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Featured Replies

The Mercenary Priest casts it successfully, but it does absolutely nothing.

post-87640-0-06163400-1523605921_thumb.jpg

I does work for me, but just not as reliably as in PoE 1. It doesn't seem to last as long, or maybe it's instances haven't been adjusted to match other speed changes in melee. I seem to get one or two bursts in combat and then it is done. And so much happens between those bursts that it is effectively ineffective. And it seems to be inconsistent with how much it heals. Some characters benefit more from it than others. I'm not sure (other than maybe Might now) what affects how well this works for each character.

 

This is usually one of the first spells I cast. But now it seems if I cast it too soon, I lose any benefits because of "wasted" time before everyone closes in. But if I wait or cast it second, my priest is either interrupted or the battle is almost over before the boost takes affect.

 

This is certainly not as helpful a spell as it used to be.

 

Joe

  • Author

It worked for me before, but now I've started a new game with a new build (Soulblade/Devoted) and it doesn't. Tried starting a new game with that build twice, spell consistently doesn't work both times (as you can see, it doesn't even register in character status effects mouseover screen)

Were the guys that got "hit" by Consecrated Wave at full health?

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

  • Author

I cast it at the start of combat, so yes

And doesn't it even appear (the VFX I mean)?

Deadfire Community Patch: Nexus Mods

  • Author

And doesn't it even appear (the VFX I mean)?

No, it appears in the VFX, as you can see, but it doesn't actually affect anyone

  • Author

I always get the weird bugs. In the POE beta, the key to the door that led to Wymund refused to spawn, so I never got to complete the quest. 

But if all party members are at full health then Consecrated Ground will indeed do nothing. Healing doesn't take place if the party is at full health already.

Deadfire Community Patch: Nexus Mods

  • Author

It should still show up in the status effects. And I've just tested it, and it doesn't work even when there is damage, as you can see in the screenshot. The priest should be healing, but isn't 

post-87640-0-68492800-1523646194_thumb.jpg

But in the screenshot (combat log right at the top) I can see that Consecrated Groung healed your merc fighter for 8 health...?

Deadfire Community Patch: Nexus Mods

  • Author

And yet, it's also not shown as affecting him, so maybe it fires once and doesn't work subsequently? 

post-87640-0-62923100-1523646949_thumb.jpg

I loaded it up and it works just fine. You can see in the combat log that every time CG pulses your chars get healed. If you hover over the "Additional Effects" in the log the tooltip will show you how much helath exactly was restored.

 

I don't know what else you expect it to do? 

Deadfire Community Patch: Nexus Mods

Look at the left of the screen (small tooltip) and how I hovered over the combat log (Additional Effects is white - sorry no mouse cursor visible):

 

screeny%20Consecrated%20Ground.png?dl=1

 

CG pulsed every 3 seconds or so and healed every time for 7.8 health. I can't see a bug. Maybe it was just displayed differently before?

Edited by Boeroer

Deadfire Community Patch: Nexus Mods

  • Author

Weird, I was certain that consecrated ground actually showed in status effects even when not healing. I guess I was wrong. Sorry 

Hey, no problem! :)

Deadfire Community Patch: Nexus Mods

On a related note, do characters still use their “friendly fire” barks when hit with Consecrated Ground? They did in the first game and it was fairly annoying; haven’t checked in Deadfire.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

"Pause on char hit" still applies - so I guess yes. I didn't pay attention to barking though when I loaded up that save. 

Deadfire Community Patch: Nexus Mods

Yeah, like Pallegina yelling at me for hitting her, when she uses Sacred Immolation.

Super annoying. Hope not to hear those barks every time I use those in Deadfire.

"Time is not your enemy. Forever is."

— Fall-From-Grace, Planescape: Torment

"It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers."

— Kvothe, The Wise Man's Fears

My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus

 

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