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Hi guys, my aloth seems to created a consecrated ground randomly for some reason, from time to time.
While it is of course useful i really have no clue where it is coming from.
Is there any item that gives the ability, or did i miss something else?
I'm quite sure there are in fact items which grant consecrated ground. Did you check his gear?
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AiCola: Hi guys, my aloth seems to created a consecrated ground randomly for some reason, from time to time.
While it is of course useful i really have no clue where it is coming from.
Is there any item that gives the ability, or did i miss something else?
There are boots which grant consecrated ground. Check if you have them equipped.
thank you guys, it is the boots.

It says "Spell holding: consecrated ground"

but it does not show on actice effects, that is why i missed it.
And there is no description in the game how it works, does it give a chance for the spell to best cast?
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AiCola: And there is no description in the game how it works, does it give a chance for the spell to best cast?
It activates when the wearer is hit with a critical hit.
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AiCola: And there is no description in the game how it works, does it give a chance for the spell to best cast?
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Hickory: It activates when the wearer is hit with a critical hit.
Ah, I didn't know that either, and always wondered what did trigger it; thanks :)
thank you, that is nice to know.
So if i put the boots on my tank it should be kind of op :D free consecrated ground all ze time.
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AiCola: thank you, that is nice to know.
So if i put the boots on my tank it should be kind of op :D free consecrated ground all ze time.
Tanks have - or should have, at the very least - high defense values. The higher the tank's defenses are, the less likely it is for that character to suffer a critical hit, so while tanks really get bonked on the head much more often the chance that they suffer a critical hit is also a good deal lower.

It'll still most likely be better to have them boots on a tankish character, but don't expect them to go off all the time. :)
Post edited April 16, 2015 by ghosterl
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ghosterl: It'll still most likely be better to have them boots on a tankish character, but don't expect them to go off all the time. :)
Personally, I would use the boots on a priest. More likely to activate, plus it's a priest's job to flit around healing, and it gives the potential for two consecrated grounds per fight.
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ghosterl: It'll still most likely be better to have them boots on a tankish character, but don't expect them to go off all the time. :)
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Hickory: Personally, I would use the boots on a priest. More likely to activate, plus it's a priest's job to flit around healing, and it gives the potential for two consecrated grounds per fight.
you can cast it many times per fight, can you not?
So why would i want to use it on my priest who already has the spell avaiable?
but yeah, seems like eder does not get many critical hits :-D time to finish the last levels of the endless paths, maybe those will yield some free consecrated grounds.
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Hickory: Personally, I would use the boots on a priest. More likely to activate, plus it's a priest's job to flit around healing, and it gives the potential for two consecrated grounds per fight.
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AiCola: you can cast it many times per fight, can you not?
Well the boots have a 'Spell Holding' enchantment, which means it is a once per encounter effect, and I thought known priest spells were also either 'per encounter' or 'per rest'. I'd have to check that out, but I didn't know priests had unlimited spells.
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Hickory: Personally, I would use the boots on a priest. More likely to activate, plus it's a priest's job to flit around healing, and it gives the potential for two consecrated grounds per fight.
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AiCola: you can cast it many times per fight, can you not?
So why would i want to use it on my priest who already has the spell avaiable?
but yeah, seems like eder does not get many critical hits :-D time to finish the last levels of the endless paths, maybe those will yield some free consecrated grounds.
Only the level 1 spells and only when the caster reach level 9. The main advantage of the boots is that you don't spend one turn or risk to be delayed meanwhile the sacred ground is being activated. So, is a round for the priest to cast cure critical or a trap.
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Hickory: and I thought known priest spells were also either 'per encounter' or 'per rest'. I'd have to check that out, but I didn't know priests had unlimited spells.
Priests work pretty much like mages : you have X lv1 spells per rest, Y lv2, etc... and you can use those "spell slots" on any spell of the level. So my priest can cast 4 consecrated grounds if I don't want to use any other spell at that level.
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Hickory: and I thought known priest spells were also either 'per encounter' or 'per rest'. I'd have to check that out, but I didn't know priests had unlimited spells.
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Kardwill: Priests work pretty much like mages : you have X lv1 spells per rest, Y lv2, etc... and you can use those "spell slots" on any spell of the level. So my priest can cast 4 consecrated grounds if I don't want to use any other spell at that level.
that's what i meant, if you need a second one you can just cast it.
And hat higher levels you can cast 4 per fight (though you'll never need this many)

But the main advantage of having the boots definitly is that it activates for free and you can cast another spell instead.
Post edited April 17, 2015 by AiCola