Power-Ups

Get a competitive edge from the DDO Store with a range of challenge-specific buffs!

  • A Minute of Time: Instantly add one minute of time to your challenge's quest clock. Perfect for when you are so close to achieving your goals but need just one more minute! Useable in any type of challenge.
  • Anti-Crystal Blast Charge: This explosive device can be used to clear away unwanted crystals. Perfect to clear a area of green crystals that are distracting your kobolds from purple crystals beyond. Destroys all crystals regardless of color, so use with care! Useable in collection challenges.
  • Defense Turret Requisition: Use this requisition form to gain access to another defense turret that can be placed where you want to defend your extractors. Useable in extraction challenges.
  • Kobold Butter Bait: Use this special bait to draw new kobold scavengers to non-desecrated camp sites. Useable in extraction challenges.
  • Kobold Gem of Disguising: Use this special gem to produce a magical effect that allows you to disguise yourself as a kobold worker! While disguised you appear to be carrying purple crystals and will automatically attract the notice of enemies in the area. The effect disappears if you attack. Useable in collection challenges.
  • Kobold Gem of Elemental Protection: Use this special gem to produce a magical effect that boosts nearby kobold workers' defenses against elemental energy damage. Emits the effect in a very large radius around you and affects all friendly kobolds within that area. Useable in collection challenges.
  • Kobold Gem of Flame Guard: Use this special gem to produce a magical effect that grants nearby kobold workers a protective flame shield that damages any who attack them. Emits the effect in a very large radius around you and affects all friendly kobolds within that area. Useable in collection challenges.
  • Kobold Gem of Shadow Fade: Use this special gem to produce a magical effect that grants nearby kobold workers evasion and invisibility. Emits the effect in a very large radius around you and affects all friendly kobolds within that area. Useable in collection challenges.
  • Kobold Gem of Save Boosting: Use this special gem to produce a magical effect that boosts the saves of nearby kobold workers. Emits the effect in a very large radius around you and affects all friendly kobolds within that area. Useable in collection challenges.
  • Power-Up Requisition: Use this requisition form to increase the number of temporary power-ups you can have on your kobold workers in the Labor Shortage challenge.
  • Skeleton Key Crest: This 'universal' crest will fit into any crest slot, regardless of its type. Useable in assassination challenges.
  • Summon Supply Crate: Use this special item to summon a supply crate somewhere in your challenge. Supply crates contain potent power-ups that will help you in your challenge. They may also contain various other useful items. Useable in extraction and collection challenges.
  • Time Requisition: Give this requisition form to the foreman to increase the time on the challenge's quest clock by one minute. Useable in any challenge with a foreman. Only useable once per party per challenge.
  • Touring Tonic x3: Tired of walking back to the entrance area of a challenge to talk to the foreman? This special beverage will bring you there instantly from anywhere inside the quest! Contains 3 uses. Useable in any challenge, but not in other quests.
  • Touring Tonic x10: Tired of walking back to the entrance area of a challenge to talk to the foreman? This special beverage will bring you there instantly from anywhere inside the quest! Contains 10 uses. Useable in any challenge, but not in other quests.

Platinum Sharing

Share platinum across your characters on the same server!

  • Platinum Sharing: Freely deposit and withdraw your platinum at the bank! Platinum Sharing (free for VIPs) allows you to use the bank to share platinum between all of your characters on a given server and allows you to have up to 50,000 platinum deposited at a time. Platinum Sharing is an account wide upgrade.
  • Platinum Sharing Upgrade 1: Increases your bank's platinum sharing capacity from 50,000 to 100,000 platinum. You must have the Platinum Sharing feature to use this upgrade.
  • Platinum Sharing Upgrade 2: Increases your bank's platinum sharing capacity from 100,000 to 250,000 platinum. You must have the Platinum Sharing feature to use this upgrade.
  • Platinum Sharing Upgrade 3: Increases your bank's platinum sharing capacity from 250,000 to 500,000 platinum. You must have the Platinum Sharing feature to use this upgrade.
  • Platinum Sharing Upgrade 4: Increases your bank's platinum sharing capacity from 500,000 to 1,000,000 platinum. You must have the Platinum Sharing feature to use this upgrade.
  • Platinum Sharing Upgrade 5: Increases your bank's platinum sharing capacity from 1,000,000 to 2,500,000 platinum. You must have the Platinum Sharing feature to use this upgrade.

Name Changes

  • Name Change Parchment (First Name): This magical parchment allows you to permanently change your character's first name. Once you have selected a new name and confirmed it, the name change is permanent and can only be reverted or changed by using another Name Change Parchment.
  • Name Change Parchment (Surname): This magical parchment allows you to permanently change your character's surname. Once you have selected a new name and confirmed it, the name change is permanent and can only be reverted or changed by using another Name Change Parchment.
  • Pet Name Certificate: This magical parchment allows you to permanently change your pet's name. Once you have selected a new name and confirmed it, the name change is permanent and can only be reverted or changed by using another Pet Name Certificate.

Armor Appearance Kits

  • Cannith: Apply this special kit to your currently equipped armor or docent to transform its appearance. Once you use this kit on an armor or docent, the application is permanent, but the appearance can be toggled on and off. The new appearance will vary based on the armor style (robe, monk outfit, light armor, etc.) or type of plating you have (composite, mithral, or adamantine). One use.

Rune Arms

  • Acid Rune Arm: An off-hand artificer only weapon, this rune arm deals acid damage and can obtain a tier 3 charge. One fully charged shot deals 6 to 20 acid damage plus 1 to 6 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 8 acid damage per hit. Can be crafted. Bound to character.
  • Greater Acid Rune Arm: An off-hand artificer only weapon, this rune arm deals acid damage and can obtain a tier 4 charge. One fully charged shot deals 7 to 25 acid damage plus 1 to 8 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 12 acid damage per hit. Can be crafted. Bound to character.
  • Fire Rune Arm: An off-hand artificer only weapon, this rune arm deals fire damage and can obtain a tier 3 charge. One fully charged shot deals 6 to 20 fire damage plus 1 to 6 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 8 fire damage per hit. Can be crafted. Bound to character.
  • Greater Fire Rune Arm: An off-hand artificer only weapon, this rune arm deals fire damage and can obtain a tier 4 charge. One fully charged shot deals 7 to 25 fire damage plus 1 to 8 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 12 fire damage per hit. Can be crafted. Bound to character.
  • Force Rune Arm: An off-hand artificer only weapon, this rune arm deals force damage and can obtain a tier 3 charge. One fully charged shot deals 6 to 16 force damage plus 1 to 4 additional damage per Artificer Level. Also imbues wielded weapons with 1 to 4 force damage per hit. Can be crafted. Bound to character.
  • Greater Force Rune Arm: An off-hand artificer only weapon, this rune arm deals force damage and can obtain a tier 4 charge. One fully charged shot deals 7 to 21 force damage plus 1 to 6 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 8 force damage per hit. Can be crafted. Bound to character.
  • Ice Rune Arm: An off-hand artificer only weapon, this rune arm deals cold damage and can obtain a tier 3 charge. One fully charged shot deals 6 to 20 cold damage plus 1 to 6 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 8 cold damage per hit. Can be crafted. Bound to character.
  • Greater Ice Rune Arm: An off-hand artificer only weapon, this rune arm deals cold damage and can obtain a tier 4 charge. One fully charged shot deals 7 to 25 cold damage plus 1 to 8 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 12 cold damage per hit. Can be crafted. Bound to character.
  • Lightning Rune Arm: An off-hand artificer only weapon, this rune arm deals electricity damage and can obtain a tier 3 charge. One fully charged shot deals 6 to 20 electricity damage plus 1 to 6 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 8 electricity damage per hit. Can be crafted. Bound to character.
  • Greater Lightning Rune Arm: An off-hand artificer only weapon, this rune arm deals electricity damage and can obtain a tier 4 charge. One fully charged shot deals 7 to 25 electricity damage plus 1 to 8 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 12 electricity damage per hit. Can be crafted. Bound to character.
  • Radiant Rune Arm: An off-hand artificer only weapon, this rune arm deals light damage and can obtain a tier 3 charge. One fully charged shot deals 6 to 16 light damage plus 1 to 4 additional damage per Artificer Level. Also imbues wielded weapons with 1 to 4 light damage per hit. Can be crafted. Bound to character.
  • Greater Radiant Rune Arm: An off-hand artificer only weapon, this rune arm deals light damage and can obtain a tier 4 charge. One fully charged shot deals 7 to 21 light damage plus 1 to 6 additional damage per Artificer Level. Also imbues wielded weapons with 2 to 8 light damage per hit. Can be crafted. Bound to character.

New Repeating Crossbows

  • +1 Acid Repeating Light Crossbow: Does 2 to 9 points of piercing damage plus 1 to 6 acid damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +1 Acid Repeating Heavy Crossbow: Does 2 to 11 points of piercing damage plus 1 to 6 acid damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +1 Flaming Repeating Light Crossbow: Does 2 to 9 points of piercing damage plus 1 to 6 fire damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +1 Flaming Repeating Heavy Crossbow: Does 2 to 11 points of piercing damage plus 1 to 6 fire damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +1 Frost Repeating Light Crossbow: Does 2 to 9 points of piercing damage plus 1 to 6 cold damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +1 Frost Repeating Heavy Crossbow: Does 2 to 11 points of piercing damage plus 1 to 6 cold damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +1 Shock Repeating Light Crossbow: Does 2 to 9 points of piercing damage plus 1 to 6 electricity damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +1 Shock Repeating Heavy Crossbow: Does 2 to 9 points of piercing damage plus 1 to 6 electricity damage with standard bolts and has a decent chance to critical hit. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Acid Burst Repeating Light Crossbow: Does 4 to 11 points of piercing damage plus 1 to 6 acid damage with standard bolts and has a decent chance to critical hit and deal extra acid damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Acid Burst Repeating Heavy Crossbow: Does 4 to 13 points of piercing damage plus 1 to 6 acid damage with standard bolts and has a decent chance to critical hit and deal extra acid damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Flaming Burst Repeating Light Crossbow: Does 4 to 11 points of piercing damage plus 1 to 6 fire damage with standard bolts and has a decent chance to critical hit and deal extra fire damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Flaming Burst Repeating Heavy Crossbow: Does 4 to 13 points of piercing damage plus 1 to 6 fire damage with standard bolts and has a decent chance to critical hit and deal extra fire damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Frost Burst Repeating Light Crossbow: Does 4 to 11 points of piercing damage plus 1 to 6 cold damage with standard bolts and has a decent chance to critical hit and deal extra cold damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Frost Burst Repeating Heavy Crossbow: Does 4 to 13 points of piercing damage plus 1 to 6 cold damage with standard bolts and has a decent chance to critical hit and deal extra cold damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Shock Burst Repeating Light Crossbow: Does 4 to 11 points of piercing damage plus 1 to 6 electricity damage with standard bolts and has a decent chance to critical hit and deal extra electricity damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Light Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.
  • +3 Shock Burst Repeating Heavy Crossbow: Does 4 to 13 points of piercing damage plus 1 to 6 electricity damage with standard bolts and has a decent chance to critical hit and deal extra electricity damage. Fires 3 shots before needing to be reloaded. NOTE: Requires the Exotic Weapon Proficiency: Repeating Heavy Crossbow feat. This weapon requires both hands to wield in battle. Bound to character.

Crafting

  • Mark of House Cannith: Used in special crafting recipes, these Marks allow you to lower the minimum level usage requirement on a craftable item once you have enough crafting skill to use them. Can be obtained in game from the House Cannith Favor vendor after you have earned enough favor to earn the First Tier Favor Reward. Contains 1 ingredient.
  • Dust of Disjunction: When this dust is combined in a crafting deconstruction device with a magical item, the item will be stripped of all magical effects and qualities, but will then be keyed for further crafting. Can be obtained in game from crafting vendors. Contains 1 ingredient.
  • Liquid Knife Potion x10: Used in deconstruction crafting recipes, these potions are used to remove the enhancement bonuses from items and distill them into Enhancement Spirit. Can be obtained in game from crafting vendors. Contains 10 ingredients.
  • Lorinda's Ultimate Remover x10: These ingredients are used in deconstruction crafting recipes to dissolve 'suffix' effects off of items and reduce them to their base magical essences. Can be obtained in game from crafting vendors. Contains 10 ingredients.
  • Parfett's Leading Dissolver x10: These ingredients are used in deconstruction crafting recipes to dissolve 'prefix' effects off of items and reduce them to their base magical essences. Can be obtained in game from crafting vendors. Contains 10 ingredients.

Potions

  • Critical Inflict Potion x10: This potion instantly heals Pale Master Wizard characters 11-39 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 10 single-use potions.
  • Critical Inflict Potion x25: This potion instantly heals Pale Master Wizard characters 11-39 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 25 single-use potions.
  • Critical Inflict Potion x50: This potion instantly heals Pale Master Wizard characters 11-39 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 50 single-use potions.
  • Critical Inflict Potion x100: This potion instantly heals Pale Master Wizard characters 11-39 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 100 single-use potions.
  • Enhanced Critical Inflict Potion x10: This potion instantly heals Pale Master Wizard characters 14-49 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 10 single-use potions.
  • Enhanced Critical Inflict Potion x25: This potion instantly heals Pale Master Wizard characters 14-49 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 25 single-use potions.
  • Enhanced Critical Inflict Potion x50: This potion instantly heals Pale Master Wizard characters 14-49 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 50 single-use potions.
  • Enhanced Critical Inflict Potion x100: This potion instantly heals Pale Master Wizard characters 14-49 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 100 single-use potions.
  • Serious Inflict Potion x10: This potion instantly heals Pale Master Wizard characters 8-29 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 10 single-use potions.
  • Serious Inflict Potion x25: This potion instantly heals Pale Master Wizard characters 8-29 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 25 single-use potions.
  • Serious Inflict Potion x50: This potion instantly heals Pale Master Wizard characters 8-29 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 50 single-use potions.
  • Serious Inflict Potion x100: This potion instantly heals Pale Master Wizard characters 8-29 hit points each use. Heals/repairs warforged Pale Masters by the same amount. USE WITH CARE, as this potion harms wizards that aren't Pale Masters instead of healing them. Contains 100 single-use potions.

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