Divinity: Original Sin 2

Divinity: Original Sin 2

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Scattered Relics
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
332.751 KB
Aug 20, 2021 @ 4:29pm
Aug 16, 2022 @ 9:40am
65 Change Notes ( view )

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Scattered Relics

Description
A variety of unique items located and hidden throughout the game world.

48 items in total, 18 item exclusive skills (4 on 1 item and 5 on another, one a variation of an existing enemy summon, and one a variation of the Staff of Magus), 2 additional encounters and 1 new enemy (in possession of 1 item I added just for entertainment value). A couple of these are purposefully iffy.
  • 13 items in Fort Joy/Reaper's Eye (Act 1)
  • 19 items on Reapers Coast (Act 2)
  • 9 items on Nameless Isle (Act 3)
  • 7 items in Arx (Act 4)

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They're all reachable - though some jumping or teleportation is required for a few of them. Most - but not all - can be found in various containers.

This add-on is best suited for players like me who like to complete every side-quest, visit every area, poke in to every corner and check every single chest, barrel, crate, vase, sack, basket, bookshelf, potion rack, corpse and miscellaneous receptacle.

Many of the items themselves are fairly powerful for their levels, though I tried not to make them excessively overpowered (except for armour values and rune slots not normally found in certain item slots). The exception to this is if item upgrade mods are used, in which case the lower level items tend to become somewhat stronger relative to the higher level ones, at least in terms of raw damage and defence, and things become a little unbalanced with certain items.

Known Issues

If this mod is added to an Act 1 save currently in progress, the containers the items appear in will be present, but not most of the items themselves. Adding the mod while Act 2 or later are in progress will have all items available, but they will be located outside of their container.

This uses a few custom icons, which may cause certain inventory items to appear invisible. This issue can be resolved by using LaughingLeader's Combined Icon Atlases Mod

Intentionally Vague Spoilers

Fort Joy

* Floating off the turtle beach
* Close to a connoisseur of meats
* 2 relaxing beers in a rocky and uncomfortable spot
* In a ruined tower with a power surge happening
* Someone stumbled upon a trail of fiery residue
* Where the flesh is rended
* In a grassy alcove near a hidden cave - or a deadly labyrinth
* Where Gratiana's four colleagues spend their time. You'll have to look very closely to find it
* There's a lever to fix first
* Barbecued pork in a swamp. This one can also be hard to find
* Where the blood roses grow
* Where the Master of the Mad Maze went to study
* Near where an extra large drillworm hangs out


Reaper's Coast

* An unfortunate and soggy end amidst the iffy fish
* Hiding in the bushes near some suspicious chicken
* 4 buttons and a bunch of scary vases
* In an extra-bloody part of Wrecker's Cave
* In the graveyard near the gravemaster
* On a high point far to the south-west
* Did Hannag do that, or was it the spear ...?
* Where rats come and go and go and go
* A picturesque waterfall, a perfect picnic spot
* In a basement of horror and dismemberment
* On a little beach near the Lone Wolves camp. A rabbit stole it
* In the possession of someone who tried to avoid paying 5k
* In a room in the Blackpits where the Black Ring and Magisters are having a friendly chat
* In the place where the Seven guard an ancient prisoner
* Hidden on a broken shard of a lost paradise
* In a house on Bloodmoon
* In the incomplete prison
* Somewhere under Bloodmoon
* At the source of the Paradise Downs corruption


Nameless Isle

* Near something a bit like an old Arthurian legend (and 4 inactive guards)
* Clinging perilously to a rocky ledge above fiery cracks of death
* A large jump or two needed in Vrogir's temple
* Blocked by Amadia's big old head
* In a cave where lizards go to stay warm
* Close to the edge in Duna's temple
* Rests above a divine traitor
* Found in the facets of a precious gem
* Where spectators might sit overhead to watch their titan give you a spanking


Arx

* Floating in a frozen, and freezing, cellar
* A small relaxing beach after a gate fight
* The 4-step programme of the Magisters is needed twice
* In the garden after the fire is extinguished
* Might be able to get this without Kemm's three friends spotting you, if you're careful
* Where the Doctor keeps his special patients
* Hanging from the golden hand after a trial of blood
Popular Discussions View All (1)
28
Jan 31, 2022 @ 4:24pm
Guide to find it all (comments may contain spoilers; read those at your own risk)
guthron
56 Comments
eightspoons  [author] Dec 20, 2023 @ 5:29am 
Um ... that is not something I've ever done. I have absolutely no idea :D
Zelums_Chicken Dec 20, 2023 @ 2:14am 
thank you, also is there any item spawn codes you have for these artifacts so if some of them dont spawn it I could get them that way?
eightspoons  [author] Dec 20, 2023 @ 12:38am 
Best to enable it as soon as possible, ideally *before* you enter Act 2 and the level is loaded, which is when proper item locations are set in stone, so to speak.

It's been some time since I've involved myself in this add-on so I can't recall exactly if/how it spawns items during Act 1. But I do know that at least some of them will appear.
Zelums_Chicken Dec 19, 2023 @ 11:26pm 
@"If this mod is added to an Act 1 save currently in progress, the containers the items appear in will be present, but not most of the items themselves." So is there any way to get the items outside of there placed locations. 2nd question, should I wait till I'm in act 2 to add this mod since I dont know if the issues of items not spawning in properly will continue through the whole game. Thanks in advance to whom ever responds to this
eightspoons  [author] Aug 16, 2022 @ 9:48am 
Made that change to Windlasher, and a few others too.
eightspoons  [author] Aug 10, 2022 @ 7:11am 
I have no problem with you making your own version with adjustments. It's not like I have any sort of vested financial interest here or anything :)

I'll likely still make the odd change here and there (like I said the bow particularly had actually occured to me), but only when I can be bothered. I kind of consider this thing 'finished'.
Soy Story Aug 10, 2022 @ 6:01am 
Alternatively, if you'd like i can help work on these with you instead and if you agree on the changes with reasoning etc, to make them to this mod instead of creating a separate one. Up to you.
Soy Story Aug 10, 2022 @ 6:00am 
@eightspoons

May i have your permission to re-upload another version of this mod with tweaked balance changes? I will of course credit you and link to the original mod, along with detailing all of the differences.

I'm making it for myself but feel there may be an appetite for a more balanced version with some small nerfs here and there.

Cheers
eightspoons  [author] Aug 10, 2022 @ 5:08am 
Funnily enough I have been contemplating that bow specifically. I think there was a reason I gave it that critical chance at the time, but I can't remember what that was.

I'll give it a bit bit of a revisit in the near future.
Soy Story Aug 9, 2022 @ 2:45am 
This is a really great mod. It's a nice addition finding all these unique items of which have some value and are helpful. A concern is that some however seem way out-of-proportionate as far as the bonuses. The main one so far i have an issue with is the bow. the 50% critical chance is just too much. Do you think you may be able to review the balance on these in future? Apart from that, great mod!