Underworld.
One of the first Guild Wars elite areas, and it suffers from design flaws. Due to many foes cheating (300dmg aatxe, homogenous groups, quest mechanics and the like), people preferred farming it instead of playing it normally. And came the 55 monk, 55/SS, 600, 600/Smite, all the smite crawler farms like terratank, wwk war, shadow form(prebuff)/nuke, terra/nuke, trappers, and so on till we got Shadow Form superbuffed and we had UWSC and Mobway and the speedclears.
What I suggest is redesigning the area to support a balanced playstyle instead of farming.
- Note that this suggestion assumes my Hard Mode change gets implemented.
[edit] In General:
- Split up homogenous groups of enemies into more versalite balanced groups.
- Revamp quests and quest spawns to deflect bugs and unnecessary travels like in unwanted guests.
- Revamp enemy skill bars.
- Reduce the number of filler enemies a little to make it easier to complete in a reasonable amount of time.
- Revamp Dhuum fight.
- Then, after it is all done, organize this neat elite area into a different structure.
[edit] Statistics:
- 8 monster types added. There are usable models for all of them.
- Total of 17 monsters have changed builds.
- Most of the farming builds are stopped with this update, also this area is more viable for balanced or PUG teams.
- 28 spirit form skills added. (note that you can still make them scale with attribute just like other skills that are aquired via skill trainers)
[edit] Plans:2012
WIP: NEED TO EXPAND AND POLISH
Since my last edit, something has changed. Namely I learned that pve is indeed balance-able.
So. My plans are: Split up UW to small missions: One area, one mission. You are spawned at the beginning of the chosen area, you have to find and free the reaper of that area, and do the second objective.
for example: Chaos Plains: you spawn where you usually enter chaos plains, and entrances to mountains, pits and pools are closed down. You have to free the reaper, then slay the four horsemen. Then you are taken back to the temple of the ages/other campaigns temple.
The original UW has to remain the same, just without quests and dhuum fight. Essentially an explorable area to run through.
Areas:
- Labyrinth
- Ice Wastes
- Vale
- Plains
- Pools
- Pits
- Mountains
- Dhuum
- Original UW, but explorable.
[edit] Aatxes
Aatxes were always either They Kill You fast or You Kill Them Fast monsters. By reducing their base damage output from 300 to 65, I could give them more decent skillbars without making them too powerful.
 26 Bladed Aatxe (Normal Mode) |
|
- Swordsmanship 15
- Strength 14
- Air 10
|
 28 Bladed Aatxe (Hard Mode) |
|
- Swordsmanship 16
- Strength 14
- Air 10
|
 28 Vengeful Aatxe (Normal Mode) |
|
- Swordsmanship 16
- Strength 16
- Earth Magic 12
|
 28 Vengeful Aatxe (Hard Mode) |
|
- Swordsmanship 16
- Strength 16
- Earth Magic 12
|
[edit] Grasping Darknesses, Dying nightmares and Keepers of souls
- Grasping Darknesses didn't have clearly defined roles besided annoying players, so I decided to make them decent frontliners. They lack their 50% inherent speed boost too.
- Dying Nightmares were originally designed to stop 55 monks from extensively farming UW, while not fitting any particular role. Now they are supporters capable of reversing and applying conditions.
- Keepers of Souls were designed to keep Vengeful Aatxe alive, but instead, now they are supporting and resurrecting them, eliminating the need of a player to die or a reaper teleport.
[edit] Smite Crawlers, Obsidian Behemoths, and Coldfire Nights
- Smite Crawlers have big homogenous groups which makes them number one farm targets, and an annoying target for balanced players. They are now boonprots in their teams.
- No more mindless trapspamming vs minesweeping. Instead the behemoths have Energy Denial coupled up with degeneration from bleeding+poison
- Coldfire Nights now have a bit more balanced and versalite bar.
 24 Smite Crawler (Normal Mode) |
|
- Divine Favor 15
- Protection Prayers 12
- Inspiration Magic 10
|
 28 Smite Crawler (Hard Mode) |
|
- Divine Favor 16
- Protection Prayers 12
- Inspiration Magic 12
|
 26 Obsidian Behemoth (Normal Mode) |
|
- Marksmanship 15
- Expertise 12
- Wilderness Survival 9
- Tactics 8
|
 28 Obsidian Behemoth (Hard Mode) |
|
- Marksmanship 15
- Expertise 12
- Wilderness Survival 10
- Tactics 10
|
 24 Coldfire Night (Normal Mode) |
|
- Water Magic 14
- Energy Storage 11
- Protection Prayers 12
|
 28 Coldfire Night (Hard Mode) |
|
- Water Magic 15
- Energy Storage 12
- Protection Prayers 13
|
[edit] Elementalists
(I forgot to migrate those into my table building system, so sorry if it seemed like I forgot about these mobs, because I have/had some ideas for their roles)
 24 Stalking Night (Normal Mode) |
|
- Earth Magic 15
- Energy Storage 12
- Air Magic 12
|
 28 Stalking Night (Hard Mode) |
|
- Earth Magic 18
- Energy Storage 12
- Air Magic 12
|
 24 Charged Blackness (Normal Mode) |
|
- Air Magic 14
- Energy Storage 13
- Curses 10
|
 28 Charged Blackness (Hard Mode) |
|
- Air Magic 16
- Energy Storage 15
- Curses 10
|
 24 Terrorweb Dryder (Normal Mode) |
|
- Fire Magic 12
- Energy Storage 14
- Water Magic 11
- Healing Prayers 8
|
 28 Terrorweb Dryder (Hard Mode) |
|
- Fire Magic 14
- Energy Storage 15
- Water Magic 12
- Healing Prayers 8
|
- Stalking Nights are now a powerful combination of Earth and Air hybrid casters.
- Charged Blacknesses now address the block heavy speedcleating builds, while not killing any forms of normal gameplay(normal groups use hex removal, or other ways of countering such a problem. for example KITING)
- Terrorweb dryders are unique because they have 7 skills in normal mode, and 8 in hard mode, but that's because they are awesome, and not very numerous. They also carry a res in Hard Mode, so make sure to kill them First.
[edit] Dream Rider, Mindblade Spectre, Wailing Lord
 24 Banished Dream Rider (Normal Mode) |
|
- Domination Magic 15
- Fast Casting 14
- Inspiration 10
|
 28 Banished Dream Rider (Hard Mode) |
|
- Domination Magic 15
- Fast Casting 14
- Inspiration 12
|
 24 Mindblade Spectre (Normal Mode) |
|
- Illusion Magic 15
- Fast Casting 8
- Inspiration Magic 12
- Protection Prayers 8
|
 28 Mindblade Spectre (Hard Mode) |
|
- Illusion Magic 15
- Fast Casting 12
- Inspiration Magic 12
- Protection Prayers 8
|
 24 Wailing Lord (Normal Mode) |
|
- Axe Mastery 15
- Strength 13
- Curses 8
|
 28 Wailing Lord (Hard Mode) |
|
- Axe Mastery 16
- Strength 15
- Curses 8
|
[edit] Dead Collector, Dead Tresher, Tortured Spirit
 24 Dead Collector (Normal Mode) |
|
- Death Magic 15
- Soul Reaping 13
- Healing Prayers 10
|
 28 Dead Collector (Hard Mode) |
|
- Death Magic 18
- Soul Reaping 13
- Healing Prayers 12
|
 24 Dead Thresher (Normal Mode) |
|
- Death Magic 14
- Soul Reaping 10
- Curses 14
|
 28 Dead Thresher (Hard Mode) |
|
- Death Magic 16
- Soul Reaping 12
- Curses 16
|
 20 Tortured Spirit (Normal Mode) |
|
- Domination Magic 15
- Fast Casting 10
- Inspiration Magic 6
- Water Magic 11
|
 26 Tortured Spirit (Normal Mode) |
|
- Domination Magic 16
- Fast Casting 12
- Inspiration Magic 8
- Water Magic 11
|
[edit] New Monsters:
 26 Smite Carver (Normal Mode) |
|
- Axe Mastery 15
- Smiting Prayers 11
- Protection Prayers 8
- Divine favor 8
|
 28 Smite Carver (Hard Mode) |
|
- Axe Mastery 16
- Smiting Prayers 12
- Protection Prayers 8
- Divine favor 8
|
 26 Crushing Aatxe (Normal Mode) |
|
- Hammer Mastery 15
- Strength 12
- Earth 10
|
 28 Crushing Aatxe (Hard Mode) |
|
- Hammer Mastery 16
- Strength 13
- Earth 10
|
 24 Twilight Wraith (Normal Mode) |
|
- Domination Magic 15
- Fast Casting 10
- Inspiration Magic 12
|
 27 Twilight Wraith (Hard Mode) |
|
- Domination Magic 16
- Fast Casting 10
- Inspiration Magic 13
|
 26 Spear of Terror (Normal Mode) |
|
- Marksmanship 15
- Inspiration Magic 8
- Expertise 12
- Wilderness Survival 8
|
 28 Spear of Terror (Hard Mode) |
|
- Marksmanship 15
- Inspiration Magic 8
- Expertise 14
- Wilderness Survival 8
|
 26 Mindflay Spectre (Normal Mode) |
|
- Healing Prayers 15
- Divine Favor 12
- Protection Prayers 10
|
 28 Mindflay Spectre (Hard Mode) |
|
- Healing Prayers 16
- Divine Favor 13
- Protection Prayers 10
|
 24 Shocking Grasp (Normal Mode) |
|
- Earth Magic 15
- Air Magic 12
- Energy Storage 10
|
 28 Shocking Grasp (Hard Mode) |
|
- Earth Magic 16
- Air Magic 13
- Energy Storage 10
|
 24 Flame Spirit (Normal Mode) |
|
- Fire Magic 15
- Water Magic 12
- Energy Storage 10
|
 28 Flame Spirit (Hard Mode) |
|
- Fire Magic 15
- Water Magic 12
- Energy Storage 10
- Inspiration Magic 6
|
 26 Obsidian Nightmare (Normal Mode) |
|
- Blood Magic 15
- Soul Reaping 12
- Healing Prayers 10
|
 28 Obsidian Nightmare (Hard Mode) |
|
- Blood Magic 16
- Soul Reaping 12
- Healing Prayers 12
|
The Smite Carver is a warrior version of smite crawlers. The carvers maintain Stength of Honor on self. It can be found alongside its monk counterparts and Coldfire Nights and may need some darker looking shade to be distinguished from Crawlers.
The crushing aatxes are hammer aatxes who complement theit axe-wielder kin with powerful knockdowns and heavy damage skills.
The Twilight Wraiths accompany Grasping Darkness groups to provide additional Energy Denial and turn it into damage.
Spears of Terror are skeleton archers who (or give an other name for it) add some diversity into the Chamber and Labyrinth (and more).
Mindflay Spectres were again a niche which was made to annoy players and stop shadow form . Now they are the healers in Chaos Planes, Pits and other groups.
Shocking Grasps are heavy hitting grasps of insanity (or ghouls) who really hit you with all they have, plus they got anti-melee in Hard Mode.
Imagine a burning nightmare model with a djinn-like reskin. Got it? If yes thenscrew that make it a flame djinn and you got the look of this heavy hitter snaring you with water spells and then punishing trapped players with high AoEDOT spells.
The last nightmares, the Obsidian Nightmares support their teams with physical damage buffs and powerful heals.
[edit] The Labyrinth
This is the first area for revamp, for it has a lot of warrior groups, basically saying "farm me!". To address the problem, I have changed the groups of enemies to the following:
[edit] Aatxe Group
- This is a mostly balanced group of 3 warriors, a cripshot, and boonprot defense. The key of dealing with them is removing the enchantments of smite crawlers, using antimelee against the Aatxe, and interrupting the Nights
[edit] Grasping Darkness Group
- Group based on energy denial.
[edit] Vengeful Aatxe group
- Though monsters with balanced defense
[edit] Mindblade Spectre group (during Escort of Souls)
- Dual Warrior, three mesmers, a flagger and 2 boonprots.
[edit] Terrorweb Dryder group (at reaper)
- 'Note: This applies to other areas' dryder groups needed to kill for Restoring Grenth's Monuments
[edit] Mission Objectives
This is the first "mission" in the chain of the new underworld quest (an umbrella quest like the one in War in Kryta or Eye of the North). Your goal is to get to the reaper of the labyrinth, repel the onslaught of the Vengeful Aatxe groups, then cut off the source of the Vengeful Aatxes.
Part one: Clear the chamber
In this part you are to clear the chamber. No surprises here. This is the first goal, so there is no need to grab the quest. In order to make this a non-frustrating experience, the grasping darkness groups spawn initially, instead of the aatxe groups.
When you are done with clearing the three groups in your vicinity, a fourth one closes in from the labyrinth, and your mission objective shifts to go to the labyrinth and maybe find the reaper there. In the labyrinth you will fight mostly Aatxe groups with some grasping groups mixed in, and after you get to the shrine of the reaper, you have to kill the terrorweb dryder group stationed there.
Part two: Cleansing the Shrine of the Labyrinth.
The second part of the Labyrinth is harder than the first. The reaper comes forth and states that the shrine has been corrupted by dhuum's minions, and he must cleanse it. Dhuum's minions will then assault your party from three directions through three waves, each stronger than the one before. The first wave will be an Aatxe group, with pairs of grasping darknesses coming from the other two directions. The second wave will be a Vengeful Aatxe group with pairs of Bladed Aatxes incoming, and the third one will be two Vengeful Aatxe groups, where only one will have it's healers. The exact makeup of groups is of course subject to change during testing and fine tuning, but these are the general profiles of individual waves.
After cleansing the shrine the Reaper will ask you to find the source of the Aatxes, and you will have to destroy the three groups of Keepers of Souls, and "capture" placed portals behind them to close them, a'la torment rifts in Nightfall. When you are done, you have successfully completed the mission. Well done!
[edit] Ice Wastes
- The area that has been farmed since the first 55 monks arrived, but has taken less recognition since UWSC and mobway. Now it gets it's long-deserved mob and quest balance
[edit] Smite Crawler group
- Pretty much gvg-ish group.
- They are replacing previous Smite Crawler groups
[edit] Coldfire Night group
Elementalist heavy group. The key to deal with them is disabling their blind and removing blurred. Note that spreading out is heavily advised.
- They are replacing previous Coldfire Night patrol groups.
[edit] Servants of Grenth groups
- Wave 1
- Wave 2
- Wave 3
- Nukes with dual charge FTW
[edit] Spawn locations
Nothing changed.
[edit] Objectives
[edit] =Restore the Reaper
[edit] Servants of Grenth
- Waves are split into groups: split and stand. The group composition is the following:
- Split : 1-3-8 : Reaper.
- Stand : 2,4,5,6,7 : King.
- Note: Ideal GvG split tutorial.
- The next wave arrives only after the previous group is destroyed. Every group except the last attempts a split like in gvg.
- The last group goes straight to King Frozenwind.
- The split groups ignore players until they are in aggro range of the reaper.
- The first stand group approaches the king from the north, the second comes from the south.
- No Tanking!
[edit] Dhuum fight
yeah it deserves its section.
[edit] The Nightman Cometh
- Whenever Dhuum's health is reduced to zero, it's rest meter goes up by 10%.
- Whenever Dhuum's rest is completed, a message tells the players to kill dhuum for one last time.
- Killing a Minion of Dhuum gives the party +2% Morale Boost.
- Killing a Champion of Dhuum removes 5% death penalty from the party.
- Dhuum can now be targeted while using Dhuum's Reaping.
- Players in spirit form with 10% morale boost return to battle!
- Dhuum is no longer immune to conditions: Instead every condition has halved duration on him.
- Hexes still last half duration, but Dhuum has an inherent 50% damage reduction.
- Some little aid for those killing Dhuum. Promoted interrupts, and reduced the party's DP reliance on consumables and spirit form, which is now escapable. Wastrel's Worry spam now has it's effectiveness reduced to the point where it deals as much damage as it would without Dhuum's Natural Resistance.
[edit] Dhuum Skills
-
Judgment of Dhuum (monster skill) - Damage is reduced to 50 per pulse.
-
Reaping of Dhuum (monster skill) - Functionality changed to: Stance. For 10 second if Dhuum's next attack hits, it deals 200 damage and dhuum moves 50% faster. This stance is renewed if there are any foes othen than dhuum's target in the area. Can be renewed 5 times before recharge and does not renew if removed.
-
Summon Champion (monster skill) Summons a Champion of Dhuum. Increased casting time to 1 second.
-
Summon Minions (monster skill) Summon two Minions of Dhuum, a Terrorweb Dryder, and a Charged Blackness. Increased casting time to 1 second.
-
Touch of Dhuum (monster skill) Increased casting time to 3/4 second.
-
Weight of Dhuum (monster skill) Reduced duration to 3 seconds.
Curse of Dhuum (monster skill): (passive effect) Delays resurrection effects for an extra 5 seconds. If a party member isn't resurrected in 12 seconds, then it's spirit travels to the Forgotten Vale. Additionally for each kills made by Dhuum or it's minions, he gains 500 health.
[edit] Spirit Form changes
- Spirit Form skills have been changed to reflect the profession the character is using. Some skills can only be used by certain Professions
- A player gets the core skills and the skills of his or her Primary Profession
- Core skills:
Reversal of Death: Increased Death Penalty removal to 10%, increased Recharge to 10 seconds.
Ghostly Fury: Reduced damage to 100. This skill no longer disables Dhuum's Rest.
Dhuum's Rest: Increased energy cost to 10. This skill no longer disables Ghostly Fury. Doubled the amount it contributes to Dhuum's rest meter.
- Profession-specific skills:
- Monk:
Spiritual Healing: 5
¾
3
Reduced base healing to 50. It heals for an additional 10 health for each rank in Healing Prayers. The (bonus) healing is doubled if target ally is below 50% health. This skill can target self.
Spiritual Protection: 10
¼
5
NEW SKILL: For 3 seconds and 1 second for each 3 ranks in protection prayers. Target ally takes 66% less damage from all damage sources.
Spirit Shield: 5
¾
15
NEW SKILL: For 3 and 1 second for each 2 ranks in protection prayers, target other ally has 75% chance to block incoming attacks. That ally gains 1 health regeneration plus 1 health regeneration for each 4 ranks in Divine Favor.
- Elementalist
Encase Skeletal: Functionality changed to: 10
¾
15
Hex Spell. For 5 seconds and 1 second for each 3 ranks in Water Magic, target foe moves 66% slower and takes 30 cold damage every second. Skeletal foes move 90% slower instead.
Spirit Storm: 15
2
30
NEW SKILL: For 9 seconds. Target foe and all foes in the area of the target are struck for 50 lightning damage and 5 lightning damage for each three ranks in air magic every 3 seconds and are interrupted. This skill is easily interrupted.
Energy Ward: 10
¾
20
NEW SKILL: For 8 seconds plus 1 second for every 2 ranks in energy storage, All allies whitin the ward gain +1 energy regeneration and incoming damage is reduced by 25%.
- Mesmer
Spiritual Distraction: 10
2
20
NEW SKILL: Hex Spell. For 20 seconds. The next skill used by target foe fails and target foe takes 30 damage and 10 damage for every 3 ranks in Domination Magic.
Spirit Drain: 10
1
20
NEW SKILL: Hex Spell. For 6 seconds and 1 second for every 3 ranks in Illusion Magic. Target foe activates skills 100% slower.
Spirit Recovery: 5
0
20
NEW SKILL: Stance. For 5 seconds and 1 second for every 2 ranks in Fast Casting, Your skills recharge 30% faster and cost 2 less energy.
- Warrior
Spirit Rage: 6
4
NEW SKILL: Melee Attack. If this attack hits, it deals +3 damage for each rank in strength. It has +10% Armor Penetration
Spirit Draw: 5
0
15
NEW SKILL: Skill. For 5 seconds, All allies take 10 less damage, but whenever this skill reduces damage, you take the reduced amount (up to 10). You take 1 less damage for each 3 ranks in tactics.
Lash: 5
½
8
NEW SKILL: Melee Attack. If this attack hits, target foe and all adjacent foes are interrupted.
- Necromancer
Summon Skeletal: 10
2
20
NEW SKILL: Summon a Skeleton of Dhuum to fight on your side. The skeleton lives for 15 seconds + 1 second for every 2 ranks in Death Magic.
Spirit Blast: 10
1
10
NEW SKILL: Hex Spell. Target foe and all nearby foes take 60 damage and have 50% chance to miss with attacks for 5 seconds and 1 second for each 2 ranks in Curses.
- note: this duration is halved on Dhuum.
Renew Spirit: 10%
1
1
10
NEW SKILL: All other allies within an earshot lose 5% death penalty if your blood magic is above 8, and are healed for 2 health for each point of health sacrificed.
- Ranger
Fade Strider: 5
30
NEW SKILL: Stance. For 5 seconds plus 1 second for each 3 ranks in Wilderness Survival, you move 50% faster and have 75% chance to block attacks. Ends if you use an attack skill.
Spirit Poison: 5
4
NEW SKILL: Bow Attack. If this attack hits, target foe has 5 health degeneration for 5 seconds plus 1 second for each rank in Marksmanship.
Splinter Bones: 10
1
8
NEW SKILL: Bow Attack. If this attack hits, Target takes +2 damage for each rank in Expertise. If this attack hits a skeletal foe, That foe and all foes nearby to the target take 50 damage.
- Ritualist
Protection: 15
2
20
NEW SKILL: Binding Ritual. Summon a Spirit of Protection. All allies whithin it's range have 20% Damage Reduction. This spirit lasts 10 seconds and 1 second for each 2 ranks in Spawning Power.
Bone Crusher Weapon: 10
1
10
NEW SKILL: Weapon Spell. For 5 seconds and 1 second for each rank in Channeling Magic. Target other ally deals +25% damage with it's attacks and deals an additional 25% damage to Skeletal Targets.
Spirit Boon: 5
1
5
NEW SKILL: Spell. All allies are healed for 50 health. Allies below 75% health are healed for an additional 5 health for each rank in Restoration Magic.
- Assassin
Wild Dagger: 5
1
15
NEW SKILL: Spell. Send a fast-moving dagger that Cripples target foe (5 seconds plus 1 second for each rank in deadly arts), and removes it's Stance.
Ox's Charge: 10
10
NEW SKILL: Dual Attack. Must hit a crippled foe. If this attack hits, it strikes for +2 damage for each rank in dagger mastery and knocks down target foe.
Spirit Walk: 5
¼
10
NEW SKILL: Spell. You shadow step to target.
- Paragon
Anthem of Balthazar: 5
1
10
NEW SKILL: Chant. For 5 seconds + 1 second for every 2 ranks in Leadership, all party members within an earshot cause burning (2 seconds) with their attack skills.
Banishing Spear: 3
NEW SKILL: Spear Attack. If this attack hits, it deals +10 damage. If it hits a skeletal foe, All foes adjacent to the target take 30 holy damage and 1 holy damage for each rank in spear mastery.
Strike True!: 10
10
NEW SKILL: Shout. For 5 seconds and 1 second for each 3 ranks in Command, All allies within an earshot have 20% armor penetration with attacks and spells.
- Dervish
Crippling Aura: 10
20
NEW SKILL: Flash Enchantment Spell. For 20 seconds: Your attacks cause crippled for 1 second per 2 ranks in Earth Prayers.
Cold Flame Aura: 10
5
NEW SKILL: Flash Enchantment Spell. For 10 seconds, you are enchanted with Cold Flame Aura and your attacks deal fire damage. When Cold Flame Aura ends, all nearby foes take 50 cold damage and begin burning for 1 second plus 1 second for each 3 ranks in Wind Prayers.
Grenth's Strike: 5
12
NEW SKILL: Scythe Attack. You lose a dervish enchantment. If this attack hits, all adjacent foes take 40 cold damage. If it removes an enchantment from self it criticals, and deals +8% more damage for each 2 ranks in Scythe Mastery (maximum 40%). Skeletal foes take 50% more damage.
[edit] Twin Serpent Mountains
[edit] Obsidian Behemoth group
Conditions, energy denial and orders.
- These monsters spawn along with behemoths. Orders replace one monk because of the tight spawns.
- Airspikes with orders...
- Because they are either nightmares or phantoms or spirits, they can appear from nowhere. Same spawning locations as previous charged blackness groups.
[edit] Spawn locations
Nothing Changed.
[edit] Objectives
[edit] Free the Reaper
Kill the bog standard terrorweb group at the monument.
[edit] The Demon Assassin
- The Slayer's Skill bar changed:

26 The Slayer
-
- The Slayer's group changed
-
-
- The group spawns just outside the aggro range of the keeper.
[edit] Chaos Planes
- General: No Mindblades spawn on banished dream rider death/mindblade group death.
- There are two groups: Mindblade Spectre groups and Banished Dream Rider groups. Some banished dream rider gruops(current) are replaced with mindblade groups.
[edit] Banished Dream Rider group
[edit] Mindblade Spectre group
[edit] Quests
[edit] The Four Horsemen
First, I will change horsemen skills

28 Kazhad Dhuum
ATTS :
- Axe Mastery 18
- Curses 10
- Strength 15

28 Thul Za Dhuum
ATTS :
- Air Magic 18
- Energy Storage 16

28 Madruk Dhuum
ATTS :
- Water Magic 18
- Healing Prayers 12
- Energy Storage 11
ATTS :
- Death Magic 16
- Soul Reaping 7
- Curses 16
Notes:
- These horsemen no longer split. Instead, they either come from the left side or right side.
- Only 4 Dryders accompany them (one each).
[edit] Spawning Pools
[edit] Pretty much standard mob
- Obviously there is no need for a second kind of group, since this one is fairly versalite.
[edit] Bone Pits
[edit] Hexer/Denial group
[edit] Conditions Group
[edit] Quest changes
[edit] Imprisoned Spirits
- Tortured spirits follow the party leader.
- If the Terrorweb Dryders are killed, then the players get the quest updated even if the Tortured Spirits didn't spawn due to a bug. (Alternative: fix the bug)
[edit] Forgotten Vale
[edit] Village Group
- These groups haunt Major Algheri's village.
[edit] Monster Group
- The group of monsters outside the village.
[edit] Wrathful Spirit Group
- adding some minor diversity. The Grasping Darknesses only spawn if a group has turned hostile.
[edit] Quests
[edit] Wrathful Spirits
- Tortured Spirits that are to be protected are renamed to Villager Spirits.