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Found 10 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 change log is available here. 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. ============================================================== 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%. 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 active at once). Cooldown for healing potions is doubled (10s). 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. ============================================================== Enhanced Spells General Changes - Text-only version All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die (ragdoll physics). 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 all 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. These tend to come at the expense of the various “movement” CA’s. 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/recolored from character to character. These new designs are 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. Numerous combat art modifications are now able to scale with level (indicated in tooltips – English only). All combat arts which debuff opponent armor, attack, or defense now use percentages rather than flat values. All "chance to disarm opponents" on combat arts are set to 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. All “chance to dispel opponent buffs” on player combat arts are set to 100% chance. All "chance to escape roots" on combat arts are set to 100% chance. Again, this modifier is not useful unless you can rely on the effect with certainty. All "deathblow" properties on combat art now have the health threshold scale at the same rate (+0.1%/level), for the sake of consistency. ============================================================== Seraphim Combat Arts Exalted Warrior Soul Hammer - No changes (except the global changes noted above). Pelting Strikes - No changes (except the global changes noted above). Assailing Somersault - Has a 25% greater jump distance. Dashing Alacrity - Duration increased from 20s to 90s, but duration scaling halved. Cooldown increased from 60s to 120s. Chance to Block Roots increased from 20% to 40%. “Delay” silver mod (duration) replaced with “Vigor” (hitpoint regeneration). “Reprisal” and “Ardor” mods have swapped places. “Impatience” gold mod now reduces the cooldown to 96s. Battle Stance (Buff) - No changes (except the global changes noted above). Celestial Magic Archangel's Wrath - has been moved to Celestial Magic aspect (replaces Hallowed Restoration). No changes otherwise. Baneful Smite - No changes (except the global changes noted above). Radiant Pillar - No changes (except the global changes noted above). Sublime Guardian (Buff) - New combat art (Replaces Instill Belief). 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. The guardian uses Pelting Strikes & Assailing Somersault, and can be upgraded to also use either Archangel's Wrath or Instill Belief.. Other modifications allow upgrading her armor, speed, damage, attack and defense. Cleansing Brilliance (Buff) - Hitpoint regeneration increased slightly. “Blind” silver mod should no longer apply a permanent debuff to opponent defense (duration is now 5s). Revered Technology Sonic Vortex - New combat art (takes Archangel's Wrath’s old spot). 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 the global changes noted above). Divine Protection - Duration increased from 15s to 90s, but duration scaling halved. Cooldown increased from 60s to 120s. Bronze mod “Capacity” (duration) changed to “Steadfast” (willpower boost). 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 (except the global changes noted above). BeeEffGee (Buff) - No changes (except the global changes noted above). ============================================================== Inquisitor Combat Arts Gruesome Inquisition Callous Execution - No changes (except the global changes noted above). Ruthless Mutilation - No changes (except the global changes noted above). Mortifying Pillory - No changes (except the global changes noted above). Frenetic Fervor - Duration increased from 15s to 45s, but duration scaling halved. Gold mod “Relentless” (duration) replaced with “Conviction” (willpower boost). Purifying Chastisement (Buff) - No changes (except the global changes noted above). Astute Supremacy Levin Array - No changes (except the global changes noted above). Eruptive Desecration - Has been moved to Astute Supremacy aspect (replaces Raving Thrust). Base range increased from 5 to 7 meters. Silver mod “Danger Zone” range increase is now boosted to match that of the “Apocalypse” gold mod. Clustering Maelstrom - No changes (except the global changes noted above). Zealous Doppelganger - Duration increased from 30s to 95s but duration scaling reduced by 80%. Gold mod “Determination” (duration) now adds base armor resistances to the Doppelganger instead. Can Be Upgraded To Permanent Buff: Zealous Doppelganger (Buff) Reverse Polarity (Buff) - No changes (except the global changes noted above). Nefarious Netherworld Dislodged Spirit - Duration increased from 6s to 10s. Bronze mod “Spite” (duration) now disarms the target instead. “Wildfire” gold mod has damage doubled and damage type is changed to fire. Inexorable Subjugation - No changes (except the global changes noted above). Battle Daemon (Buff) - New combat art, takes Eruptive Desecration’s old spot in the Nefarious Netherworld aspect. Summons a powerful enslaved daemon warrior to assist with melee attacks and the spell Raving Thrust. Can be upgraded into Fire Daemon or Poison Daemon forms with new special moves. Paralyzing Dread - Duration increased from 20s to 45s, but duration scaling halved. Soul Reaver (Buff) - No changes (except the global changes noted above). ============================================================== High Elf Combat Arts Arrant Pyromancer Ancestral Fireball - No changes (except the global changes noted above). Blazing Tempest - No changes (except the global changes noted above). Incendiary Shower - No changes (except the global changes noted above). Fire Daemon (Buff) - Demon level scales better and its fireball inflicts more damage. 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 (except the global changes noted above). Mystic Stormite Frost Flare - No changes (except the global changes noted above). Glacial Thorns - No changes (except the global changes noted above). Raging Nimbus - No changes (except the global changes noted above). Cascading Shroud - Duration increased from 20s to 45s but duration scaling 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 (except the global changes noted above). Delphic Arcania Cobalt Strike - “Chain Reaction” mods chance to chain increased from 80% to 90%. Chance for area damage from “Explosion” mod increased from 50% to 60%. Magic Coup - No changes (except the global changes noted above). 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 - No changes (except the global changes noted above). 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 the global changes noted above). Scything Sweep - Gold mod “Hurl” is now “Inflamed” which inflicts additional fire damage with each hit. This is because all weapon CA’s hurl enemies by default now. Rousing Command - Duration increased from 20s to 45s, and scales slightly faster now. Cooldown increased from 60s to 75s. Bronze mod “Persistence” (duration) replaced with “Readiness” (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” (defense) replaced with “Guard” (reduction of opponent's chance for secondary damage effects). Malevolent Champion Frenzied Rampage - No changes (except the global changes noted above). Belligerent Vault - Has a 25% greater jump distance. Player no longer needs to target an enemy to use it. Augmenting Guidon - Silver mod “Tutor” (XP per Kill) replaced with “Aegis” (debuff duration reduction). Killing Spree - Duration increased from 20s to 45s, and scales slightly faster now. Cooldown increased from 60s to 75s. Silver mod “Perseverance” (duration) replaced with “Shockwave” (nova range increase). Reflective Emanation (Buff) - No changes (except the global changes noted above). Astral Lord Spectral Hand - No changes (except the global changes noted above). Skeletal Fortification - No changes (except the global changes noted above). Rallied Souls - No changes (except the global changes noted above). 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) - Armor bonus from "Elite Equipment" gold mod is now able to scale with the Astral Lord Lore skill. Gold mod “Balm” (hitpoint regeneration) replaced with “Legion” (summons +1 skeletal minion). ============================================================== Dryad Combat Arts Capricious Hunter Ravaged Impact - No changes (except the global changes noted above). Darting Assault - No changes (except the global changes noted above). 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. Silver mod “Elongate” (duration) replaced with “Obscure” (chance to block ranged). Increased radius from “Spread” gold mod. Sinister Predator (Buff) - Attack Value and Attack Speed bonuses now apply to all weapon types, because the original ranged bonuses were bugged and only worked with Long Bows. 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 - No changes (except the global changes noted above). Malicious Totem - No changes (except the global changes noted above). 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 minion’s physical damage from bronze mod “Malice.” Attack speed from “Fury” gold mod scales better. Nature Weaver Edaphic Lances - No changes (except the global changes noted above). Tangled Vine - No changes (except the global changes noted above). Goldenglade Touch - Redesigned it to be long term with light healing as opposed to very brief with massive healing. Duration increased from 8s to 45s. Cooldown increased from 10s to 60s, and decreases more slowly per level. Hitpoint regeneration decreased from 29 hp/s to 6 hp/s. HP regen from Bronze mod “Flow” decreased from 21 hp/s to 6 hp/s. Gold mod “Diligence” now adds 10 seconds to duration rather than 4. Acute Mind - Duration increased from 15s to 45s, but duration no longer scales. Cooldown now slowly decreases with level. Bronze mod “Proficiency” and Gold mod “Easiness” are swapped places. “Proficiency” now increases duration by 10 seconds rather than decreasing cooldown. Ancient Bark (Buff) - Base hitpoint regeneration slightly boosted from 3.0/s to 5.0/s. ============================================================== Temple Guardian Combat Arts Devout Guardian Dedicated Blow - No changes (except the global changes noted above). Battle Extension - SFX now better matches the new animation speed introduced in CM 1.60. Deathly Spears - Can now strike multiple times by default. Number of strikes per cast scales more quickly. Gold mod “Jab” (extra strikes) changed to “Impale” (chance for deep wounds). Combat Alert - Duration increased from 15s to 75s, but duration scaling 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 (except the global changes noted above). Lost Fusion Ampifying Discharge - Now inflicts some base ice damage. Bullets now seek their targets. Now has an 80% chance to bounce to 2 other enemies (formerly 70% chance to bounce to 1 enemy). “Ricochet” mods now each give a 60% chance to bounce to 1 additional enemy (formerly 20% chance). Furious Emblazer- Duration increased from 2.3s to 2.5s. Hits per second increased from 1.5/s to 2.0/s. Slightly increased fire damage of “Accelerant” bronze mod. “Intensify” gold mod now increases hits per second by 1.0/s. Jolting Touch- No changes (except the global changes noted above). Archimedes Beam - Has 300% longer range and will knockback enemies. Base damage increased (including bronze mod “Bundle”). Hits per second now scales. 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 is increased and the 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 - Base chance to stun increased from 10% to 15%. Magic damage from "Field Damage" mods increased slightly. ============================================================== Dragon Mage Combat Arts Dragon Magic Dragon Berserk - Duration decreased from 27.5s to 25s. Cooldown decreased to 10s but regeneration time increased. Attack and defense scale better with level. Max. hitpoints slightly decreased but now has bonus armor against physical and fire damage. Silver mod “Concentration” (duration) now adds a chance opponents cannot evade attacks instead. The two “Frenzy” mods (duration per hit) are replaced with “Scales” (armor %) and “Fury” (damage %). Lacerate - Now has a scaling chance to stun and chance to hit additional opponents. Leech Life from Opponents scales more slowly. Blood Frenzy - Now adds a chance to bypass opponent armor. Eternal Fire - No changes (except the global changes noted above). Dragon Strike - No changes (except the global changes noted above). 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 increases attack speed 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 additional fire DOT/ice DOT. Gust of Wind - No changes (except the global changes noted above). Tornado - Now inflicts some base ice damage. Area of effect slightly increased. 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 adds fire damage instead of physical. Protector - Now summons 2 Protectors by default. Protector level scales better. Protector can now cast a root spell and dust cloud attack. Dragon Mage can now use this buff while shapeshifted without crashing the game. Increased the effects of both silver mods. "Familiar" gold mod that summoned an extra Protector is replaced with “Master” which lowers the buff’s regeneration penalty. Mentalism Mind Strike - Due to enemy CA regen debuff not working, this property is replaced with Chance for Open Wounds. Bronze mod "Weakness" is now "Trauma," which adds Physical DOT. Bronze mod "Sustainability" (duration boost) is now "Brunt" which gives increased critical chance. This is because the duration parameter serves no function on the base spell. Energy Blaze - No changes (except the global changes noted above). Maelstrom - No changes (except the global changes noted above). Combat Trance - Duration increased from 15s to 90s. 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 open wounds. 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 by 20%, duration increased from 10s to 30s, cooldown lowered from 900 to 750s. Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 750s. Will-o-wisp - damage increased by 15%, duration increased from 10s to 11s and now scales with level, cooldown lowered from 1200 to 750s. Infusion - duration increased from 10s to 20s and now scales with level, 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), cooldown lowered from 1200 to 750s. Inspiration - Duration increased from 15s to 25s and now scales with level, cooldown lowered 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. ============================================================== New Player Portraits and Brighter Health Bar
  2. 'Sup, how do I change the name of a Combat Art? I'm assuming not only the Combat Art Tab, but also the Rune, and the Gear are affected, certainly some global. Thanks
  3. Looking at the new Area of Effect composal.. Would you like to tell me, how do you add Area of Effect to a Spell? I looked at an existing Area of Effect Spell entry1 = {"et_range_area", 200, 0, 0, 4 }, so I added an entry to a spell that I want to have Area of Effect on: entry8 = {"et_range_area", 200, 1, 0, 4 }, However that doesn't seem to work (the previous entry is 7) and it's a Debuff Spell. I tested vs normal sized mobs. What am I doing wrong?
  4. Version 2.3b

    6,646 downloads

    Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of the Enhanced Spells mod. Because the scope of the mod now extends well beyond spells, the name has changed. This evolved from my personal mods for playing Sacred 2, as well as from my work on the Community Patch. I decided there were enough gameplay improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. 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. The only difference between the two core modules is that the Enhanced Spells module has many new custom spells that replace old ones. In addition, some vanilla spells are moved to different aspects, and some modifications are swapped around or replaced. Finally, Enhanced Spells features new custom icons and art for all aspects and spells. Currently supported languages: Enhanced Spells Version: English, French, German, Polish, Russian, Spanish. Original Spells Version: All Languages. ================================================= Installation: I HIGHLY advise NEW CHARACTERS or you may have broken quests, re-rolled bonuses on gear, or other odd quest behavior. Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed file into the "MODS" folder. There should be four folders and some documentation (the documentation need not be placed in the MODS folder). S2EE contains two core modules and three optional add-on modules. Choose ONE core module! Either Sacred 2 EE 2.3 - Original Spells OR Sacred 2 EE 2.3 - Enhanced Spells. Do not install both at once. Run the GME and enable your core module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules such as Challenge Mode and SuperSpawn may should be installed afterward. One or both can be used in combination with either core module. Classic Icons should only be installed on top of the Enhanced Spells module. Do not install either of the add-on modules without one of the core modules installed first. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Spells should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Nude Mods, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts, and for pictures and videos, and development info, visit this thread: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ================================================= SuperSpawn Features: SuperSpawn multiplies the enemy spawn density across the map by a factor of 2-3x. Does not affect bosses or creatures spawned through quests. Respawn rate is not affected. 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. Respawn rate remains vanilla (does not use lowered respawn rate from base EE). 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). ================================================= Known Issues: Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Sonic Vortex is missing the visual effect when mounted. No known solution. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Thanks to: desm for translating the mod to French. Shadowflare85 for translating the mod to German. KrystianCzach243r for translating the mod to Polish. Nikoleagle and LordKomar for translating the mod to Russian. Deivix for translating the mod to Spanish. Pesmontis for importing and adjusting several models. dimitrius154 for doing programming work and other advice. SX255 for making the new Deathly Spears icon. Luthal for helping me work out how to handle summoned minions. Caledor for ideas on adjusting balance, skill effects, and the interface. Charon117 for making tools for cleaning & optimizing scripts. Ysendra for making new Daemon textures. Everyone who played the mod and posted feedback. Llama for making his CM Patch Mod and showing me the way into modding Sacred 2 spells.
  5. Sacred 2 Enhanced Edition View File Sacred 2 Enhanced Edition by Flix Sacred 2 Enhanced Edition (S2EE) is the continuation of the Enhanced Spells mod. Because the scope of the mod now extends well beyond spells, the name has changed. This evolved from my personal mods for playing Sacred 2, as well as from my work on the Community Patch. I decided there were enough gameplay improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. 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. The only difference between the two core modules is that the Enhanced Spells module has many new custom spells that replace old ones. In addition, some vanilla spells are moved to different aspects, and some modifications are swapped around or replaced. Finally, Enhanced Spells features new custom icons and art for all aspects and spells. Currently supported languages: Enhanced Spells Version: English, French, German, Polish, Russian, Spanish. Original Spells Version: All Languages. ================================================= Installation: I HIGHLY advise NEW CHARACTERS or you may have broken quests, re-rolled bonuses on gear, or other odd quest behavior. Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed file into the "MODS" folder. There should be four folders and some documentation (the documentation need not be placed in the MODS folder). S2EE contains two core modules and three optional add-on modules. Choose ONE core module! Either Sacred 2 EE 2.3 - Original Spells OR Sacred 2 EE 2.3 - Enhanced Spells. Do not install both at once. Run the GME and enable your core module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules such as Challenge Mode and SuperSpawn may should be installed afterward. One or both can be used in combination with either core module. Classic Icons should only be installed on top of the Enhanced Spells module. Do not install either of the add-on modules without one of the core modules installed first. ================================================== Compatibility: This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Spells should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Nude Mods, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. ================================================= Development (Enhanced Spells module): For detailed list of changes to combat arts, and for pictures and videos, and development info, visit this thread: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ================================================= SuperSpawn Features: SuperSpawn multiplies the enemy spawn density across the map by a factor of 2-3x. Does not affect bosses or creatures spawned through quests. Respawn rate is not affected. 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. Respawn rate remains vanilla (does not use lowered respawn rate from base EE). 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). ================================================= Known Issues: Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Sonic Vortex is missing the visual effect when mounted. No known solution. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. ================================================= Thanks to: desm for translating the mod to French. Shadowflare85 for translating the mod to German. KrystianCzach243r for translating the mod to Polish. Nikoleagle and LordKomar for translating the mod to Russian. Deivix for translating the mod to Spanish. Pesmontis for importing and adjusting several models. dimitrius154 for doing programming work and other advice. SX255 for making the new Deathly Spears icon. Luthal for helping me work out how to handle summoned minions. Caledor for ideas on adjusting balance, skill effects, and the interface. Charon117 for making tools for cleaning & optimizing scripts. Ysendra for making new Daemon textures. Everyone who played the mod and posted feedback. Llama for making his CM Patch Mod and showing me the way into modding Sacred 2 spells. Submitter Flix Submitted 08/09/2014 Category Community Patch  
  6. Version

    118 downloads

    Name: Powerful Pendants Type: Pendant Class: Rare Available Levels: Levels 10 (and under) - 220 (Increments Vary) Variable Modifiers These pendants and amulets drop rarely (if ever) in the game. They are seldom vended by merchants at such a high quality which rivals their unique and legendary counterparts. They have, therefor, much sought after item modifiers which surprisingly best what is usually found available in other amulets and pendants of the same given level. Instructions: Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite your Shared tab in your player chest. For XP, it's located in: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Extract the Chest.sacred2chest file from this Zip file and place it in your Saved Games folder.
  7. File Name: Powerful Pendants File Submitter: Hooyaah File Submitted: 05 Dec 2016 File Category: Fallen Angel General Items Name: Powerful Pendants Type: Pendant Class: Rare Available Levels: Levels 10 (and under) - 220 (Increments Vary) Variable Modifiers These pendants and amulets drop rarely (if ever) in the game. They are seldom vended by merchants at such a high quality which rivals their unique and legendary counterparts. They have, therefor, much sought after item modifiers which surprisingly best what is usually found available in other amulets and pendants of the same given level. Instructions: Be sure to back up your existing chest.sacred2chest file before doing anything! Installing this file will overwrite your Shared tab in your player chest. For XP, it's located in: C:\Documents and Settings\<userID>\My Documents\Saved Games\Ascaron Entertainment\Sacred 2 For Vista and Windows 7: C:\Users\<userID>\Saved Games\Ascaron Entertainment\Sacred 2 Extract the Chest.sacred2chest file from this Zip file and place it in your Saved Games folder. Click here to download this file
  8. I am aware that there are many who have played Sacred 2, but after some time the game became less exciting, due partially to repetition and subsequent familiarity. There have been discussions in this regard before, but rather that bump an old thread, I thought best to start this discussion fresh and offer several suggestion of my own. There are things that I have found that have helped me continue to enjoy the game and many of you have done the same or similar things, some of which are obvious, yet I thought that by mentioning so many in one place others would find ways to make playing Sacred 2 fun, rewarding, and interesting once again. This thread is for they who feel the need to do so or have suggestions that may aid others who do. First, I would like to mention perhaps the most obvious way to achieve the aforementioned goal is to play the Gold Version with the latest community patch. For one thing it adds quite a bit of dimension and some new quests to the game as compared to vanilla Sacred 2 Fallen Angel. Doing so, you will be set up to select and ready to add some impressive Mods that really change the game and offer the opportunity to transform the game in numerous ways. If you wish for a quick way to see and navigate to some outstanding Mods, simply look at the huge stack of them in below (one may also find them in Flix's custom signature). It is noteworthy that by using the GME, Mods do not have to be permanent as they may quite easily be “switched on and off.” Diablo 2 Fallen Mod Sacred 2 Enhanced Spells Mod Flix's Music Mod for Sacred 2 Elite Mounts Mod Sacred 2 Character Editor List of Mods and Modding Guides Sacred 2 Nexus Sacred 2 Nude Mod Community Items Mod Perhaps the Mod most worthy of mention is Flix's Enhanced Spells Mod. It changes enough in the game to make things quite interesting immediately. The Combat Arts for each of the characters get a new look, but most importantly, each character gets some changes to a few of their CAs that really make thing exciting, such as hurling opponents with the concussive force of specific and powerful CA executions. These changes to the build options for characters makes for an important way for things become new and exciting. The game may become indeed monotonous for the non-adventurous player who focuses solely on one character and one or two different builds. More on this point later, I shall surely mention. More info here: Sacred 2 Enhanced Spells Mod 1.4 The Special Mounts Mod is also an exceptional Mod worthy of mention because each character has the availability of several new mounts which allow them to add to the previous available choices. One character I oft gravitate to is the High Elf; she has the choice (with this Mod) of several specialized dragons that actually fly (up to approx seven meters above the ground; the fight animation is marvelous) and a Hippocampus, the twin of the legendary, "lonely Hippocampus." For more examples, please check here: Elite Mounts Mod Seek new goals in the game that you may decide upon for yourself. One that I have found that works for me is to shop for specific items and jewelry in particular. Because the merchants all around Ancaria will reward the player who completes many quests with rare (yellow) items it is likely that they will vend, with the Bargaining Skill selected, rings and amulets with significant enhancements. For example, Fire, Magic, Ice, & Poison +X% rings that double what is normal for a given level are offered after quite a number of quests have been completed and the region in which they are finished seems to make no difference at all in relation to where they are offered for purchase. Shop for the items that best compliment the build you are working with, of course. I promised that I would address more on the issue of trying new characters and new builds. So, for each that you have played and new ones that, for whatever reason you haven't attempted one may wish to venture into a new selection. I have found that characters that I was hesitant to try before somehow ingratiated and engrossed me as soon as I "adopted" them. There too, the game seems so much different as one trys out a new character and their builds. Yet another way to make the game interesting is to download some new items. I believe that most of the weapons, shields, jewelry, etc. Is now available for download and there is so much to try that will compliment ones character and build. There are two new pieces of jewelry and one sword that was recently made available that are very powerful “developer only” items. In fact, that they will never drop in the game unless, if at some point in the future, they are patched in. Try changing the Game settings to alter the camera so that the zoom curve is different. Although as one gets closer to a "zero zoom curve" it becomes more difficult to move through the game you may find, nevertheless, just the correct angle that enhances the visual aspect in such a way that suits you and changes the game for its betterment. You may also wish to turn off the Buff Display or other settings to make things look a bit different. Are you playing the game on the highest settings? If you have a newer PC and/or a new GPU you may find that the amazing amount of difference in the detail is quite significant from when you played it before on lower visual settings. I found that just adding a new, mid to top of the line Nvidia GPU makes a big difference in the look of the game and the appearance of foliage, ground, etc. and in the textures throughout the game as well. If you have either tried all or most of the above suggestions, or if you are still looking for something else to add freshness, try the Diablo 2 mod. It is truly a stunning and fun new game in and of itself and we have many to that for it. Flix is one of them and he is continually working on it to improve this incredible Mod and push it well beyond its already remarkable state. I don't know how it is possible to make it much more inviting that it already is. I have little doubt that there are those of you who have other ideas for making the game Sacred 2 feel new, different, fun, and exciting. I welcome everyone who so wishes, to share your ideas and opinions here.
  9. Hello there people! I'm currently playing as SW and want to fight on horseback but since it's a regular horse, we can use only Horse Combat Arts. But, there is line under Riding skill which says "Additionally, special abilities may be unlocked." is that mean after a certain level can I use SW's combat arts? If not, what kind of special abilities can we get? Thank you
  10. Well, being the guy I am I like poking through the game files to see what kinds of things are available for me to mess with. With Sacred 2, there's been no shortage of things. Lately, I've been deeply exploring spells.txt and I came across some cool stuff. I think it's been noted before that there are entries in spells.txt for more Combat Arts than are actually activated in the game. As it turns out, Ascaron must have originally planned for there to be 6, not 5, combat arts in each aspect. This would bring up the total number of combat arts for each character up from 15 to 18. Ah, if only they had had the resources to add them in... The cool thing is these combat arts are all still present in the files, although most are just barebones placeholders with only a name and an aspect assigned. However, SOME are actually mostly completed, with special effects, spell tokens, and even icons. So let's explore them and speculate on what could have been, and what might be (if I make a spells mod ). We'll start small, and work our way up to the really interesting stuff. Since most of these spells have blank fields, I'll just copy the names until we get to the ones that have stuff filled in. Most just have comment-style names in German, and I couldn't find any proper-name English entries in global.res, so I'll just roughly translate the spell name. Seraphim Exalted Warrior: Sound Vortex ("xxxse_co_klingenwirbel",) - Going by the name, maybe this could have been something the Sonic Scream of the Jungle boss Kral? I've actually tried out Sonic Scream and it works pretty well for the player. The "invert_armor_phy" effect is a cool debuff that could get some more attention. Celestial Magic: Energy Blaze ("xxxse_cm_energiebrand",) - Again all we have is the name, but since it's identical to the entry for the Dragon Mage's Energy Blaze, we could safely assume it would have been something similar to this spell, a magic-damage nova that can be cast at range. Revered Technology: Throwing Blade ("xxxse_te_wurfklinge",) - Now this one is really intriguing. Assuming I translated it right, what kind of Combat Art could a "throwing blade" have been? Would it have been something like the Gladiator's Throwing Blades or the Seraphim's famous Hunter-Seeker CA from S1? That would have been very cool to play around with in Sacred 2. Inquisitor Gruesome Inquisition: Exorcism ("xxxin_in_exorzismus",) - This name is too vague to speculate on, but it has the "spelldamage" entry ticked so this might have been some kind of debuff rather than another weapon-based attack. Astute Supremacy: Dominance ("xxxin_po_dominanz",) - Another vague name, but since this aspect is lacking in any temporary buffs that boost the Inquisitor, we might assume this would have been some kind of power-up of that nature. Nefarious Netherworld: Rats ("xxxin_uw_ratten",) - Well, it's not hard for me to imagine why this one got cut. The Inquisitor summons a bunch of plague-bearing rats I guess? Although maybe if it was like the giant fire-breathing rat from the beginning of the game The Bard's Tale it could have worked (that quest is such a hilarious riff on the cliche RPG starter quest "kill the rats in the basement"). High Elf Arrant Pyromancer: Dread Flame ("xxxhe_in_furchtflammen",) - Again, no clues other than the name, but it's hard to imagine another flame attack spell. The High Elf's already got the basics - fireball, meteors, Area of Effect tempest, fire summon, flameskin. Chance to Fear Opponents probably would have a component for this spell, so maybe this was a temporary defensive buff of some kind? Another idea is something like the Hell Sphere, a conjured ball of flame that independently attacks enemies for a time. Mystic Stormite: Whirlwind ("xxxhe_st_wirbelsturm",) - A combat art with the same name was later given to the Dragon Mage (usually but inconsistently called Tornado in the game), so it's a safe bet the design was something similar to Tornado and/or the classic Whirlwind from S1. Since it was pretty similar to Raging Nimbus, I can see how it got cut. It would have been cool if the Disarm debuff was as cool in Sacred 2 as it was in S1 where you could actually use Whirlwind to knock rare weapons from enemies' hands. Delphic Arcania: Familiar ("xxxhe_ar_vertrauter",) - Here's another idea that eventually went to the Dragon Mage, the Familiar. Although I don't imagine she would have gotten a dragon, I imagine instead a sprite or even a wisp-like creature, that buffed the High Elf's spellcasting powers and was invisible to enemies, or maybe attacked with a lightning attack. Dryad Capricious Hunter: Toxic Shock ("xxxdr_hu_giftschock",) - Hard to say what this could have been other than something involving poison damage, but when I thought about it, I imagined that a hunter would have some traps up her sleeve, so I actually went and created a poison trap spell using this idea and replaced Forest Flight with my new "Venomous Entrapment" spell. However, that's a story for another post, as I've made lots of custom Combat Arts that I'll share at another time. Cabalistic Voodoo: Opponents Essence ("xxxdr_vo_gegneressenz",) - This combat art has the distinction of being one of two deactivated combat arts that have completed, unique icons. It's a little voodoo shrunken head, and also in the style of a buff icon. The spells.txt entry doesn't give any other clues, but maybe the original idea was to have the Dryad somehow gain the powers of her enemies based on what kind of shrunken head she had equipped? Like maybe there was a certain set of bonuses that the "essence" of a Dragon shrunken head would grant when this buff was activated. That would have been quite neat. Nature Weaver: Spiderling ("xxxdr_nm_spinneling",) - From the name I imagine the Dryad tossing a cocoon at an enemy or summoning one under their feet that bursts and spawns a bunch of little spiders that swarm the enemy, kind of like a throwback to the Wood Elf's Spider Arrow. Temple Guardian Don't get too excited about these 3 icons; they are placeholder icons that the devs recycled from Sacred 1. I'm not sure if they have any connection to the idea behind the CA. Devout Guardian: Impalement ("xxxtw_cc_pfaehlung",) - Well the icon is the old Battle Mage Shield Wall icon, while the name sounds more like a hard hit attack using the battle arm or maybe some kind of conjured giant mechanical spike. Lost Fusion: Permanent Fire ("xxxtw_te_dauerfeuer",) - The icon is one of the old S1 horse CA icons! I'm not sure which one, but I doubt it has any bearing on this CA anyway. I have a hard time imagining another fire ability connected to the Fusion arm cannon. Source Warden: Gravitation ("xxxtw_en_gravitation") - I doubt the old Blood Bite icon is relevant, but there it is anyway. The name of this one interests me. I kind of imagine a Clustering Maelstrom-type ability, where the Temple Guardian focuses T-Energy on a target point that draws enemies into it like a black hole, crushing them together under the force. Shadow Warrior This is where it gets good. Unlike the other characters, the Shadow Warrior's deactivated combat arts are mostly complete, and I was able to activate all of them, although they're not 100% perfect yet (they still lack icons and a few sound fx), they are surprisingly playable. For these, I'll paste the spells.txt entries as I found them, and comment on what I had to change to get them to work, and show some screenshots and videos. Death Warrior: Provoke - This seems to be designed to be an ability like many games have for their tanks and meat shields, the ability to force enemies to attack them, to take the heat off of the casters and rangers and glass cannons. mgr.defineSpell( "xxxsk_hc_provozieren", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_PROVOZIEREN_C", -- These two fx work fine and cause the orange aura shown below fxTypeSpell = "FX_SK_PROVOZIEREN", fxTypeCastSpecial = "", duration = 10.000000, animType = "ANIM_TYPE_SM04", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_provo_area", 1000, 0, 0, 8 }, -- Provoke enemies into attacking the player. This token is not used anywhere else, but it seems to be valid, as it is defined in blueprint.txt entry1 = {"et_range_area", 1000, 0, 0, 4 }, -- Increased range for the effect. entry2 = {"et_minion_blame", 1000, 0, 1, 9 }, -- Force the enemies to target your minions rather than you. entry3 = {"et_duration_sec", 248, 2, 2, 8 }, -- Increased duration of the effect. entry4 = {"et_range_area", 600, 5, 3, 4 }, -- Increased range of the effect. entry5 = {"et_debuff_EVW", 1300, 10, 4, 42 }, -- Debuff the enemy's defense rating. entry6 = {"et_provo_target", 795, 5, 5, 8 }, -- Similar to the other provoke token above, this seems to be single target rather than Area of Effect. entry7 = {"et_force_CC", 1000, 0, 6, 8 }, -- Probably designed to force the enemy to choose melee over ranged attacks. This spell token does not actually exist. }, fightDistance = 525.000000, aspect = "EA_SK_HARDCOMBAT", cooldown = 5.000000, soundProfile = 0, cost_level = 100, cost_base = 200, focus_skill_name = "skill_SK_heavy_combat_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellSkProvozieren", -- This had to be changed to "cSpellSkKampfruf" to get it to function. spellcontroltype = "eCAtype_a_effect_self", sorting_rank = 0, }) Screenshots of Provoke in Use: I'm not entirely sure the provoke spell tokens are working, as I had a hard time drawing enemies away from the elf soldiers they were wailing on, as you can see in the pictures. If I can't get the provoke effect to work, this CA may be a dud, though with a cool visual effect that could still be used elsewhere. Malevolent Champion: Shield Charge - So basically what I did was mimic the look and feel of a shield bash, while actually what the CA is doing is casting a physical damage spell at a very close range with no visual effects other than a shield bash animation. So the shield armor and weapon damage doesn't actually factor into it, nor does chance to hit or attack rating or anything like that. It will always hit because it's a spell, but it's as close to a shield bash as the game allows. mgr.defineSpell( "xxxsk_tc_schildstoss", { eiStateName = "", -- Needed to add "cSpellCast" here fxTypeCast = "", fxTypeSpell = "", fxTypeCastSpecial = "", duration = 0.000000, animType = "ANIM_TYPE_SM08", -- This is a shield bash style animation, very appropriate. animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, - This is a spell damage based combat art, in the absence of any way to actually use the shield for damaging tokens = { entry0 = {"et_maxangle_cone", 300, 300, 0, 8 }, -- Sets the range of the effect. This is a very wide area as is so I reduced it entry1 = {"et_spelldamage_physical", 90, 0, 0, 133 }, entry2 = {"et_spelldamage_physical", 300, 300, 1, 133 }, -- This damage boost was far too massive using the windtoss spellclass I settled on entry3 = {"et_regThisCool", 2500, 10, 2, 8 }, entry4 = {"et_maxangle_cone", 45, 0, 3, 8 }, entry5 = {"et_shield_none", 1, 0, 4, 8 }, -- This is a non-existent spell token that was perhaps intended to bypass an enemy's shield or disarm their shield entry6 = {"et_chance_stun", 250, 3, 5, 133 }, entry7 = {"et_chance_criticalhit", 98, 2, 6, 5 }, }, fightDistance = 35.000000, aspect = "EA_SK_TACTICALCOMBAT", cooldown = 5.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "skill_SK_heavy_combat_focus", lore_skill_name = "skill_tactics_lore", spellClass = "cSpellSMove", -- It was a major headache figuring out what spellClass would work with the cone effect. The only type that actually created the proper instant knockback effect was "cSpellWindstoss". spellcontroltype = "eCAtype_a_effect_cone", magicType = "MAGIC_TYPE_ATTACK", sorting_rank = 0, }) I also added a 100% chance for knockback, so with the cone effect, multiple enemies will get knocked back and damaged. The effect is more like Scything Sweep than Gust of Wind. Screenshots of Shield Charge in Use: Video of Shield Charge: Astral Lord: Death Chill - This CA is designed as a temporary buff that can be upgraded into a permanent buff. There entries for both versions, like Shadow Veil, Combat Alert, etc. It looks like it was intended to debuff and damage enemies and boost minion power. mgr.defineSpell( "xxxsk_ap_todeskaelte", { eiStateName = "cSpellCast", fxTypeCast = "FX_SK_TODESKAELTE_C", -- Unique visual effects that worked fine fxTypeSpell = "FX_SK_TODESKAELTE", fxTypeCastSpecial = "", duration = 10.000000, animType = "ANIM_TYPE_SM16", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_INVALID", causesSpellDamage = 1, tokens = { entry0 = {"et_duration_boost", 1000, 0, 0, 8 }, -- Effect lasts longer entry1 = {"et_slow_enemy_any", 200, 5, 0, 42 }, -- Slowing effect on enemies entry2 = {"et_range_near", 990, 10, 0, 4 }, -- Affects enemies in melee range entry3 = {"et_lower_armor", 500, 20, 1, 8 }, -- A very rare spell token, only appears here and in Frosty Lair entry4 = {"et_minion_boost", 800, 0, 2, 8 }, -- A non-existent spell token, presumably helped to boost minions' levels or stats entry5 = {"et_chance_reflect_root", 295, 5, 3, 41 }, -- Reflect root effects, another rare token entry6 = {"et_spelldamage_ice", 250, 250, 4, 133 }, -- Area ice damage in pulses entry7 = {"et_boost_to_buff", 1, 0, 5, 8 }, -- Transform into permanent buff entry8 = {"et_friendfactor", 800, 0, 6, 8 }, -- Extend aura to allies }, fightDistance = 0.000000, aspect = "EA_SK_ASTRALPLANE", cooldown = 5.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "SKILL_INVALID", lore_skill_name = "SKILL_INVALID", spellClass = "cSpellSkTodeskaelte", -- This had to be changed, so I used "cSpellInqEntsetzen", spellcontroltype = "eCAtype_b_boost_self", sorting_rank = 0, }) So very little had to be changed here to get this one up and working. The spider boss Shelob already got an altered version of this spell in the CM Patch. I like the visual and practical effects, and I think I'll probably replace Shadow Veil with this one in my setup once I get it all cleaned up and tweaked just right. Screenshots of Death Chill Aura: Bonus: Dragon Mage: Dragon Form: "Jump" ("dm_form_travel_sprung") - This is the other unused CA that has a unique icon. There is already a combat art called "Jump" that allows the Dragon Form to hop rivers and stuff, but it uses a different entry in spells.txt, one marked "dm_form_drgn_teleport", and uses the Teleport icon. Unlike the in-game Jump, the unused one has a big chance to break root spells, and has a "jumpy" icon with the Dragon's feet leaving the ground. So it looks like what was originally two ideas got combined into one spell: the "Jump" mechanic, but with the Teleport icon and entry. That's all folks! I hope you enjoyed this post. This exploration ate up my whole weekend (it was rainy anyway), but if I have time I'll try to update more later on about all the enemy spells I harnessed and all the custom combat arts I've made for my game over the last several months.
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