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Found 34 results

  1. Sacred 2 Enhanced Edition by Flix This evolved from my personal mod for playing Sacred 2. I decided there were enough improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. Some Combat Arts were also replaced with brand new ones. S2EE is designed for the player to install one of two core modules: one with the original spells lineup, and another with the Enhanced Spells lineup. The player can then install some optional add-on modules: Optional "Challenge Mode" patch. Install on top of the mod to play with significantly increased difficulty. Optional "SuperSpawn" patch. Install on top of the mod to play with significantly increased enemy spawn count. Optional "Classic Icons" for the Enhanced Spells module. Install to restore the aspect background and CA icons to the "classic" style. Download the Mod: Sacred 2 Enhanced Edition. Currently supported languages (Enhanced Spells version): English, French, German, Polish, Russian, Spanish. Original Spells version: All Languages. This mod is built from and requires the Community Patch 1.60 General Changes and Fixes (this only scratches the surface; complete changelog is packaged with the mod) All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die. This is part of an effort to restore the older, more interesting death animation for most enemies that involves the corpses flying back rather than just dropping dead. This is more dynamic, exciting, and similar to other action RPG's. It should feel like hard hits make a major impact, rather than having the enemies simply falling down limp on the spot. Normal weapon hits will still make enemies drop dead. All tooltips were revised and updated with uniform terms and more accurate descriptions of what the combat arts and modifications do. There were a fair amount of vague, confusing, or just plain wrong terms used in the old tooltips. For just one example, there should be no more cases of "Regeneration Time" and "Cooldown" being used interchangeably. Also notably all Energy Shields now use the same terminology for the same properties, and the terms match up better with the item modifiers that affect them. Improved equipment variation for enemies and NPC's. Reworked several quest enemies and bosses to be more unique and challenging. Elite enemies (and some bosses) have greater damage, hitpoints, and chance to hit, and also grant more XP per kill. Rebalanced the game to be overall more challenging. Merchant stock is larger and can have slightly higher quality offers. Merchants will now sell Concentration Potions and Recovery Elixirs. Blacksmiths will now sell shields. Selection of normal/magic/rare items is more varied, and item appearance, quality, rarity are better matched. Added numerous new lore-friendly weapon and shield models to the game for increased equipment variation. Some unused Ascaron designs are activated as well. Rebalanced unique and legendary items. 2-handed weapons can now compete with a 1h+shield or dual wield setup. Weapon icon size is standardized for all weapon types. Legendary jewelry now spawns with an additional bonus at level 75+, typically unlocked by skill mastery. High level rare items now have a good chance for an extra bonus or socket. Unique items are now unique in appearance. They will not share models with one other. This will only affect items dropped after installing the mod. Miniset designs are reworked to be more visually coherent. Set pieces match one other better now. Only affects pieces dropped after installing the mod. Rare-tier damage converters may now have a Chance for Secondary Effect +% based on damage type. The player can now find unique damage converters which give additional Damage +% based on damage type. ============================================================== Enhanced Spells General Changes Most temporary buffs last much longer, but have longer cooldowns as well. There are fewer modifications that increase temporary buff duration and reduce cooldowns, but in most cases it will still be possible for the duration to catch up to the cooldown at high levels. Every class now has at least one summoning combat art, and most have two or three. Some are temporary and others are buffs. All Combat Arts, old and new, got updated icons and aspect backgrounds. The original icons are ok with their bright colors and simple, bold lines, but I found them too cartoon-like and often kind of "cute." Furthermore a lot of them got reused from character to character. These new Combat Arts are designed to be less monochrome and "icon-like" and more realistic, textured, and unique. For the most part, weaker Combat Arts received boosts where appropriate. There is not much nerfing going on in the mod. However this is not intended as a cheat mod where you one-shot everything. Balance is still important. ============================================================== Seraphim Combat Arts Exalted Warrior Soul Hammer - Silver Mod Disarm now gives 100% chance to disarm. In fact you will see all further instances of disarm modifcations now give 100% chance. This is because it only works on enemies with weapons, and furthermore (unlike Sacred 1) it doesn't actually knock the weapon onto the ground for the player to pick up. Therefore it could use a boost to be really useful. Pelting Strikes - No changes (except hurling slain enemies) Assailing Somersault - Increased the jump distance from 7.5 to 10 meters. Dashing Alacrity - Initial duration increased from 20s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Chance to block root increased from 20% to 40%. Delay Silver mod replaced with Vigor, a hitpoint regeneration mod. Reprisal and Ardor mods swapped places. Impatience gold mod now reduces the cooldown to 96s. Battle Stance (Buff) - No changes Celestial Magic Archangel's Wrath - has been moved to Celestial Magic aspect (replaces Instill Belief). No changes otherwise (except hurling slain enemies). It was moved here because it seemed better suited to Celestial Magic, and I needed room in the Revered Tech aspect for a more appropriate CA. Baneful Smite - Bronze mod Disarm now gives 100% chance to disarm Radiant Pillar - No changes Sublime Guardian (Buff) - New combat art (Replaces Hallowed Restoration). Summons an angelic ally, a Seraphim who fights with sword and shield. "Five Buffs? This is madness!" True, it does bring the buff count up to 5, but the Seraphim's buffs are pretty specialized compared to those of the other characters. Battle Stance has not much use to a pure caster Seraphim. Cleansing Brilliance is not much use unless fighting Undead or T-Mutants. If you're not dedicated to the BeeEffGee then you're probably not using it much at all. Sublime Guardian is a more all-purpose buff. She uses Assailing Somersault, and can be upgraded to use either Archangel's Wrath or Instill Belief. Other modifications allow upgrading her armor, speed, damage, attack and defense. Cleansing Brilliance (Buff) - Boosted the hitpoint regeneration from 10 to 20 hp/s Revered Technology Sonic Vortex - New combat art (Replaces Archangel's Wrath). Emits a piercing sound shockwave in front of the Seraphim that damages opponents, shatters their armor and lowers their defense. This new CA is an adaptation of Kraal's Sonic Scream for the player. It carries a powerful property that inverts enemy physical armor, that was previously only available to the player with the Dragon Mage's Mind Strike. Can be modified for knockback, fear, damage over time, increased range, deathblow, and removing enemy buffs. Flaring Nova - No changes (except hurling slain enemies) Divine Protection - Initial duration increased from 15s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Bronze mod Capacity changed to Steadfast, a mod that increases the Seraphim's base Willpower attribute. Silver mod Boost now reduces the cooldown to 96s. Gold mod Improved Mirror changed from "block spells" to "reflect spells" to match the tooltip description. Warding Energy (Buff) - No changes BeeEffGee (Buff) - No changes Video of Sublime Guardian and Sonic Vortex ============================================================== Inquisitor Combat Arts Gruesome Inquisition Callous Execution - No changes (except hurling slain enemies) Ruthless Mutilation - No changes (except hurling slain enemies) Mortifying Pillory - Much higher chance that more enemies attack the branded outlaw. Silver mod Expulsion changed to Punishment, a mod that debuffs the target's Combat Art regeneration Frenetic Fervor - Initial duration increased from 15s to 45s, but duration increase per CA level halved. Gold mod Relentless changed to Conviction, a mod that increases the Inquisitor's Willpower attribute. Purifying Chastisement (Buff) - increased the wounded threshold to 35% of hitpoints, and made silver mod Merciless raise the threshold to 50% of hitpoints. Astute Supremacy Levin Array - No changes (except hurling slain enemies) Eruptive Desecration - has been moved to Astute Supremacy aspect (Replaces Raving Thrust). Base range increased from 5 to 7 meters. Silver mod Danger Zone's range increase is now boosted to match that of the Apocalypse gold mod. Clustering Maelstrom - No changes Zealous Doppelganger - Duration increased from 30s to 90s. Gold mod Determination changed so that it adds to the Doppelganger's resistances instead of increasing duration. Can Be Upgraded To: Zealous Doppelganger (Buff) Reverse Polarity (Buff) - No changes Nefarious Netherworld Dislodged Spirit - Duration increased from 6s to 8s. Bronze mod Spite changed so that it Disarms the target (100% chance) rather than increasing duration. Inexorable Subjugation - Minion lifetime increased from 30s to 50s. Hits per second increased from 1 to 1.25/s. Gold mod Probation increases minion lifetime by 15 seconds (formerly 10s). Now has "Minion Lifetime" text in the tooltip. Harbinger of Death (Buff) - New combat art (replaces Eruptive Desecration). Summons a powerful enslaved daemon warrior to assist with melee attacks and the spell Raving Thrust. Modifications allow upgrading her armor, damage, speed, attack and defense. Paralyzing Dread - Initial duration increased from 20s to 45s, but duration increase per CA level halved. Soul Reaver (Buff) - No changes ============================================================== High Elf Combat Arts Arrant Pyromancer Ancestral Fireball - No changes (except hurling slain enemies) Blazing Tempest - No changes (except hurling slain enemies) Incendiary Shower - No changes (except hurling slain enemies) Fire Daemon (Buff) - Demon now starts at level 2 and gains 1 full level with each level increase. His health regeneration is doubled and now scales with CA level. His Fireball is now more powerful and he now casts more spells (Eternal Fire, Eruption). I found the little fire monkey to be too weak to kill anything and also easily killed in the vanilla game. He should be properly powered up now. Incandescent Skin (Buff) - No changes Mystic Stormite Frost Flare - No changes (except hurling slain enemies) Glacial Thorns - No changes (except hurling slain enemies) Raging Nimbus - Duration now slightly increases per CA level. Cascading Shroud - Duration increased from 20s to 45s, but duration increase per CA level is halved. There is evidence in the game files that at one point Cascading Shroud was designed to be upgradeable to a permanent buff, however I opted to keep it temporary and rework the duration instead. Crystal Skin (Buff) - No changes Delphic Arcania Cobalt Strike - Chain Reaction mods now give a 90% for a chain strike (formerly 80%). Explosion gold mod now gives a 60% chance for causing area damage (formerly 50%) Magic Coup - No changes (except hurling slain enemies) Thaumaturgic Nova - New combat art (replaces Shadow Step). The High Elf conjures a shockwave blast of magical energy that radiates outward in an intense nova. The burst slows enemy movement and causes lingering damage. This spell plays something like a cross between Flaring Nova and Energy Blaze. Can be modified to increase the magic damage, increase magic DOT, debuff enemy attack speed, enemy attack rating, increased range, and chance to stun. Expulse Magic - Initial range reduced, but range now scales with CA level. Mage's Familiar (Buff) - New combat art (replaces Grand Invigoration). The High Elf conjures an ethereal Familiar which strips enemies of their magical power, and in turn causes her own hitpoints and spells to regenerate at an increased rate. Combines the properties of Grand Invigoration with my idea for the "lost" High Elf combat art Familiar, presented here as a summoned spell wisp that buffs the High Elf and assists with some offensive lightning spells. Modifications remain the same as vanilla. ============================================================== Shadow Warrior Combat Arts Death Warrior Demonic Blow - No changes (except hurling slain enemies) Scything Sweep - since all weapon CAs hurl enemies now, gold mod Hurl is changed to Inflamed, a mod that adds fire damage to Scything Sweep. Rousing Command - duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Bronze mod Persistence changed to Readiness, which adds to the Shadow Warrior's base defense value. Labyrinthine Warlord (Buff) - New combat art (replaces Ruinous Onslaught). Summons an ally in the form of a raging minotaur lord to aid the Shadow Warrior in combat. Attacks with melee weapon attacks and uses a "Stomp" special move that causes stun. Can be modified to increase the minotaur's damage, armor, attack speed, and attack and defense. Grim Resilience (Buff) - Silver mod Readiness replaced with Guard, a mod that adds resistance to all secondary damage effects. Malevolent Champion Frenzied Rampage - No changes (except hurling slain enemies) Belligerent Vault - Jump distance increased from 7.5 to 20 meters. Gold mod Unbound has its chance to break roots increased from 50% to 75%. Spell control type is changed to "eCAtype_m_move_go" to allow for more freedom in choosing target areas. Augmenting Guidon - Range now slowly scales with CA level. Silver mod Tutor replaced with Aegis, a mod that reduces detrimental magic effects. Killing Spree - Duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Silver mod Perseverance changed to Shockwave, a mod that increases the range of the discharge. Reflective Emanation (Buff) - No changes Astral Lord Spectral Hand - No changes (except hurling slain enemies) Skeletal Fortification - No changes. Rallied Souls - Summoning range now increases per CA level. Values for both Silver mods have been boosted. Shivering Miasma - New combat art (replaces Shadow Veil). The Shadow Warrior emanates a chilling aura of death. This cold from beyond the grave causes ice damage and slows opponents' attack and movement speed. (45s duration, cooldown 75s). Can be modified to increase the ice Area of Effect damage, lower enemy armor values, reflect root effects, debuff enemy defense, or fire immunity. This is a reactivated unused CA from the game scripts. Can also be upgraded to become a permanent buff: Deathchill Aura (Buff) Nether Allegiance (Buff) - Starts with 3 skeletons as a base. ============================================================== Dryad Combat Arts Capricious Hunter Ravaged Impact - No changes (except for hurling slain enemies) Darting Assault - No changes (except for hurling slain enemies) Venomous Entrapment - New Combat Art (replaces Forest Flight). The Dryad sets a poisonous trap for her enemies that damages any who pass over it. It seeks enemies and will slowly chase after them if they move. The trap inflicts physical and poison spell damage as well as poison DOT. Can be modified to increase the poison damage, chance for poisoning, chance to stun, debuff enemy defense, chance for critical hits, and deathblow. This adds to the small list of spell-based combat arts that are boosted by Tactics Lore. Dust Devil - Duration increased from 15s to 18s. Range now slowly scales with CA level. Silver mod Elongate replaced with Obscure, a mod that adds a chance to block missiles. Sinister Predator (Buff) - The innate attack rating boost now applies to all weapons instead of just ranged weapons. Bronze mod Rapid Fire now increases the attack speed for all weapons, not just ranged weapons. I wanted to rework this CA somewhat to allow a boost for a Dryad using melee weapons. Cabalistic Voodoo Twisted Curse - New combat art (replaces Twisted Torment). Causes spell damage (equal parts magic/poison), slows movement speed, and lowers attributes of the target for a brief period. Enhanced effect against opponents who correspond to an equipped shrunken head. Increases the chance for victims to drop shrunken heads when they die of Twisted Curse. Basically I designed this spell to combine the best properties of Twisted Torment and Black Curse. Neither CA was very impressive on its own, Twisted Torment with its headhunting ability but pitiful killing power, Black Curse with its good debuffs but no damage. The spell fx remain the same as Twisted Torment. Modifications are now: Lower enemy movement speed/lower enemy physical armor, add more magic damage/increase duration, and increase poison damage/shutdown enemy buffs. Viperish Disease - Inflicts more base damage. Duration and cooldown are both decreased. Initial range decreased but now scales with CA level. Increased chance to infect more opponents. Malicious Totem - Cooldown reduced from 15s to 10s. Priestess of Doom (Buff) - New Combat Art (replaces Black Curse). Summons an ally in the form of a Blood Dryad shaman who assists with spells and staff attacks. She casts a totem pole, a root spell, and a lightning spell that causes life leech. She also attacks with her staff when her Combat Arts are on cooldown. She can be modified for enhanced armor, increased health regen, higher weapon damage, increased chance to find shrunken heads, higher summon level, and to boost the player's casting speed. Moribund Animus (Buff) - Increased hireling's physical damage from bronze mod Malice. Nature Weaver Edaphic Lances - Base density of thorns is increased (from 0 to 100) Tangled Vine - Increased the range boost from the Encroach mod (from 2 to 3 meters) Goldenglade Touch - Redesigned it to be long term with light healing as opposed to very brief with massive healing. Duration increased from 8 to 45s. Cooldown increased from 10s to 60s. Hitpoint regeneration decreased from 30 hp/s to 6 hp/s. Bronze mod Flow hp regeneration decreased from 22 hp/s to 6 hp/s. Gold mod Diligence now adds 10 seconds to duration rather than 4. Acute Mind - Duration increased from 15 to 45 seconds, but duration no longer increases with CA level. Bronze mod Proficiency and Gold mod Easiness are swapped places. Proficiency is changed so it increases duration of Acute Mind by 10 seconds. Ancient Bark (Buff) - Hitpoint regeneration slightly boosted from 3.0/s to 5.0/s. ============================================================== Temple Guardian Combat Arts Devout Guardian Dedicated Blow - No changes (except for hurling slain enemies) Battle Extension - No changes (except for hurling slain enemies) Deathly Spears - Can now strike multiple times by default. Number of jabs scales more quickly with CA level. Gold mod Jab changed to Impale, which adds a chance for deep wounds. Combat Alert - Duration increased from 15 to 70 seconds, but duration increase per CA level is halved. Cooldown increased from 30 to 100 seconds. Battle Aura (Buff) - When converted to Permanent Buff (Battle Aura), values are no longer halved, but are at approximately 2/3 the original values instead. T-Energy Shroud (Buff) - No changes Lost Fusion Ampifying Discharge - Now has a mix of physical/ice as an innate damage types. Bullets now home in on enemies, so they can't miss. Now has an 80% chance to bounce to 2 other enemies (formerly 70% chance to bounce to 1 additional enemy). Ricochet mods now each give a 60% chance to hit one additional opponent (formerly 20% chance). Damage from Ice Bullet mods slightly decreased. Furious Emblazer- Increased base fire damage and hits per second. Increased chance to burn from Immolation bronze mod (from 25% to 35%). Jolting Touch- Hits per second now scales with CA level. Archimedes Beam - Hits per second now scales with CA level. Changed damage types from magic/physical to magic/fire and increased base damage. Now has a 75% chance to pierce, 75% chance for knockback, and will hurl slain enemies. Fight distance is tripled, allowing use from greater distances. Sentinel Construct - New Combat Art (replaces Propelled Levitation). A buff that creates an allied Temple Guardian for combat support. He attacks with melee attacks and also uses Primal Mutation and Dedicated Blow. Can be modified to increase the construct's damage, armor, attack speed, and attack and defense, and lowered regeneration times for the Temple Guardian. Source Warden Primal Mutation - Has been reworked and given a somewhat different description to emphasize the toxic, radioactive aspect of mutation. Damage types changed from magic/physical to magic/poison. Modifications are now: Chance for Critical Hits/Chance for Poisoning, Chance to hit additional opponents/Lower enemy attributes, and Additional poison DOT/Lower enemy attributes. Positronic Overload - New Combat Art (replaces Fiery Ember). The Temple Guardian overloads his system with T-Energy and discharges the excess power in a concentrated laser blast that damages and stuns enemies in the target zone (fire/magic damage mix). This spell is a an adaptation of Kraal's laser attack for the Temple Guardian. Can be modified for: Additional Magic DOT/Additional Fire DOT, Chance for Critical Hits/Chance for Knockback, and Chance to Weaken/Chance for Burning. Icy Ember - New combat art (replaces Icy Evanescence). Causes fire and ice damage to opponents within a certain radius, while providing the Temple Guardian and allied players with increased resistance to these elements. Basically it is a combination of Icy Evanescence and Fiery Ember. However, it no longer debuffs enemy resistance to these elements without modifications. Modifications are: Increase fire damage/Debuff enemy movement speed, Increase ice damage/Debuff enemy attack speed, and Lower enemy ice resistance/Lower enemy fire resistance. The spell graphics are the ice crystals of Icy Evanescence, but when combined with the fire damage's chance to burn, there will be a lot of flaming enemies, so there is a nice mix of fire/ice visuals going on. Charged Grid - Cooldown decreased from 30s to 20s. Untouchable Force - Chance to stun increased from 10% to 15%. Magic damage from Field Damage mods increased slightly. ============================================================== Dragon Mage Combat Arts Dragon Magic Dragon Berserk - The Dragon Berserk now has scaling multi-channel damage mitigation, extra base fire and physical armor, and scaling bonuses to attack, defense, armor, and health. At the beginning, his raw power is a bit higher than vanilla Ice & Blood, but lower than with the CM Patch 1.40. The main thing keeping him from being OP in early levels is a shorter duration, and a nerfed extension of duration from hits. However, the power scales much better now, so he will be viable all the way to endgame. I removed the two Frenzy modifications (that makes hits add to duration of the form) and replaced them with modifications that add to armor % and damage %. The Concentration mod no longer increases duration but adds a chance opponents cannot evade attacks. The bonus of Life Leech % from the Steal Life mod (added by CM Patch) is changed back to flat Life Leeched per Hit, and scales better with CA level. Lacerate - LL % was moved to the Lacerate CA. Lacerate now has a scaling chance for deep wounds, double hit, stun, and splash damage. The damage, attack, and bleeding chance are lower initially but scale much better now. Frenzy has become Blood Frenzy, now has a higher wounded threshold. I cut the cooldown in half and lowered the duration by 4 seconds. The attack speed bonus is higher, and the spell now grants a chance to disregard armor and a chance to reflect close combat.. Eternal Fire - No changes Dragon Strike - Range now slowly scales with CA level. Fire damage now scales slightly better with CA level. Dragon's Wrath - New Combat Art (replaces Dragon Form). Temporary buff (90s, cooldown 120s). The Dragon Mage channels draconic power to enhance his weapon damage (adding fire and magic damage) and attack value %. Also raises the attack speed limit and adds a chance for weapon hits to strike multiple opponents. This is a temporary buff designed to help Dragon Mages who want to attack with weapons. Can be modded for additional ice damage/chance to disregard armor, chance for critical hits/life leech, and chance to hit additional opponents/chance opponents cannot evade. Draconic Ally - New combat art (replaces Familiar). Buffs the Dragon Mage in the same way as Familiar, but also summons an allied dragon who is a fighter in its own right (unlike the Familiar, which just hung out). The Dragon casts a Fireball and Blazing Tempest. Can be modded for boosting the Dragon's armor/increased hitpoint regen for the Dragon Mage, fire mitigation/increase attack & cast speed, and increase max hitpoints/regeneration time -% (the silver and gold mods all affect the Dragon Mage, not the summon). Elemental Magic Elemental Strike - New Combat Art (replaces Magic Wall). The Dragon Mage channels the raw powers of fire and ice through his weapon and hurls an elemental bolt at enemies (hybrid combat art). In essence this is a modified version of Archangel's Wrath for the Dragon Mage. For a while I had this CA execute as a melee hit, like Magic Coup. But after experimenting, it seemed like a magical projectile was more suitable for the Dragon Mage. Modifications are: add chance to hit additional opponents/increased damage, add life leech/make projectiles seek their targets, and chance for burning/chance for freezing. Gust of Wind - No changes (except for hurling slain enemies) Tornado - Range now slowly scales with CA level. Now does more damage, a mix of physical and ice damage by default (formerly only physical damage). Disarm gold mod now has 100% chance to disarm enemies (was formerly 20%, then changed to debuff enemy attack in CM Patch). Destroyer - Destroyers are now 25% larger. They now do more damage, a mix of physical and fire damage (formerly only physical damage) and have a 50% chance to knock back enemies. Gold mod Explosive is now Volatile, which increases the Destroyers' fire damage. Protector - Now summons 2 Protectors by default. Values from all Bronze and Silver mods are increased (summon level, health regeneration, attack and defense, armor). The "Familiar" modification that summoned an extra Protector is changed to one that lowers the regen penalty from the buff. Protectors in vanilla had AI that did not allow them to cast their combat arts - that is now changed. Protectors now cast a temporary self-buff, a root spell, and a dirt spray attack. Mentalism Mind Strike - No changes (except for hurling slain enemies) Energy Blaze - Range now slowly scales with CA level Maelstrom - Range now slowly scales with CA level Combat Trance - Initial duration increased from 15 to 90 seconds, but duration increase per CA level halved. Cooldown increased from 60 to 120 seconds. Silver mod Experienced now reduces the cooldown to 96 seconds. Runes of Protection - Chance to stun enemies increased from 10% to 15%. ============================================================== Horse Combat Arts The idea here is to make riding horses more appealing, and hopefully encourage more people to consider the Riding skill. Leap now has a scaling 50% chance to break roots, and will slow movement speed of enemies at the starting location. Charge now buffs the rider with defense, damage mitigation, and light healing during the charge. The charge damage also scales better and can hurl enemies away. Rear Up now has better damage scaling and can hurl enemies away. It also now has a scaling 40% chance for bleeding damage. The icons are unchanged from vanilla. ============================================================== Divine Gifts The idea here is to make the god spells more appealing, and hopefully encourage more people to consider Divine Devotion because it will transform these spells from great to fantastic. Dazzle - damage boosted, duration increased, cooldown lowered from 900 to 750s Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 750s Will-o-wisp - duration boosted from 10 to 11s, damage boosted, cooldown lowered from 1200 to 750s Infusion - duration doubled from 10 to 20s, cooldown lowered from 900 to 750s Kuan's Breath - raised max level of enemy affected (to avoid the spell no longer working when survival bonus raises enemy levels too high), decreased cooldown from 1200 to 750s Inspiration - increased duration from 15 to 25s, lowered cooldown from 900 to 750s ============================================================== Combos Unfortunately there's not much I can do with Combos, such as making them function more like Sacred 1, so I just upgraded the icons. ============================================================== Skills and Attributes Improved tooltip description text for all skills and attributes. Attributes' effect on weapon damage is increased. Dragon Mage can now learn the following skills: Dual Wield, Hafted Weapons, Ranged Weapons. Spell Resistance is now secondary skill. Dryad can now learn the following skills: Hafted Weapons, Toughness. High Elf can now learn the following skills: Hafted Weapons, Combat Reflexes, Toughness. Constitution is now primary skill. Inquisitor can now use shields and learn the following skill: Shield Lore. Shadow Warrior can now learn the following skill: Magic Staves. Seraphim can now learn the following skill: Hafted Weapons. Temple Guardian can now learn the following skill: Magic Staves. Concentration is now primary skill. Damage Lore is now a primary skill choice for all characters, so that a pure spellcaster doesn't have to take a weapon skill to access it. Pacifism skill removed from game. Alchemy skill now unlocks temporary DOT mitigation on Recovery Elixirs. Trophy powers now scale better with the Alchemy skill. Improved the efficacy of the Enhanced Perception skill. Decreased the efficacy of the Toughness skill. Armor and Damage Mitigation granted by Toughness are now at 85% of the former values. Increased the efficacy of the Speed Lore skill. Attack, Defense, and Run Speed granted by Speed Lore are now at 140% of the former values. Increased the efficacy of Blacksmith Mastery's chance to extract items without destroying the other socketed items (now caps around 97% at highest skill level). In return, Blacksmithing costs are not reduced as much by the skill. Blacksmith Mastery now unlocks a third powerful bonus on each Blacksmith Art. ============================================================== Challenge Mode Features: Critical hit damage increased from 1.2x to 2x times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. Boss aggro range increased by about 10%. Range for clearing the fog of war on the map is tripled (results in more enemies). Cooldown for healing potions is doubled. Slightly lower chance to get runes. Enemies gain greater damage from attributes. Overall intensity of enemies increased by 25%. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). The challenge patch is OPTIONAL and is only for players who feel that Enhanced Edition could use a greater challenge. ============================================================== New Player Portraits and Brighter Health Bar
  2. With the newer games and the negative aspects of DRM they have introduced, when combined with the fact that so few new games have such a grand replay value, Sacred 2 is the game that just keeps on giving; for these two reasons among many others, I believe it is easy to understand why there are so many gamers still attracted to it. Not to diminish other games Sacred in name, I will attempt to comprise here a comprehensive list of rationalizations as to what so many find attractive in this "golden," yet ever relevant game, Sacred 2 Fallen Angel: 1) The graphics are quite detailed, even when measured against truly 4K games it is still very competitive and complex with detailed textures, especially when "Trimmed Elite Textures" are employed. 2) The game is veritably a wondrous open map where one may progress throughout the map and revisit areas endlessly for additional exploration and to battle foes again. 3) Aside from the main quest, the side and chain quests may be played at ones leisure and in any order. One may complete the main quest and then return to play any or all of the other yet uncompleted quests. 4) There are so many special unique and legendary weapons, armor, and items. The high quality "yellow" items are virtually endless and may be discovered at any number of levels with an assortment of slots for forging. Some games are preset as to what one may use to upgrade a specific weapon or piece of armor, but with Sacred 2 the user can make their own choices in this regard. Freedom rules! 5) There are so many play styles and ways to build ones character and a sufficient number of characters from which to select. One may choose the Light or Dark path, and afterward experiment with the different skills and modifications, making each character different each time one begins anew. 6) There is so much detailed information on the Wiki with links to downloadable weapons, armor and items. Unlike some games where one may never find all of the armor, jewelry or weapons, here one may treat themselves to practically anything they wish, aside from the "yellow" items as their combinations seem nearly infinite. 7) Here at Dark Matters there is such a vast array of helpful topics, build guides, troubleshooting tips, download links, interesting topics, videos, screenshots, indy art, word and forum games, downloads, and so much more! The site here is family friendly and a handy haven for players of the game and a repository of information for any, especially the aspiring player of Sacred 2. 8) Also here at this site we have a marvelous resource, its members. There are so many helpful and genuinely friendly members willing to help anyone whether they are a "noob" or veteran player. When a new or long time member asks a question, someone knowledgeable always steps in and assists. 9) Mods, and so many of them, are here in their splendor and wondrous glory, ready to download and use. The Diablo II Mod, truly does wonders to the game and as do the other modifications, further expands its enjoyment. 10) The Community Patch has been recently updated and has fixed a virtually endless array of bugs and made fixes to some serious issues to include game crashing. In my opinion the game is now closer to the way it was originally envisioned by its developers at Ascaron. The textures are being employed so well and the monsters, bosses, and quests now fill the world of Ancaria, now an immense, immersive, and immeasurable expanse of wonder, ready to explore in a way that does not confining the player with overly-scripted directed paths. 11) Finally, If one requires but one more reason why Sacred 2 is such a wonderful game: Forsooth (what was first foreshadowed in my initial statement) Sacred 2 Fallen Angel has tremendous replay value. When the End Bosses are defeated the credits may roll, yet the game is not truly over. The player may simply return and finish any uncompleted side quests and visit any part of Ancaria yet again, the friendly denizens of towns and hamlets wave and greet them. One may store their character's save file and chests at any point and load them yet again in order to play from that point forward. That is another precious thing unto itself, indeed. I doubtlessly must have excluded some other noteworthy reasons, as there are so many great rationalizations which prove the worth of this outstanding game. I have no doubt that there will be players of the game far into the future, both newcomers and old-timers. Note: This article is a reprint of my original reply to the post here.
  3. Hello all! I've been taking a look at the Character Quotes pages on the Wiki, and I've noticed that they're quite unfinished and haven't been worked on in awhile. In fact, some of the characters, like Dryad and Dragon Mage, don't even have pages for them. This seems like an abandoned project, and I'd like to give it new life. I'm aware that it's a fairly time-consuming undertaking, but I often find myself with a lot of free time on my hands anyway I just wanted to ask for permission to do this since I haven't been involved with the project up until this point. Is it something the admins/mods would be okay with me doing? Thanks in advance
  4. I started this thread so that members (and staff) may post in-game footage that is interesting or in some way humorous. There are so many possibilities, as the game is rife with material which is well suited for posting in this thread. I look forward to seeing your examples here. Most of you have, I believe, seen and will remember this first video.
  5. Hay guys, I want to know your favorite character build that y'all have made in either sacred underworld or sacred 2. Ill start us out. My favorite build was a dwarf merchant/support character in Sacred Underworld. I got him to about level 22 (as of now) and he focuses on getting the most money out of merchants & buffing my brother's Daemon (the damage dealer between us two). My dwarf wields a large axe/hammer for damage, a musket & shield for taking down annoying ranged/flying enemies, & a small axe & shield for an increase in speed. My dwarf has fully upgraded his barter to his level, has been upgrading his smithing so that we don't need to go to towns for a black smith. his ready to use skills consist of his morter shot, his normal cannon shot, his flame thrower, & a combo that combines all 4 of his passive buff skills (this doesn't include his greed skill, though.) Now that I have given my example, please give me Y'alls builds.
  6. Hey guys, name's Talon. Been playing Sacred 2 off and on for PS3 since the day it dropped. Main character was a Shadow Warrior. Decided to buy the PC version as well. Honestly one of my favorite games. Always loved the Dark Alliance games or Champions games on PS2. Always appreciated the open world in it, that it's like some of those games that I grew up but bigger, new game plus, Peer to peer online multiplayer that won't ever get shut down, and to top it all off there's communities like this which I think is awesome. Always just been my go tochill game I go to when I'm not playing Dark Souls 3 PvP. I played a few hundred hours of Diablo 3, but it just never captivated me as much as Sacred 2 or some of the other games I mentioned. Also picked up Vikings Wolves of midgard which I'm going to delve into at some point. PSN: Kansaspwnage Steam: TalonTheGuardian Hope you guys have a great day (:
  7. Version 1.0.0

    115 downloads

    Sacred 2 - 2.65.2 Seraphin Genesis Wings New look "Created with archieve from CM patch 1.60."
  8. Sacred 2 - Seraphin Genesis Wing View File Sacred 2 - 2.65.2 Seraphin Genesis Wings New look "Created with archieve from CM patch 1.60." Submitter AlexMrBison Submitted 03/03/2018 Category Download Sacred 2 Gold  
  9. Has anyone found gogo's pants in sacred 2 yet? I'm curious.
  10. Ey guys! New to this forum. I recently bought both Sacred 2 and the Ice & Blood dlc, but I can’t install the dlc. An error keeps popping up saying it “can’t delete various .dll files”. My Sacred game is patched up to version 2.40 and runs perfectly, I just can’t install the dlc. Please help! I really want to play the game!
  11. Flix

    Elite Mounts Mod

    Version

    1,434 downloads

    Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. This mod adds new special mounts for all 7 characters. They can be purchased from a new special mount dealer deep in the Jungle. Detailed information on all the variations in mount appearance and stats can be read about in this thread on DarkMatters forums. Each character gets 4 new special mounts, with the exception of the High Elf, who gets 7 new mounts. This mod requires the Ice and Blood expansion (or Sacred 2 Gold) and the latest Community Patch (1.50) to be installed beforehand. The CM Items Mod (optional) should be installed after the Community Patch but before anything else. Supported languages: English, French, German, Polish, Russian, and Spanish (Spanish requires download of an additional language patch). Installation (with no other mods installed): Download the Jonesoft Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the main folder where Sacred 2 is installed). Mod Enabler is available HERE After running the GME once, it will make a folder called "MODS" there. Extract the contents of the rar file and copy the "Elite Mounts v1.10" folder into the "MODS" folder. Run the GME and enable Elite Mounts v1.10. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. The mod also comes with compatibility patches for some of the more popular Sacred 2 mods. Use the Generic Mod Enabler to activate them in the order described below. Installation order if using other mods: Elite Mounts Mod Wardust's Serious Textures Mod (must be version from Sacred 2 Nexus) (ignore compatibility patch) Enhanced Spells Mod (+ optional Challenge Mode) or Survival Mod or Llama's CM Patch Mod (choose one, these three mods are not compatible with each other) Compatibility Patch for whichever mod you chose to install at step #3 (Llama Mod or Survival Mod ONLY, Enhanced Spells 1.3+ has built-in compatibility so no patch necessary). This mod is NOT compatible with: Sacred 2 Nude Mod 2016 (compatibility patch is available with the Nude Mod) Diablo 2 Fallen (mounts are already integrated) Any older mod not updated for CM Patch 1.50 This mod should work just fine with Fleet's Nude Skins, Reduced Fog, Przemba's Visual Mods, and any music/sound mod.
  12. Version

    136 downloads

    This chest contains the Unique shield, Shield of Mirrors. This shield is a rare drop throughout the game and part of the reward for having completed the Blind Guardian Quest, see: URL: http://www.sacredwiki.org/index.php/Sacred_2:Blind_Guardian_Quest. This shield will function in any version of Sacred 2 Fallen Angel and with the Community Patch. Name: Shield of Mirrors Type: Shield Class: Unique Sockets: 3 Socket Types: Gold : 1 Silver : 1 Bronze : 1 Available Levels: 6, 9, 12, 16, 17 - 224 Increment 9 Variable Modifiers (Affected by Shield Lore): + Experience Per Kill + Stamina URL: http://www.sacredwiki.org/index.php5/Sacred_2:Shield of Mirrors Instructions: The chest file should be extracted from this archive and copied to the savegame folder. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite the Shared tab in your player chest.
  13. <p>Oh, please, does anyone have a copy of this Editor anywhere? The Spawn rate is driving me insane and there's just no way I can edit 4800 entries by hand.</p> <p>Official source is down: <a href="http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/">http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/</a></p>
  14. Hi! So, the Community Patch didn't work for me when I installed it. Quests didn't exist. That's a problem. Really, there's no point in having it if it's just not going to work properly anyway. Anyway, I went to uninstall it with the cm-disable application, and it said that Sacred 2 was not found. I have the right version installed (2.65.2), and I don't have any mods (besides the patch itself). Can someone please help with this? Thanks in advance!
  15. File Name: Elite Mounts Mod File Submitter: Flix File Submitted: 18 Jan 2016 File Category: Community Patch Somewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you. This mod adds new special mounts for all 7 characters. They can be purchased from a new special mount dealer deep in the Jungle. Detailed information on all the variations in mount appearance and stats can be read about in this thread on DarkMatters forums. Each character gets 4 new special mounts, with the exception of the High Elf, who gets 7 new mounts. This mod requires the Ice and Blood expansion (or Sacred 2 Gold) and the latest Community Patch (1.50) to be installed beforehand. The CM Items Mod (optional) should be installed after the Community Patch but before anything else. Supported languages: English, French, German, Polish, Russian, and Spanish (Spanish requires download of an additional language patch). Installation (with no other mods installed): Download the Jonesoft Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the main folder where Sacred 2 is installed). Mod Enabler is available HERE After running the GME once, it will make a folder called "MODS" there. Extract the contents of the rar file and copy the "Elite Mounts v1.10" folder into the "MODS" folder. Run the GME and enable Elite Mounts v1.10. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. The mod also comes with compatibility patches for some of the more popular Sacred 2 mods. Use the Generic Mod Enabler to activate them in the order described below. Installation order if using other mods: Elite Mounts Mod Wardust's Serious Textures Mod (must be version from Sacred 2 Nexus) (ignore compatibility patch) Enhanced Spells Mod (+ optional Challenge Mode) or Survival Mod or Llama's CM Patch Mod (choose one, these three mods are not compatible with each other) Compatibility Patch for whichever mod you chose to install at step #3 (Llama Mod or Survival Mod ONLY, Enhanced Spells 1.3+ has built-in compatibility so no patch necessary). This mod is NOT compatible with: Sacred 2 Nude Mod 2016 (compatibility patch is available with the Nude Mod) Diablo 2 Fallen (mounts are already integrated) Any older mod not updated for CM Patch 1.50 This mod should work just fine with Fleet's Nude Skins, Reduced Fog, Przemba's Visual Mods, and any music/sound mod. Click here to download this file
  16. Fonts Mod Mod to work with Generic Mod Enabler (I'm on gold steam vr, these simple mods wouldn't be to dramatic, should be compatiable with I&B/Gold) Fonts-put contents inside MODS folder.rar Screen Shot of the fonts (Even clearer text if you dl the screenshot) (Even clearer text if you dl the screenshot) Anti-Alaising x4 is a must [makes everything cartoony] Opens All Portals Mod Opens All Portals-put contents inside MODS folder.rar Before And After Screen Shoots 1mb Ver Preview Map of_Ancaria [map by Schot] all the space I had left hehe just a preview DL 9mb version from https://drive.google.com/open?id=0B29SZNU5sb_IS2NkWWVTTl85SFE
  17. Hi! Im having a lot of problems to choose how I spend my points in the game . Now I play a level 15 Dryad and have boosted 4 skills equally is this a good idea or should I stick to 2 or even 1 skill so that I could get it to level 75 as fast as I can? I feel like when im slowly gaining levels I dont get powerfull fast enough . Im making a dryad who utilizes Morbund animus as a main damage tool and I use throwing things with a shield. So far I have taken: Cabalistic voodoo focus Cabalistic voodoo lore Concentration Nature weaver Focus I have mainly put points to Caba lore+focus and concentration. I have eaten only 1 rune / spell so it dont get too big cooldowns. Im running with 2 x Buffs (Animus+Bark) But the problem is that I dont feel that strong and im really tempted to pick a weapon skill for ranged to boost my damage but im afraid it will gimp me bechause then I have 5 skills leveling slowly.
  18. Hello all. I'm a rookie from Ancarnia and I just wanna show my respect for every player out there and talk about the game. This is my build for a shopper Dryad. I'm on my 3rd or 4th Dryad now and since I'm still sorta new to the game, I've decided to make a shopper. Too bad the SW can't be a shopper... =P Originally I was going to make a shopper High Elf but it seemed like too much point distributing as the progress would go; many people complain about her being fragile; plus I'm more familiar with Dryads. Here's the build: Skills Enhanced Perception Bargaining - 1st(?) Mastery Combat Reflexes Armor Lore - 2nd Mastery Tactics Lore - 4th Mastery Dual Wield Nature Weaver Lore Nature Weaver Focus Constitution - 3rd Mastery Concentration Combat ArtsDust Devil - Recondition, Spell Shield, Spread Forest Flight - Roots, Expert, Escape Sinister Predator - Eagle Eye, Marked Shot, Hunting Focus Goldenglade Touch - Flow, Persevere, Diligence Acute Mind - Proficiency, Insight, Celerity Ancient Bark - Rugged, Divert, Invigorate Tangled Vine - Tendrils, Impair, Encroach It's fairly simple. She'll be duel wielding staffs and just using Acute Mind to buff her damage. Can't use the Hunter damage CAs because they're bugged in relation with Acute Mind. The mastery order is still fluid to change, and not completed because I'm just not sure how it might go. I have the build for the High Elf available in case anyone's interested, because I'm open minded to making it less of a hassle. I should mention that I lurk a lot on Sacred 2 topics. Hehe... Also, do people still play? lol I was playing and had someone join and say hi, but I couldn't do anything cause I don't know how to reply or friend request. They left immediately. >_<
  19. Hello everybody. There's quite a problem. I've downloaded S2RW v1.7 from Flix's link somewhere here in the modding section and everytime I launch it I see a message "Sacred 2 not found". The thing is, I do have Sacred 2 Gold Steam version. It doesn't matter from where I launch the tool - /system dir, /locale/en_UK - it always says the same. My registry entries look this way: [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\ascaron entertainment\sacred 2] "installpath"="E:\\DATA\\GAMES\\Steam\\steamapps\\common\\Sacred 2 Gold" "currentversion"="2.56.2.0" "language"="en_UK" "speech"="en_UK" "movietrack"="6" [HKEY_CURRENT_USER\Software\Ascaron Entertainment\Sacred 2] "LastUpdateCheck"=dword:000b426e ...and nothing more about Sacred 2. I've opened the tool with a HEX editor to read strings and get some clues. It seems that it looks for "SecuROM" and "{1023383E-D9F6-478C-A965-23A4657B3C9A}" keys (there's much more of them). The last seems to be the uninstallation data made by an installer, but the Steam doesn't have any, as well as it doesn't have SecuROM. So... Is there a way I can use the tool some way? Or is there a tool without some of the checks?
  20. TheresaSimet

    Introducing....

    Good Morning, I am a 51 year old Sacred 2 fan, my son introduced me to it years ago on the ps3, but now I can't play it on my ps3 cuz it no longer will read any discs I live in the Black Hills of South Dakota, about 20 miles from Mt Rushmore, I have 2 grown children a son 30 and a daughter 26, and I also have 2 fur babies, both Chihuahua's. When I found out I could get Sacred 2 for my PC it was a no brainer had to get it, but since I got it a week ago I haven't really been able to play and I am really bummed. I have changed the compatibility to windows xp sp3, and I was in the game long enough to create a character, and then it froze and I couldn't get back in, so I was sent here, and I tried the community patch and I downloaded and installed and then my virus protector removed it before I could play saying it was a Trojan, so here I sit still unable to play my favorite game in the world! Please help
  21. File Name: Shield of Mirrors File Submitter: Hooyaah File Submitted: 15 Jun 2015 File Category: Fallen Angel Unique Weapons/Shields This chest contains the Unique shield, Shield of Mirrors. This shield is a rare drop throughout the game and part of the reward for having completed the Blind Guardian Quest, see: URL: http://www.sacredwiki.org/index.php/Sacred_2:Blind_Guardian_Quest. This shield will function in any version of Sacred 2 Fallen Angel and with the Community Patch. Name: Shield of Mirrors Type: Shield Class: Unique Sockets: 3 Socket Types: Gold : 1 Silver : 1 Bronze : 1 Available Levels: 6, 9, 12, 16, 17 - 224 Increment 9 Variable Modifiers (Affected by Shield Lore): + Experience Per Kill + Stamina URL: http://www.sacredwiki.org/index.php5/Sacred_2:Shield of Mirrors Instructions: The chest file should be extracted from this archive and copied to the savegame folder. The location of the savegame folder is given below. For Windows XP: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Windows Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite the Shared tab in your player chest. Click here to download this file
  22. Edit: Original post deleted - All issues resolved
  23. As of September 20 I started working on this.You can track my progress here Shadow Warrior Quotes ~90% complete - Last updated 10/31/2014 High Elf Quotes ~17% complete - Last updated 10/26/2014 Seraphim Quotes ~45% complete - Last updated 10/28/2014 Inquisitor Quotes Not started Dryad Quotes Not started Dragon Mage Quotes Not started ======Changelog====== Added Fleeing Enemies This rarely occurs on proper difficulty with base to high survival bonus.Enemies mostly run away from you when their level is lesser than you but some range attackers' hit&run also triggers these lines. Added Stronger Enemies Getting closer to certain enemies,including champions trigger this.It happens quote often with high survival bonus. Added Stepping on T-Energy Bog This section has very limited number of lines and might be removed. Added Inventory Overload Triggers while trying to pick up an item with full inventory Added Near Death This happens when the character is below 10% health Added Attacking ranged unit If I am not wrong,this only happens when melee character gets attacked by physical ranged attacker.Only Seraphim's lines are available this time. November 31 2014 Update Shadow path contains extra lines vs certain enemy types.Added new lines for Humans and Goblins. Replaced Light&Shadow Campaign with ☺☻ unicode symbols to match in-game alignment symbols. Added Boss Encounters Approaching Main Quest Bosses will trigger this. Gar'Colosssus and Octagolamus are confirmed.
  24. Hey everyone: So I just found an axe that does better damage than my sword. Problem is, I have no points in the hafted weapons skill, thus "hafted weapons" is showing up in read. First off, what does this red text signify? Can I still use this hafted weapon effectively, or should I stick with my sword? I'm assuming the red text means I suffer some sort of penalty using something I have no points in? I'm really confused by this. Any help is greatly appreciated
  25. Hello, I have been trying out various Temple Guardian builds I found here on the forum with great success (mostly vaclaf's) and at some point I decided to make my own temple guardian build. Note that I am in no way an experienced player, and that I am writing this suggestion build purely experimentally and for fun. Also I apologize for bad English. Now as you may have noticed from the title I have made the rather unorthodox choice of making my TG a ranged fighter with a pistol and support from lost fusion combat arts. At first I made it simply for the fun of making a seemingly redundantly ranged fighter and mostly because I like the pistol as a weapon. Surprisingly, it actually went far better than I expected. I used the pistol as my primary damage output method augmented by Tactics Lore and Ranged Weapons Lore. The pistol is quite good for softening up enemies at long range after you get used to its rather unique firing pattern (mostly by picking the furthest back enemy in a bunch and utilizing the forced attack command to shoot anywhere you point to) and it makes a very decent close range weapon too (it almost never misses with regular attacking method) even at point blank. When enemies got too close I relied heavily on Furious Emblazer and Jolting Touch with great results as expected. These two combat arts are practically the workhorse of close combat and I keep them within reasonable level in accordance to their regeneration (at a level of 15 say, about 3 runes for each), and their modifications are mostly instant damage oriented with a single healing mod for JT. I actually considered taking Devout Guardian aspect for the shield and Deathly Spears, but I wanted a purely firepower oriented TG even if that means annihilating the enemies with a flamethrower and an electrode. This build also seems to rely more heavily on good equipment than other TGs. All blacksmith slots are ''whet'' for damage boost, knockback items are desirable as well as run speed and descent armour. Damage conversion items are also good. The skill choice I made so far is as follows: 1. Armor Lore (relatively high priority regarding points) 2. Tactics Lore (high priority regarding points) 3. Ranged Weapons Lore (very high priority regarding points) 4. Lost Fusion Lore (med priority regarding points) 5. Lost Fusion Focus (average priority regarding points, good enough to have decent regen. time) For the rest I am thinking of picking a defensive skill such as Toughness for extra armor, damage lore to set enemies on fire with the pistol or any other damage conversion one has modified it with and utility skills for better items and forging. This is my progress so far, I will update when the character advances more. Any thoughts are welcome.
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