Level cap on chest in cloakwood mines too low
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- Hoihe
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Level cap on chest in cloakwood mines too low
I'm pretty sure level 10 is well within the intended level range for this dungeon. Yet, sporadically, I get chests that go "your level is too high" on a level 10 average build wizard. I'm not sure where else you can go at level 10 personally.
The chest in question is the one near the bridges.
The chest in question is the one near the bridges.
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- Stonebar
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Re: Level cap on chest in cloakwood mines too low
I believe there seems to be 1 chest per level like that, at least level 1 and 2 have them. I forget about 3 or 4. But I agree they should be level 15. Levels two has the one in a small room near where you encounter the spider.
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- Nomster
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Re: Level cap on chest in cloakwood mines too low
I recall this being pointed out a few years ago. It would be nice if it was fixed as those mines are a pretty neat area to explore in a group. Feels like the chests just lower the overall level range it feels 'worth' going there, which is sad.
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- Calodan
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Re: Level cap on chest in cloakwood mines too low
The funny part is that particular dungeon is the best to level up in as a group from level 5-12. The enemies are not terrible to hit and can be hit by a level 5 there. I agree though the chest level is way too low there on many of them. It is a very cool dungeon but the 4th level could use a re-work and maybe a real boss. The Queen Umberhulk is nice but it just seems anti-climatic down there really after going to level 3 and fighting lizards and the batiri queen.
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"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
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Eclypticon
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Re: Level cap on chest in cloakwood mines too low
I'd remove the dispellers down there all together and add more small sized vermin. I'd put some more rogue stealth guys down there with extra sneak dice. Extra HP for the mindflayers, more than double the spawn rate and you'd have a real challenge. I think the queen is now gone do to a bug.Calodan wrote:The funny part is that particular dungeon is the best to level up in as a group from level 5-12. The enemies are not terrible to hit and can be hit by a level 5 there. I agree though the chest level is way too low there on many of them. It is a very cool dungeon but the 4th level could use a re-work and maybe a real boss. The Queen Umberhulk is nice but it just seems anti-climatic down there really after going to level 3 and fighting lizards and the batiri queen.
Also, the first level has a chest that can be opened with no level limit too.
- Theodore01
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Re: Level cap on chest in cloakwood mines too low
NO,NO,NO - the mines are fine as they are. It's a great multi-level dungeon for lowbies.Eclypticon wrote:I'd remove the dispellers down there all together and add more small sized vermin. I'd put some more rogue stealth guys down there with extra sneak dice. Extra HP for the mindflayers, more than double the spawn rate and you'd have a real challenge. I think the queen is now gone do to a bug.
The queen is a scary boss, but you could double her hitpoints or give her another spell or a stronger gaze. Also the Mindflayer could be set as a boss also. Or let them spawn as a pair: mindflayer with a queen as slave
The only part that could be extended is the lizard area on floor 3.
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Eclypticon
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Re: Level cap on chest in cloakwood mines too low
I disagree. Here is why: Removing the dispellers and increasing the spawn rate would make it better. I have gone down there numerous times as a wizard and a cleric in a group with wizards and clerics and have always been wiped out at the ideal levels for gaining XP. The dispell mobs will spam your casters down to nothing.Theodore01 wrote:NO,NO,NO - the mines are fine as they are. It's a great multi-level dungeon for lowbies.Eclypticon wrote:I'd remove the dispellers down there all together and add more small sized vermin. I'd put some more rogue stealth guys down there with extra sneak dice. Extra HP for the mindflayers, more than double the spawn rate and you'd have a real challenge. I think the queen is now gone do to a bug.
The queen is a scary boss, but you could double her hitpoints or give her another spell or a stronger gaze. Also the Mindflayer could be set as a boss also. Or let them spawn as a pair: mindflayer with a queen as slave![]()
The only part that could be extended is the lizard area on floor 3.
Usually, you would have your party get buffs from the caster and put the tanks out in front, and that does not work down there. The area is too big, so, we need more mobs to increase the encounter rate. This is why I suggested adding more (smaller) vermin. If we add more of the hulks, they will wipe you out. HP to the mindflayer since it would be the main caster now. I think the queen is gone now. We need to work on that. Make her spawn more often in different places too because the size of the area is huge. Only bosses should dispel at this level range (imo) and she shouldn't be able to do that. So, there is no need for dispel here unless you only want non casters and warlocks down there until the casters are high enough of a level to avoid the dispels.
Add an outlet to another cave system that links the areas for more traffic; that would be nice too. The place is pretty dead. I go down here regularly with a L14 warlock. It can be done with a wizard if you are above 10 and have sneak gear too. I'd like to see it gaining more traffic. At the very least, increase the spawn rate and pull the dispel mobs and you will see more people.
I also suggest we fix the chest in the whole mine. No more epic chest on the first floor, and let everyone loot within a 1-15 level range through the floors.
- Theodore01
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Re: Level cap on chest in cloakwood mines too low
As i play mostly melee-type chars, i never noticed any dispels. But the mirror image spaming mages are a real pain in the butt.Eclypticon wrote:I disagree. Here is why: Removing the dispellers and increasing the spawn rate would make it better. I have gone down there numerous times as a wizard and a cleric in a group with wizards and clerics and have always been wiped out at the ideal levels for gaining XP. The dispell mobs will spam your casters down to nothing.
The spawns on floor 1+2 are frequent enough. Maybe 3+4 could get more. But the batari on floor 4 spawn already 4 at a time.Usually, you would have your party get buffs from the caster and put the tanks out in front, and that does not work down there. The area is too big, so, we need more mobs to increase the encounter rate. This is why I suggested adding more (smaller) vermin. If we add more of the hulks, they will wipe you out. HP to the mindflayer since it would be the main caster now. I think the queen is gone now. We need to work on that. Make her spawn more often in different places too because the size of the area is huge. Only bosses should dispel at this level range (imo) and she shouldn't be able to do that. So, there is no need for dispel here unless you only want non casters and warlocks down there until the casters are high enough of a level to avoid the dispels.
I also suggest we fix the chest in the whole mine. No more epic chest on the first floor, and let everyone loot within a 1-15 level range through the floors.
Yes not more hulks, just give the hulk queen some more power. She is not gone (at least last i checked) - but she does not spawn every time and in random places on floor 4, sometimes you have to make some rounds to encounter a queen.
An epic chest on floor one ? - that cannot be true.
I have done the mines over and over, surely about a hundred times and never got anything near epic there
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chad878262
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Re: Level cap on chest in cloakwood mines too low
level max of a chest does not have anything to do with if it is epic or not. There are relatively few 'epic' chests on the server, and if that is one I don't see it as a major issue as the percentages that an epic chest would drop an epic item is still insanely low. I have no idea where all of the chests that are level 5 / epic chests are located, mrieder would probably know, but since he is on hiatus perhaps Karond? (not that we would list such things here!!!)
In any case, I agree the chests in Cloakwood mines should allow up to ~ level 15 throughout and could use some minor tweaks especially on level 4.
In any case, I agree the chests in Cloakwood mines should allow up to ~ level 15 throughout and could use some minor tweaks especially on level 4.
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- Lockonnow
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Re: Level cap on chest in cloakwood mines too low
free all chest so we dont have to do the same over and over and over and over it will be like a system of a down
- Theodore01
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Re: Level cap on chest in cloakwood mines too low
There are only one on the first floor and 2 or 3 on the second floor that are capped at 10.
Overall there are 14 chests in the mine - thats still a fine looting area.
Overall there are 14 chests in the mine - thats still a fine looting area.
- matelener
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Re: Level cap on chest in cloakwood mines too low
Cloakwood mines could use a rework of the lower levels. Some point to a dungeon other than being a source of quest items.
- Lockonnow
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Re: Level cap on chest in cloakwood mines too low
sure let re wark any lvls
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Eclypticon
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Re: Level cap on chest in cloakwood mines too low
I'm going to link these threads.
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chad878262
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Re: Level cap on chest in cloakwood mines too low
I went ahead and ran the mines this morning and there are 2 chests with no cap, 1 is on the third level, one on the fourth. There are also 4 corpses and 1 crate, a gold pile by the chest on the third level and another gold pile elsewhere on the level and one corpse on the 4th level. All in all 8 lootable items and 2 gold piles. I would still say the chests need to at least be opened up to the next tier as opposed to being level 10 and below. It's a fun dungeon, especially because it has four levels as opposed to the two in the orc caves, or the one in the Beregost mine, but few go there other than as a low level group or when doing a quest run. Opening up the chests to the next higher will deter most epics from including it in any loot run while bringing more ~ level 10-15 characters to the mines.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands