were "living spells," animate versions of various spells. A Finger of Death spell nabbed a few ability points from our Monk, while a Fireball spell beat on the devs' characters -- while the spells don't have a lot of form to them, they aren't any slouches in the damage and annoyance department.
With not much time, we moved ahead quickly to an area the devs called the "Treasure Room," where, when a lever was pulled, a platform fell out below us and we plunged through a long, deep cavern (past glowing circles in the air), into a room full of gold. We didn't have any time to grab it, though, as a few giant skeletons, one of them a boss, and a whole lot of spectres flew in to beat the life out of us.
The devs explained that during this battle, the boss would eventually throw players back up into the air, and that those glowing circles we had passed represented safe zones, so players would have to aim for those to avoid large amounts of damage. And here, our old friend Abundant Leap came back into play -- as we were thrown up in the air, one of the Monks with us did a quick Abundant Leap sideways before being hit by a trap, and suddenly he was safe in the middle of one of the circles. Seriously: best Monk ability ever.
Beholders patrolled the caverns, while Mind Flayers stalked the party from all sides, and pools of acid threatened every step we took. The DDO team, we should say, takes great pleasure in the Beholders -- not only did we see a new type called a "mini-beholder" ("It's like a little dog," says Paiz, "you just want to love him and hold him and let him take your levels off of you."), but we were told that somewhere in the Xoriat area, there "may or may not be a room full of ancient Beholders" for players to discover, or, probably more wisely, avoid.
But what is a dungeon without raid bosses? We also got to take a look at two big boss fights that will challenge players inside this new high-level content.
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