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What CR Level is Maltz's Quest?
Posted: Sat Aug 22, 2020 6:11 am
by Etherfyre
When I received this quest at 1st level I assumed it was a relatively low level quest. As I've progressed through it I'm finding that it doesn't appear to be so. I got to Bergerest and was directed to the chapel and now it looks like I need to go through it to get Maltz delivery but the number of mephits and cult members seems to make this no longer a low-level quest. Am I missing something?
Re: What CR Level is Maltz's Quest?
Posted: Sat Aug 22, 2020 6:45 am
by Theodore01
Most quests can be accepted with a lv1 char. (There's only one that requires a lv5 char.)
At which level they can be done, depends on many things: build, items, tactics, group/solo, .....
Maltz's Q was recently altered and now you have to get past the 4 memphits outside twice.
Re: What CR Level is Maltz's Quest?
Posted: Sat Aug 22, 2020 7:36 am
by Rhifox
Maltz quest was meant to be a relatively high CR quest as you were supposed to brave several monster-filled areas to get to and from Beregost. With the addition of the Baldur's Gate-Nashkel caravan, this allowed for characters running the quest to avoid all of that. The additional step was added so that people would still have to go through hostile areas.
Re: What CR Level is Maltz's Quest?
Posted: Sat Aug 22, 2020 7:56 am
by Etherfyre
That's interesting. I didn't know you could get to Bergerost by caravan. It didn't appear on the menu of options from the caravan driver outside East Gate and I haven't seen a map in the game that would have let me figure it out. I'm currently a level 7 wizard and can't get through the basement battle solo. What level is it scaled for?
Re: What CR Level is Maltz's Quest?
Posted: Sat Aug 22, 2020 8:01 am
by Etherfyre
Theodore01 wrote: ↑Sat Aug 22, 2020 6:45 am
Most quests can be accepted with a lv1 char. (There's only one that requires a lv5 char.)
At which level they can be done, depends on many things: build, items, tactics, group/solo, .....
Maltz's Q was recently altered and now you have to get past the 4 memphits outside twice.
I'm not sure how getting past the outside mephits helps much. They are only a token resistance compared to what's inside. I assume Maltz goods are in the bottom level since I couldn't find them anywhere else
Re: What CR Level is Maltz's Quest?
Posted: Sat Aug 22, 2020 8:01 am
by Rhifox
The target for the quest is on the top floor of the chapel, you don't need to go to the lower areas.
It is meant to be about the same level range as the rest of Trade Way north of Beregost.
As for the caravan, it goes to Nashkel, but the road between Beregost and Nashkel has no combat encounters (except for the occasional rogue wyvern if someone accidentally lures one onto the road).
Re: What CR Level is Maltz's Quest?
Posted: Sat Aug 22, 2020 8:39 am
by Thaelis
Rhifox wrote: ↑Sat Aug 22, 2020 8:01 am
(except for the occasional rogue wyvern if someone accidentally lures one onto the road).
Accidentally. Mwaha...mwahahhhaa

Re: What CR Level is Maltz's Quest?
Posted: Sun Aug 23, 2020 11:58 am
by Etherfyre
So I found the list of Areas by CR and it lists the Overgrown Chapel as level 8,
Areas By CR
Re: What CR Level is Maltz's Quest?
Posted: Sun Aug 23, 2020 5:50 pm
by MadSeer
There's a non-hostile mephit to the right when you enter the chapel, but it doesn't always spawn. I don't know if there's a condition other than having the quest for it to spawn.
Re: What CR Level is Maltz's Quest?
Posted: Sun Aug 23, 2020 6:31 pm
by c2k
Etherfyre wrote: ↑Sun Aug 23, 2020 11:58 am
So I found the list of Areas by CR and it lists the Overgrown Chapel as level 8,
Areas By CR
Its not for Level 8s. You need to be at least 10+ to fight your way through that chapel.
Re: What CR Level is Maltz's Quest?
Posted: Fri Aug 28, 2020 11:38 am
by Etherfyre
OK that's good to know. To be honest this quest is confusing. This one starts like a low-level fedex quest for noobs but then jumps several levels when you try to venture the road to Beregost and have to fight/flee-from Stag Beetles and Hill Giants. Then it jumps several levels again with the chapel. The problem isn't the scenarios its that there is no way for players to know they have to wait until they're much higher level before completing the quest. I died about 10 times trying to blunder through it at levels 3 to 5 assuming that it was my strategy that was at fault. I'm not saying the quest needs to change but some hints to help the players would help. Like Maltz saying something like "Oh and if you take the trade way watch out near Beregost, I heard a tribe of Hill Giants is camped out nearby". Or maybe custom dialog keyed to low-level characters like "you might want to get some more practice with that sword before you go into the chapel".
Re: What CR Level is Maltz's Quest?
Posted: Fri Aug 28, 2020 12:51 pm
by MadSeer
Etherfyre wrote: ↑Fri Aug 28, 2020 11:38 am
OK that's good to know. To be honest this quest is confusing. This one starts like a low-level fedex quest for noobs but then jumps several levels when you try to venture the road to Beregost and have to fight/flee-from Stag Beetles and Hill Giants. Then it jumps several levels again with the chapel. The problem isn't the scenarios its that there is no way for players to know they have to wait until they're much higher level before completing the quest. I died about 10 times trying to blunder through it at levels 3 to 5 assuming that it was my strategy that was at fault. I'm not saying the quest needs to change but some hints to help the players would help. Like Maltz saying something like "Oh and if you take the trade way watch out near Beregost, I heard a tribe of Hill Giants is camped out nearby". Or maybe custom dialog keyed to low-level characters like "you might want to get some more practice with that sword before you go into the chapel".
This part of the quest has been flawed since uh... well probably around 10 years. Higher level characters offered escorts to new characters to pass the area. Not too long ago the caravan was integrated and new players could just take it and head to Beregost on their own, then it was changed to having to fight those mephits. Everything about the quest screams low level, then you reach said area. A design flaw that was never fixed (probably because changing dialogues in quest is boring and no one has wanted to do it

).
Some sort of obvious cue that it's not a low level quest would be a good change, because we still have the occasional new player and this kind of design isn't a good way to keep them.