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Found 5 results

  1. Wardust's Serious Textures and Spells Update + Repack Download on Sacred 2 Nexus Introduction: Wardust made a great mod in 2011-2012 for CM Patch 1.30. You can find his old Serious Textures thread HERE and the blog he made for the mod HERE (these are outdated/abandoned). This new release allows Wardust's mod to be used with the latest CM Patch 1.50 and the Generic Mod Enabler. It is not my intention to take over and continue development of this mod; this is a faithful update of Wardust's great work, to ensure new players can use it. My intention was to fix the bugs and glitches, make an English translation, get the mod updated for CM 1.50, improve mod compatibility, and streamline the installation process. The only content removed was buggy or glitched textures/models/scripting that couldn't be repaired, as well as a huge amount of redundant (unused/unchanged) textures. This significantly cuts down on the mod's file size, from a 1.5GB download down to only about 250MB! New content was added such as missing icons, Inquisitor textures, support for custom skin colors, and an English translation/bugfix of the spells mod component. The changes to spells, balance, creatures, and spawns was turned into a separate module (Wardust's Spells Mod) that can be activated independently of the Serious Textures pack. Install Instructions: Install Community Patch 1.50 Install Wardusts mods using the Generic Mod Enabler (available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml )The Generic Mod Enabler should be installed in the base installation folder for Sacred 2. Run it once and it will make a folder called "MODS" there. Place the "Wardust's Serious Textures CM 1.50" and/or "Wardust's Spells Mod CM 1.50" folders into the MODS folder. Run the GME and enable the mod(s). The order doesn't matter. Uninstall by disabling with the GME. Compatibility: If you use this version, Item Mod 1.2a and Elite Mounts compatibility are now built into both modules. Install Wardust's mods from this download AFTER installing Item Mod 1.2a and Elite Mounts. The Wardust compatibility patch included with Elite Mounts mod should NOT be used (in the future I may remove it). Otherwise, the Serious Textures module should be compatible with any other mod except Diablo 2 Fallen, in which it is already included. Do not install them simultaneously. The Spells module is not compatible with any other spells mods or any mod that changes spells.txt or creatures.txt. The module's files "spawn.txt" and "balance.txt" can be deleted or overwritten without affecting any functionality. They are included to preserve Wardust's changes to balance, challenge, and enemy density. Thanks to: Wardust for making and sharing his mods with the Sacred 2 community. Silver Fox for helping me work through all of the textures and spot errors and bugs to squash. --Flix, Feb. 2016 What follows are the features of the spells mod by Wardust, presented for the first time with an English translation. ======================================================= ======================================================= Wardust's Spells Mod Seraphim Hallowed Restoration becomes Righteous Condemnation (Mortifying Pillory) Divine Protection becomes Crushing Vortex (Clustering Maelstrom) BeeEffGee becomes Dracolin Familiar (summons a Dracolin companion that buffs the Seraphim) High Elf Fire Demon becomes Dragon Fire (Dragon Strike) Incandescent Skin becomes Flame Skin (combines properties of Incandescent Skin and Fire Demon, and now summons a small dragon pet instead of an imp). NO conflict with Crystal Skin (can be active simultaneously). Frost Flare becomes a copy of Glacial Thorns (you will have two copies of this spell now) Expulse Magic becomes Arcane Nova (Flaring Nova) Magic Coup becomes Pillar of Light (Radiant Pillar) Shadow Warrior Ruinous Onslaught becomes a copy of Scything Sweep (you will have two copies of this spell now) Augmenting Guidon becomes a copy of Frenzied Rampage (you will have two copies of this spell now) Astral Lord aspect becomes Elemental Lord Spectral Hand becomes Lightning Strike (Cobalt Strike) Skeletal Fortification also becomes Lightning Strike (you will have two copies of this spell now) Shadow Veil becomes Purgatory (Fiery Ember) Rallied Souls becomes Ring of Ice (Icy Evanescence) Nether Allegiance becomes Call of the Ancestors (now summons knights instead of skeletons) Dryad Dust Devil is replaced with a copy of Darting Assault (you will have two copies of this spell now) Moribund Animus becomes Jungle Companion (now summons White Leopards that buff the Dryad instead of a ghost) Goldenglade Touch becomes Cyclone (Tornado) Edaphic Lances becomes Wind Flurry (Gust of Wind) Temple Guardian Combat Alert becomes Battle Shroud (combines with T-Energy Shroud to become a single permanent buff) T-Energy Shroud becomes Gravity Well (Clustering Maelstrom) Untouchable Force is now Bionic Auxiliary (summons Temple Guardian soldiers instead) Dryad's Cabalistic Voodoo aspect also gets a new background image: My overall impression of Wardust's mods is that he wanted to downplay anything Satanic (pentagrams, demons, etc.), and remove any imagery/powers that referenced demonology, necromancy, and the occult.
  2. Version 1.4

    4,687 downloads

    Sacred 2 Enhanced Spells Mod v. 1.4 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. Currently supported languages: English, French, German, Polish, Russian, Spanish (Spanish patch requires download of additional patch file). ================================================= Installation: The recommended way to install this mod is to use the Generic Mod Enabler (GME). This mod is already set up to be compatible with the GME. Get it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Simply download the GME and install it to your Sacred 2 root folder. A typical example of the installation folder is C:\Sacred 2 Gold. After running the GME once, it will make a folder called "MODS" there. Then just place the "Enhanced Spells Mod 1.4" folder into the "MODS" folder, and use the GME to enable it. The GME will back up your clean files and will allow to you to easily uninstall/reinstall the mod as you wish. "Challenge Mode" patch should be installed the same way, after installing the main mod. ================================================== Compatibility: Sacred 2 Enhanced Spells is built from the latest CM Patch (1.50). Therefore it requires the latest Ice & Blood patch and the latest CM Patch. As of v1.3, this mod has built in compatibility with Elite Mounts. No compatibility patches are necessary. Be sure to install Elite Mounts FIRST, then install Enhanced Spells AFTER. Other mods that alter the same files are definitely not compatible (Llama's CM Patch mod, Age of Heroes, Survival Mod, etc.). If you prefer Przemba's Visual Mods over my own portraits, install them after Enhanced Spells. Nude Mod 2016 is not compatible but check that mod for a patch. Because of the way Sacred 2 handles spells, old characters can be safely loaded into Enhanced Spells. Their Combat Arts will be changed, however the change is not permanent. If you load an old character into the mod, but then decide to uninstall the mod, you can continue playing the character with their original Combat Arts. Likewise, new characters started under the mod will simply revert to the standard Combat Arts if the mod is uninstalled. For the best experience, it is recommended to start a new character when playing Sacred 2 Enhanced Spells, unless you just feel like experimenting or using the Sacred 2 Character Editor to respec your Combat Arts. ================================================= General Changes and Fixes: 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. 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. 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. 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. 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. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" on their runes and in the Rune Exchange Screen. ================================================= Development: For detailed list of changes to combat arts, and for pictures and videos, and development info (and bug reporting), visit this thread: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ================================================= 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. - SX255 for making the new Deathly Spears icon. - Luthal for helping me work out how to handle summoned minions. - Everyone who played the mod and posted feedback. - Gogoblender and Schot for hosting this mod on DarkMatters. - Llama for making his CM Patch Mod and showing me the way into modding Sacred 2 spells.
  3. Sacred 2 Enhanced Spells Mod 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. Download Page for Version 1.4 of Sacred 2 Enhanced Spells Mod Currently supported languages: English, French, German, Polish, Russian This mod requires the Community Patch 1.50 General Changes and Fixes 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. 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. 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. 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. 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. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" on their runes and in the Rune Exchange Screen. Optional "Challenge Mode" patch. Install on top of the mod to play with significantly increased difficulty. Optional "Classic Icons" pack. Install on top of the mod if you don't like the new icons. Combat Arts will use their original icons, and new/swapped Combat Arts will have icons in the "classic" style. ============================================================== 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 attacks with melee attacks only. 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. 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 - Fireball graphics changed to look bigger and more robust. They can also shake the screen sometimes. 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 only. 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 extend the aura to allies and minions. 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 only. 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 - Is now cast as a cone-shaped fire spray in front of the Dragon Mage, allowing multiple opponents to be hit. Cooldown and duration decreased from 8s to 4s. Initial range decreased, but range now slowly scales with CA level. Spell now inflicts some flat fire damage and fire damage over time in addition to the vanilla "plague fire." Plague fire damage now scales better with CA level (double increase from vanilla). Increased chance for fire to jump to additional opponents. 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 300s Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 400s Will-o-wisp - duration boosted from 10 to 11s, damage boosted, cooldown lowered from 1200 to 400s Infusion - duration doubled from 10 to 20s, cooldown lowered from 900 to 300s 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 300s Inspiration - increased duration from 15 to 25s, lowered cooldown from 900 to 300s ============================================================== 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 Dragon Mage can now learn the following skills: Dual Wield, Hafted Weapons, Ranged Weapons, Blacksmith. Spell Resistance is now secondary skill. Dryad can now learn the following skills: Hafted Weapons, Toughness, Blacksmith. High Elf can now learn the following skills: Hafted Weapons, Combat Reflexes, Toughness, Blacksmith. Constitution is now primary skill. Inquisitor can now use shields and learn the following skills: Shield Lore, Enhanced Perception. Shadow Warrior can now learn the following skills: Magic Staves, Bargaining. Seraphim can now learn the following skills: Hafted Weapons, Blacksmith. Temple Guardian can now learn the following skills: Magic Staves, Alchemy. 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. Recovery Elixirs now have additional temporary DOT damping unlocked by the Alchemy skill. Trophy powers now scale better with the Alchemy skill. Improved the effect of the Enhanced Perception skill. Attributes' effect on weapon damage is increased. ============================================================== Challenge Mode Features: Critical hit damage increased from 1.2 to 1.5 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%. No more damage downscaling for NPC's (they will inflict full damage on each other). 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). Champion enemies receive greater bonuses to hitpoints, damage, armor, chance for critical hits, and attack and defense. They are no longer simply normal enemies with a bit more health. They can be extremely deadly. The challenge patch is OPTIONAL and is only for players who feel that Enhanced Spells could use a greater challenge. ============================================================== Classic Icons Pack Install these on top of the mod if you don't like the new icons and want to play with the original CA icons (just delete the new ones from the icons folder and put these in instead). New and swapped Combat Arts will have icons done in the "classic" style: ============================================================== New Player Portraits and Brighter Health Bar
  4. Sacred 2 Enhanced Spells Mod View File Sacred 2 Enhanced Spells Mod v. 1.4 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. Currently supported languages: English, French, German, Polish, Russian, Spanish (Spanish patch requires download of additional patch file). ================================================= Installation: The recommended way to install this mod is to use the Generic Mod Enabler (GME). This mod is already set up to be compatible with the GME. Get it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Simply download the GME and install it to your Sacred 2 root folder. A typical example of the installation folder is C:\Sacred 2 Gold. After running the GME once, it will make a folder called "MODS" there. Then just place the "Enhanced Spells Mod 1.4" folder into the "MODS" folder, and use the GME to enable it. The GME will back up your clean files and will allow to you to easily uninstall/reinstall the mod as you wish. "Challenge Mode" patch should be installed the same way, after installing the main mod. ================================================== Compatibility: Sacred 2 Enhanced Spells is built from the latest CM Patch (1.50). Therefore it requires the latest Ice & Blood patch and the latest CM Patch. As of v1.3, this mod has built in compatibility with Elite Mounts. No compatibility patches are necessary. Be sure to install Elite Mounts FIRST, then install Enhanced Spells AFTER. Other mods that alter the same files are definitely not compatible (Llama's CM Patch mod, Age of Heroes, Survival Mod, etc.). If you prefer Przemba's Visual Mods over my own portraits, install them after Enhanced Spells. Nude Mod 2016 is not compatible but check that mod for a patch. Because of the way Sacred 2 handles spells, old characters can be safely loaded into Enhanced Spells. Their Combat Arts will be changed, however the change is not permanent. If you load an old character into the mod, but then decide to uninstall the mod, you can continue playing the character with their original Combat Arts. Likewise, new characters started under the mod will simply revert to the standard Combat Arts if the mod is uninstalled. For the best experience, it is recommended to start a new character when playing Sacred 2 Enhanced Spells, unless you just feel like experimenting or using the Sacred 2 Character Editor to respec your Combat Arts. ================================================= General Changes and Fixes: 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. 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. 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. 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. 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. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" on their runes and in the Rune Exchange Screen. ================================================= Development: For detailed list of changes to combat arts, and for pictures and videos, and development info (and bug reporting), visit this thread: http://darkmatters.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ ================================================= 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. - SX255 for making the new Deathly Spears icon. - Luthal for helping me work out how to handle summoned minions. - Everyone who played the mod and posted feedback. - Gogoblender and Schot for hosting this mod on DarkMatters. - 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  
  5. 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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