New Module 2 Enhancements For Dungeons and Dragons

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Several new enhancements are in development for Dungeons and Dragons Online: Stormreach in Module 2. These will allow players to further customize and specialize their characters.

Some of these include new lines of enhancements for arcane spellcasters. These will help them specialize in specific types of spells. Casters will be able to score spell criticals on damaging spells, similar to the critical hits that the sword-swingers get when they get lucky on an attack. Each enhancement is specific to one kind of energy, and giving the caster a percentage chance to score a critical, and a multiplier to damage. For example, a sorcerer with the enhancement “Lineage of Force 3” has a 15% chance of scoring 50% extra damage on their magic missiles; if he prefers to use fireballs he could instead take “Lineage of Deadly Fire” which only has a 3% chance of scoring a crit, but will do triple damage when it does.

Enhancements will include those for fire, acid, negative, force, cold, electric, sonic damage, and repair. Spell crits stack with other effects, causing spells to do more damage.

If you’ve already at Level 10, don’t worry – there will be a new experience system for level-capped players. Players at level 10 will begin earning experience points towards action point tokens. Tokens allow players  to visit a trainer, to whom they can trade in one of their current enhancements for a new one. New tokens are awarded every 20,000 points. (These do not give additional enhancements on top of the four – one can only exchange them.

When the level cap goes up, spend your remaining action point token, rearrange your benefits, then talk to a trainer to get to level 11. Simple – right?

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Several new enhancements are in development for Dungeons and Dragons Online: Stormreach in Module 2. These will allow players to further customize and specialize their characters.

Some of these include new lines of enhancements for arcane spellcasters. These will help them specialize in specific types of spells. Casters will be able to score spell criticals on damaging spells, similar to the critical hits that the sword-swingers get when they get lucky on an attack. Each enhancement is specific to one kind of energy, and giving the caster a percentage chance to score a critical, and a multiplier to damage. For example, a sorcerer with the enhancement “Lineage of Force 3” has a 15% chance of scoring 50% extra damage on their magic missiles; if he prefers to use fireballs he could instead take “Lineage of Deadly Fire” which only has a 3% chance of scoring a crit, but will do triple damage when it does.

Enhancements will include those for fire, acid, negative, force, cold, electric, sonic damage, and repair. Spell crits stack with other effects, causing spells to do more damage.

If you’ve already at Level 10, don’t worry – there will be a new experience system for level-capped players. Players at level 10 will begin earning experience points towards action point tokens. Tokens allow players  to visit a trainer, to whom they can trade in one of their current enhancements for a new one. New tokens are awarded every 20,000 points. (These do not give additional enhancements on top of the four – one can only exchange them.

When the level cap goes up, spend your remaining action point token, rearrange your benefits, then talk to a trainer to get to level 11. Simple – right?

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