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I am soooo thumping meself on the forehead!

Making a certain choice has sent me to a place in Act II that sells no runes or recipes for them.

I really don't want to go back and replay that much content to reach the vendor in Flotsam I SHOULD have freakin bought the recipe from. (I have the save, but it is a good hour's worth the way I compulsively loot.)

Anyone have a give command yet or a mod to spruce up a certain slackerish assistant qartermaster's shop?
I also stumbled on this problem, but combat kept getting easier and easier at this point that it didn't really matter (on Hard) and I got my weapons runed right at the start of Chapter III. So unless you're playing on Insane, you needn't worry about it.

That said, I do think it'd be a good thing overall for them to be more available in Chapter II.
Post edited May 24, 2011 by Rammurg
I agree that they become less of a necessity. I just like the incineration effect, for example. LOL

I also appreciate that the camp is sparse, being an army on campaign.

Still...I wouldn't turn up my nose at a mod if somebody more skilled than I were willing and able.
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Rammurg: I also stumbled on this problem, but combat kept getting easier and easier at this point that it didn't really matter (on Hard) and I got my weapons runed right at the start of Chapter III. So unless you're playing on Insane, you needn't worry about it.

That said, I do think it'd be a good thing overall for them to be more available in Chapter II.
Knowing how to upgrade weapons, attach runes and generally having a full understanding of a lot of the systems in place are making my hard playthrough a real breeze.

At the middle of Act 1, my 2 swords are nearly at 30 damage (with the +7% damage and +8% bleeding rune attached) and I'm chewing through enemies.

They can make a big difference - especially as once you've splashed out the 500 oren needed for that particular rune, it's so easy to craft that I can pretty much guarantee that I'll always have one on every new sword I get.
Dwarves do rune crafting you joined the non human haters.


I was also confused by this my first play through though. The other side has several very nice rune crafters I found on my second play through.
Post edited May 24, 2011 by Stormy2021x
Yes, it makes perfect sense.

I had the luxury of dwarven crafters on my first go too.

Just don't want to go back over 2 hours just to pick up a recipe I diligently collected mats for. Should have been more diligent, huh? ;P
New there was a way to overcome my stupidity.

Thanks to some people missing Militele's Heart from prologue, a mod exists with all the shops and contents.

Copied and pasted into the dwarf trap maker in Henselt's camp! (He sells them on the sly.)
I ran into this problem as well, almost went back 2-3 hours in my game just to buy them, but decided against it. Once you've quested awhile in Chapter 2 a new vendor shows up named the "Mystery Merchant". He doesn't sell rune diagrams but he does sell runes. So there's that at least. They cost about 100-200 orens a piece depending on the type.
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hanns.g: New there was a way to overcome my stupidity.

Thanks to some people missing Militele's Heart from prologue, a mod exists with all the shops and contents.

Copied and pasted into the dwarf trap maker in Henselt's camp! (He sells them on the sly.)
Where did you find that mod? I might do that just so I have the diagrams.
Post edited May 24, 2011 by Aramyn89
There is a sticky at top of first page of this forum. :)

http://www.gog.com/en/forum/the_witcher_2/full_list_of_mods/page1