Dungeons & Dragons Online’s update 34 encourages you to not fear the Reaper (Difficulty)

Seasons don’t fear the reaper, nor do the wind, the sun, or the rain. You can be like they are, and considering the new Reaper difficulty is one of the central fixtures of Dungeons & Dragons Online’s Update 34, you probably ought to be like they are. After all, clearing Reaper difficulty awards you fantastic prizes through the accumulation of Reaper XP. Want your character to have glowing green wings and/or eyes? You can make that happen by conquering the highest tier of difficulty for quests and raids.

If that’s not your thing, that’s all right; the update also features a new dungeon in the Tower of Frost, which is available at level 14 on Normal and level 28 on Epic. There’s also the usual assortment of bug fixes, balance tweaks, and general improvements. Check out a gallery with some of the available rewards just below, and log into the game now to start earning those new rewards for yourself.

Source: Patch notes, Rewards; thanks to DDO Central for the tip!
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10 Comments on "Dungeons & Dragons Online’s update 34 encourages you to not fear the Reaper (Difficulty)"

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teppic

I finally logged into the game the other day. I was quite surprised as I was expecting it to be like LOTRO, but it’s more like a first/third person Diablo. Smashing crates, more action combat. The character models are very, very dated, but it looks like a good game. Certainly nothing like Neverwinter.

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Roger Moore

the character models date back to pen and paper its by design at the start. How it differs from other mmo’s i am told is the ability to customize your toon. though multi class’s and Epic Reincarnation, and reincarnations and its up to the player to build and design a strong toon. we call them the favor build of the month we create a toon so strong it dominates every other class the devs come along find out nerf it. then the players start over. these process never ends.

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Dividion

Yep, it’s a very different beast than LotRO. It came out before LotRO, yet some of the character animations are way better. Like when you walk up to a waist-high rock, you climb onto it. You don’t have to jump. It also has underwater swimming (and puzzles to solve down there), which LotRO doesn’t have. I think the highest I ever got was level 16. It’s very challenging for a mostly-solo player. A large number of the quests can’t even be completed solo, since you may need one person to pull a lever or turn a wheel while another runs to a pressure plate or such. /salute Gary Gygax (who even voiced a few of the quests)

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donvweel

You can use hirlings or combat pets to activate levers or stand on pressure plates but it is tricky and not as reliable as hving a party. If you change focus it can cause the hireling to lose sight on the switch.

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Dividion

Yep. I’ve done that. There are cases that are just too complex to do that too. Still, it’s pretty fun just to try sometimes. :)

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Jason Clearwater

DDO and Neverwinter are opposites in many ways; the former is complex and the latter is simple.

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Dirty Ape

Though it has been a long time since I’ve played DDO and I didn’t play it for very long, I did respect that it felt very different from your run-of-the-mill themepark MMOs. In addition to the combat that you mentioned, I loved how rogues were implemented with traps that needed to be detected and disarmed. I also very much like the idea of health and magic as limited resources for a dungeon run.
Of course it may play completely differently now, but those are the lingering impressions from when I tried it ages ago.

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donvweel

If you like playing rogue DDO has the most realistic feeling rouge like experience. Sneaking, trap detection and disarming and assasination are fun. There is also the Shadar-kai iconic with the spike chain attack.

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Jason Clearwater

Health and spell points must still be replenished in DDO, just as they must be in pencil and paper D&D.

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Dirty Ape

When I played I don’t remember being able to regen spell points during dungeons except at very specific parts, which lead to healing being a finite resource (so you couldn’t just rest up to full after every fight).

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