[REL]Grim Quest

Poll, sorta.

If I include new weapons from TQ, all thats left are the swords, clubs, and axes. TQ didn’t have two handers or daggers/scepters, so if I were to import TQ’s weapons, should I ‘rework’ a few of these items to become two-handers or implements, or leave them as is? When I say rework, I mean a very minor adjustment to stats like change to base damage type and maybe damage/resistance modifier tweaks, not a complete item redesign.

This is not something I’ll be able to do any time soon, this is just for future planning since it’s probably the next project.

I’d leave them as one-handers.

I think the stat rework will be better. Its fun to have wider amount of weapons like two-handers or implements/daggers (personally, i like caster daggers/offhands :))

PS. Found one bug with staff :slight_smile:

Yes I went through many of the new items to check racial stats last time someone posted about it a couple days ago.

Sphere of Eternity:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Totem of Bast:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Living Band:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Scale of the Black Dragon:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Boar Hunter’s Shield:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Nubian Deflector:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Permethrin:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Shadowguard:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Reach of Helios:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Nubian Spear:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Telamon’s Boar Skewer:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Spear of Argo:
-Lowered the racial bonus value to be on par with other Racial bonuses.

Praxidikae:
*Fixed an issue with racial bonus.
-Lowered the racial bonus value to be on par with other Racial bonuses.

Necromancer’s Staff:
*Fixed an issue with racial bonus.
-Lowered the racial bonus value to be on par with other Racial bonuses.

Heka Staff:
*Fixed an issue with racial bonus.
-Lowered the racial bonus value to be on par with other Racial bonuses.

Staff of Kheprer:
*Fixed an issue with racial bonus.
-Lowered the racial bonus value to be on par with other Racial bonuses.

Staff of the Falcon:
*Fixed an issue with racial bonus.
-Lowered the racial bonus value to be on par with other Racial bonuses.

Staff of Erebus:
*Fixed an issue with racial bonus.
-Lowered the racial bonus value to be on par with other Racial bonuses.

If you find any others let me know.

Hey, i play this mod in grimarillion, gr8 work here) Can u please point me where i can get new relic recipes, i keep killing bosses, but cant get one trascendent i need, to create another. Can they drop from bosses only? Its “Soul Prism”, i starting to doubt is it even in game, or maybe there is some mistake.

Quick question: Does Hunting’s Marksmanship skill tree work with guns and rifles or is it only for crossbows? If yes, can you dual wield pistols with the skill if you have an item that grants you dual wield or when the upcoming Inquisitor mastery comes out?

Regarding crossbows, my answer is the same as the last time you asked. As for dual wield, it should work.

I have found it, and others have posted bugs on the item so it does drop it just depends on itemlevel and luck. If your level is too high you probably won’t find it. You can also use the artifact gamble option at the blacksmith

Oops, forgot I asked about that Asylum101. My brain is definitely getting worse as I get older. :frowning:

Finished a full play through on a diviner.
The build was basically life leeching everything. Too bad the death chill auras couldn’t keep up with the damage and I went with psionic touch

Some “findings” (some might be working as intended):
tag not found on Scepter of Erebus (I think someone posted already)
spears get -10% cunning requirement from range weapons
Not sure how good is eye of ra but its got 120s cooldown
Psionic touch’s damage peaks at 891% at level 20 - probably forgot to change it when adjusting ultimate levels
Trance of Wrath can be bounded by offensive devotion procs, this has a lot of potential.
The death chill triple aura buff icons are making it very difficult to track my buff status.
Encountered a few crashes on low hp probably has something to do with spirit’s low hp procs (also equipped book of dreams might be that too), doesn’t happen all the time so I can’t provide any further details.
Vision of death is too good of a skill, 66% fumble with 100% up time.
All the epic spears I’ve found pales against any yellow assyrian spear as it has such a high base damage.
It will be great if more of the low level artifact formulas can be sold, they are real hard to find.
oh and dream still gets 12% elecrocute damage from mastery it feels out of place

  • Scepter of Erebus was already adjusted as I mentioned in the post above yours.
  • Spears, not much I can do about it, I can try to see if Crate is interested in doing something about that but no guarantees.
  • Eye of Ra, not sure, I don’t think anyone has reported it. If I reduce the cooldown I will probably have to nerf the values to compensate, but I don’t know for sure since I don’t know the numbers off the top of my head.
  • Psionic Touch, yep, probably.
  • Trance of Wrath, it is a template thing, so if I fix it I will have to go through the devotions to modify it. But I feel like since ToW is unique in this, I don’t know if I want to change it.
  • Deathchill Aura icons, it’s a good way to verify the buffs are working properly. It’s probably not necessary anymore except for clarity.
  • Crashes, dunno, never heard of that. Need specific repro if I can do anything about it.
  • Vision of Death, yeah. It’s been really powerful for some time, I might have other plans for a replacement if I can get it working but we will see.
  • Spears, might have to redo the values on them but I will have to come up with a spreadsheet to compare everything.
  • Artifacts can be gambled for at the blacksmith IIRC. There is a recipe that should be default on every smith.
  • Electrocute damage, thanks, leftover from the placeholder stats while I rework things.

Please, dont change it! :cry: ToW is awesome as it is :cool:

Hi Asylum,

Wonderful mod. The time you’ve put into it is obvious. I am currently playing a Soothsayer and I think the Liche King’s Spectral Bolt is bugged. He casts it fine, but the bolt itself moves slower than molasses. This is true for all normal skill levels invested into the Liche King. The bolt moves, but at a VERY slow rate rendering it near useless.

Hi Asylum,

Wonderful mod. It’s evident you’ve invested a lot of time and effort into fleshing out the skill lines. I’ve been playing a soothsayer and I think the Liche King’s Spectral Bolt (normal attack) is bugged. He casts it fine, but the bolt itself moves VERY slowly rendering it near useless. This is true for all normal skill levels invested into the Liche King.

Blame Crate for changing how that skill template calculates it’s speed in 1.0.1.0, it was fine before that. It’s on the to do list for things to fix for the next update, no ETA whatsoever on that though.

A bit of a feedback. Is this intended that batter and shield charge (defense mastery) cost so much mana? I am constatly out of mana and even on a cooldown of a mana potion. Feels wrong)

Maybe I’m doing something wrong … but maxed out Monster Lure (6/6) is easily destroyed in 1 or 2 hits in Ultimate difficulty.

Playing using Grimarillion.

The mana cost of an ultimate rank Batter is 42, and combined with it’s modifier at ultimate rank, it’s 75 mana. Compare with Forcewave from soldier, ultimate rank costs 69 mana.

Ultimate rank Shield Charge is 68 mana, with an ultimate rank modifier, it costs 98 mana. Compare with blitz which costs 107 at ultimate, plus an additional 12 for Blindside at ultimate rank, for 119 mana cost.

You may have to review your playstyle, itemization, or build if you are considering that the costs are too high when compared to similar skills, they are about the same costs.

There’re a bunch of good rings with health/mana regen, like Signet of Hope ring or just add a few Ectoplasma components :slight_smile:

Looking for some feedback/advice for my Soothsayer. He’s in Act 1 Elite and nearly has Spirit mastery maxed, Nature already is, and I’m wondering where to go after that not having played the mod before. I have skellies and wolves base skill maxed already with one point in their syngeries and one point in each of the following: Deathchill Aura tree, Ternion Attack tree, Bone Fiend, Underworld Pact tree, Insidious Miasma tree, Liche tree, Nymph tree, Kodama, Fungal Swarm tree, Heart of Oak and Permanence of Stone. I assume maxing Strength of Pack for the wolves is still a good idea, but what about the rest? Given he has a small army of pets is it better to max out the pets’ skills and if so which ones? At the moment he stands back and let’s pets deal with everything while casting Fungal Swarm with occasional use of Ternion for boss fights so boosting the pet side seems the way to go to me, but as said I’ve not played the mod before so I might need other skills boosted as well or instead.

Also for my Imperial Guard (Soldier/Defense) is Blitz/Blindside or Shield Charge a better choice for this class?