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RavenLight

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Posts posted by RavenLight

  1. Greetings! As I just found information about the Bloodthirsty Mercenaries side quest, I decided to do it. However when I go to that abandoned site at the roadway, there's nothing here, so I can't even start the quest. Tried doing it in different days (both in game and real time), reloading the game but nothing seems to fix it.

    Is there a fix to this or am I doing something wrong when approaching the quest?

     

    Screenshot (171).png

    • Haha 1
  2. 5 hours ago, Flix said:
    1. All of the Convert Followers quest-givers are in Khorum. Only one will appear for each character though, depending on what Deity was chosen upon character creation.
    2. Likewise with Green Gods, Parched Gods, Desecrated Gods, etc.  Only the quest for your character's selected Deity will appear. Green Gods is in Dyr Lain, near the Temple of the Gods.
    3. Desecrated Gods quests take place in Artamark, in the central barony, above Black Oaks.
    4. Grunwald Forest in Artamark, look for the farm south of the Forest.
    5. Questgiver is in the main city of Hissil'Ta, near the south gate.
    6. Begins with a merchant in Khorum asking you to look for a missing caravan.
    7. Kernforce is in the Tharum oasis.
    8. Blinded is the final part of a long chain quest beginning in Khorum. The quest giver is near the portal, on the road leading to the southern exit out of town.
    9. The Ghost Banquet triggers when you approach a mummy near Logaeir in on the Dryad Islands.
    10. The settlement Eloeth-Sun, in the northeast of the Dryad Island.

    Thanks a lot! You saved my life, metaphorically speaking :D Tried searchind the quests on both Google and Wiki but there weren't any pages related to those and that's why I couldn't manage to find some info about them. Thank you once again!

  3. Hello everyone! As you all know, the EE mod granted lots of side quests fixed bonuses, mainly based in valuable items. Right now I want to do all of these quests but I'm stuck finding some of them, as listed below. Any help regarding the locations of these quests would be more than appreciated!

    1. Convert Followers (Testa), the one that grants Testa's Band
    2. Green Gods (Kybele), that grants Kybele's Tear
    3. Desecrated Gods (Ker), that grants Ker's Chaos
    4. The Dark Cult, that grants Grunwald's Protection
    5. Studying the Past, that grants Swampshield of the Leech (I know it's somewhere in the swamps but wasted 2 days searching for it :D)
    6. The Scarab's Lair, that grants Amulet of the Jade Scarab (judging by the name it's a desert quest)
    7. The New Book, that grants Kernforce's Cutlass
    8. Blinded, that grants Nyarlathotep's Creeping Madness
    9. The Ghost Banquet, grants Jugala's Necklace
    10. Against the Blood Dryads, grants Sword of the Blood Dryads

    • Like! 1
  4. 4 hours ago, Flix said:

    Hostility in Sacred 2 is a two-way street.  You can make "Creature A" hostile to "Creature B," while at the same time Creature B will act friendly to Creature A.  The is the case with the Sakkara Demon.  When the duration expires and it breaks free, I think literally everything in the game is hostile to it, and will try to attack it.

    The Sakkara itself will only attack enemies of the player though.  This is why the Battle Daemon will attack him, but he won't fight back, or try to kill you. The proof is that he doesn't explode.  As soon as he sees a target that he registers as hostile, he will explode.

    It's not perfect but it's probably the best I can do with it.

    That's a good point of explanation! Thank you so much sharing all these information :D Really helped to get an idea of the whole situation since this Ker Sakkara Daemon divine gift always confused me to be honest (even before using the EE mod)

    • Like! 1
  5. 11 hours ago, Flix said:

    So, the way it works is that the Sakkara becomes a suicide bomber when the duration expires.  It is attackable by the player during the period of time between when it "breaks free" and when it finds a target to attack (the "attack" is simply an explosion).  But, it's important to note that, during this period of time, it's not actually hostile to the player.  It won't attack the player or allies and its explosion won't harm anyone but enemies.

    If there's no target for it to attack, I suppose it would just wander around forever, unable to explode.

    Simply put, what you've done is uncover a flaw in this setup.  You've summoned the Sakkara into an empty area where it can't explode because there are no hostile targets.  If you can't lure any enemies to it, I guess you'd just have to leave it behind.  You could also just kill it.  It shouldn't fight back.

    For what it's worth, this same thing would have happened in 2.4, the only difference being you wouldn't be able to attack it. 

    I'll try to think if there's not some way to have it just explode on its own.

    Well, I think it could just work this way. In 2.4 he wasn't showing the health bar up in the screen when he was about to explode even if it was an empty area. The fact that now the health bar appeared out of nowhere and he was coming towards me simply panicked me lol :D Didn't risked testing him to come near me to check if he's truly attacking me since it's the 3rd time I have to restart the toon because of useless deaths :D 

    Another thing I want to mention. In 2.4 and now in 3.0 as well, sometimes I use both the Sakkara Demon and the Doppelganger to fight certain bosses and when the boss dies, if there are no more enemies around, my Demon and the Doppelganger starts to fight each other for some reason.

  6. 48 minutes ago, Flix said:

    Are you certain this ring dropped after installing the latest version?

    The ring itemtype that is used for Mormorin's Band was made Dryad-only in 3.0.  It was removed from the pool of random rings, but if it dropped as a random before 3.0, it would suddenly become Dryad-only.

    This is the only scenario I can think of right now.

    Differences in stats will make sense if there are any random (non-unique) items equipped.  Most bonuses will be re-rerolled.

    Well, I don't remember having items in inventory where I left the toon prior to upgrade (expect for potions and runes). If I did I understand why it went Dryad only but if I will get those random normal rings from drops or shops, will they appear as Dryad only or will they be all class like before? I'm asking if I have to start over a new game or I can continue the current save without major bugs.

    As for the stats I had 2 yellow rare swords equiped as well as a bunch of yellow/unique/set rings upgraded into armor that provided +Constitution, +Aspect: Gruesome Inquisiton, +Tactics Lore, +All combat arts and +All skills. I read that most of these +skill modifiers got reduced values and that should make sense.

  7. Hello everyone! I just updated my EE 2.4 into 3.0 and loaded my toon I've created in the 2.4 version and decided to continue that way. However while playing I got dropped a normal ring that's for some reason restricted only to the Dryad class (as the photo below shows).

    Anyone knows if this is part of the mod or it's a bug? Also I had about 8100 hitpoints and around 1900 damage and after the update my toon has around 7700 hitpoints and 1800 damage. Am I missing something from the mod or my game's broken?

    Screenshot (158).png

    • Like! 1
  8. 16 hours ago, Hooyaah said:

    Thank you, Gabriel. My build is here: Devastating Mystic Stormite Build. What isn't included within, is what items you should want to socket and I suggest a healthy mix of All Skills + x, Ice Damage +x%, Combat Arts +x, and Aspect Mystic Stormite +x%. You also will greatly benefit from wearing Glimborin's Garments of Mutation. Sadly, it's likelihood to drop in the game is about .000010021% so you will benefit greatly by downloading it. It also helps significantly to hold Glacial Mirror and Nloyae's Mystery, as this pairing awards some Damage Mitigation (all types) and an increased Combat Arts Range. The Sigil set, KilthEmAl, also increases Combat Art Range. And, as you have apparently discovered, leech life is useless for a pure caster build. I cannot stress the importance of getting Chance to Halve Regeneration Time to a full 100%. You can download Tristan's Companion or do some shopping for jewelry with this handy attribute. (I also uploaded some excellent jewelry in the Downloads section.) This will allow you to "memorize" vast quantities of runes and still regenerate your CAs fast! Well, I believe that covers your questions; do let me know if you have some others.

    Thank you so much for your effort to provide these tips! :D  Very helpful indeed. Sadly yes, the mutation sets are so so so rare (I have like 4-5 toons with Perception mastery, tons of +EP relics and +Chance to find valuables and still I have like 3 or 4 mutation pieces at best (one for Inquisitor, one for High Elf, one for Seraphim and one for Dryad I believe). Will start slowly finding whatever the game grants me and might download it after Niob or so :D

  9. Nice video and description :D Love your style. Mind if I ask about the skill build, attribute distribution and your spell modifications? :D
    I had a similar ice High Elf a few years ago that I've played up to level 100-ish but felt so squishy later onto the game (especially on Platinum) since I kinda ruined the build focusing on % Lifeleech items and sets thinking it will be like in Sacred 1 where spells would've heal you up lol :D :D (it was in that period where I switched between the two games and got used with some old mechanincs from S1 hehe)

    • Like! 1
  10. 1 hour ago, Flix said:

    Sometime around Christmas, I expect.  Everything is pretty much done.  I'm just working on some texture upscaling for the Blood Forest right now.  I usually like to package up the entire mod and then test it for a few days before release to make sure I didn't leave anything out.

    Thanks! Can't actually wait :D However, will it require a new campaign or I can play with some old toons I have?

  11. 13 hours ago, Flix said:

    Yeah the Inquisitor is meant to be an offensive demon, constantly risking death at the cost of massive damage output.

    That being said, I've tested the new revamped (fixed) Paralyzing Dread and it should make a huge difference in 3.0.

    I'm not sure which, if any, of the original functions was working, but I can confirm they're all working now, to a great effect.  The debuffs to enemy attack speed, attack value, physical armor are definitely working and will make any melee mob much less dangerous.  I also tested fear and the expanded radius - also working.

    For the gold mod "Confidence" I had to replace the attack rating buff with an Evade Chance buff, for technical reasons.  This should help with defense, and I think the Inquisitor's cup already overrunneth when it comes to sources of attack rating anyway.

    Any idea when the EE 3.0 will be out? Asking to know so I'll start a new toon on the updated patch

  12. 1 hour ago, Androdion said:

    I used the same config as you, in order to maximize damage output.

    Whem I played triple aspect I just used the focus skills of the other two trees for modifying the CAs, so yeah I'd drop ASL as well.

    Glad to hear your feedback! Thanks for the info :D 

  13. 2 hours ago, Androdion said:

    Thing is, Soul Reaver only works with mobs that provide souls. Undead, Energy and Mechanical mobs won't give you any boost, and if you're thinking just about the main campaign you do find a lot of those. Also by not using your best buff you're setting aside the best part of the Inquisitor, his high damage output. Purifying Chastisement is your all around buff, the one you always keep turned on, while Soul Reaver will be used for when you face mainly weapon-based mobs (melee, ranged), and Reverse Polarity you'll use for when you run against casters and bosses (unless you're going against the Raging Boar for instance, where Soul Reaver will be more effective). I'm not even sure if you do need that Concentration mastery because those three buffs can be paired when needed, and that alone leaves you much more room to concentrate on other skills which will let you develop your build better.

    I used to run my Inquisitor with a Clustering Maelstrom/Ruthless Mutilation combo followed by a Ruthless Mutilation/Callous Execution combo, and even with Superspawn you get a lot of bang for the buck. Dual-wielder, life leeched per hit weapons, CAs modified for extra impact, Zealous Doppelganger modified for boss fights (it retains any weapon effects you carry, so life leech!) and Paralyzing Dread/Frenetic Fervor for a rapid boost and debuff. The idea is to get as many mobs around you as possible and kill them in as little hits as possible. The CM/RM combo is great for that, and then you get to double the dose with RM/CE right after it. And since you can modify CE for regen per hit you get to recharge CM with it. So you can loop your combos.

    The one thing I'd advise in an Inquisitor to make it less squishy would be to find room in the skill set for Spell Resistance. I know I didn't because I just wanted to go all out offensive, but I really noticed how the lack of that skill impaired my build.

    I agree with the Spell Resistance. Basically I was kinda immune vs weapons and one hit dead from spells from champion mobs. I think I'm going to replace Asture Lore with Spell Resistance, it's the only skill that I can afford to play without.

    As for the Soul Reaver, I used superspawn and basically I got like 15.000 attack and 12.000 defense all the time (even got souls from Undead like skeletons or zombies, at least in the swamps I did, not sure from ghosts). 

    How did you modded your Chastisement buff by the way? As I stated some posts above I went for the Fire damage boost for bronze (not really matters here) while silver I went with increased chance to crit instead of threshold increase. For gold I went for damage output increase instead of damage mitigation (probably the most important choice here, not sure how is it proper to go to be honest) 

  14. 5 hours ago, Daedalus said:

    Well, my personal experience with the inquisitor on EE so far is as follow:

    I was really tempted for a while to do something similar as you regarding the 'auras' , which is my term for the permanent buffs (due to the ... well ... aura they give the toon, duh :D ). 

    Such a build is way, wayyyyyy to offensive and especially in EE. In fact, I've noticed too many people are very attracted to the absolute carnage an inquisitor can do using those ... and completely ignoring that doing so is the total expanse of defense, which is guaranteed to be a death sentence sooner or later.

    Much current inquisitor at level 79, and boy were they stupid death where it was not the build or the toon itself but me the player who was totally responsible for it :( 

    Because one thing I've noticed with the inquisitor is ... well ... did you notice how the dude never seem to lose its cool? Well, that's how you need to play him not just to survive but to teach those heretics a lesson they will never forgot mwahahahhahahahah !! :eqs5V2L: 

    And let's be honest there, the inquisitor, especially in EE, is really, really well equipped to deal with a whole lot of different situations. And since getting to level 75 and getting a third aura, I am often switching the third one according to the region I am in and the monsters I am facing. To make a long story short, weapon bases monsters (or claw based, or vine-in-your-face based ... you get the drill), soul reaver is the way to go ... generally but not always. reflective aura on the other hand is always useful when modded properly but can lack some ompfh! in certain zones. 

    The other thing the inquisitor has going for him is ways to deal both with a metric ton of monsters (clustering maelstrom is a big one as you've noticed :) ) and ways to deal with bosses ( dislodged spirit+ inexorable subjugation can be really and wholly destructive against all bosses :eqs5V2L: especially with doppelganger/demonS pals :eqs5V2L: ). 

    But my biggest and one of the most surprising discovery (especially for a caster inquisitor like mine!) is how damn incredibly useful is mortifying pillory!! Wow!!! This has saved my inquisitor's hide more than a few times since I've started using it and ... it's surprisingly straightforward how: 

    Keep at low to very low regen times and a the first hint of being swarmed with too many monsters, mark a few of those as "heretics", creating a civil war in the process and allowing some room to breathe, regroup ... and send them to their collective grave en masse like the heretics that they are ... and make sure to shout "EXTERMINATUS" very loud when you do !!! :eqs5V2L: (:P). No kidding, if you have just a modicum of gruesome inquisition focus, that CA can save your hide trust me. And make some of the thoughest champions fight soooo much more easy to win!! :) 

    Personal experience of course, then again ... only two deaths so far, and due to the fact that, like you, not only did I panick ( poor life choice :) ) but also did not upgrade my reflecting aura enough (ouch!) . 

    I could also add that there are a few mods that can regenerate a % based portions of your life and that they are incredibly effective ... provided of course you're fighting monsters that actually leave a soul or body to drain for life, which does not always happen. 

    Anyways, these are some of the few tidbits I've learned on the inquisitor, specifically for EE ... and that I intend to do a "civil war" build one of these days using mortifying pillory to have the monsters fight each other ... while I kill them at a distance. 

    PS : use  a ranged weapon slot with mortifying pillory and use some +% to attack speed in addition to having low regen time for extra usefulness :D 

    I never used Mortifying Pillory, might give it a try. Usually when I was crowded with mobs I just Maelstrom them to death :D 

    Also for the Dislodged Spirit and Subjugation, didn't really used them since I don't usually use Nefarious Lore in this 3 aspect build. I had problems against bosses as well but I was just summoning my Sakkara Demon from the Divine gift and watch them fight. I'll probably use Dislodged/Subjugation but I'm not sure if they will work without Nefarious Lore, especially against bosses.

  15. 7 hours ago, Lindor said:

    Maybe I can offer you something: One of my personal mods is an alternative to the famous Alternate Spells module, but it started as an Inquisitor rebalance mod. The two main ideas were making the Aspects more independent of each other and giving him at least one protective buff that's not all-or-nothing. Once S2EE 3.0 is released, I'll update it to that and after some playtesting, because I don't want it to feel cheaty nor underpowered, I'll upload it if Flix is okay with that (I mean I built it around his mod so when I'm ready I'll ask him first). It might take me some time because I'm simultaneously working on another mod. If by the time of release you tried the tips by Daedalus and Androdion and the others but you're still not getting warm with the standard S2EE Inquisitor, maybe that's an alternative for you.

    Your mod sounds fun as well as the EE mod I'm currently using. May giving it a try :D Also, does it work with EE mod or I have to disable it before trying yours?

    • Appreciation 1
  16. 9 hours ago, Androdion said:

    I can't speak for EE because I've played the Inquisitor with just CM 1.60, but having played a triple aspect one with the same buffs as you I can tell you that he's an absolute squish. The simple fact is that the Inquisitor is very vulnerable to both elemental and spell damage, but he compensates with a hefty damage output. With that being said if you don't employ some defensive measures early on you'll be put down by rangers/casters very easily. Having some sort of life leech is a must in my book, since the Inquisitor hits very hard and very fast. Playing with Gruesome Inquisition as your primary aspect allows you to dish out an immense amount of both hits and damage, so the more hits the more LL. Also make sure to run mounted when in highly populated areas, the special mount gives a boost to Willpower, so it covers a gap in that class' attributes.

    One other thing that may com in handy is to prioritise your first masteries. I have a running toon, an Ice/Delphic High Elf, and the first three masteries were all defensive skills. Namely Armor Lore, Constitution and Toughness. Sure I've spread some points enough to modify a few working CAs, but those were the first skills I've mastered, even before CA Focus and Lore skills. After lv.75 you have plenty of time to start modifying everything else. If you're running a squishy class and the crits do hit you badly then going for defense before offence can be a good thing.

    You should also use your buffs accordingly to the spot where you are. RP is great in smaller crowded spaces like the Carnach Caves, as well as boss fights where SR just won't work. For open air monster hunting maximize your damage output with PC+SR. If you're at the Swamp you may want to use PC+RP though, there's much more danger from casters there than from melee mobs.

    I've modded my Ruthless Mutilation for the Lifeleech mod but it simply isn't enough. Wanted to fully use the Disgraced Gods set for the effect but I'm standing at 4 pieces from it at the moment. 

    I started another Inquisitor, this time focusing on my defense more than my offense, like mastering Armor Lore and Constitution at 75 along Concentration and maybe Tactics Lore at 80-90.

    For the buffs I will mainly use Soul Reaver and Reverse Polarity until 75 where I'll start using Chastisement. Hope it'll work this time around :D

  17. Greetings! Recently I installed Flix's Enhanced Edition Mod and I find it pretty interesting actually. I've created an unstoppable Shadow Warrior as well as a Seraphim that cuts in pieces everything in her path.. but, I find them boring to just click click click. 

    So I decided to do a triple aspect hybrid Inquisitor with Ruthless Mutilation for single enemies and Clustering Maelstrom for large groups (triple buff Soul Reaver, Chastisement and Reverse Polarity). But... no matter what I do, I find him so squishy and I always die somehow.

    In my first attempt I died around level 30-ish (stupidly went to Gahanka and underestimated him) so I tried again and started another Inquisitor following the same style and this time died around level 40-ish (Lightning Lord owned me here). So I did a third try and this time pumping up Vitality as well as Constitution and Toughness early on but... the story is the same, it only prolonged the inevitable (this time died at level 60-ish killed by... 3 little dragon champions in the Seraphim Island lol).

    Anyone else find Inquisitor to be the most difficult character to play with on Enhanced Edition? He has decent damage but his health pool and resistances are so low. 

    Your thoughs?

    • Like! 1
  18. 21 minutes ago, Flix said:

    It is possible.  Disable the battle music in options.txt, located in the following folder:

    C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2

    Search for the line "volume_group02" and change the value to 0, and save the file.

    This will let you hear more of the new music instead of the repetitive battle music.

    You're a real life-saver! Thank you so much! :D 

    The battles will surely be more entertaining now hehe. 

  19. Hello everyone!

    I recently thought about a thing while playing Sacred 2. Currently, the battle music is so repetitive and it ruins the vibe of the region where I'm in, at least for me.
    So, my question is the following: Is it possible to replace this battle music with the region music? For example, if I am in the swamps and a fight occurs, I just want to hear the beautiful shamanic vibes the swamps music has and not that battle music that's the same every time.

    Pardon me for any text or grammar issues here since I'm typing this on my phone :D 

    Thanks in advance!

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