Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Augmint last won the day on May 29

Augmint had the most liked content!

Community Reputation

88 Fine

1 Follower

About Augmint

  • Rank
    Chromium Defender

Previous Fields

  • Favorite pizza topping
  • Why do you want to join DarkMatters?
  • Country
  1. Warding Lore + Constitution + a little damage miti on gear IMO is stronger than just Warding and toughness and no constitution when you take critical hits from bosses into account. But from memory you can get belts with 1K extra HP in Niob as well as amulets.
  2. Sacred 1 sucks

    Battle Mage is the weakest character starting off so whoever said Bronze was too easy should have added a qualifier - I'd never recommend a 1st timer to play Silver. Takes time to get your builds going. If you persist and play again do all the quests you can before the goblin lawn, get lots of potions - including yellows. Get your regen times low. Put points in meditation and fire magic. Play slow, take refuge at the inn halfway on the lawn. And it gets tougher in the desert with archers, make sure you have fire resistance along with ranged defence. Use ghost meadow as well. EDIT - and socket vampire runes 2 or 3 that have lifeleech as secondary effect Storyline is pretty solid if you play it all the way through. Sacred 2 isn't as tough starting out but you need a better understanding of the mechanics and there is more micro-managing with buffs.
  3. New Mod: Sacred Reborn

    The combat arts I mentioned were from builds I've played - EPOX Lightning strike build (plus Ring of ice, Ice shards) to Level 115 starting NIOB, Wood elf tendrils + call of ancestors build to level 103, and Dwarf 2H Axe vehemance build to around level 60? Not exactly the strongest combat arts but I can see the changes making them much stronger. (Side tracking a little here - Lightning does about 8.5 - 9K but 0.8 sec regen and with 8 hits can take out mobs pretty well. Plus ring of ice & % split. But then again my SB is not that high to be fighting monsters 15 or 20 levels above me) EDIT - Poison mist build is gonna be much weaker
  4. New Mod: Sacred Reborn

    I'm looking at the changelog and liking what I see. Lightning strike from 8 to 20. Wood elf tendrils. Vehemance.
  5. Games like Grim Dawn or Din's Curse?

    Guardians of Ember Shadows Awakening (Sept 29 release) Grim dawn has a diablo mod as well
  6. Blank item modifier

    Flix - Hal900x is asking (I think) which of the multiple modifiers shown is unlocked by the skill. So in your example the unlocked modifier from ranged weapons I believe is chance opp. cannot evade. There's no indicator that specifically was unlocked if you have ranged weapons (or in case of uniques haven't looked at the wiki)
  7. Blank item modifier

    All the bonuses you can see work as usual. If you have the modifier skill a new bonus is available. There are exceptions - you can get multiple bonuses unlocked on uniques that require an unlock skill - best example is Bone slicer (undead legion quest reward) which requires sword weapons skill. You get chance to disregard armour, chance to halve regen % and attack speed %. There are some modifiers that only come with mastery (75 hard points). You can get all channel damage mitigation on a chest piece - let's say 12%, with Armour Lore mastery you can get an extra single channel damage mitigation (usually physical) or if very lucky all channel again - so 24% on one piece.
  8. Blade Combat and Dual Wielding

    Yeah, re reading your post it doesn't make sense why your display number is lower than floating damage when dual weild isn't taken - I can only guess its the weapon damage + % bonuses being applied. EDIT - OK I think its a bug. Read Part 2 of the link in my last post muddy waters - it sounds like a glitch as your example was with a fist blade. "Regardless of a weapon's individual weapon skill governance, once a weapon is wielded in concert with another, the Dual Wielding weapon skill governs all attacks. This remains the same from Plus." Skill governance in this case is blade combat so Dual weild over rides it (if this is correct)
  9. Blade Combat and Dual Wielding

    http://www.sacredwiki.org/index.php/Tharkane's_The_Dark_Elf_Compendium_UNDERWORLD_Parts_1_-_3,_Underworld_addendum The damage done when dual wielding has changed from what it was in Plus. Damage from both weapons no longer "stack", nor do their individual damage bonuses and special effects "stack." Also, the average damage range of a dual-wielded weapon is now lower than the average damage range of the same weapon wielded alone. This has the effect of balancing single weapon wielding and dual weapon wielding - each has its particular strengths and weaknesses. Therefore, the warrior of the Cabal must choose his path more carefully in the realm of the Underworld, and utilize his strengths more wisely. Explains the weapon damage of 23 - 27 displayed as 18-21
  10. What about Swamp Olms? They kinda have a Lovecraftian feel.
  11. 3D printing sacred 2

    Figurines would be nice but if Deep Silver was smart they'd release a MTG type card game.
  12. Something you could give a try http://pctalk.info/Games/Sacred2/Wolfes.Lair/SacredUnderworld/Pages/GameBasics-KeyboardHotkeys.html Those who have an ALT + TAB issue, you can: - go to Settings - uncheck "Full-screen" Now you can jump to any window and go back to the game without actually minimizing it, which often causes the game to crash. btw Wolfes Lair has more info on Sacred than Dark Matters. Just a heads up - Forum is no longer available
  13. My bad. You are correct about Soaring daemon and hard hit sharing the same properties. From the Death from Above guide "Use whatver weapons fit the build best at the moment. If you think Regeneration Times are too high, use something with Regeneration Special Moves +xx% bonus or Physical Regeneration +x or Soaring Demon/Hard Hit +x (that increases Soaring Demon, CA increases by Bonus add a little less to Regeneration Time)" Keep in mind I haven't played with the Daemon for quite a few months. I did briefly look on the wiki to check but it didn't mention it under soaring daemons description. There are alot of ways to increase damage with the build I linked to. Weapon Lore/Soaring daemon/HH/Infernal power/Base damage on weapon/Strength/Call of death/ Infernal power is > HH or soaring daemon in that it doesn't add to descents regen. Never went looking for HH bonuses when I played tbh. Once I got Aarnums sword things were breezy. You are correct in that there are alot of mechanics not fully understood - one example was mental regen from items not boosting spell damage. Wasn't discovered for a long time. As for Sacred 2 - there is more micro managing IMO with things like buffs and regen. In Sacred you can find mid level items with no sockets with great bonuses including % regen special move. It is easier to jump back into Sacred if you haven't played for a while in comparison to sacred 2. Much easier to find set items in Sacred 2 as well and if you play single player you can share a chest unlike Sacred. EDIT - the mechanics are similar but you need to know what mods to take and how important focus skills are to regen. It has deeper mechanics than the first Sacred for sure. Sorry to hear about the lag. I had a few issues when I first installed Sacred 2 with PhysX.
  14. "is the 9 regen skipped and the second spell fired immediately?" Yes When you use a combo it won't pause - so if you use a battlemage and use a combo of ring of ice x4 it will cast them one after the other (you can interupt them with a normal attack or moving). So it won't wait 4 or 5 seconds after you cast the first one. Regen times are added up, so in your example of 7 and 9 they are added up. I can't test it now but I think the regen times in that example might even be a little higher than 16. Which is why you wanna have a stack of yellows ready to drink. Also drinking another yellow after the first has no impact iirc. Same as mentor potions not stacking. In terms of popularity Sacred 2 CM patch is probably the most popular. No-one plays sacred 3 and very few play Sacred.
  15. Just linking to the guide above. One trick for soaring daemon is to make a combo of one rune. Just one. Have a high level soaring daemon and descent in another combat art slot. You then use descent as it becomes available from the higher level slot. If you use a high CA Soaring daemon to start flying there is a longer wait to use descent. Played this build past level 100 - its very strong and straight forward to use. Find Arrnams, Pump up infernal power.