Reaper Difficulty or Reaper Mode, introduced in Update 34, is the highest difficulty in DDO. This game mode has ten sub-difficulties, known as "skulls," that can further increase the challenge rating. In this difficulty, many things are changed, so proceed with caution! Most notably, self healing in reaper mode is significantly reduced. Players will also find that they do less damage and take more of it, including attribute damage. There are special monsters only found in this game mode known as Reapers (see below) which have dangerous, powerful abilities. As a reward for braving this difficulty, players will earn more experience points, more named treasure (with increased chances Mythic Bonuses and exclusive chances for a "Reaper Bonus"), and Reaper Experience, which unlocks Reaper enhancements and cosmetics.
- Reaper Difficulty offers a new challenge for the toughest adventurers! Reaper difficulty can be selected from the quest portal UI for many quests and raids throughout the game. When you select Reaper difficulty, there is also a drop-down list of between one and ten Skulls, which affects quest/raid difficulty and reward. Special Reaper Bonuses can be found on items acquired in Reaper Difficulty, there is an increased chance to get named items, and you'll earn Reaper Experience. Reaper XP will award a Reaper Point at certain thresholds that can be spent on abilities in a special Reaper benefit tree, among other things! Warning: Reaper difficulty is meant for players who enjoy a serious challenge. You have been warned!
Reaper is the fifth difficulty setting for quests, above Elite. Further, Reaper allows players to decide how much of a challenge they want by selecting an appropriate number of "skulls" (1 Skull = easiest vs 10 Skulls = hardest), adding further difficulty if the player so chooses.
A quest can be opened on Reaper difficulty by any character who can open Elite difficulty. This means VIP accounts can do so at any time, but Free-to-play and Premium characters must have already completed the quest on Hard, or have reincarnated at least twice (same as opening for Elite difficulty), or are in a party with a member who can open on Elite. (There is a level gate in effect, see Lockout below.)
The following applies to reaper mode:
Reapers are wraith-like evil outsiders that spawn in reaper dungeons in addition to regular monsters. They come in several variants, each with a unique power. See Reaper race article for more details.
Monsters are stronger
- Monster damage is increased.
- Many monsters are Champions, often with multiple buffs. The strongest and most dangerous of the three tiers of champions, the red-crown, is only found in Reaper difficulty.
- All monsters receive bonus to saving throws ( have shown a +1.5 to saves per skull)
Players are weaker
|Skulls||Player Damage Dealt Multiplier
= 20 / (Skulls2 + Skulls + 24) for R1–R6
= (Skulls2 + 11) / 10
= (11 - Skulls) / 25
|Outgoing Healing and
= (26 - Skulls) / 25
= (12 - Skulls) / 25
|7||25.0% - Spells 23.0%||6.0||16%||76%||20%||42 seconds|
|8||20.8% - Spells 18.8%||7.5||12%||72%||16%||48 seconds|
|9||17.9% - Spells 14.9%||9.2||8%||68%||12%||54 seconds|
|10||15.6% - Spells 10.6%||11.1||4%||64%||8%||60 seconds|
- Player damage dealt is reduced. Since U59, caster damage has an additional reduction in high reaper.
- Player damage taken is increased. This includes all sources of damage such as from monsters, traps, environmental effects, and other sources such as Twisted Talisman.
- Self-healing while in combat is dramatically weaker. (60% at 1 Skull; an additional 4% per Skull, up to 96% reduction at 10 Skulls.) This applies also to Lesser Restoration potions, making them fairly ineffective for restoring ability damage. Since U59, self-healing while out of combat does not have as strong a penalty as while in combat (it now has the same penalty as out-going healing).
- General-healing is weaker. (0% at 1 Skull; an additional 4% per Skull, up to 36% reduction at 10 Skulls.)
- As of U40, damage and healing values now have a minimum value of one due to Reaper scaling. If Reaper scaling would reduce a value for damage or healing that is above zero to zero, then the value will now be at least one.
- This does not include Ability damage to enemies.
- Crowd control effects have reduced duration (If CC is reduced, it is reduced to 6 seconds at a minimum. It keeps the shorter, single target CC relevant, particularly tactical stuns from enhancement trees.)
- Death timer: Dead players cannot be raised for a while (6 seconds per Skull).
- Incorporeality and Concealment (Blur/Displacement/...) have reduced effect. Reaper Difficulty introduces a flat 5% Concealment bypass, with a further 5% Concealment and Incorporeal bypass per Skull difficulty. This is performed through providing all targets belonging to the enemy faction with a bonus during the roll performed for bypassing Concealment or Incorporeal on protected targets. Beginning with combined total of 10% Concealment and 5% Incorporeal bypass at Reaper 1. Note: Based on , this bypass is capped at 30% Concealment bypass and 35% Incorporeality bypass.
- Characters cannot enter a quest on Reaper Difficulty if they are more than four (Heroic) / six (Epic) levels over the level of the dungeon or raid (based on Normal difficulty, not the modified level on Elite Difficulty).
- Reaper dungeons lock their instance when a player leaves. No other player may enter (or re-enter) the instance again.
- Tip: Dungeon does not lock if you close DDO (for example using Alt+F4) and party leader dismisses you while linkdead. ( )
- Defeated enemies can drop Lost Souls. One character in a party can consume them to recharge some of their spell points. The amount of restored spell points depends on quest level and is equal to 5 * (base quest level + 3)
- Hirelings cannot interact with the Lost Souls, and so cannot regain SP in this method.
- Interacting with Lost Souls breaks Invisibility, Stealth and Ki Finishers, much as interacting with a lever does. May or may not be WAI.
- Since Update 42 Patch 4 the appearance of Lost Souls scales with party size and Reaper skulls. Fewer souls appear for smaller parties and on lower reaper levels.
- Upon entering dungeons on Reaper difficulty, characters are restored hit points and spell points equal to what's granted by their reaper enhancements.
Completing quests on Reaper difficulty provides more Heroic or Epic experience points (XP).
- Base XP is the same as Elite
- First-time completion bonus for Reaper difficulty is +45%.
- Delving Bonus for Reaper difficulty is +150% (reduced by 50%/100% for former runs on Hard/Elite).
- Saga quests run on Reaper give credit (and Saga rewards) for "Elite" completion of those quests.
Reaper quests award both regular experience and Reaper experience (RXP).
In addition to the regular heroic or epic experience (XP), completing quests on Reaper difficulty yields Reaper experience (RXP).
- RXP grants you Reaper Points (to be invested in Reaper enhancements)
- RXP unlocks Reaper vendors (see below)
NOTE: RXP is only awarded when at least ten enemies are defeated in a quest. Killing 9 or fewer enemies still gives regular XP with bonuses for Reaper difficulty, but yields zero RXP.
Starting at Level 4, Reaper Points can be invested in any of three Reaper enhancement trees. There are 3 trees available, which are essentially:
These work in a similar manner to enhancement trees, but are only actively applied to a character while within a quest on (any) Reaper difficulty. As with enhancement trees, these points are never actually spent, so a character can pay PP to re-allocate them as desired.
The base RXP reward (displayed at the top of the experience log) is the based on dungeon level and the number of skulls selected.
- Base RXP = (50 + 3 × (quest level on Normal) × (number of skulls))
In dungeons with a base level of 30 or higher the equation becomes
- Base RXP = (50 + 3 × (quest level on Normal) × (number of skulls)) × 2
This base RXP number is then multiplied by a quest length modifier before being used in any following calculations.
- Modified Base RXP = (Base RXP × Length Bonus) (0.8 (short), 1 (medium), 1.2 (long), 1.4 (very long))
- Additional 200% are awarded if this is the first run on reaper difficulty of the quest in the current life.
The final RXP total (displayed at the bottom of experience log) is modified in exactly the same way as "normal" xp is modified with the following exceptions:
- Delving Bonus does not count.
- Tome of Learning does not count
- Optionals completed in Reaper mode do not grant RXP in addition to the bonus XP attached. (This is not to say that completing optionals on Reaper is pointless for RXP farming - if the optional contributes to another XP bonus (particularly the Conquest line), it can still help get you more RXP on quest completion. However, the system does require that you finish quests on Reaper to farm RXP from them.)
Regular experience boosts such as Heroic Inspiration, VIP boost, guild airship buffs, and experience elixirs also increase RXP granted.
These boosts are not reflected in the Experience Report for the quest, but are instead calculated based on the entire amount of XP gained from the quest and reported in the chat window upon completion.
A character continues to acquire RXP when capped for heroic or epic experience (i.e. after reaching the XP banking cap or level cap, quest completions will continue to award RXP).
RXP persists through reincarnation, but must be re-allocated once a character hits Level 4 (or higher).
For Heroic quests (only), there is an RXP over-level penalty. Since Update 42 Patch 4 the penalties are the same as for regular XP - namely, if the highest level player is four levels over the quest's base level, they are 2 levels over the effective level, and a 10% XP penalty applies to all characters. Further penalties are impossible, as characters five levels or more over the base level are locked out.
There are no overlevel penalties in Epic quests, just the six level lockout. ()
Note: The over-level penalty also applies to hirelings, including gold seal hirelings. A particularly punishing example is summoning a level 20 hireling, such as the Onyx Panther (ML18) in heroic reaper. This prevents all RXP.
Legendary characters (level 30 and higher) only get reaper XP in legendary dungeons (base level 30 and higher).
Such characters can still enter epic reaper dungeons but get 0 reaper XP.
As a compensation measure for this change (as prior to Update 55, players at cap could get RXP from high-level Epic quests as well), legendary dungeons have double the base RXP of comparable heroic and epic dungeons.
Reaper Vendors / Rewards
Reaper Vendors are available in the Hall of Heroes. They sell Creature Companions and potions that grant special cosmetic feats.
Very high totals of Reaper Experience are rewarded with special cosmetics or a creature companion. There are three different vendors, each with a different Reaper Experience requirement that must be met before they will talk with you. The platinum costs are high; buy these items when you have high haggle.
Note that the eyes and wings last for a single life and need to be purchased again after you TR.
- Raven Queen Messenger (625,000 Reaper Experience), or 25 reaper points
- Cosmetic eyes, base cost 1M Platinum.
- Raven Queen Augur (2,500,000 Reaper Experience), or 50 reaper points
- Raven Queen's Herald (5,625,000 Reaper Experience), or 75 reaper points
- Cosmetic wings , base cost 2M Platinum
The contents of chests and end-loot, including the presence of named items, have (slightly) improved chances of better results on Reaper difficulty, often with higher reaper difficulty (aka "most skulls") resulting in slightly higher percentages of that better result.
- Higher treasure level in randomly generated loot
- More Monster Champions = more Mysterious Remnants
- Increased chance of dropping named items: +1% per skull level.
- Increased chance of named items having Mythic bonus.
- Chance of named items having Reaper bonus.
- Each of these chances increase in likelihood for each reaper skull.
- Applies to static named items from quests. Crafted items or end rewards don't have this benefit.
- Some dev quotes available here.
Certain quests are not available on Reaper difficulty:
- Korthos quests (Lvl 1–2):
- Solo only quests (various levels):
- Protect Baudry's Interests (Lvl 2)
- Stop Hazadill's Shipment (Lvl 2)
- Tangleroot Gorge quests (Lvl 3–7):
- Doom of the Witch-doctor: The Way to Zulkash
• Doom of the Witch-doctor: Zulkash, Herald of Woe • First Strike • The Deadly Package: Agent of the Darguul • The Deadly Package: The Stronghold Key • The Hobgoblins' Captives • The Last Move: The Way to Yarkuch • The Last Move: Yarkuch's Last Stand • Whisperdoom's Spawn • Yarkuch's War-plans
- Doom of the Witch-doctor: The Way to Zulkash
- Mask of Deception (Lvl 16/30)
- Precious Cargo (Lvl 25)
- Any and all Challenges (as these do not offer difficulty options)
Prior to Lamannia Update 33, Reaper Mode was a whiteboard idea for a dungeon difficulty harder than elite in development internally and mentioned to the Player's Council. Some of its simple text leaked onto the Lamannia preview server while Update 27 was being previewed.
|Originally Posted by (executive producer) |
I can neither confirm nor deny that we have been discussing the possibility of a Reaper mode with the player's council or that we have been looking into some sort of proof of concept for a new difficulty above elite. Nor are we committing to nor announcing another difficulty level at this time.
|Originally Posted by Cordovan (Contribs • Message • Email • ) |
We don't want to formally commit to an update until it's ready, but it is definitely possible that Reaper difficulty will be in U34.
- Reaper Mode Differences Tests done on U59
- Reaper Experience Calculation chart (google sheets) updated by Zunzyne 12/11/2017 (original author unknown).
- (note: does not match in-game reality)