News Liste Dungeons & Dragons Online

Update 74 Release Notes
Dungeons & Dragons Online
18.06.25 14:53 Community Announcements
[p][/p]

Update 74 Release Notes

[p]Here are the release notes for Update 74, released on Wednesday, June 18th, 2025. [/p]

Of Special Note:

Return to the Mists of Horror!

[p]Step back into the haunting mists of Ravenloft in the chilling new Dungeons & Dragons Online expansion. Venture to Lamordia, a land forever bound by ice and shrouded in darkness. Amidst bleak alleys, derelict factories, and grotesque laboratories, sinister secrets fester beneath the surface; mysterious disappearances, grisly murders, and ghastly experiments gone awry. Confront the scientific horrors crafted by the brilliant but terrifying Dr. Viktra Mordenheim. Perhaps your courage will unravel the curse gripping Lamordia… if you live long enough to see the truth![/p][p][/p][p]Learn more about The Chill of Ravenloft on DDO.com![/p][p][/p]
  • [p]Embrace the Darkness as a Dhampir[/p][list]
  • [p]Step into shadows with the all-new Dhampir playable race! Utilize your dark heritage to wield vampiric powers and unique abilities to dominate foes, channeling the sinister strength of your cursed lineage. [/p][/*]
[/*][*][p]Unravel Lamordia’s Horrors
[/p]
    p]Explore a nightmarish land steeped in sinister mysteries and perpetual winter. Navigate shadowy streets, derelict Victorian architecture, and secret laboratories filled with monstrous experiments and twisted creations.[/p][/*]
[/*][*][p]Battle Monstrous Creations
[/p]
    p]Face grotesque enemies born from Dr. Viktra Mordenheim’s twisted imagination. Steel your nerves against relentless, unnatural foes unlike any encountered before in DDO![/p][/*]
[/*][*][p]Thrilling New Adventures
[/p]
    p]Brave challenging new dungeons filled with horrors both mortal and monstrous. Experience intense combat and haunting storylines in CR 8 Heroic and CR 36 Legendary quests at full release.[/p][/*]
[/*][*][p]Discover a Frozen Nightmare[/p]
  • [p]Traverse the stark beauty and chilling menace of Lamordia’s expansive wilderness area. Every frozen step reveals more secrets of this forsaken realm.[/p][/*]
[/*][*][p]Get More with Collector’s or Ultimate Fan Bundles[/p]
  • [p]Instantly unlock powerful items, eerie cosmetics, and exclusive bonuses with the Collector’s or Ultimate Fan Bundles. Choose your edition and fully embrace The Chill of Ravenloft! [/p][/*]
[/*][/list]

News and Notes:

Dhampir Race:

  • [p]Dhampir are characters with innate connections to death and undeath. Many are half-Vampires one way or another, and have a life-draining bite.[/p][/*]
  • [p]Starting Features:
  • [/p][list]
  • [p]+2 Strength[/p][/*]
  • [p]Dhampir do not need to breathe while underwater.[/p][/*]
  • [p]Feat: Vampiric Bite[/p][list]
  • [p]Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power, though is not a weapon attack and cannot critically hit. If that creature is a living and corporeal creature, you heal for 20 + (Total Character Level x Constitution Modifier) number of Hit Points from Positive energy. 15 second cooldown.[/p][/*]
[/*][*][p]Note: Dhampir cannot use class Paths, you must choose Customize.[/p][/*][/list][/*][*][p]Dhampir Racial Enhancement Tree:[/p]
  • [p]Cores:[/p][list]
  • [p]Dark Past: +1 Attack when performing Sneak Attacks.[/p][/*]
  • [p]+1 STR/CON/CHA[/p][/*]
  • [p]Dark Present: +2 Attack when performing Sneak Attacks, +1 Sneak Attack Die, and +20 Negative Amplification.[/p][/*]
  • [p]+1 STR/CON/CHA[/p][/*]
  • [p]Dark Future: +3 Attack when performing Sneak Attacks, +2 Sneak Attack Dice, and +20 Negative Amplification.[/p][/*]
[/*][*][p]Tier 1[/p]
  • [p]Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.[/p][/*]
  • [p]Skills: +1/2/3 to Hide, Move Silently, and Jump[/p][/*]
  • [p]Energy (Multiselector):[/p][list]
  • [p]Drink in Life: +20 Positive Amplification[/p][/*]
  • [p]Drink in Death: +20 Negative Amplification[/p][/*]
[/*][*][p]Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious.[/p][/*][*][p]Innate Protection: +1/2/3 to Saves vs Spells[/p][/*][/list][/*][*][p]Tier 2[/p]
  • [p]Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.[/p][/*]
  • [p]Dominate Animal SLA: As per the spell. SP cost: 0, 30 second cooldown, DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)[/p][/*]
  • [p]Embrace Death: Toggle: While Embrace Death is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (max 20). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.[/p][/*]
  • [p]Rush of Bats: Turn into a swarm of bats and rush to target foe's position. \[36/24/12] second cooldown. This shares a cooldown with similar rushes such as Vanguard's Shield Rush.[/p][/*]
  • [p]Cloak of Undeath: +2/+4/+6 Magical Resistance Rating. Rank 3: +6 Magical Resistance Rating Cap.[/p][/*]
[/*][*][p]Tier 3[/p]
  • [p]Fearsome Countenance: Target enemy must save or be Cowered (Will save vs. DC 10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses ) for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. 12 second cooldown.[/p][/*]
  • [p]Stunning Visage: +2/3/4 to Stun DCs.[/p][/*]
  • [p]Deathly Bite: When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.[/p][/*]
  • [p]Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.[/p][/*]
  • [p]Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.[/p][/*]
[/*][*][p]Tier 4[/p]
  • [p]Ascendant Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the Piercing damage. If the target of your Vampiric Bite is Cowered, living and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/CHA Mod + Stunning Bonuses + Enchantment Bonuses) or die.[/p][/*]
  • [p]Vampiric Persuasion: +1/2/3 Enchantment DCs[/p][/*]
  • [p]Dominate Person SLA: As per the spell. SP cost: 0, 30 second cooldown, DC (15 + Highest of INT/WIS/CHA Mod + Enchantment Bonuses)[/p][/*]
  • [p]Biting Swarm: Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.[/p][/*]
  • [p](Intentionally Blank)[/p][/*]
[/*][/list][/*][*][p]Racial Past Life: Dhampir:[/p]
  • [p]1st: +1 Hide[/p][/*]
  • [p]2nd: +1 Strength[/p][/*]
  • [p]3rd: +1 Racial Action Point[/p][/*]
[/*][/list]

Dhampir Dark Bargainer Iconic Hero:

  • [p]Dark Bargainers are Dhampir who have made bargains with the Dark Powers. They have connections to the Mists (regardless of their origins) and can manipulate them to their advantage. [/p][/*]
  • [p]Starts with one level of Warlock.[/p][/*]
  • [p]+1 Intelligence, +1 Charisma[/p][/*]
  • [p]Dhampir do not need to breathe underwater.[/p][/*]
  • [p]Feat: Vampiric Bite[/p][list]
  • [p]Single Target Action: You bite a target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though it is not a weapon attack and cannot critically hit.) If that creature is a living and corporeal creature, you heal for 20 + (Total Character Level x Constitution Modifier) Hit Points from Positive energy. 15 second cooldown.[/p][/*]
[/*][*][p]Dark Gift Feat: Dark Bargainers have a Feat Slot at level 1 to take one Dark Gift Feat.[/p][/*][*][p]Cores[/p]
  • [p]Dark Past: +1 Attack when performing Sneak Attacks.[/p][/*]
  • [p]+1 CON/INT/CHA[/p][/*]
  • [p]Dark Present: +2 Attack when performing Sneak Attacks, +1 Sneak Attack Die, and +20 Negative Amplification.[/p][/*]
  • [p]+1 CON/INT/CHA[/p][/*]
  • [p]Dark Future: +3 Attack when performing Sneak Attacks, +2 Sneak Attack Dice, and +20 Negative Amplification.[/p][/*]
[/*][*][p]Tier 1[/p]
  • [p]Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.[/p][/*]
  • [p]Manipulate the Mists: +1 Pact Die. When you hit a target who is inside a Dread Mist zone with Eldritch Blast, it gains one stack of Growing Dread. This effect does nothing on its own, can apply to each creature once per second, and can stack up to 30 times. If a creature is outside of Dread Mists for 10 seconds, it loses all stacks of Growing Dread.[/p][/*]
  • [p]Energy (Multiselector):[/p][list]
  • [p]Drink in Life: +20 Positive Amplification[/p][/*]
  • [p]Drink in Death: +20 Negative Amplification[/p][/*]
[/*][*][p]Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious.[/p][/*][*][p]SLA: Dread Mist. 4 Spell Points. 12 second cooldown. (See below, in the Pact.)[/p][/*][/list][/*][*][p]Tier 2[/p]
  • [p]Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.[/p][/*]
  • [p]SLA: Prey on Fear: Target enemy at touch range takes 1d6+2 Evil Damage per Caster Level. Additionally, if the target is inside a Dread Mist zone it deals 1d4 Evil Damage for each stack of Growing Dread that creature has. Will save for half damage on each effect. 4 Spell Points. Level 1 Necromancy. 6 second cooldown.[/p][/*]
  • [p]Embrace Death: Toggle: While Embrace Death is active, you gain 100% critical hit resistance and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (max 20). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.[/p][/*]
  • [p]Rush of Bats: Turn into a swarm of bats and rush to target foe's position. \[36/24/12] second cooldown. (This shares a cooldown with similar rushes, such as Vanguard's Shield Rush).[/p][/*]
  • [p]Cloak of Undeath: +2/+4/+6 Magical Resistance Rating. Rank 3: +6 Magical Resistance Rating Cap.[/p][/*]
[/*][*][p]Tier 3[/p]
  • [p]Fearsome Countenance: Target enemy must save or be Cowered (Will save vs. DC 10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses ) for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. 12 second cooldown.[/p][/*]
  • [p]Vampiric Blast: Eldritch Essence Stance: +1 Eldritch Blast Die, +1 Pact Die. While using Focused Blast shape, your Eldritch Blasts heal you for 1d3 Hit Points in Positive Energy. If you have Deathly Bite, this is instead Negative Energy.[/p][/*]
  • [p]Deathly Bite: When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.[/p][/*]
  • [p]Harrying Swarm: Enemies affected by your Rush of Bats have -5% Dodge and -5 Attack for 12 seconds.[/p][/*]
  • [p]Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.[/p][/*]
[/*][*][p]Tier 4[/p]
  • [p]Dark Ascendant Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability. If the target of your Vampiric Bite is Cowered, they take double the piercing damage and if the target is living and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of CON/INT/CHA Mod + Stunning Bonuses + Necromancy Bonuses) or die.[/p][/*]
  • [p]SLA: Crushing Dread: Target enemy at touch range takes 1d6+8 Evil Damage per Caster Level. Additionally, if the target is inside a Dread Mist zone it deals 1d20 Evil Damage for each stack of Growing Dread that creature has. Will save for half damage on each effect. Level 4 Necromancy. 8 Spell Points, 15 second cooldown.[/p][/*]
  • [p]Form of the Lord Vampire: While you have Embrace Death toggled, you gain +1 Enchantment and Necromancy DC, +10 Negative and Force Spell Power, and +10 Spell Penetration.[/p][/*]
  • [p]Biting Swarm: Living, corporeal enemies affected by your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.[/p][/*]
  • [p](Intentionally Blank)[/p][/*]
[/*][*][p]Iconic Past Life Stance: +1 to Necromancy DCs and +5 Negative Spell Power per stack of this Past Life. Passive Bonus: +1 Saving Throw vs. Enchantments per stack of this Past Life. This feat can be stacked up to three times.[/p][/*][*][p]Additionally, Dark Bargainer Dhampir have access to an exclusive Pact: The Dark Powers. It is not mandatory to take a Dark Power, you may still select another Pact. If you Lesser Reincarnate into an Acolyte of the Skin, you cannot take The Dark Powers as Acolyte requires a specific Pact.[/p][/*][/list][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr]
[p]Variable[/p][p]Acquired at Level[/p][p]Dark Powers[/p]
[p]Alignment Restriction[/p][p](character creation)[/p][p]None[/p]
[p]Eldritch Blast
Pact Damage
(default color)[/p]
[p]+1d6 every even level
(= total 10d6 at Lvl 20)[/p]
[p]Evil
(Teal)[/p]
[p]Pact Damage Save*[/p][p]-[/p][p]Will[/p]
[p]Pact Save Bonus[/p][p]+1 at 4, 8, 12, 16 and 20
(= total +5 at Lvl 20)[/p]
[p]Will
("Bargainer's Force of Will")[/p]
[p]1st-level Spell[/p][p]Level 2[/p][p]NEW: Dread Mist: Create a small area of Mist that lasts for 20 seconds. Enemies inside the mist have their movement slowed by 20%, -2 to Will Saving Throws, and take 1d2 Evil Damage per Caster Level every 2 seconds.
(Necromancy spell, 5sec cooldown, MCL 20. 10 SP) Casts fast.[/p]
[p]2nd-level Spell[/p][p]Level 5[/p][p]Lesser Death Aura[/p]
[p]First Special Ability[/p][p]Level 6[/p][p]Mist Favored: Your Dread Mists' damage changes to 1d3 per Caster Level. This increases to 1d4 at Character Level 12.[/p]
[p]3rd-level Spell[/p][p]Level 9[/p][p]Negative Energy Burst[/p]
[p]4th-level Spell[/p][p]Level 14[/p][p]Death Aura[/p]
[p]Second Special Ability[/p][p]Level 15[/p][p]Call on the Mists:
Enemies in a small area who are currently affected by Dread Mist must make a saving throw (DC 15 + highest of INT or CHA mod + Necromancy Bonuses) or die, being consumed by the mists. 20 Spell Points, 25 second cooldown.[/p]
[p]5th-level Spell[/p][p]Level 17[/p][p]NEW: Dust to Dust: (This is Disintegrate. But Necromancy-schooled.)[/p]
[p]6th-level Spell[/p][p]Level 19[/p][p]Greater Death Aura[/p]

Dark Gifts Feats:

  • [p]The Dhampir Dark Bargainer gets a Racial Feat Slot to take a Dark Bargain feat for free. In fact, they MUST take one![/p][/*]
  • [p]Dark Gift Feats are all ML1.[/p][/*]
  • [p]A character may only have one Dark Gift feat. [/p][/*]
  • [p]Fred will function with Dark Gifts and you can swap out a Dark Gift for another Dark Gift.[/p][/*]
  • [p]Dark Gift Feats represent a bargain you've made with the Dark Powers and are intentionally stronger or more flexible than many standard feats. However, being a pact with the Dark Powers, each of them comes with a relatively unavoidable and significant cost:
  • [/p][list]
  • [p]Echoing Soul[/p][list]
  • [p]Your soul is fractured, shifted, or connected to another in some way. Perhaps your past or future is affecting your present soul, or perhaps some other entity is inextricably linked with you. In any case, it manifests in knowledge and fears that aren't your own.[/p][/*]
  • [p]+3 to all Skills plus an additional 1 for every 2 Character Levels you have.[/p][/*]
  • [p]+1 to all Saving Throws, plus an additional 1 for every 3 Character Levels you have.[/p][/*]
  • [p]When you get hit with Melee or Ranged attacks, there is a very small chance your Echoing Soul will cause you to become Afraid, Blinded, or Immobilized for six seconds with no save. Immunities to these conditions do not apply to this effect. Your echoes will grow louder before this happens giving you some warning.[/p][/*]
[/*][*][p]Living Shadow[/p]
  • [p]Your Shadow extends your reach, acting out your dark impulses.[/p][/*]
  • [p]Your basic Melee attacks have extended range, hitting further in front of you.[/p][/*]
  • [p]Whenever you land a Critical Hit, there is a small chance your shadow exerts its will, causing your damage to be reduced by 15% for 6 seconds. This can only occur once every 30 seconds.[/p][list]
  • [p]This is the same extension effect that Shadowdancer grants, and does not stack with that skill.[/p][/*]
[/*][/list][/*][*][p]Mist Walker[/p]
  • [p]You have learned how to navigate the Mists with time and a little luck.[/p][/*]
  • [p]You gain Misty Step: As Abundant Step, but you disappear. +5 Reflex Save and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). 15 second cooldown.[/p][/*]
  • [p]When you use this Misty Step, there is a chance the Mists catch up with you and you gain Exhaustion for 6 seconds (-50% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble). This exhaustion cannot be warded or removed by effects that remove Exhaustion.[/p][/*]
[/*][*][p]Touch of Death[/p]
  • [p]Your every touch is pain, but you can use that to deliver death to enemies.[/p][/*]
  • [p]+3 Negative Spell Power per Character Level[/p][/*]
  • [p]+3 Negative Healing Amplification per Character Level[/p][/*]
  • [p]-5 Positive Spell Power per Character Level[/p][/*]
  • [p]-5 Positive Healing Amplification per Character Level[/p][/*]
[/*][*][p]Form of Pain[/p]
  • [p]Your body is cursed to be prone to all manner of damage, but with the ability to withstand it.[/p][/*]
  • [p]Passively grants +5 PRR/MRR[/p][/*]
  • [p]When you take damage your body changes and you gain the Form of Pain effect which grants +2 Physical Resistance Rating/Magical Resistance Rating but also reduces movement speed and increases spell costs by 1% as the pain distracts you. This can stack 10 times, with one stack being removed every 5 seconds.[/p][/*]
[/*][*][p]Webtouched Wretch[/p]
  • [p]You've become entwined with a great cosmic web, which occasionally becomes coterminous with reality.[/p][/*]
  • [p]Your offensive spells, melee and ranged attacks attacks occasionally cause strange spectral webs coat your enemies either slowing them or entangling them for up to six seconds with no save.[/p][/*]
  • [p]This does not work on bosses, raid bosses, or oozes but will work on incorporal or fiery creatures which are normally immune to web, including monsters or Champions protected by Freedom of Movement.[/p][/*]
  • [p]When you get hit with Melee or Ranged attacks, there is a small chance the webs turn on you, applying a slow effect which lasts 6 seconds. Spells/Immunities like Freedom of Movement do not prevent this.[/p][/*]
[/*][*][p]Minion of the Eldritch[/p]
  • [p]Your soul has touched something beyond the planes, and a connection has formed there.[/p][/*]
  • [p]Activate: You gain +5 Spell Power per Character Level, and +1% Spell Critical Damage for every 2 Character Levels you have for 12 seconds. 2 minute cooldown.[/p][/*]
  • [p]When you use this ability, there is a chance the Eldritch Being you reach out to will grow tired of your petitions and decide to punish you instead. This chance increases each time you use this ability between rests.[/p][list]
  • [p]Punishment: Activate: You lose 3 Spell Power per Character Level, and 1% Spell Critical Damage for every 2 Character Levels you have for 30 seconds.[/p][/*]
[/*][/list][/*][/list][/*][/list]

Miscellaneous:

  • [p]Character races that are not able to use the pre-made class "Paths" will appear greyed out in the Character Creation flow. You must select "Customize" for classes when using such character races.[/p][/*]
  • [p]Fixed a display issue in the Junction of the Spheres that could cause the space to look bright pink.[/p][/*]
  • [p]The Black Abbot's Shadow guild amenity now displays its correct level of 33 in the guild UI elements.[/p][/*]
  • [p]Harpies will now use their correct "fast flight" animation in combat when they've been configured to be flying while they patrol Long wait times for getting the boss in Oath of Vengeance come down to the ground should be greatly reduced as a result.[/p][/*]
  • [p]Xatheral the Dragon has departed from the Eberron Hall of Heroes. Xatheral's assistants are still available.[/p][/*]
  • [p]Double Rainbow will no longer make bats.[/p][/*]
  • [p]In the quest "Growing Pains" the Stinging Swarms are now back to being Stinging Swarms instead of Fire Beetles.[/p][/*]
  • [p]In the quest Claw of Vulkoor, Ionna and her Warriors will properly hide in your bag now. No more wandering around endlessly![/p][/*]
  • [p]In the quest Dinosaur Crisis, the weapons of the final boss now go away properly when it dies.[/p][/*]
  • [p]Some work has been done to address Z-fighting in the 64-bit client.[/p][/*]
  • [p]Standardized the range on the Shadow Dancer Improved Imbuement and Living Shadow effect on all basic attacks in all styles for consistance and to better match the vfx. This typically increased the range by about 15% in most cases but also fixed a few outliers which were longer than the vfx system would match up with.[/p][/*]
  • [p]Bear and wolf form mobile attacks now support Shadowdancer Improved Imbuement and living shadows extended melee attack.[/p][/*]
  • [p]Fixed a single weapon attack in the basic chain that was missing the dark extended range logic.[/p][/*]
  • [p]General punching, handwraps and monk punching should now support shadowdancer Improved Imbuement and living shadow.[/p][/*]
  • [p]Fixed a mess of staff attack animations that didn't support Improved Imbuement's range increase.[/p][/*]
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Update 56: Archetypes and Archvillains has arrived!
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31.08.22 21:36 Community Announcements
The 6th Season of the Hardcore League is now underway!
Dungeons & Dragons Online
27.07.22 16:23 Community Announcements
Update 55.2 Release Notes
Dungeons & Dragons Online
20.07.22 18:25 Community Announcements
Isle of Dread Arrives!
Dungeons & Dragons Online
22.06.22 15:39 Community Announcements
Update 54 Release Notes
Dungeons & Dragons Online
28.04.22 15:58 Community Announcements
Update 53: Hunter and Hunted has arrived!
Dungeons & Dragons Online
24.02.22 22:54 Community Announcements
Black Friday Sales Have Arrived!
Dungeons & Dragons Online
24.11.21 20:16 Community Announcements
Update 51: A New Destiny has arrived!
Dungeons & Dragons Online
08.11.21 22:39 Community Announcements
Update 50: Sinister Secret of Saltmarsh Release Notes
Dungeons & Dragons Online
09.09.21 19:38 Community Announcements
Update 35: Dawn of the Dragonborn, Now Available!
Dungeons & Dragons Online
21.03.17 20:20 Community Announcements
New Content in Update 34
Dungeons & Dragons Online
07.02.17 21:59 Community Announcements