Writ Rewards - Need to find the bad ones!

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Rhavin76
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Re: Writ Rewards - Need to find the bad ones!

Post by Rhavin76 » Fri Nov 15, 2019 5:42 pm

Of the Bendir Writs that i have done there's 2 that i found rather less fun and more annoying to complete.


Shelobs Web: had to do the writ like 3 times to finally get the X number of spiders to complete the objective. This one could do with an extra spawn or two in the caves.

Bug the Bugbears: need to kill X number of various bugbear types in the crystal caves. found that as a low lv the boss and mage types rarely spawn, and as a high lv you nearly trip over them. Had to do the caves like 5 times over and over again to get them all. Better suited would have been kill X number in the area regardless of bugbear type. Later i found a camp with plenty bugbears in another location but this area was not mentioned in the writ (to my knowledge at the time)

garrbear758
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Re: Writ Rewards - Need to find the bad ones!

Post by garrbear758 » Thu Nov 21, 2019 11:19 am

Red pool in UD reward is very low for how long and difficult it is. The dungeon itself is very cool, but it basically is one i'll do once a character at most, which is a shame because it's an awesome dungeon.

It could also use a portal at the end of it.

Dragonovith
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Re: Writ Rewards - Need to find the bad ones!

Post by Dragonovith » Fri Nov 22, 2019 2:34 am

There's a writ one can take in Brogendenstein and the Grotto called "Quiet the Ice Caves". As the writ says, you have to kill a Half-Dragon of Ice to complete one of the objectives. The problem, though, is that the area where this NPC can be found is constantly dealing Cold damage to the characters in it (like the Manor of Mourn), and sometimes the Half-Dragon boss can be killed by this environmental damage and it doesn't count for your writ completion. In my opinion, this can be easily fixed by making the Half-Dragon completely immune to Cold.

Ascheriit
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Re: Writ Rewards - Need to find the bad ones!

Post by Ascheriit » Tue Nov 26, 2019 9:33 am

Would like to bump the idea that the skal mino caves writ could use some adjusting in terms of level, or objectives. The other minotaurs are trivial in comparison to the stupid high damage of ab and damage the warlord can put out (not to mention how much hp he can recover once raging. All of that makes the fight a damage race that the majority of the writs intended level range of 9-15 wouldn't be able to handle). Granted a lot of this can be remedied by being in a party, but is hard to do given the lower player count of skal at certain times, coupled with the system that prevents players from making progress when a party member is too overleveled for the writ.

Also not sure if anyone bothers with the Harbage writ there also, but I don't remember it being too popular in the past.

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Diegovog
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Re: Writ Rewards - Need to find the bad ones!

Post by Diegovog » Fri Nov 29, 2019 3:28 pm

The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.

Aurian
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Re: Writ Rewards - Need to find the bad ones!

Post by Aurian » Fri Nov 29, 2019 5:07 pm

Diegovog wrote:
Fri Nov 29, 2019 3:28 pm
The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.
Seconding this. The spider is way, WAY more powerful than any of the other creatures in that area - Not only does it have like 40 AC, it's also resistant to spells a group at that level would rely on, such as hold monster (unless I am just extremely unlucky). Magic missile hits but doesn't do nearly enough damage, because of course the spider also has a **** ton of health.

The first time I did this writ, I could only finish it by running all the way back to the outpost so the NPCs there would help me kill it. The second time I teamed up with a sorcerer who used one of those 10K gold oozes (and knew how to buff its attack as much as possible), and it was STILL a tough fight. Both of us were about level 15 or 16.

A small group of new players with new player equipment, and without a 10K gold ooze, probably wouldn't stand a chance. Not without a level 15-16 summon.

Irongron
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Re: Writ Rewards - Need to find the bad ones!

Post by Irongron » Sat Nov 30, 2019 11:39 pm

Just wanted to quickly let everyone know I haven't forgotten about this thread and should be adding a whole bunch on new Skal writs in the coming days (and doing something about those Ice Spider frequencies).

Thanks again for all the input!

garrbear758
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Re: Writ Rewards - Need to find the bad ones!

Post by garrbear758 » Tue Dec 03, 2019 1:14 am

Ascheriit wrote:
Tue Nov 26, 2019 9:33 am
Would like to bump the idea that the skal mino caves writ could use some adjusting in terms of level, or objectives. The other minotaurs are trivial in comparison to the stupid high damage of ab and damage the warlord can put out (not to mention how much hp he can recover once raging. All of that makes the fight a damage race that the majority of the writs intended level range of 9-15 wouldn't be able to handle). Granted a lot of this can be remedied by being in a party, but is hard to do given the lower player count of skal at certain times, coupled with the system that prevents players from making progress when a party member is too overleveled for the writ.

Also not sure if anyone bothers with the Harbage writ there also, but I don't remember it being too popular in the past.
I might be in the minority, but I do the Harbage every chance I get once I'm high enough to take the writ.

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Ork
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Re: Writ Rewards - Need to find the bad ones!

Post by Ork » Tue Dec 03, 2019 2:37 am

Irongron wrote:
Sat Nov 30, 2019 11:39 pm
Just wanted to quickly let everyone know I haven't forgotten about this thread and should be adding a whole bunch on new Skal writs in the coming days (and doing something about those Ice Spider frequencies).

Thanks again for all the input!
Yes! Skal 4 lyfe. Also, want to piggyback and let you know that all the new areas (Skaldark) don't provide adventure bonus for discovery.

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msterswrdsmn
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Re: Writ Rewards - Need to find the bad ones!

Post by msterswrdsmn » Wed Dec 04, 2019 7:12 am

The Quaggoth Nomads writ is....well, wierd. The difficulty jumps significantly based on your level.

At the lower end, you'll see plainsmen and the elder, typically. The difficulty will jump significantly if you spawn a snapper; immature snappers are noticably stronger than the quaggoths. Caniverous snappers can hit characters with 30 AC with some consistancy (again, this a low level writ; non-tank characters are going to struggle to get their AC that high) and hit for 18 some damage per hit.

Trying to do the writ at the higher level end results in shamans, caniverious snappers, and jagds(?) spawning. The Jagds aren't hard (they also lack imp. unarmed focus) but the shamans will summon creatures, heal and buff. You also may spawn chieftans (I spawned 4 at once), which are of comparable strength to the elder.

Aurian
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Re: Writ Rewards - Need to find the bad ones!

Post by Aurian » Wed Dec 04, 2019 8:15 am

msterswrdsmn wrote:
Wed Dec 04, 2019 7:12 am
The Quaggoth Nomads writ is....well, wierd. The difficulty jumps significantly based on your level.

At the lower end, you'll see plainsmen and the elder, typically. The difficulty will jump significantly if you spawn a snapper; immature snappers are noticably stronger than the quaggoths. Caniverous snappers can hit characters with 30 AC with some consistancy (again, this a low level writ; non-tank characters are going to struggle to get their AC that high) and hit for 18 some damage per hit.

Trying to do the writ at the higher level end results in shamans, caniverious snappers, and jagds(?) spawning. The Jagds aren't hard (they also lack imp. unarmed focus) but the shamans will summon creatures, heal and buff. You also may spawn chieftans (I spawned 4 at once), which are of comparable strength to the elder.
I had mentioned this one earlier in the thread - glad to know I'm not crazy or simply 'too noob'! :D

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Re: Writ Rewards - Need to find the bad ones!

Post by Aelryn Bloodmoon » Wed Dec 04, 2019 9:03 pm

Aurian wrote:
Fri Nov 29, 2019 5:07 pm
Diegovog wrote:
Fri Nov 29, 2019 3:28 pm
The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.
Seconding this. The spider is way, WAY more powerful than any of the other creatures in that area - Not only does it have like 40 AC, it's also resistant to spells a group at that level would rely on, such as hold monster (unless I am just extremely unlucky). Magic missile hits but doesn't do nearly enough damage, because of course the spider also has a **** ton of health.

The first time I did this writ, I could only finish it by running all the way back to the outpost so the NPCs there would help me kill it. The second time I teamed up with a sorcerer who used one of those 10K gold oozes (and knew how to buff its attack as much as possible), and it was STILL a tough fight. Both of us were about level 15 or 16.

A small group of new players with new player equipment, and without a 10K gold ooze, probably wouldn't stand a chance. Not without a level 15-16 summon.
As a helpful bit about the spiders, most spiders are Vermin. Vermin are immune to all mind-effecting effects and spells.

I'm inclined to agree with you that that sounds pretty tough; I'd recommend at minimum a three person party, fighter cleric mage. You said at level 10-12, so have the fighter charge in in improved expertise, have the cleric follow right behind him while being -guarded, cleric has heal prepped, mage has stoneskins on everyone - have the mage start by unloading firebrands into the enemy- it's almost full-screen, so it's pretty easy to hit everything. 30d6 full-screen is a pretty nice chunk at level 10.

The cleric can assist several ways- bless, prayer, aid, and battletide all come to mind (and also divine power and divine favor for themselves so they can get some swings in, of course). His AC won't match the tank's, but that's why he's being guarded.

The mage, of course, is sitting way in the back, probably next to a darkness spell in case the AI exhibits unusual survival skills and breaks for him- he can step inside while the cleric/fighter re-establish aggro. Don't forget to haste your whole party.

The tank is going to get hit some, but having IE by 10 is mandatory on a tank IMO (>.> and honestly, why not by level 3?) Bronze full plate + Bronze Tower shield = 11 ac, +1 dex mod =12, +10 = 22, + 10 base is 32. You can push this further with barkskin potions, mage armor, shield of faith, and even a magic vestment for your tank's armor if you take a few minutes to organize your slots for it, at which point all combined the monster's first attack has less than a 50% chance to hit you. Your cleric heals + healing kits can almost certainly keep up with that, even accommodating crits.

The standard party size is 4 -> I'd add a rogue of some kind, probably a Ftr/WpM/Rog. But for the fight you've described, you won't need it, it's just security.

Edit: Obviously you won't always have the holy class trinity. But similar things can be achieved with two mages and two clerics or a mage and a rogue, as long as you have the plate and towershield tank up front.

PS: Who needs summons? 8-)
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Diegovog
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Re: Writ Rewards - Need to find the bad ones!

Post by Diegovog » Thu Dec 05, 2019 5:37 pm

Aelryn Bloodmoon wrote:
Wed Dec 04, 2019 9:03 pm
Aurian wrote:
Fri Nov 29, 2019 5:07 pm
Diegovog wrote:
Fri Nov 29, 2019 3:28 pm
The Dangers of Petrification (10-16)

The only problem is the Underdark Egg Spider because she has:
Touch attack that deals 36 dmg
28AB
Bleeding chance on hit
Called Shot
And a gigantic ACat 40s that makes it nearly impossible at that level range. I see no way a group lvl 10-12 being able to kill it.

And it's a shame because it seems like a perfect progression from the "Eight Legs, Two Arms" writ.
Seconding this. The spider is way, WAY more powerful than any of the other creatures in that area - Not only does it have like 40 AC, it's also resistant to spells a group at that level would rely on, such as hold monster (unless I am just extremely unlucky). Magic missile hits but doesn't do nearly enough damage, because of course the spider also has a **** ton of health.

The first time I did this writ, I could only finish it by running all the way back to the outpost so the NPCs there would help me kill it. The second time I teamed up with a sorcerer who used one of those 10K gold oozes (and knew how to buff its attack as much as possible), and it was STILL a tough fight. Both of us were about level 15 or 16.

A small group of new players with new player equipment, and without a 10K gold ooze, probably wouldn't stand a chance. Not without a level 15-16 summon.
As a helpful bit about the spiders, most spiders are Vermin. Vermin are immune to all mind-effecting effects and spells.

I'm inclined to agree with you that that sounds pretty tough; I'd recommend at minimum a three person party, fighter cleric mage. You said at level 10-12, so have the fighter charge in in improved expertise, have the cleric follow right behind him while being -guarded, cleric has heal prepped, mage has stoneskins on everyone - have the mage start by unloading firebrands into the enemy- it's almost full-screen, so it's pretty easy to hit everything. 30d6 full-screen is a pretty nice chunk at level 10.

The cleric can assist several ways- bless, prayer, aid, and battletide all come to mind (and also divine power and divine favor for themselves so they can get some swings in, of course). His AC won't match the tank's, but that's why he's being guarded.

The mage, of course, is sitting way in the back, probably next to a darkness spell in case the AI exhibits unusual survival skills and breaks for him- he can step inside while the cleric/fighter re-establish aggro. Don't forget to haste your whole party.

The tank is going to get hit some, but having IE by 10 is mandatory on a tank IMO (>.> and honestly, why not by level 3?) Bronze full plate + Bronze Tower shield = 11 ac, +1 dex mod =12, +10 = 22, + 10 base is 32. You can push this further with barkskin potions, mage armor, shield of faith, and even a magic vestment for your tank's armor if you take a few minutes to organize your slots for it, at which point all combined the monster's first attack has less than a 50% chance to hit you. Your cleric heals + healing kits can almost certainly keep up with that, even accommodating crits.

The standard party size is 4 -> I'd add a rogue of some kind, probably a Ftr/WpM/Rog. But for the fight you've described, you won't need it, it's just security.

Edit: Obviously you won't always have the holy class trinity. But similar things can be achieved with two mages and two clerics or a mage and a rogue, as long as you have the plate and towershield tank up front.

PS: Who needs summons? 8-)
I don't think your play-by-play validates how out of scale the spider is whatsoever. It's like saying that Norogh Norr is perfectly fine you just need the right character in your group.
For it to becomes a feasible writ for its level range, the actual population who is going to do it without an ideal group or anyone who has to hit the spider, I'm suggesting a significant drop to the spider's AC and removal of its regeneration.

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msterswrdsmn
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Re: Writ Rewards - Need to find the bad ones!

Post by msterswrdsmn » Fri Dec 06, 2019 8:46 pm

I'm not sure if this is a writ or not, but the shipbreaker pirates need a quick look-over.

The regular spawns themselves are fine for lower levels, but the mad priest boss? Its waaaaaay above the regular spawns. The first offensive spell it casts is a holding spell, followed by storm of vengence and a summoned elemental. Even if you get a god save, getting caught in a SoV at low levels means death, as you can't even escape with the god-raise Greater sanctuary up. Elemental summons are also leaps and bounds stronger than any regular spawn you'll see up to that point.

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Re: Writ Rewards - Need to find the bad ones!

Post by RedGiant » Sat Dec 07, 2019 4:02 pm

Mingons.

Haven't been there in ages, and now I remember why. Certain spawn is needed to progress and spawn rarely appears. Seems to be another RNG spawn problem...oddly close to the ice spider hatchling problem.

*Edit: Like the previous Derro Savant problem, one or two of these, strategically placed, might open things up.
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Dragonovith
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Re: Writ Rewards - Need to find the bad ones!

Post by Dragonovith » Sat Dec 07, 2019 8:29 pm

I think the Cordor writs 'Protect the Trade Road [LvL 6 - 10]' and 'The Blood Moons are Mobilizing [LvL 6 - 10]' should have their level range extended to [LvL 6 - 11] while 'The Goblinoid Fortress [LvL 5 - 11]' and 'The Darrowdeep Barrow [LvL 5 - 11]' have their level range decrease to [LvL 5 - 10]. While not exactly hard, the first two writs are much more challenging than the last two, so it is strange to me the way this has been organized. Maybe the last two don't need to have their level range decreased, but the first two should, in my opinion, definitely be proposed as options for level 11 characters, right before they go out seeking writs in other areas of the server.

--

The Bendir Dale writ 'Bug the Bugbears [LvL 5 - 11]' asks the player to kill five Bugbear Warriors, five Bugbear Archers, three Bugbear Shamans, and one Bugbear Hero. The writ description suggests for the player to seek these Bugbears out in the Crystal Caves and in the Arelith Forest. Now, my problem with this writ is that there are many different kinds of Bugbears in these two places, some even stronger than the specific Bugbears you have to kill to complete the writ, but yet they do not count for the writ's completion. In my opinion, I think this could either be tweaked to "Slay X amount of Bugbears and one Bugbear hero" (what would make more sense in regards to the description of the writ) or allow these different kinds of Bugbears to count for the writ's completion, for example:

Slay five Bugbear Warriors - > Slay five Bugbear Warriors, Grunts, and Pillagers;
Slay five Bugbear Archers - > Slay five Bugbear Archers and Deadeyes;
Slay three Bugbear Shamans -> Slay three Bugbear Shamans and Firestarters.

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