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Writ Recommended Level Megathread

Posted: Wed Sep 22, 2021 4:09 pm
by garrbear758
So, I haven't done every writ in the game. The recommended levels I set were my best estimates, but I'm sure there were definitely some errors or major oversights (especially when I got several hours in and was over it). Please use this thread to suggest changes. The recommended level should be where the writ would be soloable by a reasonably well built mundane character.

You don't need to use this exact format, but something along the lines of this would help a lot:

Name of the writ: Wharftown Boys

Current recommended level: 10

Suggested recommended level: 7

What level and class/build you completed the writ on: 7 Rogue / Ranger

If in a group, a rough estimate of their class / level / number of members: Solo

Notes: It was relatively easy to complete on a solo dex rogue with just basic potion / scroll buffs and healkits. I had trouble with a rare spawn that I had to run from, but the normal mobs were easy and the boss felt reasonable.

Re: Writ Recommended Level Megathread

Posted: Fri Oct 01, 2021 12:51 pm
by ltlukoziuz
Name of the writ: A Cave Full of Broken Teeth

Current recommended level: 11

Suggested recommended level: 14

What level and class/build you completed the writ on: 12 Wizard (Div Spec)

If in a group, a rough estimate of their class / level / number of members: Solo

After Goblin Town was added, because same goblins are used there, every sngle goblin except rogues in lower crystal cave also has +20 or more AB (Fighters 20, Fanatics 26, Archers up to 29, Rogue 15), making the place way more dangerous than normally expected (honestly, the ogre magi at the end of it is completely pushover compared to standard goblin)

Re: Writ Recommended Level Megathread

Posted: Fri Oct 01, 2021 11:34 pm
by garrbear758
ltlukoziuz wrote: Fri Oct 01, 2021 12:51 pm Name of the writ: A Cave Full of Broken Teeth

Current recommended level: 11

Suggested recommended level: 14

What level and class/build you completed the writ on: 12 Wizard (Div Spec)

If in a group, a rough estimate of their class / level / number of members: Solo

After Goblin Town was added, because same goblins are used there, every sngle goblin except rogues in lower crystal cave also has +20 or more AB (Fighters 20, Fanatics 26, Archers up to 29, Rogue 15), making the place way more dangerous than normally expected (honestly, the ogre magi at the end of it is completely pushover compared to standard goblin)
Awesome thank you! Exactly the kind of thing I'm looking for. I'll update this one in my next pass.

Re: Writ Recommended Level Megathread

Posted: Sat Oct 02, 2021 7:52 pm
by MRFTW
Name of the writ: The Demonologists [Skal]

Current recommended level: 4

Suggested recommended level: 5-6

What level and class/build you completed the writ on: 4 Rogue / 3 Fighter (7 total)

If in a group, a rough estimate of their class / level / number of members: Solo

Notes: Mostly not too bad, gargoyles require a +1 weapon and some enemies are immune to fire damage making my usual traps useless against some mobs, but they weren't too bad other than that.

The boss is a beast, and has 2x cloud of bewilderment, sneak attacks and 14ish AB and reasonable AC. He spots quite well and is positioned [FOIG positioning info], as well as often spawning with 1 or 2 normal groups. I had to run for it (the boss is slow-moving, but hard to kite due to terrain) and come back with holy traps and a couple of summoned boars to bait out the clouds. I could see a failed save or two wrecking a small group with no problem.

I suggest upping the level but not the reward, it's a nice quick dungeon but the boss is tough, and there's traps, and melee need a +1 or better weapon to do anything to the gargoyles.

Re: Writ Recommended Level Megathread

Posted: Sun Oct 03, 2021 5:36 pm
by Archnon
I'm going to piggyback here:

Name of the writ: The Demonologists [Skal]

Current recommended level: 4

Suggested recommended level: 7

What level and class/build you completed the writ on: 6 Warlock

If in a group, a rough estimate of their class / level / number of members: Solo

Notes: The dungeon is short, and gives it the appearance of an easy low level dungeon. However, as the above post mentioned, there are some significant challenges. Manes also require a +1 weapon, so you have to know the tricks to get through that DR. But like the earlier post said, the boss is a beast. He also does sneak damage and his AC and Saves are sufficiently high (with evasion i believe) that spelling him down is rather tough. I would not approach this guy on a caster at this level unless the whole goal is a buff summons taking it down. I whittle him down but it took a LOT of eldritch blasts as no save-based spell would get through. And if you are low Con/Health, that sneak damage if he gets in a swing or two can really just demolish you. The only way I succeeded was cheesing darkness hardcore.

Re: Writ Recommended Level Megathread

Posted: Sun Oct 03, 2021 6:51 pm
by Arienette
Name of writ: The Gathering Tribes (Skal)

Current level: 10

Recommended 13-15

Started solo,ran into a large group in the huge cavern with massive spawns.

Playing a lvl 13 fighter/pal/champion with steel armor shield and helmet, magical accessories and a greensteel scimitar with permanent 4 essense. Liberal use of scrolls and potions.

I had to pop off a Divine Shield for every armored ogre, and there were several. Thankfully one at a time until I got to the giant cavern. I honestly don’t think the first armored ogre would have put a stop to a lvl 10 fighter.

Once I got to the large chamber, I think I would have died if I hadn’t run into a large group coming from the opposite direction.

To cap it off, the writ only gave 3000 experience, which seems really low for such a difficult writ that takes a long time. Probably takes the longest of any Skal writ.