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  1. A quick summary for the characters' speeds: All character classes have an in-game "runspeed" of exactly 160. This 160 is the result of multiplying the base runSpeed (from creatureinfo.txt) with a special multiplier. All character classes, except the Dryad, have an in-game "walkspeed" of exactly 55. This 55 is the result of multiplying the base walkSpeed (from creatureinfo.txt) with a different special multiplier. The Dryad has an in-game "walkspeed" of exactly 65.454544. It is calculated in a similar way, just ends up being higher. The base "runspeed" is additionally multiplied by a "speedfactor" and is capped to 250. The end result is what is shown by the "print hero" command. The base "walkspeed" is not multiplied by the "speedfactor", but is also capped to 250. The end result is what is shown by the "print hero" command. The animation speed for both running and walking is determined by both the base speeds and the "speedfactor", but I don't know how exactly. Under normal circumstances, the character will travel at the "runspeed" and use the running animation. There are two ways (that I'm aware of) to make a character walk (travel at the "walkspeed" and use the walking animation): - Left-click very close to the character's current position. - Left-click while holding down shift. Using the "Forward" or "Backward" key instead of left-click also works. This "speedfactor" is the combination of all bonuses and penalties to Run Speed. It is equal to 1 by default. Having a bonus of Run Speed +50.0% makes the speedfactor become 1.5. A speedfactor of 1.5 means that the character's "runspeed" jumps from 160 to 240. This is true for all character classes. All bonuses to Run Speed stack additively with each other. If the "speedfactor" drops below 0.6, then the character will start using the walking animation, but keep traveling at the "runspeed". If for some reason the "runspeed" becomes lower than the "walkspeed", then using shift-click will make the character travel faster. This is because the "walkspeed" is not affected by the "speedfactor". The "speedfactor" will affect the animation speed even when walking, so traveling might seem slower when it is not. The "speedfactor" has a minimum value of 0.5 and a maximum value of 1.5. These numbers come from the parameters SpeedMin and SpeedMax from balance.txt (500 and 1500 respectively). The two parameters also limit the attack speed and the execution speed, not just the run speed. Note that while the "speedfactor" is capped, the uncapped value is used to determine the animation speeds. For example, a bonus of Run Speed +250.0% will make the running animation comically fast, but the character's actual "runspeed" will still be 240, or up to 250 if SpeedMax is raised. I think all penalties to Run Speed stack additively with each other and form a single multiplier. This penalty multiplier is also applied to the uncapped value. Once you command the character to go somewhere, he will "remember" his travel speed and animation speed and keep using them until he reaches the destination. During this time, equipping items with bonuses or penalties will not make the character/animations go faster or slower. But giving another command will make him use the new speeds. It is possible that debuffs force a change - will have to test. Time for a pit stop Edit: If the walkspeed becomes equal to the runspeed, then the character will always use the walk animation. If the walkspeed becomes higher than the runspeed, then the animations are inverted. The character will use the walking animation on left-click and the running animation on shift + left-click. Speedfactor of less than 0.6 forces the use of the walking animation. There are other minor peculiarities as well. Mounts work slightly differently than the characters. This complexity is probably why mounts behave strangely when there are bonuses to run speed.
    3 points
  2. All paths checked. Wiki info updated.
    3 points
  3. Love it... all the code words...I love crypto movies and code breaking, look at the way they names affixed you have created look... like data streams running down the page...omgod... the Matrix...!! .,, hidden figures
    3 points
  4. Well, Alf made some great discoveries, and this time, it was really all him! I had nothing to do with it at all! He already got to 9 openings!!! You need great determination and a healthy, organized mind to achieve something like this, not a junk like mine! I tried too, but by the time I got to stage 3 or 4, I usually forgot where I came from, or how many times I had clicked. No wonder I couldn't get above 5! I guess I should have written it all down... We have to give short names to each one now, because it's getting complicated: So in the order they appear now on the Wiki, the names will be: Burial chamber - Crypt - Hornet - Altar - Spider - Druids - Bear So here are his great findings so far: 7 openings: Spiders -> Altar -> Crypt -> Altar -> Hornet -> Altar -> Altar 9 openings: Spiders -> Altar -> Crypt -> Altar -> Hornet -> Altar -> Druids -> Altar -> Altar Spiders -> Altar -> Crypt -> Altar -> Hornet -> Altar -> Bear -> Altar -> Altar Edit: These were his last words so far, but I tried one of the 9 routes (wrote down where I was this time), and it didn't end there, I got to 11! You always have to go back to the altar once. So it's like this: Spiders -> Altar -> Crypt -> Altar -> Hornet -> Altar -> Druids -> Altar ->Bear ->Altar ->Altar 11 openings from 7 chests, that's 22 beautiful runes if you saveload each one until it gives 2 runes, 110 runes in the 5 difficulty levels! Edit2: Wow I haven't even been to the Burial Chamber yet, I forgot. Well then I guess it will be 13 openings, 26 runes, 130 in total! Edit3: Yep, 13 it is! Spiders -> Altar -> Crypt -> Altar -> Hornet -> Altar -> Druids -> Altar ->Burial chamber ->Altar ->Bear ->Altar ->Altar Can anyone beat 13?
    3 points
  5. In the cave near the Arachnophobia sidequest.
    3 points
  6. My primary intention is to find out why it changed and if it can be remedied permanently. In Purist Fix Pack, until recently, the Merchants always said "Thank You!" with a happy and friendly voice, unless you did not purchase or sell anything during the interaction. Now, no matter what, when you disengage from a visit (unless you use the Esc key) they respond with "goodbye." I do not like it... I do not like it at all.
    3 points
  7. At 100 years old my Ammamma still loves a good cup of coffee... lookit that goofy smile gogo
    3 points
  8. Mea culpa, mea maxima culpa... Sorry, seems I was using an outdated test version and not the release version of EE. The fireballs moved from staff shots to dragon companion attacks....
    2 points
  9. How do you call an error that is worse than a stack overflow? A stack over flower.
    2 points
  10. Closing in on the last few days of Vacay... Mom's already getting weepy ... reminded her shes coming down to mtl in May and to not be so weepy .. zomgod, more weeps from her? .. who understands mommy right ps at least i got some chocolates and shrimp curry out of this trip...well see if i can get them home
    2 points
  11. I just wasn't used to seeing blank screens for a download. It must have been my browser. I would get only the words view 3x on the left side and File 3x on the right side. Everything else was black. I'm enabling all the mods except Challenge and Super Spawn, I don't find the game that easy. Starting a new Mage, but using the same strategy.
    2 points
  12. The "unstoppable" mod for Reflective Emanation has a 30% (+0,8%/lvl) chance to reflect root effects though, so that's one way to avoid getting rooted if I understand it correctly. I find that getting rooted is no more than mildly annoying most times. I still can shoot while rooted (a benefit of being a ranged dude ). More serious is getting stunned, and Belligerent Vault can't help with that I think. I have a slot reserved for jumping mainly for getting over streams or low obstacles. Like jumping down from the portal in castle Kufferath instead of having to run down through the gate when doing piggie-runs (the wild boar quest in the woods south of Kufferath).
    2 points
  13. here with Mom for the week... at 78 shes still a massive motivation! gogo
    2 points
  14. This seems to indicate that the problem is solely related to the run speed bonuses from gear, spells, etc. and not to the interaction between riding mastery and said bonuses (my guess would be that riding just increases the tresholds). My fix of fetching the bonuses from the mount instead of the character itself, seems to solve both issues (at least from my tests). Both the lack of a speedup an the slowdown to walk speed. In fact, the console shows the correct speedfactor now, the sum of all bonuses (including riding mastery), and curspeed and runspeed both are base runspeed times speedfactor. But I honestly do not quite understand why the forced walk happens in the first place when looking at the original code.
    2 points
  15. Very nice work! The console command is a great find. One question: In one of your posts you said that the run speed bonus from the ring did no longer apply when you also had riding mastery. Is this a general phenomenon? Or is it only related to the bonus of the ring not applying at certain speeds due to the bug? About the bug with the ring (and run speed modifiers in general): I think this is related to the code fetching the speed modifier for the wrong object. At least changing this part of the code, seemed to have removed the bug (and riding mastery stacks with other bonuses in all my tests). This could also explain why the speed factor in the console remains 1.0 when equipping the ring in your tests, regardless of the actual speed impact. Regarding the bug with mount level resetting: As far as I know @dimitrius154 managed to fix this in the Addendum (along with dismounting upon entering/leaving dungeons). Unfortunately, I have not found the time to look where excatly these are located in logic.dll.
    2 points
  16. Indeed, Pevil. Gogo is the Dr. Seuss character, "Spam I Am." One might think that they do not want to read his lengthy, and often off-topic posts. But, after the read, it has become clear that it was the best choice to digest his entire post and savor every morsel. Oh, and the weather here is perfect. Sunny and just the right temperature. EDIT: Of course I was being hyperbolic in reference to Gogo. Using such a simile to describe our beloved friend, Rommel, was an exaggeration in order to elicit a bit of humor. Wherever he posts and whatever he posts is quite interesting and never really feels, "out of place." The average poster cannot make comments that always seem on point and worth the read.
    2 points
  17. The speeds for the special mounts in the unmodded game are: Saber-toothed Tiger 50, 220 Hellhound 90, 250 Monitor Lizard 120, 235 Wind Serpent 80, 230 Shadow Spider 55, 210 Mobiculum 90, 245 Draconicon 110, 240 Ordered by "runSpeed": Hellhound 90, 250 Mobiculum 90, 245 Draconicon 110, 240 Monitor Lizard 120, 235 Wind Serpent 80, 230 Saber-toothed Tiger 50, 220 Shadow Spider 55, 210 The hellhound is already at the cap, so there is no benefit from having extra speed (Riding Mastery or Run Speed +X%). Actually, it might still be useful in case an opponent slows you. The Run Speed +X% bonus from the skill Speed Lore has no effect on mounts (regular or special). But the Run Speed +X% bonus from my ring does. It increases the "runspeed" stat (from the console command) by the stated percentage. Regular mounts, unlike special mounts, will not move faster because of this bonus. Their "curspeed" is not affected. But both regular and special mounts will start walking if their base speed is reduced. I'll do some tests to figure out how this threshold is determined. Here is some data for the ring: Only the ring is modified. The bonus group and bonus were already there and are being used by various items.
    2 points
  18. Hey again Ric, maybe you're interested in this, I don't know. So having these 70 points to spend, I could also test the last mods of Belligerent Vault (the jump). So I wanted to know, if the Unbound mod was percentage based, or not. Because in the original game, the tooltip looks like this: Unbound - "Good chance to escape rooting effects. (50% + 0.5% per CA level chance)" - at least this is the Wiki description. But here it says: "The Shadow Warrior breaks all rooting effects when leaping" And indeed it does just that. It ALWAYS breaks rooting effects, even though my jump is level 4 now (kept it low so I could always jump). I must have tried 50 times, it always worked! And this (especially for a melee char like me) is a big quality of life improvement! With superspawn on, I was constantly rooted in some areas ... (I know there are item mods for this, but I don't have those atm,,,)
    2 points
  19. Well maybe because it's in the second slot for some strange reason? But no, this is the end of the line, it doesn't go on. Maybe because this beast is from the Jungle vendor? So not from a regular special mounts vendor, it's a special type you can only get there.
    2 points
  20. Regarding the run speed. There is a hardcoded cap on the travel speed. There is a great thread explaining this here. From what I understand, the mods already boost the speeds of mounts way over this cap, so any bonuses to run speed will not have an effect on the travel speed. Only to the animation speed, which is independent of the travel speed. Regarding the maximum horse level. First, it is capped to the usable item level. Second, I don't think this stat has any function. It doesn't stop you from buying or riding a higher-level mount. And it doesn't take part in the formula for the penalty, like the "Item Level without Penalty" bonuses of Weapon Lore, Armor Lore and Shield Lore do. I'll do some tests later today. Edit: I'm riding a horse with 3100.0% run speed (while mounted), but neither the travel speed is increased, nor the animation speed.
    2 points
  21. OMG Denderans too? I just throw it away now, I have so many of it! Lol I really should have taken a look at all these sets before venturing out! Riding only increases mount speed after mastered. Rousing command bonus speed doesn't work with the mount. I'm 5 levels away from mastering Riding now, will try to post a vid to show the difference... The minotaur is all yours to discover!
    2 points
  22. "Goodbye!" It's what merchants say (a trifle irritably, I might add) when you browse their inventories and do not purchase or sell anything. However, recently, no matter what I buy or sell, when I "X" out of my interaction with Merchants, Blacksmiths, and Rune Masters, they always remark, "Goodbye." instead of the customary, "Thank you." after I make a purchase or sell something(s). This occurs in both Single Player and in Multiplayer games.
    2 points
  23. Sorry guys n gals, seems I've been neglecting this page for a while now. Been busy with the Inquisitor thread. But now I'm back here, and this time I'm trying a spin-off of the Frenzied ranger... and it's the Demonic Rider Ranger Yep, still the same SW, still EE and all the addons. But this time I've focused on Demonic Blow and not much else. The goal is getting regen so low that Demonic Blow fires just about every shot, creating a kind of barrage of hits with the Area of Effect it produces. Kind of like you do with the lightsabre SW, but ranged instead. So far I'm at lvl 26 and it is doing well on the start of Silver. Regen is 2 sec with 2 buffs (Grim and the minotaur) but with some regen-per-hit it works quite fine. I got the Special mount from the Mount Island at lvl 24, and it made things a lot easier. Since I don't mod or use Malevolent Focus, the Frenzied is sub-par with this build, but even so it helps you get there in the start. Why do this, one might wonder? Well... I was always a bit disappointed with how the Frenzied CA worked on the mount, except for bosses. There it excelled. But on ordinary footmonsters it was too quick, wasting a stream of projectiles on a single (or a very few) target, which often died from the first hit. But Demonic just shoots once, which works excellent on the mount. So, with a low regen and some regen/hit it shoots a lot of Area of Effect blasts everywhere, and it works just as fine in close combat as in ranged (which the lightsabres doesn't). I have full Doom set and that gives %LL which is very nice (yes, even if you don't wield the sword and shield). Socketed with phys dmg mitigation runes I have atm about 50% mitigation, but as I get above lvl 30 or so I can get that to well above 80% and that's not even with the aid of Reflective Emanation buff or Toughness skill. But they will come, no worries. The minotaur is an interesting and mysterious creature. He is tough and has some cool Area of Effect attacks. There is very little info on him in-game, so I don't know how good he will be later on. We'll just have to wait and see. Atm I don't plan on using the Miasma buff even though it has a great "debuff" effect (that gives the target an increased vulnerability to all kinds of dmg). It can still be casted though if I choose to take the Focus or Lore needed to mod it. We'll see. The nearest plan now is to take him to the jungle mount dealer to see if his mounts are any better.
    2 points
  24. Just make sure you farm it on at least Silver, the Bronze I got had no %LL on it. Or maybe it will drop with LL if you have a higher lvl dude than I had.
    2 points
  25. Indeed, to travel between the two Sacred worlds (One and Two) requires a time machine. In order to post here today, it was necessary that I employ a stationary mass, temporal displacement unit. It is powered by two, top-spin, dual-positive singularities which, when properly balanced, produce a standard, off-set Tipler sinusoid. Oh, and yes you met me here before, yet it will have happened in the not to distant future.
    2 points
  26. Don't look at me either, I'm certainly not that sarcopha guy.
    2 points
  27. My knowledge ends and starts at skins so I can't be of much help here
    2 points
  28. Thanks for the kind words. Yes, that was exactly what I had in mind, pewpewpew I just found out the hard way how easy it is to get overconfident while playing EE. All was going well and the targets dropped like mics at a roasting comedy convent. Then this beefed up werewolf comes along and smacks me to oblivion with a 1-hit insta-kill move. RIP dear adventurer Luckily I had just recently made a transfer backup of the save so I'll just have to reload that and try again.
    2 points
  29. UPDATE: I closed down the game and later, after I rebooted my PC, the "Scrooge" Achievement is in an unlocked state!
    2 points
  30. The day of the week that fish in Britain and chickens in Kentucky just love. Good old Fry Day. By the way, I like the new forum layout and the Submit Reply button, it definitely has that Star Trek/Sci-fi Pc game feel to it, excellent.
    2 points
  31. 2 points
  32. Sorry to hear about your troubles, hope it will work out soon, toothache is no fun at all I'm looking forward to read your guide. And don't worry about mine, you can do yours before if it suits you. I claim no exclusive rights. We're all here to learn and get inspiration from each other.
    2 points
  33. Just a small update... So, I've tested the gun/shield Inquisitor for a bit ( he's lvl 22 now) and he's a bit fragile but makes good dmg quickly. White Griffin goes down in 2-3 hits and poses no threat at all. The Wild Boar also goes down fast but has a nasty bite that redlines me easily, had to chug several potions to stay alive there. I attempted a run at Silver, but even the Kobolds there redlined me so I backed off that avenue. I have no fancy shields yet, so that doesn't make much of an impact yet. Technically it's no big difference to my Boomstick wielding inquisitor, it just does less dmg. The full Set of Iilsgard has no fun bonuses so I think I'll switch to something else soon. And to be honest, a shooting Inquisitor without the spellcasting is kind of boring... it's just pew pew pew at everything, with the occational 3-shot pewing once in a while. Almost any character can do that, and better too. The maelstrom/corpse explosion Inquisitor, backed up by the Boomstick is much more satisfying and fun to play I think. There is something special about the flying bodies and exploding corpses that clears out a big part of the battlefield *grin*
    2 points
  34. Beautiful new page @alfchaval delicious details for readers to sink into . and the pic oozes atmosphere gogo
    2 points
  35. Fantastic, I'll try that right away Edit: So it actually worked. The animations are just like magic staves. An unexpected bonus was the double shot. I had forgot about that with the dual wield shooters. Now... is this a viable use of the pistols? Was it all I ever dreamt of? I'm sad to say... no. Of course, being able to dual wield has its benefits, as you can equip some really cool and useful guns, but the issue with dual wielding remains (that you only shoot with the primary hand weapon, and only use the stats and mods of the secondary hand gun). Also the issue of the very slow and weird animation of magic staves is there. A pistol should be fast and very little movement needed. Mind you, In this video I had not taken the skill magic staff which would support the new pistols I guess, but that skill doesn't change the animation so I'm not sure it helps much. Also, the speed of the projectiles are excruciating slow, so unless the targets are standig still or are very close, most shots will miss. Until some Sacred 2 wizard comes up with a better animation specifically made for dual wield pistols, this experiment will be put to rest now and never be spoken of again. It was fun to test it and see how it worked, but practically it just became a dual staff wielding toon, and that was not what I wanted. Thanks @Flix for the excellent info on how to change the files. Hmmm now I can't help but to wonder how it will look like if one changes the animation to that of the energistic 2-hand staff. It will still be 1-handed I guess, but the animation might be cool.
    2 points
  36. I think all you'd need to do is go into itemtype.txt, find the entry for the gun(s) and change these two lines: subfamily = "SUBFAM_PRI_ENERGY_PISTOL", classification = "CLF_ENERGY_PISTOL", to: subfamily = "SUBFAM_PRI_MAGESTAFF", classification = "CLF_MAGESTAFF", I would not hold a lot of hope that the animations will look very convincing but you never know.
    2 points
  37. No sir. The closest possible thing would be to re-class guns as melee weapons, in which case your character would go club enemies over the head with the guns.
    2 points
  38. The Weapon Lore skills (except Ranged Weapons) have a mastery bonus that states "Chance for Double Hit +X%". @idbeholdME and others have already discovered that this bonus relates to the chance to perform an attack animation that does an extra hit. I've been doing a lot of tests to see how the chance is determined, but the large margin of error (±15%) makes it difficult to pinpoint the exact formula. What I can say for now: There is a chance to perform this attack animation even without the respective Weapon Lore skill. The character's level does not appear to be a factor. Having the respective Weapon Lore skill, even when not mastered, does increase the chance. I'm not sure if mastery of the skill makes any difference. The SkillValue at the given skill level is what influences the chance. The skill level itself does not appear to affect it. The chance appears to be capped around 50%. I tested at mastery with +100%, +200% and +500% and the highest I got was 55.3% which is within the margin of error. Other than that, the percentage that is shown in the tooltip seems to be an accurate representation of the chance.
    2 points
  39. I think I screwed the pooch. I did that file verify on Steam and the game lost the Community Patch. Characters are still there, but without Patch items. I downloaded the CM Patch, but nothing really happened or changed after I double clicked the enable option. No installer or anything. How would I do clean install when it's on Steam? HELP! Please!
    2 points
  40. Ok, I started my ranged Inquisitor prototype with one purpose in mind; to make a build I don't have to completely focus on, because I like playing games while watching "My Name Is Earl" on my phone. I started all over because I didn't like zealous doppelganger. I trash my builds if they can't 1) beat the kobald chieftain by level 25 and then 2) make it to Khorum without drinking a single health potion. This build did it by level 22; it took me seconds to kill the chieftain. When I got to Khorum, I suddenly got the idea to try my hand at building John Wick's home in a game called Rising World. But before I go, I can show this build. At level 23: I split attribute points between dexterity and vitality 17 Tactics Lore 22 Gruesome Inquisition Focus 31 Ranged weapons 16 bargaining 7 Blacksmith 10 toughness The only combat arts I have: Frenetic Fervor with the Fanaticism mod Ruthless Mutilation with Ire, Dolor, Frenzy I don't have any mods in Soul Reaver yet I have a full set of Igard's Judgment, each piece blacksmithed with +8.1% attack value and +8.6% defense value all of the rings and amulets are dexterity and ranged weapons based. I also have an essence energy smallarm because it gave me a -12 Gruesome Inquisition regeneration time This build's just a fledgling, but I wasn't expecting the building bug to bite right as I arrived at Khorum. So, I'm off to try my skill with John Wick's home, before it got blown to all crap and back in the second movie. I'll see you folks...idk, in the summer? Fall? Somewhere around there. Later days, everyone
    2 points
  41. On the positive side, however, a stone's throw from Noriath Temple, and just north of Copper Peaks (Home of the White Griffin) there used to be a buck (male deer) way up in a pine tree. As of late, he's in the same location, yet with his hooves solidly planted on terra firma. For the past fifteen years, he'd been stuck in that tree and now he's free to eat grass again. Sometimes, life just surprises us, doesn't it? Even life in Ancaria seems to share a few unexpected treats.
    2 points
  42. I can do that. I'm not going to steal ric's thread, but I can give a sampling of what I'm working on. He's nothing that our veterans of the game haven't seen before, he's just new to me because I'm trying things I've avoided in the past. Like shields, for example; I've never used a shield w the Inquisitor before. I never used the doppelganger as a permanent buff before. I don't think I'm going to do that again. I thought with him as a buff, I'd avoid the death penalty, but I still lost my survival bonus when I tested it. I've never used Djalek's Annihilator before, which I like . I'm trying to avoid the Clustering Maelstrom, Levin Array, Raving Thrust combo, as we've all done that a million times, but my Inquisitor's currently as squishy as a bladder snail. He uses Soul Reaver; I can't picture an Inquisitor without it. He relies heavily on Ruthless Mutilation and Frenetic Fervor. Nothing new; I'm sure there's several guides that build him better than I've done. Never really looked at guides or the wiki before; I'm one of those stubborn s o bs that insists on doing everything himself. If I follow a guide, it's not MY build; it belongs to whomever's guide I followed.
    2 points
  43. I added a page to the wiki about Game mechanics - Damage of enraged players. But I'm having a lot of doubt on how to structure it, and what to include or omit. I'm still working out the ingredients
    2 points
  44. The Temple Guardian's Deathly Spears has some odd behavior regarding Damage of enraged players. First, it raises the pain threshold by 25% for the specified duration. This bonus can stack multiple times if you cast Deathly Spears fast enough. This will affect any Damage of enraged players +X% you already have. Example: Second, there is a combat art modification, called Gore, that adds Damage of enraged players +X% via the entry et_wounded_rage_ut. But, because Deathly Spears is actually a spell, it does not benefit from it. The inventory screen misleadingly shows that it does. I thought that maybe this bonus will at least apply to weapon attacks for the duration, but that does not appear to be the case either. The inventory screen also does not apply this bonus to the "weapon" damage. Example: The Gore modification appears to be useless. Replacing et_wounded_rage_ut with et_wounded_rage does not change anything. Edit: I haven't tried playing around with the flags. I simply copied the whole line (containing et_wounded_rage) from elsewhere. Edit: I split the tests so it is easier to see how both entries work.
    2 points
  45. The following interview with the High Elf was conducted and transcribed on February 26, 2025 by Hooyaah. "Dear Lady High Elf, as a token of our appreciation for accepting this meeting and answering this litany of questions, I am authorized to award you this Certificate, on behalf of the Staff of Dark Matters, which may be redeemed at Le Grand Salon de Thylysium. It includes a Supreme Deluxe Package. (A mani pede and Therapeutic massage.) Additionally, and donated by Chef Poul Brotheuse, an exquisite Latte macchiato, served on the spot by one of his baristas at your choice of any of his fine restaurants. He has expressed his hope that he will be present during your visit so that he may serve you a complimentary brunch for two and thank you again, more properly, for your courageous deeds." Hooyaah: "Just one more thing before the we get started, milady, if I may?" High Elf: "Very well, proceed." Hooyaah: "What's the secret passphrase?" High Elf: "'Cookie girl sent me.' And what is the response phrase, milord?" Hooyaah: "Two chocolate chip and a shortbread?" High Elf: "Ha ha! Exactly!" Hooyaah: (chuckles) "Alright then..." INTERVIEW: Hooyaah: "When did you first determine that you had a proclivity for wielding magic, and when did you decide to become educated in the art of arcane magic?" High Elf: "I was just seven Summer's old, when one day we, my friends and I, were playing in the vast green, grassy garden area when the gardener, oblivious to his surroundings, turned on the sprinklers. I was so surprised by the sudden prolific spray of water that I raised my hands, and jumped into the air. Suddenly, the water droplets froze, peppering the ground for several seconds. They were just as tiny white pebbles." Hooyaah: "Well, that must have surprised everyone. What did they say?" High Elf: "It does not matter, their words. They were just shocked and upset, I suppose. I was left there alone. I felt abandoned, and I believe they thought that I was strange and that, maybe, they were afraid of me. We did not play together again after that happened. And, because I had no one with which to play, I began to practice my skills; only a few years later an aged magician came to my home and whispered something to my parents and took me to live at The Academy. That is where I was until, well, not so long ago. Milord, you suddenly seem a bit somber now, are you alright?" Hooyaah: "I'm sorry... I mean, when did you feel the motivation to become a heroine, a why did you seek to be a 'savior of Ancaria?'" High Elf: "Ah, if there is one thing that is common among High Elves is that they gossip and share (mostly embellished) stories. I overheard tales of fiery battles and undefined threats, fierce and evil creatures, and so forth. We all must have a purpose, must we not, sir? Right, just so. That is when I decided that I would do all that I could to make things right and remove worry, pain, hurt, and sadness from our world. I was still young and naive, but that determination has remained with me to this very day." Hooyaah: "What enemies do you despise the most and which ones do you most fear; how do you discriminate between those misled who deserve to be spared and the evil ones who must be ultimately destroyed?" High Elf: "You are witty, for you craftily weaved a rationale into your question. I loathe most, and hence 'fear,' enemies who possess so much hatred that they have no room for any trepidation or restraint. Hope stores no chance of their salvation and they kill with no remorse and no second thought or even a smidgen of guilt. Is it only me who can see this? Am only I able to determine if a creature is evil and must be ended, or if there is a soul which is conflicted and yet capable of salvation? I do see it, but, please tell me, can you see it too, kind sir?" Hooyaah: "Yes, I discern it as well, to some degree, as must many others, yet perhaps not as quickly and as naturally as do you, milady. Your skills are especially refined, indeed." High Elf: "So, in the end, dear sir, it comes down to being struck down by a mob that is blinded by hate or eliminating that sort of threat by rage-blinded evil forces, am I right?" Hooyaah: "Indeed, Miss, indeed. Are you generally, as are most High Elves, not particularly fond of humans?" High Elf: "Having been long in the exclusive company of High Elves who often complained about their human servants' laziness, incompetence, and lack of intelligence, it was not possible to form my own opinion of humans. As I explored their lands during my travels I quickly found out that, aside from human criminals, most humans are hard-working, friendly, sufficiently intelligent, and are generally pleasant company. So, to answer your question, yes, I honestly like most humans that I meet now." Hooyaah: "What are some races or humanoids which you truly abhor or fear?" High Elf: "I'm not very fond of goblins, ogres and trolls. Yet, many orcs are more civilized and friendly than one might expect. I have established some friendly relationships among the orcs and within each of the various clans. Fear is a very strong word and I have no cause to be afraid, for I am very powerful, indeed." Hooyaah: "Aren't there any creatures of which you are afraid?" High Elf: "Spiders! They make my skin crawl and my legs weak. I eliminate them as rapidly as possible; they do not deserve life. I do not care for scorpions much either." Hooyaah: "What are some things which you find pleasant?" High Elf: "Well, we girls like to pamper ourselves, don't we? I love relaxing at a fancy salon and I am partial to body milk. Also, I am actually looking forward to that complimentary manicure and pedicure that you offered. And, I like jokes, but it seems that no one "gets me." My Troll-tooth joke was a total flop. You will be lucky if you never hear it. I do love a good laugh, do you know any humorous jokes, dear sir?" Hooyaah: "Yes, I do know quite a number of good jokes. Still, we shall save that for later. Next on my list, with which Deity are you the most strongly aligned?" High Elf: "Well, I used to prefer Lumen, Forens, or Kybele. But I have been wondering, after my conversation with Sophia, whether this one true god is really a thing. I would like to know more about that. I like to understand and think about such things. Religion is intriguing." Hooyaah: "If you could do anything you wanted right now, what would it be?" High Elf: "You mean, besides the spa? I would run away to this secluded cabin of which I know. It is quiet and unoccupied and there is a perfectly wonderful pool fed by a hot spring and it's lined with stone slabs and, within the pool there are some on which to sit and unwind. It's so beautiful, peaceful, and relaxing there. I would love to show you sometime." Hooyaah: "Yes, that sounds quite pleasant. Oh, here... At the end of this time, when Ancaria's salvation from T-energy is realized, the evil that would seek to plunge the world into chaos is ultimately defeated, and the celebration thereafter winds down, where will you go; what are your plans for the future?" High Elf: "You never know, High Elves live a very long time, so I will not have to rush into deciding, will I? I used to think that I would never get used to or be happy in a small town. Still, I have finally realized the charm of life in a small rural area. But, I love big cities also, they will always be great for shopping, dining, entertainment, and salons, of course." Hooyaah: "Do you have any parting thoughts, questions, comments or concerns?" High Elf: "Yes, why is it that sometimes a user will suddenly end the game with a quick save and rush off, leaving me in the middle of the desert surrounded by scorpions or in a swamp full of icky spiders, olms, and undead? Conversely, some users will do a quick-save in a friendly village right in front of my inventory chest. I truly appreciate the users who watch out for me and always try to obtain the best and most fashionable armor. It's also great when they do their best to make me powerful against even tough opponents and protected against all damage types. There is one human out there right now reading this that I really appreciate. You know who you are." {winks} Hooyaah: Well, Sacred 2 Fans, Members, Staff, and everyone, thank you for attending this event. I hope that you enjoyed hearing from our lovely heroine of Ancaria. Please share your experience with your friends. This is your friendly moderator (and interviewer) saying, goodbye for now! {aside} Hooyaah: "Milady, may I ask you one more thing, but off the record?" High Elf: "You have piqued my curiosity, kind sir, go on now and ask me your question." Hooyaah: "If you please, would you tell me your real, given name?" High Elf: "Yes, I will tell you my name. But, it will be during that "brunch" that you promised me." Hooyaah: "Of course. I would never refuse such a generous offer from such a refined and beautiful lady." High Elf: "Do you like omelets? I hear that Chef Poul Brotheuse makes the best omelets of them all. Why, word around Thylysium is that.." {Fade Out}
    2 points
  46. For New years day, we had 2 of my best friends over for a harvest table lunch, Ferdi and his Parents, Stephanie and her Husband. so 8 pax total. I do not have a photo of everyone together... But here is one of the table before we sat down. We had 4 kinds of breads, 3 types of crackers, some fresh fruit (grapes, plums + nectarines, strawberries, tomato, melon), crudites (cucumber and carrots sticks), dips, (hummus, baba ganoushe, olive tapenade, basil pesto, pineapple + strawberry jam, naartjie + gin jam) dried fruit, (mango and peach), We had 7 kinds of meats (coppa, salami, parmaham, bresola, chicken strips, droewors and biltong) and 6 cheeses (Brie, Camembert, black pepper Kwaito, 12 month mature stanford, boerenkaas, mature cheddar), and a few bottles of wine... Everyone contributed something to the day. We just put some silicone baking paper on the table, and packed everything out on the table. we sat and ate for about 4 hours, till everyone was full and could not have another bite.had a lovely day some before photos. PS: the two empty ramekins where for olives pits.
    2 points
  47. The twins started a new KungFu dryad. But not a Spider-Girl. It is a water shrew build.Water shrews are the smallest mammals diving for hunting, they are poisonous -and most important they can kungfu. Yws we have them atthe rivelt nextto our house. And they go for young fish in our fish ponds. They have to eat 3-4 times their body mass a day, they are poisonous, so I wonder what the twins will do out of this.
    2 points
  48. The reason this didn't work is because EE already edits those files, so your changes were being overridden by EE's cursors. You should never, ever overwrite the vanilla files in the pak folder. Instead, you should introduce your own changes as separate files in the pak folder that maintain the same folder structure as those in the zip files. This will allow you to override the originals without losing them forever. In this case you need to make the data/cursor folder inside your pak folder and put your changes in there.
    2 points
  49. Hey again @o1Doc, do you know about this page too? https://www.sacredwiki.org/index.php/Sacred_2:Item_quality_levels_vs_Enhanced_Perception/Magic_Find/Bargaining or you can read the longer version here: I know it doesn't contain info on the special offers, but the rarity part is at least covered. About the "special offers" part, I couldn't really find anything, asking ChatGPT resulted in this: "In Sacred 2, the Bargaining skill gives you a chance to get "special offers" from merchants, which is separate from simply improving item quality. A special offer refers to items that are: Better than usual for your level – These could be rare, set, or unique items appearing at merchants more frequently than they normally would. Discounted prices – Sometimes, merchants sell items at a lower price than they usually would. Higher-level items than normal – Sometimes, merchants will offer gear that is slightly above your character’s level, which normally wouldn’t appear. The percentage shown in the skill description increases the likelihood that these special offers appear. However, it does not directly affect item quality like a magic find stat would. Instead, it influences how often merchants provide these better-than-usual deals. So, in summary: Item Quality = More blue (rare), yellow (unique), or green (set) items appearing. Special Offers = Increased chances of finding rare gear at shops, higher-level gear, and discounted prices." Well that's it. Not much, take it with a pinch of salt! After all, this ChatGPT thing can and will post false info happily now and then... If you find out more, let us know!
    2 points
  50. The Campaign of Ancaria These are point A to B general maps that will guide you thru the main Ancaria Campaign. The text walk thru is below the Maps if you need further assistance. Enjoy. - White lines stand for travel on foot. - Blue lines stand for travel thru portals and small portals. - Yellow marks are important quest areas: town, boss location, etc. __________________________________ Act I: Paths of Destiny __________________________________ Act II: Banners of the Blood __________________________________ Act III: The Restless Dead __________________________________ Act IV: Turns of Time The Campaign of Ancaria This is a Walkthrough of Ancaria campaign and will contain spoiler, the graphs alone are enough for general direction if you need the visual aid but not the spoiler. So consider yourself warned. Just copy the section title and use that to quick find that particular section, they are unique enough. If you find any error, plz PM me. Questions, comments are welcome. __________________________________ Sections A) Act I: Paths of Destiny 1) The Beginning a) Battle Mage b) Daemon c) Dark Elf/Wood Elf d) Dwarf e) Gladiator f) Seraphim g) Vampiress 2) For the Crown of Ancaria 3) Wilbur 4) On a Diplomatic Mission 5) Sharuka B) Act II: Banners of the Blood 1) The Way to Wyvern Pass 2) The Battlefield at Wyvern Pass 3) Vilya, Baroness of Mascarell 4) Escape from Mascarell 5) Valor's Plans *) The Camp of the Undead C) Act III: The Restless Dead 1) Off to Braverock 2) The Rebel Base in the Sewers 3) Of Princes, Magicians and Demons 4) The Path to the Monastery in Icecreek Dale 5) The Library of Elders 6) The Elements of Ancaria a) The Element of Air b) The Element of Fire c) The Element of Earth d) The Element of Water e) The Element of Void 7) The Assault 8) The Forge of the Ancestors 9) The Heart of Ancaria 10) The Soul of the Demon D) Act IV: Turns of Time 1) Shaddar __________________________________ -------------------------------------- A) Act I, Paths of Destiny -------------------------------------- ----------------------- 1) The Beginning ----------------------- All characters have their individual beginnings, but the objective in the end is the same. ................ a) Battle Mage ................ A Test of Magic/Examina Magica/Swords and Magic/For King and Country The objective is simple. Your teacher, Alcalata the Wise, has given you a test in the stone circle. Step inside the circle and kill the troll. You only have your fireball spell but the troll is pathetic. Don't forget the starting chest. After you slay the troll, your teacher will congratulate you and leave. However, he arranged Ensign Weston to escort you to Commander Romata in Bellevue . Note: you cannot find the home of Alcalata, it does not exist. But you will meet him again sure enough. The path to Commander Romata is short. Go down and east for a bit, cross the bridge and you are in the town of Bellevue. Romata is at the northern part of the town. It will be obvious that an escort is not needed, as there is no enemy except a few weak goblins. Talk to Romata, and Ensign Weston leaves. You fight for the crown now. your destination is Silver Creek. Note: Don't forget to active the first main portal up north. ................ b) Daemon ................ The Banishment/New Worlds/For King and Country As a new character, Daemon doesn't have much of a beginning. But she will start in the UW, where Anducar break-up with her and sent her to Ancaria. So talk to ah... yourself and open the starting chest. The you will tell You to find Commander Romata in Bellevue. A short walk to West, then South and you will find yourself in Bellevue. Cross the bridge to the west and you will see Commander Romata. There are only a handful of foes on the way. Commander Romata will reason that you are not there to kill him, and recruit you to fight for the crown... your destination is Silver Creek. Note: Don't forget to active the first main portal up north. ................ c) Dark Elf/Wood Elf ................ Dream Songs/The Howl of the Wolf/For the Crown of Ancaria Hunter and Hunted/Elendiar/For the Crown of Ancaria The beginning is the same for DE and WE. Basically the WE Maegalcarwen has been captured by the DEs, and Laurelinad the DE falls in love with Maegalcarwen and help her escape. Whoever you have as the main character, talk to your companion. Apparently you are very close to your final destination, Commander Romata in Bellevue (to whom Maegalcarwen served as a ranger). Open the starting chest, and get into the short cave. The wolfs and DE foes should be no match to you. Outside the cave, you are to follow the path to the Northeast, sure enough Elendiar the DE is waiting at the entrance of Bellevue. Dispose of him and head north, cross the bridge to the west and you will see Commander Romata. Talk to Romata and your companion leaves. You are now recruited by the crown. your destination is Silver Creek. Note: Don't forget to active the first main portal up north. ................ d) Dwarf ................ The Perils of Mixing Dwarves and Technology/The Crash Landing/For King and Country As a new character, Dwarf has a rather short beginning too. But since his starting location is just a bit South of the DE/WE, he gets to fight all the foes on the path too. Anyway, you will have to talk to Ensign Weston, who will send you to Commander Romata (surprise, surprise ). So open the starting chest, and head Northeast. Cross the bridge in Bellevue and you will find Romata. You are now fighting for the crown. your destination is Silver Creek. Note: Don't forget to active the first main portal up north. ................ e) Gladiator ................ Swords and Muscles/Bright Blood from Deep Wounds.../The Royal Garrison/For King and Country Gladiator has the most fighting to do. Talk to Julius the slave-master, who promised you freedom if you win the last fight in the arena. So you did just that. But wait! An Orc shows up to slay you, so kill him. Betrayed! Julius never intend to set you free, and he will attack you along with the guards. Careful with your supply of red potion, and don't try to tank too much. A hard fight this is, but you should win (you HAVE to). When the enemies are dead, you can now talk to the person who didn't attack you. He is Rocheford, a spy for the crown. He will go with you to see Commander Romata at Bellevue. Gladiator has the most distance to cover (unfair? more enemies, longer distance?), as the arena is at the Silver Creek. Nevermind that. You should have opened your starting chest, but if you didn't do it now. when you exit the arena, there should be vendor on the left, so replenish your supply of red potion. And unlike other characters, Glad has three different paths to choose from: 1) Go left (but don't cross the bridge), head north along the hill side path, and you will be able to get on the hill shortly. Go East and there will be a small portal that take you directly to Bellevue on that hill. Probably shortest with least amount of foes. 2) Go East from the arena, cross the river and head North. That path will lead you to the west side entrance of Bellevue, the same one the BM enters. This path is full of goblins, but they are very weak. 3) Go all the way east. There is a path into the forest area, where DE/WE/Dwarf starts their campaign. The longest route and more enemies to fight. Anyway, you will find Romata at the Northern part of Bellevue, and you now fight for the crown. Rocheford leaves. your destination is Silver Creek (where you just came form!) Note: Don't forget to active the first main portal up north. ................ f) Seraphim ................ Elesium/River Pirates/Call to Arms/Sword Sister of the Crown Seraphim has a somewhat challenging beginning as well. The novice Leandra tells you that a band of thieves has landed on the riverbank, and you will have to dispose of them. Open your starting chest. There are 7 foes you have to defeat, including an evil mage boss. Careful about your hp and red potions, as your seraphim is not that strong early on. After the fight, Leandra will ask you to go see Commander Romata, who is looking for you. seraphim starts just a bit more west from the BM, and you can just take the same route eastward, cross the bridge into Bellevue. Or, just head South and find the small portal. Either way is about the same distance. You will find Commander Romata at the Northern part of Bellevue, and now you fight for the crown. your destination is Silver Creek. Note: Don't forget to active the first main portal up north. ................ g) Vampiress ................ Night Prayers/Bloodhounds/For the Crown... Again! Vampiress starts in a "Mansion". Open your starting chest and head downstairs. Novice Itaria asks you to help her deal with the slave-catchers and escort her to Commander Romata. So go out and get rid of the slave-catchers, then follow the track Southwest and you will be in Bellevue in no time. Speak to Romata in the northern part of the town. Itaria leaves, and you fight for the crown.. again! your destination is Silver Creek. Note: Don't forget to active the first main portal up north. ----------------------- 2) For the Crown of Ancaria ----------------------- The name differs a bit for some characters, but the quest is exactly the same. The quest pointer leads you to Sliver Creek, where you will meet Sergeant Flavius. But know that it really doesn't matter if you pass thru Sliver Cree, and you don't have to talk to Flavius. To get to Silver Creek, take the small portal near the main portal. Head west, down the slope to the South and you will see Sergeant Flavius standing by the bridge. You ultimate destination is Proto Valum. Just follow the Southern track and you will be there. Plenty of goblins are waiting for you, so be careful. The goblin shamans will summon more goblin warriors, so they could be a pain to deal with. When you get to Proto Valum, don't forget to activate the main portal. Sergeant Treville tells you that they were attacked by the Orcs and had to close the transfer portal. And the quest pointer will direct you to such portal. ----------------------- 3) Wilbur ----------------------- When you get there, the place is full of Orcs instead of Valorian army. And after you deal with them all, you will find Wilbur, who is captured by the orcs! He thanked you for the rescue effort (although its apparently that he just got lucky, nobody even know he was missing ). Now you are to head to Urkenburg Stronghold to meet prince Valor. Just stay on the track to the South and you will be there. Valor is all the way at the back of the Stronghold by the portal. Prince Valor then send you on a mission to ask for reinforcement. Wilbur will stay with you. Valor will also drop a rune that open the portal to where you rescued Wilbur. ----------------------- 4) On a Diplomatic Mission ----------------------- So you are to find Baron DeMordrey at Crow's Rock Castle. Get back to Proto Valum first, from there you will head North to Faeries Crossing. There isn't really a track to guide you this time, but just stay on the south side of the river and you will be fine. When you cross the bridge with the quest marker, you will get to fight a bunch of DeMordrey's soldiers, which is actually for a quest in Faeries Crossing. But you don't have to fight them. Either way, the quest pointer will now be on Crow's Rock Castle. Just follow the tack there (but be careful not to take the northern route to Slater's Grave). Note: if you want to activate the main portal of Timberton, this is the best time. Although it has no function at all thru the campaign. DeMordrey is in the topmost part of Crow's Rock Castle. He will vent about the request but agree to send a unit. He gave you a ring to take to his captain at Icecreek Pass. ----------------------- 5) Sharuka ----------------------- You will have no choice but to go to Icecreek Pass. Backtrack a bit to the intersection I have mentioned. This time take the Northern branch. You will pass the Slater's Grave town. Note: Just a bit North of Slater's Grave is the Icecreek Pass main Portal. The camp you seek is just left of of the main portal. Talk to the captain, and you realize its a trap! So now the Sharuka warriors will attack you, and Wilbur will fall near after. When you are finish with the group, talk to the fallen Wilbur. He is dying! (heart attack perhaps?) And he death wish is for you to go warn prince Valor that DeMordrey has betrayed us. -------------------------------------- B) Act II, Banners of the Blood -------------------------------------- ----------------------- 1) The Way to Wyvern Pass ----------------------- After the movie, you will get to Act II of the campaign. Wilbur will die and vanish. :cry2: Now you will need to go into the desert thru the Wyvern Pass. You must pass thru the gate of Wyvern for the quest to update. If you have been to Mascarell and activated the portal, it will be closest. If not use the Proto Valum portal, and from there head Southwest. The gate is very near the town of Proto Draco. Note: If you hate long distance traveling, it would be wise to get to Mascarell now and activate the main portal now. Note: I strongly recommend you to get a horse for the journey, it will be very long. When you are ready, talk to the DeMordreyan Guard there, and surely enough you will have to fight them (you cannot pass thru the gate if the guards are not dead). The quest pointer will update as you walk thru the gate, and you destination is way down South. But from the gate I advise you to go westward, because there is a main portal somewhere in the upper left part of the desert. Take a look at the main portal map for a rough location of it. From the portal, head all the way South and you will find Treville! He is dying too. :cry2: ----------------------- 2) The Battlefield at Wyvern Pass ----------------------- Take a short walk Southwest from where Treville is and you will find a flashing water bottle (desert does wonder to the eyes its true!). Take the water to Treville and he will tell you take prince Valor is still alive, and probably will seek refuge from Baroness Vilya of Mascarell. Treville passes away shortly after. ----------------------- 3) Vilya, Baroness of Mascarell ----------------------- Now did I tell you its wise to have the main portal of Mascarell activated? So make use of the Field of Urkuk portal and get to Mascarell. If not, ride all the way back thru the desert, Mascarell is west of Proto Draco. No portal, no horse? well you are out of luck there. Stole one of the rather slow horses near the water bottle and battle your way thru... Vilya would be waiting for you in her house (all the way South and West of Mascarell). And she knows who you are, good god. So prince Valor is hiding in Tyr-Fasul. Vilya will then magically change her clothes and join you. ----------------------- 4) Escape from Mascarell ----------------------- Mascarell is full of DeMordrey's soldiers, and you will have to fight thru them to the gate marked by the quest pointer. In there you will see a massive battle is going on, and of course the Mascarellian soldiers are on your side. Among the DeMordrey's soldiers, there will be a boss captain. The gate will not open if he is alive, so get rid of him! From there, the path would be very clear, and you will find prince Valor at the back of the fort. He thanks you for saving Vilya, and then ask you to speak to Shareefa. ----------------------- 5) Valor's Plans ----------------------- Shareefa asks you to go to Khorad-Nur and find out why the orcs are invading. And she will open a portal to Ahil-Tar for you. Going into the portal will take you into the middle of Ahil-Tar, a camp of Valorian soldiers. Khorad-Nur is Southwest of Ahil-Tar, and should be very obvious if you follow the tracks. There will be a Guardian in front of the entrance. ----------------------- *) The Camp of the Undead ----------------------- The Guardian will give you the guest: "The Camp of the Undead", which you can accept or refuse. The choice will determine how you finish Act II. If you accept You will get to slay your first dragon! Go a bit south to the place marked by the blue quest marker. There will be a bunch of skeletons and D'cay, the undead dragon. The town will be normal and full of citizens. You will talk to the orc shaman and get the demon horn. If you refuse You will get to fight the Guardian. He will drop the key to the town. But when you enter, you will find a large group of undead fighting a large group of Orcs. There won't be any shop or normal citizen. And, you will have to slay the Orc shaman and his guards. The Orc shaman drop the demon horn when he dies. Note: Remember to activate the main portal of Khorad-Nur. -------------------------------------- C) Act III, The Restless Dead -------------------------------------- ----------------------- 1) Off to Braverock ----------------------- Now remember that Valor asked you to go look for him in the capital, Braverock Castle. And this time it is up to you what route you want to take. It is fastest to head to Proto Valum and walk from there, which is how the graph depicted. From Proto Valum, cross the bridge and head North. You will eventually see a wood bridge, so cross it. Keep going North and you will be in the town of Bravesbury. Keep going Northeast, and you will get to cross the river to the Hedgenton side, but keep North and you will see the stone bridge that goes west and into Braverock Castle. Note: If you want to activate the main portal of Hedgenton, now is the best chance. This town has little to do with the campaign either. (But you can use the Icecreek portal, travel to Crow's Rock Castle, head east thru Shires Pen, and enter Braverock Castle at the west. It is way longer, although it is more ez to navigate thru since you have already traveled thru most part of it.) Note: There is a main portal in the upper part of Braverock, don't forget. So where is Valor? Make use of the quest marker, and it will lead you to a wench named Lara Aisha (North from the eastern castle gate). She will takes some golds from you, and tell you to look for Pry in the Ascaron's Call. The Pub is at the outer rim of Braverock. So get out of either castle gate and then walk toward the middle of the outer rim. Pry waits for you outside the Ascaron's Call, and apparently is the spy for the prince. ----------------------- 2) The Rebel Base in the Sewers ----------------------- Get into the pub, Pry will follow and unlock a gate for you (you may have to wait for a bit, he runs like a turtle). The sewer is very straight forward. And after a couple floors you will find Valor, Vilya, and Shareefa. You can talk to Valor, but apparently you only have to talk to Shareefa. ----------------------- 3) Of Princes, Magicians and Demons ----------------------- Shareefa will open a portal and join your party. Your next destination would be the Seraphim monastery in Icecreek Dale. But unlike the last portal, this one only takes out to the outside of the Pub. ----------------------- 4) The Path to the Monastery in Icecreek Dale ----------------------- Note: Shareefa must NOT die, know that!! Lucky for us, we at least have a Icecreek Pass portal. So head there, and go all the way Northeast. (None of the caves along the way lead you to your destination, so ignore them) When you get to the entrance of the Monastery, you will see a Seraphim battling a group of Ice Giants. So help her! She will thank you, and update your quest pointer. ----------------------- 5) The Library of Elders ----------------------- You will be ambushed by a large crowd of Ice goblins as you enter the Monastery, so be prepared. And you need to exit the East exit, ignore North for now. When you are outside, search for the the main portal in the upper right part of the area. Your goal, however, is the library of elders at the top of the area. The inside dungeon is straight forward. At the end, you will see a Seraphim hologram, which is the recording you seek. So talk to her/it/whatever. ----------------------- 6) The Elements of Ancaria ----------------------- Shareefa will leave your party after you talk to the hologram. She will give you the element quest and TP away. You are to find her in Mystdale Castle when you are done. Note: You should finish the element by the default order, it could get buggy otherwise. And the graph assumed that you will make use of the small portals provided. --------------------------------- a) For the Element of Air: Go back to the Monastery, head North and you will find a collapsed wall, which is the path you seek. The path is straight forward. You you eventually get to a silver palace, and the Air Element is at the second floor of the palace. You do not have to kill the dragon Sissilith outside the palace, but you will get a portal rune that will get you to your next destination faster. The portal is behind Sissilith. --------------------------------- --------------------------------- b) For the Element of Fire: The portal takes you to the Wyvern Pass, head west along the top edge until you find the entrance into the lava region. (If you don't want to take the small portal, use the main portal of the Monastery to get to the Field of Urkuk portal, the entrance of the lava region will then be Northeast) Aim Northwest and search for an opening in the wall. It will be the town of Alkazaba noc Draco. Use the Northwest exit of the town. Head North on the lava region. Enter the cave at the end of the lava region, and you will be in the cave of the dragon Sirithcam. There are two paths in the cave, but both take you to the dragon. This time you must kill Sirithcam, because the door at the end of the cave will not open unless Sirithcam is dead. Sirithcam will drop a portal rune when he dies, among other drops. The exit takes you outside again, and you will find the Fire Element, and a small portal at the end of the area. --------------------------------- --------------------------------- c) For the Element of Earth: The small portal takes you north of the Goblin lawn in Silver Creek. Head thru Bravebury and toward Braverock. This time get up to the plateau and head Northeast. You will pass thru the town of Bravewall. Keep following the track, but pick north when you can. It should lead you to the valley main portal. Go up to the next plateau after you activate the valley portal, and pick the right path at the intersection. You will then get to Zhurag-Nar, the town of Dark Elf. Head all the way Northeast, and you will get to a more cave like surrounding. Keep going until you reach a door that you can't open. Go left and into the long room that is red carpeted, there will be a boss named Maeglawari, High Matriarch (she has a seraphim wing on her back, curious enough). She drops the key when she dies. You will see some laser beams when you are thru the room. And yes you can avoid them, but unless you are very low level the beams should not kill you if you just run thru them. You will find the Medusian Guard Karissall waiting for you after the beams. She drops a portal rune when she dies. Cross the wooden bridges and you will find the Earth Element in no time. At the end is another small portal. --------------------------------- --------------------------------- d) For the Element of Water: The portal takes you to the start of the Zhurag-Nar cave. Get out and head South. Follow the path down the plateau (back to the valley portal). From there, head towards Southeast. When you see the waterfall, go down the slope and walk along the riverbank. A guy named Loknor will be waiting for you. He tells you that you need to close the dams if you need to get into Verag-Nar. He will drop a portal rune, which activate the small portal a bit north of him. So activate it and it will takes you to the entrance of Gnarlstat. So get in! The cave is big with dead ends, but just go clockwise on the main track will get you to the stair you need. The other level is like a swamp, and surely enough Acutami the swamp dragon is south of where you start in the level. But no you don't have to kill him. The dam switch is all the way Southwest at the end of the level. After the switch head east thru the gap, its the exit (yay no need to walk all the way back!). You will be outside, so use the world map and get back to Loknor. The rest is totally straight forward. Get in the cave for the Water Element and get out (the cave is really short). Ok now you have all the elements. So let's head to Mystdale Castle. Just keep going South through the track, you will get there. Don't forget to activate the portal near the entrance of Mystdale Castle. And no matter how fast you get the elements, Shareefa will say that you are late. And you will need to get the fifth element! Eh, Love like the movie? Nope, its void! --------------------------------- --------------------------------- e) For the Element of Void: There is an opening east of Mystdale that takes you into the woods. Keep going Northward and you will see a Runestone, which is actually a portal. It will takes you to a short desert like area. The other end takes you to a cave. When you get out from the cave, you will find yourself in the desert at the very South of the world map! Head South toward the cave marked by the quest pointer. Along the way you should see some giant spiders, which are so gross but give you great experience. The rest would be straight forward (but very long). Eventually you will find yourself in Shaddar-Nur, an icy region. The main portal of Shaddar-Nur is at the top left corner of the area, and should be the last of the main portals you need to activate. After that get into the Marked Shaddar Tower, where you will find Glubba. He wants you to deal with the demons downstairs. So do that, the last demon will drop a portal rune. You should see the Void Element there, so grab it. There is also a Shaddar Diary you can pick up. I don't think it has any actual purpose, but do it just in case! Back up the stairs Glubba will give you a side quest. But do it or not is up to you, he keeps his words and give you the black book of Sakkara either way. The small portal you want is just a bit Southeast of the tower, it takes you back to Mystdale Castle. But then, it is faster if you just take the Shaddar-Nur portal to Braverock... Go figure. --------------------------------- Anyway, get down the sewer in Braverock again, talk to Shareefa to end the very very long element quest. ----------------------- 7) The Assault ----------------------- Now speak to Valor, and everyone joins your party! Valor will open a portal to the entrance of the Pub (just where did he get that power all of a sudden ). Note: Very important! You MUST keep all of the NPCs alive. Oh yes all of them. (The best way is to equip them with a crossbow so that they won't attract much attention.) Anyway, head up to the throne room and get rid of the DeMordrey's soldiers that dare to cross your path. DeMordrey is in the middle of the throne room with a bunch of his guards. The guards are pathetic, but DeMordrey hits really really hard. Don't let any NPC fight DeMordrey or they will die real soon. Even if you are BM, you should tank DeMordrey's attack yourself. Just bring loads of red potion. Talk to Valor when DeMordrey is dead. ----------------------- 8) The Forge of the Ancestors ----------------------- Only Shareefa will stay with you now. Heads to the Forge like Valor said. The cave is very straight forward. Go down two levels and you would be in a ritual room. Shareefa will get to work as soon as you walk close enough. Take the heart of Ancaria when she is done. ----------------------- 9) The Heart of Ancaria ----------------------- Shareefa will open a portal too, and it takes you back to a large room in the first level. Talk to Shareefa and then put the Heart of Ancaria into the stand. Shareefa will put the demon horn on the floor after you did that. She won't fight with you and just TP away after you talk to her. Attack the horn and Ilith'Bah the Sakkara Demon will show up. He is the toughest foe in the world of Ancaria, So enjoy! ----------------------- 10) The Soul of the Demon ----------------------- After the defeat of the demon, the Heart of Ancaria will turn red. You will have to take it with you. (Why? I don't know ) A portal will open when you did that. You should take the portal to go outside. Enter the throne room and talk to Shareefa. But wait, "she" is Shaddar and the Heart of Ancaria is stolen by him! Talk to him and Valor will die (telepathic heart attack?). Worse, Shaddar has kidnapped Vilya too. -------------------------------------- D) Act IV, Turns of Time -------------------------------------- ----------------------- 1) Shaddar ----------------------- There is one and only one quest to do in act four... curious enough. Talk to Alcalata and he will asks you to go save Vilya. (Did I tell you that you will see Alcalata again? ) And you final destination is Shaddar-Nur. So use the main portal. Note that if you didn't help Glubba before, you will find his corpse when you enter. Shame on you! :cry2: Anyway, go into the cellar and you will see an activated small portal. And when you approach it the export message will show up. And yes to get to the next difficulty level except silver, you need to export your character there. In other words, defeating Shaddar is quite unnecessary, as you can't save after you defeat Shaddar. Still if you want to do it head into the portal. You will get to a ritual room, where you will see a bunch of Sakkara priests. You have to kill them all before you can touch Shaddar. So do it. When Shaddar starts moving, run around to collect a heart on top of your head. Yes you can only damage Shaddar when you have the heart icon of top of your head. Shaddar will go down really fast, plus his attacks are insanely weak. Defeat him and its the end of the Ancaria Campaign. _______________________________ The End.
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