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  1. Full Itemtype Tier Distribution

    Following the idea of this post:
    I have exported a complete itemtype tier distribution for every itemtype existent, sorted by classification and weargroup.
    Basically it tells you what tier an item on average is that uses this itemtype.
    Might be very useful when you want to create new items based on already existing itemtypes.
    It's useful if you have an item tier in mind but no itemtype as well as the other way around if you have an itemtype in mind but no item tier.
    Exported using some lua code, not done manually. Itemtypes are based on latest EE.
    Have fun

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  2. DIMITRIUS'S CM PATCH ADDENDUM - 2023

    Fellow players, I'd like to present the CM Patch 1.60 + S2EE 3.2a  Addendum Beta. 
    The Addendum Beta contains game changes, fixes and extra graphics content.  Gameplay stability in Multiplayer is not guaranteed. Playing wih legacy characters is highly inadvisable.  The Addendum Beta is is not compatible with either D2F, or Enhanced Edition variations out of the box. It also requires the Elite Textures to be switched on(the Trimmed Elite Textures are highly recommended). The available localizations are English and Russian.
    Take note: Unlike the CM Patch 1.60, the Addendum has not been extensively tested by a dedicated team. Quirks and CTD's are technically possible. Please, report any such incidents.
     
    Game Mode changes:
    "Player vs. Player" mode is replaced with "Pandemonium" mode. 
    "Pandemonium" mode description: 
    With the all the disruptions and anomalies, caused by the Great Machine instability and overcharge, trans-dimensional rifts start to manifest. A massive invasion by a malevolent force, describing itself as "The Burning Hells" soon begins, followed
    by a self-proclaimed benevolent force, "The High Heavens". It's time to take out all this trash.
    Meet new enemies and a lot of new bosses. Those, who manage to kill all bosses and minibosees in one run receive singnificant attribute and skill point rewards.
    Gameplay Changes:
    1. One of the primary calculation functions, used in attack vs. defense, spell intensity vs. spell resistance, damage vs. armor calculations has been fixed.
    2. Occurrences, where, upon changing locations via doors, or secondary teleports, various objects and NPC states at the new location were not updated in a timely manner, should no longer manifest.
    3. It is now possible to traverse dungeons levels and enter-exit dungeons without dismounting. Previous technical limit have been successfully alleviated.
    4. Ingame price inflation is decreased by a factor of 10. Minimum item full price is 4 gold now.
    5. Appropriate equipment and character bonus-granted modifiers now have a chance(35% for single target attacks, 15% for Area of Effect attacks, 0% for temporary and permanent buffs) to apply to spell-based attacks.
    6. A certain rare day-night transition CTD is fixed.
    7. One bonus type(BONUS_REDUCE_ENEMYS_SPELL_REFLECTION) has been restored.
    8. Two bonus types(BONUS_ALLSTATS, BONUS_ALLSTATS_REL) have been introduced.
    9. The functionality of bonus type BONUS_NOFLEE has been expanded. If applied as a debuff, it compels an opponent to attack in melee.
    10. The BONUS_LIFELEECH_REL bonus type now properly causes percentage-based leeching from the creature's current health.
    11. Damage mitigation is now capped at 85%.
    12. 'Combat Art Skills +' modifier behaves correctly now, improving 'Ancient Magic'(now called 'Spellcraft Lore'), 'Combat Discipline' and 'Concentration' skill instead of 'Shield Lore' and 'Warding Energy Lore'.
    13. The BONUS_HURL_ENEMY bonus type mechanics has been reworked. The damage is no longer indiscriminately applied to non-hostile NPCs and mounts.
    14. Drop tables have been revised. Potion drop rate has been severely reduced. Missing set items should now drop.
    15. PhysX object behavior in the game world has been optimized.
    16. Both ambient and combat music selection have been significantly expanded.
    17. Some projectiles used to demonstrate strange physics quirks(ricochet off some surfaces, "falling leaf" behavior). Should no longer happen.
    18. CA tokens "et_debuff_EAW", "et_debuff_EVW", "et_debuff_armor_phy" from the same source CA no longer stack on affected targets, and are longer attached to affected targets as offensive properties(CA's affected are marked with '*' in the description below).
    19. The merchant stock replenishment formula has been altered, the growing character level now makes it somewhat easier to encounter better items in shops.
    20. Bonus BONUS_INVISIBLE now works like a reasonable random chance of remaining undetected.
    21. Occurrences of playable characters becoming perma-paralyzed upon being knocked back is resolved by making "host"(on local server) player immune to knockback.
    22. Ambient sound volume has been adjusted for several temporary buffs.
    23. Root effects are now both bonus type driven and are actually chance-based. BONUS_CHANCE_ROOT and BONUS_CHANCE_BREAK_ROOT bonus types can now be used both as spell and item properties.
    24. BONUS_UNSTUN_CHANCE bonus type has been introduced. Represents the chance-based ability to break stun effect on self.
    25. Healing potion anti-spamming feature now actually works.
    26. Energy shields now regenerate in combat, but, just like health, the in-combat regeneration rate is 0.02 of out-of-combat regeneration rate.  
    27. BONUS_DISMOUNT bonus has been removed, due to it's fundamental application flaws vs. NPCs.
    28. BONUS_HRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat heath regeneration rate.
    29. BONUS_SRM_FIGHT bonus type has been introduced. Represents a percentage-based multiplier to in-combat energy shield regeneration rate.
    30. Stun duration has been set to 6 seconds.
    31. BONUS_BLIND_RAGE has been actualized in blueprint.txt. Represents the chance for a creature to become universally hostile for a time.
    32. Mount maximum achievable level is set to 250(used to be 201 upon game reload).
    33. Several extra CA tokens have been introduced.
    General Playable Character Changes:
    1. Characters can now have up to 13 skills and up to 6 combat art modifications per each combat art.
    2. Characters can now possess a single mount, either a horse, or a special mount(now called 'class mount') at a givent time time. Any type of mount can be sold to any mount vendor. Buying special mounts requires visiting class mount vendors.
    3. New characters now have the lore-appropriate deity preselected by default.
    4. Various fixes to character animations have been introduced. Unused animations have been restored.
    5. Character models have been reworked, fixing seams and improper weighting.
    5. An extra slot has been introduced - the 'Mount Ward'. Necklace-like items can be bought from Blackmiths, their properties become active, if the character is utilizing a mount.
    6. Characters now auto-ride their currently active mounts upon game loading.
    7. Character animation blending speed has been adjusted.
    8. Transformed characters can now open doors and chests.
    9. Singleplayer characters can now longer start multiplayer campaigns.
    10. Multiplayer characters can now longer start singleplayer campaigns.
    Skill Changes:
    1. 'Bargaining' skill mechanics has been modified: the skill is now a viable investment at higher levels, due to increasing chance to encounter Sets, Uniques and Legendaries in shop inventory selection.
    2. 'Blacksmith'(now called 'Smithing') skill mechanics has been changed. Safe forging removal chance progression is much better now. The 'Blacksmith Arts' are now runic forge tokens carrying one(two at skill mastery level) random modifier.
    3. Aspect lore skills now affect more combat art properties.
    4. 'Fist Weapon Lore' has been restored as a Dragon Mage exclusive skill. It affects fist weapons and bare-handed combat, allows to dual-wield fist weapons.
    5. Constution Mastery now makes in-combat health regeneration 8 times faster, instead of making it equal to out-of-combat regeneration.
    6. Energy Shield Mastery now makes in-combat shield regeneration 4 times faster.
    7. Riding now directly affects the active mount's ability to gain higher levels. Riding Mastery now adds a substantial flat bonus to all armor types.
    Lore Changes:
    1. Ker's lore has been rewritten. Her statues have been reworked.
    Divine Gift changes:
    1. Ker's Gift has been reworked.
    2. Lumen's Gift has been reworked.
    3. Kuan's Gift's effect now follows the caster, the radius of the effect has been reduced.
    3. Other Gifts have had their property values rebalanced.
    Quest Changes:
    1. A lot of quest texts have been modified, or rewritten.
    2. Shirka Alana becomes a permanent companion on the current difficulty upon 'In the Badlands' quest completion.
    3. In order to receive a privilege of buying elite mounts, a series of quests has to be completed.
    4. Waton now gets killed during the Shadow-side Dragon Cult chain-quest.
    5. Attribute and/or skill bonus rewards have been introduced for many quests.
    6. Multiplayer Freeplay and Deathmatch modes are now devoid of quests.
    7. Demons in the "Wild Twine" and "Debts" quests have been replaced with demonesses. 
    8. "Weakening the Abishai" quest now has the "Lost Crypt" chain-quest completion as a prerequisite.
    9. Questscripts.txt has been altered to, hopefully, avoid any instances of erroneous quest companions upon save game loading.
    10. Up to 256 individual taskcreatures can be added as kill targets in an appropriate quest.
    NPC Changes:
    1. Boss and miniboss AI discrepancies and faulty CAs have been corrected. Occurrences of bosses stopping in their tracks, or wandering aimlessly during combat should no longer happen.
    2. Bosses are now subject to additional mitigation of all damage types and have an increased health pool.
    3. Elite mounts have received improved models, textures and special effects.
    4. The Garganthropod's shield visual has been replaced.
    5. The elite mount trader now resides on the Island of Mounts(now called 'Isla Ancar').
    6. Character-specific and Alignment-specific taunts from hostile NPCs have been restored.
    7. A lot of unused town NPC dialogue has been restored.
    8. Town activity AI has been modified.
    9. NPCs can now be assigned hair via hair1Itemtype in creatureinfo.txt.
    10. Carnach and Sakkara Demon models have been reworked.
    11. Hellhound animations have been reworked.
    12. Baron De Mordrey is now a Boss-level enemy.
    13. Cobold Chieftain model has been replaced, his creature entry - reworked.
    14. Haenir model has been replaced with the one used in S2DF.
    15. Non-suicide attack flying eyes now have death animations and leave corpses.
    16. The Evocator(now called "Evoker Malignus the Unhinged") model has been replaced, his creature entry - reworked.
    17. The Sheik Yerbouti model has been replaced.
    18. The Sorcerer Mankaul from the "Ancestral Chambers" quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
    19. Desert Stone Warriors are now complemented by Cursed Priests.
    20. King El Leigh is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
    21. Flaming Horse enemies have been replaced with a new female demon type.
    22. The Dream Vampire is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
    23. Zihul the Lich from the Missing General quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
    24. The "Lost Crypt" final enemy is now Boss-level. Her model has been replaced, the creature entry - reworked.
    25. The Guardian(now called "Capsa the Procurer") model has been replaced, the creature entry - reworked. 
    26. The Du'rach Commander Harrad'smit(now called "Du'rach Witch-King Harrad'smit") model has been replaced, the creature entry - reworked.
    27. Mazzagon's Bodyguard is now an Elite-level enemy, the second bodyguard is still Boss-level, with model replaced and creature entry reworked.
    28. Forest Guardian(now called "Fangorn the Wild") boss no longer respawns.
    29. The "Dark Rituals" demon has been renamed to Nagaya.
    30. Eagles, Snakes and Parrots have been added as neutral animals.
    31. Narmul's "boss_phoenix_eisbombe" CA has been improved.
    32. Dragon bosses should now perform aerial attacks more often.
    33. Extra Dragon bosses have been introduced, all unique Dragons now have names.
    34. Mer-Kil is now a Gold Dragon with a visual effect.
    35. Orphas and Loromir have changed roles in the respective quests. Loromir is now a Gold Dragon, Orphas is a Green Dragon.
    36. The last numeric parameter of 'spawn.txt' entries now controls the game mode of the spawn entry. 0 - any mode, 1 - multiplayer campaign, 2 - free play, 3 - pandemonuim.
    37. Elite Blade Spiders Elite Spitting Spiders and Elite Hunting Spiders now have a battle jump CA.
    38. The Lightning Lord now has it's own sound profile.
    39. The Carrier Imp now has extra idle animations.
    40. Multiple NPCs will now display extra voiced "emotion"(fear, mostly)animations, while in combat.
    41. Elite Goblin Officers can now utilize their hard-hit weapon-based CA.
    42. Multiple armed NPCs' secondary idle animations now have sound effects.
    43. Skeletal and mummified undead enemies now consistently have extra lives and explode on final death.
    44. "Charging forward" npc CA's should now actually work.
    45. "enemy_blind" CA spellclass replaced, since "cSpellBlind" does not apply the effects properly.
    46. High Elf Inquisitor model has been altered, so as to keep with the "dark tech-priesthood" theme. Human and ghost variants keep the old model.
    47. Orpheus' model has been replaced, the creature entry - reworked.
    48. Scaron boss no longer respawns.
    49. Leaping Plants are now mobile and should demonstrate an improved AI.
    50. Enemies now use alignment and character class based taunts.
    Equipment Changes:
    1. Item classification boni now spawn on Set, Unique and Legendary items.
    2. All character armor sets have been reworked, multiple clipping issues have been resolved.
    3. All unique and set weapons have unique models.
    4. Due to 'Chance for Melee Double Hit' modifier not being checked for ranged and spell-based attacks, it has been replaced with 'Opponent's Health Threshold for Deathblow' on items 'Essence of Dark Matters' and 'Aarnum's Pathfinder'.
    5. Damage converters now only convert Physical damage.
    6. Various CA and skill bonus modifiers should no longer spawn on inappropriate class-specific equipment.
    7. Item classification character-specific modifiers should now spawn correctly.
    8. Horse saddle variety has been improved.
    9. Metal shader brightness has been adjusted.
    10. Forged set jewelry is now accounted for worn set pieces.
    11. Fist weapons are now Dragon Mage class weapons.
    12. Lightsaber beams are switched off while not in combat.
    13. Throwing dagger animations have been reworked.
    14. Lightsabers and fist weapons' positioning while riding has been adjusted.
    15. Several glove, boot and arm models had no "laying-on-the-ground" animations. Corrected.
    16. All relic slots are now active at all times.
    17. Throwing stones can no longer be bought from merchants.
    18. Throwing axe models have been replaced. 
    19. Item rarity tiers have been compacted to: 0 - junk, 1 - normal, 5 - magic, 9 - rare, 13 - unique, 14 - set, 15 - legendary. Balance.txt rarity values have been adjusted.
    20. Some weapon specular textures lacked the alpha channel, resulting in maximum glow effect. Those have been fixed.
    21. Potions and Trophies now have the following base durations on all difficulties: Light Potions - 30 seconds, Potions/Alchemy Trophies - 45 seconds, Strong Potions - 60 seconds.
    22. Potions and Trophies now have extra properties unlocked by either Alchemy, or Warding Energy Lore, or their respective Masteries.
    23. The Divine Spark special trophy has been recreated. Can be dropped by Energy-type creatures.
    24. The 'Selling Price' bonus no longer displays in item UI.
    25. Item stack limit set to 250.
    26. The 'below value' selling procedure's gold refund part used to ignore the amount of units in a stack.Fixed.
    27. Non-stackable items can now be transferred between the player inventory and the currently active stash via Shift + Left Click.
    28. Items can now be quickly sold from stashes via Ctrl + Left Click. Stackable items, Rares, Uniques and Legendaries require an extra confimation to avoid misclicks.
    29. Item skill-dependent boni no longer show up in the standart item interface window, or the character bonus list, unless the character has the appropriate skill/mastery.
    30. The expanded item interface window is accessed by pressing Left ALT key, while hovering the cursor over an item.
    31. Items posessing CA FX-based visual effect should no longer produce annoying loud sounds upon being equipped, save game loading, or upon current location change via teleportation.
    32. Undead Centurion and Undead Mage capes are now part of the respective creature model.
    33. Instances of "O_stone" material use have been relaced with "W_stone", "O_stone" has been renamed to "W_spectral".
    34. If a weapon with the "SUBFAM_PRI_WHIP" subfamily is equipped the correct set of animations is applied.
    35. Item property tiers have been homogenized to 1 - normal, 5 - magic, 9 - rare, 13 - unique/set/legendary.
    Horses:
    1. 'Rear Up' is now a weapon-based Area of Effect CA.
    2. 'Charge' properties have been revised.
    3. 'Leap' properties have been revised.
    4. All previously Riding-dependent boni are now initially active.
    Seraphim Changes:
    1. Hair animations have been disabled.
    2. Belt skirts are now skeleton-animated.
    3. 'BeeEffGee' weapon model has been replaced.
    4. 'Flaring Nova' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay.
    6. 'Flaring Nova' 'Perplex' mod should now work correctly(*).
    7. 'Divine Protection' no longer deactivates the 'Warding Energy' upon expiring.
    8  'Divine Protection' properties have been rebalanced.
    9. 'Pelting Strikes' opponent search radius has been reduced.
    10. 'Pelting Strikes' 'Enfeeble' and 'Indentation' mods now work correctly(*).
    11. 'Soul Hammer' 'Battering' mod should now work correctly(*).
    12. 'Hallowed Restoration' duration is now fixed at 10 seconds, the cooldown is set to 10 seconds.
    13. 'Baneful Smite' 'Confuse' mod should now work correctly(*).   
    14. 'Radiant Pillar' 'Delude' mod should now work correctly(*).
    15. 'Instill Belief' conversion chance has been reworked, the misleading conversion chance description - removed.
    16. 'Cleansing Brilliance' is now able to make use of the boosting properties, including hitpoint regeneration.
    17. 'Cleansing Brilliance' now also damages regular enemies, it's radius of effect is reduced.
    Dryad Changes:
    1. Character model now has a mild visual effect.
    2. 'Ancient Bark' visual effect has been fixed.
    3. 'Ancient Bark' property values have been rebalanced.
    4. 'Dust Devil' 'Obscure' and 'Spell Shield' mods now work correctly(used to stop working, if a Dryad ally exited the Dust Devil and entered back again).
    5. 'Dust Devil' effect range has been increased.
    6. 'Viperish Disease' now affects all creature types, it's damage mechanics has been rebalanced.
    7. 'Black Curse' 'Porous' mod should now work correctly(*).
    8. 'Goldenglade Touch' property values have been rebalanced.
    9. 'Acute Mind' property values have been rebalanced.
    Shadow Warrior Changes:
    1. Character model now has a visual effect.
    2. Character can no longer use bows, one-handed magic staves, energy weapons.
    3. 'Scything Sweep' now releases six projectiles in ranged weapon mode.
    4. 'Frenzied Rampage' opponent search radius has been reduced.
    5. 'Ruinous Onslaught' has been reworked.
    6. 'Belligerent Vault' has been reworked.
    7. 'Belligerent Vault' 'Unaware' mod should now work correctly(*).
    8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced.
    9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced.
    10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced.
    11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked.
    12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage).
    13. 'Shadow Veil' improves much slower and cannot be turned into a Buff.
    14. 'Shadow Veil' detection conditions now include normal attacks.
    15. 'Fear' modification of the 'Augmenting Guidon' has been replaced.
    16. An extra class mount called 'Cerberides' has been introduced.
    17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes.
    18. Instances of "FX_SPEECH" in CA sound profiles have been disabled.
    Inquisitor Changes:
    1. Character model now has a visual effect.
    2. Character can no longer use bows, one-handed magic staves, energy weapons.
    3. 'Scything Sweep' now releases six projectiles in ranged weapon mode.
    4. 'Frenzied Rampage' opponent search radius has been reduced.
    5. 'Ruinous Onslaught' has been reworked.
    6. 'Belligerent Vault' has been reworked.
    7. 'Belligerent Vault' 'Unaware' mod should now work correctly(*).
    8. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced.
    9. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced.
    10. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced.
    11. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked.
    12. 'Bleak Sentinel' 'Perforate' mod(piercing projectiles) changed to 'Blast' mod(chance to deal area damage).
    13. 'Shadow Veil' improves much slower and cannot be turned into a Buff.
    14. 'Shadow Veil' detection conditions now include normal attacks.
    15. 'Fear' modification of the 'Augmenting Guidon' has been replaced.
    16. An extra class mount called 'Cerberides' has been introduced.
    17. 'Nether Allegiance'(now called 'Wraith Guard') spectral soldiers now spawn with cuirasses instead of capes.
    18. Instances of "FX_SPEECH" in CA sound profiles have been disabled.
    19. 'Rallied Souls' raised NPC's now have an improved AI.
    High Elf Changes:
    1. Character model now has a visual effect.
    2. Hair animations have been disabled.
    3. Character can now dual-wield one-handed weapons and has access to 'Dual Wield' skill.
    4. 'Combat Reflexes' and 'Toughness' skills are now available as secondary. "Damnification Lore" moved to primary.
    5. 'Scorching Wave' is now 20% faster, the DOT damage is increased by 20%.
    6. 'Frost Flare' 'Constraint' mod should now work correctly(*).
    7. 'Raging Nimbus' 'Roar' mod should now work correctly(*).
    8. 'Expulse Magic' now follows the High Elf around.
    9. 'Expulse Magic' properties have been revised.
    10. Dragon class mount model has been fixed.
    Temple Guardian Changes:
    1. Character model now has a visual effect.
    2. Left arm models have been reworked.
    3. Equipped batteries are now visible on the character model.
    4. Some CA's have been renamed to keep in theme with sci-fi and steam-punk motifs.
    6. 'Combat Alert' properties have been revised, its base attack bonus now affects ranged weaponry.
    7. 'Icy Evanescence'(now called 'Cryonic Terraforming') effect now follows the Temple Guardian.
    8. 'Fiery Ember'(now called 'Magmatic Terraforming') effect now follows the Temple Guardian.
    9. 'Amplifying Discharge'(now called 'Cryonic Discharge') has been reworked, it's visual effect - replaced.
    10. 'Furious Emblazer'(now called 'Pyroclastic Emission') has been improved.
    11. 'Archimedes Beam' has been reworked.
    12. 'Primal Mutation'(now called 'T-Energy Exposure') has been improved. And no more chicken droppings.
    13. An extra set called 'Terminator Honours' has been introduced. A weapon of unique design is part of the set.
    Dragon Mage Changes:
    1. Character model now has a visual effect.
    2. Character weapon selection is now restricted to fist weapons and two-handed staves. 
    3. 'Dragon Berserk'(now called 'Balor Form') has been reworked, the transformed creature model - replaced.
    4. 'Dragon Form'(now called 'Afrit Form') has been reworked, the transformed creature model - replaced.
    5. 'Afrit Form' 'Hardened Scales' mod has been nerfed.
    6. The Dragon Mage maintains his skills and equipment boni while transformed.
    7. The Dragon Mage makes use of fist weapons while transformed.
    8. The Dragon Mage does no longer lose his active buffs during Balor, or Afrit Form transformations. However, he can not manage his buffs(switch them on/off) while transformed.
    9. 'Eternal Fire' properties have been revised.
    10. 'Dragon Strike'(now called 'Scorching Wrath') has been improved, the attack decrease property and the 'Blind' mod should now work correctly(*).
    11. 'Energy Blaze' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay.
    12. 'Energy Blaze' 'Blind' mod should now work correctly(*).
    13. 'Dragon Familiar'(now called 'Elfin Adjuvant') summon model and visual effect have been replaced. Intelligence and Willpower bonus progression has been reduced.
    14. 'Elfin Adjuvant' property values have been rebalanced.
    15. 'Whirlwind'(now called 'Guided Tornado') AI has been fixed.
    16. 'Psychic Maelstrom' properties have been revised, the missile slowdown effect has been halved. The visual effect's playback speed is toned down.
    17. 'Protector'(now called ''Earthen Guard') property values have been rebalanced.
    18. 'Runes of Protection'(now called 'Warding Runes') properties have been revised.
    19. 'Magic Barrier'(now called 'Petrous Tusks') has been heavily reworked.
    20. An extra set called 'Mark of the Dragon' has been introduced.
    21. The Dragon Mage can wear up to 2 amulets and 4 rings.
    Visual Changes:
    1. Metal shader brightness level has been adjusted.
    2. Ice weapon enchantment shader has been deactivated, due to inerference with various extra special effects.
    3. Certain weapon and spell projectiles were missing their on-hit visual effects. The issue has been addressed.
    4. The Elite Textures Trimmed archive now includes higher-quality post-Ice&Blood textures.
    5. Several CMP set textures have been improved.
    6. Restored 4 improper FX(fx_enemy_heal,fx_enemy_heal_c, fx_enemy_heilschub, fx_enemy_heilschub_c) and added two extra FX(fx_gen_blutigeaura,fx_gen_blutigeaura_c).
    7. Fire enchanted weapon FX has been corrected.
    8. Vishanka's Ancaria Beautification Mod has been integrated.
    GUI Changes:
    1. Combat Values / Inventory Screen has received additional reworking. It's context tooltip windows no longer contain erroneous, or confusing info. The 'Mounts' tab has been removed due to complete lack of function.
    2. The GUI readings, stating battery-slotted damage converters having effect on the damage output of spell-based attacks have been corrected.
    3. All font and background colors have been changed to conform to the 'black-glass' interface style.
    4. Multiple changes in skill, aspect, combat art and bonus modifier names and descriptions.
    5. The catalogue of books read has been reorganized. Some book texts have been changed, or corrected. Two missing books have been restored, one extra book has been added. 
    6. Some gameworld locations have been renamed. Nameless gameworld locations have received names.
    7. Activated portals and miniportals do no longer have their names constantly displayed on the worldmap.
    8. Attribute and skill poins rewards, if present, are now displayed along with the the gold reward in both the quest giver text and the quest journal.
    9. Quest difficulty level is now displayed for main and class-specific quests.
    10. Game loading background images have been replaced.
    11. Background images for Inquisitor and Shadow Warrior aspects have been replaced.
    12. A vast amount of quest items have been improperly displayed as book pages in the quest journal. That has been addressed.
    13. The Seraphim and the Temple Guardian character info windows no longer display Energy Shield related info, unless the shield is active and the energy amount is greater, then zero.
    14. Once a character reaches Level 200, the "required for next level"(now called "XP to Gain Next Level") is no longer displayed in character info windows. 
    Installation:
    Either through GME, or directly on top of the stock CM Patch 1.60.
    Links:
    Trimmed Elite Textures (Size: 3,29 GB): https://drive.google.com/file/d/1fobzhgbDIvSjdymlEn60G9gxbOAtOuNJ/view?usp=sharing
    CM Patch 1.60 Addendum:
    Main part (Size: 3,51 GB, password: 12345) primary link : https://drive.google.com/file/d/1B7b_OJqRIq8EdHRdaXzVJmVdJgMYbJiU/view?usp=sharing
                                                                         secondary link: https://mega.nz/file/Xj5HVSZJ#mcXlIbUSUNjAy36bpvvW2Z2pJq5jSalFvgwegRCwNNQ
    Russian localization (Size: 1,92 GB, password: 12345) primary link : https://drive.google.com/file/d/1u44T9iqynx4K4cSx2ZCl7o47kyAVZr96/view?usp=sharing
                                                                                         secondary link: https://mega.nz/file/26oRgbYI#LRfJ6UP4AJQOPmjf79cH76YU3tOwol67FkGb4V_ywZY
     
    Fixes (Size: 1,6 MB, password: 12345) primary link : https://drive.google.com/file/d/1a4ow67bgbofvZL2XVUwtZnPvdrrPr3Wy/view?usp=drive_link
                                                                secondary link: https://mega.nz/file/nyJgjZwJ#l99KqwO5j4Uw-Pr9ESqHOWKp0PrdEl3Lld-6DGC_Fjs
     
    Credits:
    Flix - his work on the S2EE and D2F has served as a foundation of this mod.
    Pesmontis - creator of the essential tools for Sacred 2 modding and some of the models, reworked for use in the Addendum.
    Norbyte - creator of an essential GR2Converter tool.
    Vishanka - creator of the Ancaria Beautification Mod. 
    Charon117 for his very useful script parsing utilities.
    Lindor for his very useful quest scripting fixes.
    Multiple folks at Sketchfab.com, DieviantArt.com and Cadnav.com whose models and textures have been used as templates.
    Authors of the respective musical tracks reworked for use in the Addendum.

    1,047 downloads

    38 comments

    Updated

  3. Lindor's model & Texture designs for CM-Patch

    Ladies and Gentleman, may I present to you:
    My own Model & Texture Designs for the Main Sets and Special Mounts. These are part of Lindor's mod (which is still in development and not released yet), but got decoupled by me into an own mod.
    Complete changelist:
    Inquisitor Sets The Deylen's Power Set got new shaders and textures Mounts Non-Elite the aspectless non-saddle spider got a saddle now all saddled spiders have the same (golden) saddle now all non-saddled spiders removed from Hugart (Mount-Island vendor) inventory all spiders have now the T-Energy-glow on their main body T-Energy-glow of Spiders now only affects the dots All Spiders Eye, Hair and Skin got retextured Elite all armored spiders share the same model and texture with their non-Elite versions now Inquisition and Astute Supremacy spider armor got retextured Astute Supremacy spider armor now got T-Energy-Glow There are four verions of this mod, one for each of those:
    Dimitrius's CM-Patch Addendum (not released yet) Sacred 2 EE 3.0a CM-Patch Integrated into Lindor's mod (not released yet) Special Thanks to:
    @Flix for his patience in sharing his modding experience and explaining up to the very detailiest detail @dimitrius154 for sharing his codesided in-depth knowledge, providing the original model for the armored spiders and sharing the Trimmed Elite-Textures The original CM-Patch Team, the CM serves as a basis for all mods this mod is released for @gogoblender, @Schot, all the supporting members and everyone else making hosting this file here at DarkMatters possible

    15 downloads

    0 comments

    Updated

  4. Lindor's model & Texture designs for Sacred 2 EE 3.1

    Ladies and Gentleman, may I present to you:
    My own Model & Texture Designs for the Main Sets and Special Mounts. These are part of Lindor's mod (which is still in development and not released yet), but got decoupled by me into an own mod.
    Complete changelist:
    Inquisitor Sets The Deylen's Power Set got new shaders and textures Mounts Non-Elite the aspectless non-saddle spider got a saddle now all saddled spiders have the same (golden) saddle now all non-saddled spiders removed from Hugart (Mount-Island vendor) inventory all spiders have now the T-Energy-glow on their main body T-Energy-glow of Spiders now only affects the dots All Spiders Eye, Hair and Skin got retextured Elite all armored spiders share the same model and texture with their non-Elite versions now Inquisition and Astute Supremacy spider armor got retextured Astute Supremacy spider armor now got T-Energy-Glow There are four verions of this mod, one for each of those:
    Dimitrius's CM-Patch Addendum (not released yet) Sacred 2 EE 3.0a CM-Patch Integrated into Lindor's mod (not released yet) Special Thanks to:
    @Flix for his patience in sharing his modding experience and explaining up to the very detailiest detail @dimitrius154 for sharing his codesided in-depth knowledge, providing the original model for the armored spiders and sharing the Trimmed Elite-Textures The original CM-Patch Team, the CM serves as a basis for all mods this mod is released for @gogoblender, @Schot, all the supporting members and everyone else making hosting this file here at DarkMatters possible

    33 downloads

    1 comment

    Updated

  5. Sacred 2 + CM/EE - Ice & Blood logo replacer

    I made this quick little edit for Sacred 2 with cm and ee since I didnt like the logo. I just took a graphic that was located in the gamefiles and reduced the contrast to make it more fitting when used alongside the dark ui.
    just unpack and load this with the GME like you would with any other mod

    46 downloads

    0 comments

    Updated

  6. Rotating Blades of Light for Sacred 2

    Rotating Blades of Light Mod -- by Flix
     
    Overview
    ===================================
    This mod imports the Sacred 1 spell Rotating Blades of Light into Sacred 2 for the Seraphim to use. This mod should be used with Sacred 2 Gold + latest Community Patch 1.60.  It may or may not work on earlier versions of the game. There is also a second version meant specifically to be installed on top of Enhanced Edition 3.2.  Install it after "Classic Icons" if you use that module. Will not work with the "Alternate Spells" module. This mod will not be compatible with any other mod that changes spells.txt or global.res (the game texts file).  
    Install Instructions
    ===================================
    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 zip file into the "MODS" folder. There should be a folder called "Rotating Blades of Light". Run the GME and enable the mod.  The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.

    83 downloads

    2 comments

    Updated

  7. Vanilla Drops for Community Patch 1.60

    ===================================
    Vanilla Drops for Sacred 2 Community Patch 1.60
    ===================================
    * This mod is meant to be installed on top of Community Patch 1.60. It removes all fan-created items from the game.
        ** This includes almost all the unique items listed here: Community_Patch_Unique_Items
        ** This also includes most every CM set listed here:  Community_Patch_Set_Items
    * Developer-created items that were unlocked/restored by the Community Patch will still be present. This is a very small number of items & sets.
    * Fan-created items will simply stop dropping; they will not be erased if the character already has some in their inventory.
    * The intention of this mod is to stop fan-made items from crowding the drop lists and out-competing vanilla items. Using this patch is a quick alternative solution to rebuilding the patch entirely with the items scrubbed out.
    ===================================
    Requirements and 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.
    * This mod will break any other mod that changes drop.txt.  It won't work with Sacred 2 Enhanced Edition or Diablo 2 Fallen.
    ===================================
    Install Instructions
    ===================================
    * 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 zip file into the "MODS" folder.
    * 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.

    157 downloads

    8 comments

    Submitted

  8. Sacred 2 Exterminator Mod

    Exterminator Mod -- by Flix
    Got arachnophobia?  Tired of working as Ancarian pest control?  This mod is for you.
    Overview
    ===================================
    * Exterminator Mod replaces/removes all rats and insects from the game. This does not apply to creatures spawned through quests, or the insect bosses.
    * Replacement creatures include any and all other manner of monsters. Replacements were chosen to make sense in terms of the given region.
    * Some quests may become unfinishable because they require the player to kill x amount of spiders, scarabs, etc. I assume players that want this mod wouldn't want to play those quests anyway.
    * This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold), plus Community Patch 1.60.
    * Should be compatible with any mod except for Diablo 2 Fallen.  The only file altered is spawn.txt. Check the scripts of any other mods you have installed to be sure.
    Install Instructions
    ===================================
    * 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 a folder called "Exterminator Mod".
    * Run the GME and enable the mod.  The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.

    40 downloads

    8 comments

    Submitted

  9. Diablo 2 Fallen

    Diablo 2 Fallen v15c
    Hotfix Patch for "Opponent's Armor -X%" modifier not spawning on weapons.
    Introduction:
    Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2.
    Relevant Links:
    D2F Development Thread D2F Release Thread D2F on SacredWiki The Hellfire Arena Please read the following!
    This mod requires the latest version of the Community Patch (1.60) to be installed beforehand. Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited.  Custom versions of many popular mods are already integrated. The Music Pack is a separate download available HERE.  The music pack is required, otherwise you will experience some regions with no music at all. Leave "commentary" to NEVER in the options menu.  If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. Leave "Number of Speakers" to STEREO in the options menu. If you try to use 5.1 audio then the music and many sound effects will not play. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Detailed Install Instructions (New Users):
    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 Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version may be as simple as C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract the contents of the D2F .zip file into the "MODS" folder.  There should be four folders: "Diablo 2 Fallen v15", "D2F Inferno Patch", "D2F SuperSpawn, and "D2F Docs." The Docs folder is just for information and is not necessary to play. Extract the D2F music pack contents ("music" folder) into the "pak" folder of the mod.  So the structure will look like: [Diablo 2 Fallen v15/pak/music]. Run the GME and enable Diablo 2 Fallen v15. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Overwrite warnings are to be expected.  Disable before disabling the main mod. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Play with NEW characters only. Previous Users:
    Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen v15" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod.  Disable before disabling the main mod. Use old characters at your own risk. Legacy characters may have re-rolled bonuses on random items or odd/broken behavior for in-progress quests. Thanks to:
    Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. dimitrius154 for invaluable advice, contributing new models and textures, and coding. Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. Vampire and desm for making the French version. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. Caledor for ideas on adjusting balance, skill effects and the inventory interface. Ysendra for some Daemon textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. Charon117 who made tools for cleaning & optimizing scripts. Lindor for some script-sorting tools and Lua advice. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you!

    3,649 downloads

    35 comments

    Updated

  10. Elite Mounts Mod

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

    1,585 downloads

    1 comment

    Updated

  11. Sacred 2 Enhanced Edition

    Sacred 2 Enhanced Edition by Flix
    Sacred 2 Enhanced Edition (S2EE) is the continuation of my work on older mods such as Enhanced Spells and the Community Patch, of which S2EE is meant to be the successor. S2EE contains hundreds of bugfixes, as well as numerous gameplay enhancements such as redesigned balance, quality-of-life improvements, and cosmetic changes.  Enemies are more challenging, quests are more rewarding, and items are more varied, unique, and useful. This mod also features AI-Upscaled Textures that will work if the Elite Textures are installed. These all-new HD textures will be used for the DLC and expansion content which never received any official elite textures. S2EE is designed for the player to install the CORE module, then they may install some optional add-on modules. See the "Sacred 2 EE Manual.pdf" for full list of modules and features. Currently supported languages: CORE module: English, French, German, Italian, Polish, Russian, Spanish, Hungarian. Alternate Spells: English, French, German, Italian, Polish, Russian, Spanish. Optional Modules:
    Alternate Spells - Swap out several vanilla combat arts with new custom ones. Challenge Mode - Significantly increased difficulty. SuperSpawn - Increases enemy spawn count by 2-3x. Enhanced Music - A game-wide expansion pack for all regional background music. Portrait Overhaul - Revamps all the NPC and enemy icons with new artistic portraits with more character and personality. Free-For-All Quests - Makes all quests available in all game modes, and allows all bosses to respawn each game session. Classic Icons - Restores the aspect background and combat art icons to vanilla. Classic Icons for Alt. Spells - Change the aspect background and combat art icons to the "classic" style. =================================================
    Installation:
    If upgrading from vanilla or EE 3.0 and below: I HIGHLY advise NEW CHARACTERS or you may have broken spells & quests, re-rolled bonuses on gear, or other odd 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 zip file into the "MODS" folder.  There should be 9 folders (the Docs folder need not be placed in the MODS folder). S2EE contains one CORE module and eight optional add-on modules.  You must install "Sacred 2 CORE EE 3.2 - Required" at the very least. Run the GME and enable the 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 should be installed afterward.  Do not install any of the add-on modules without the CORE module installed first.  Overwrite warnings are to be expected when you install the optional modules. ==================================================
    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 Edition should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, 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 Alternate Spells) , and for pictures and videos, and development info, visit this thread:
     
    =================================================
    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. 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. =================================================
    Credits:
    Flix - Main author, scripts, game texts, textures, sounds, icons. Dimitrius154 - programming, scripting, advice, asset importing. Pesmontis - new model importing, text encoding tools. desm - French translation. Shadowflare85 - German translation. KrystianCzach243r - Polish translation. Nikoleagle and LordKomar - Russian translation. Deivix - Spanish translation. Pokolfajzat - Hungarian translation. Loromir - Italian translation. Lindor - reworked Ancient Bark FX. Ysendra - new Daemon textures. SX255 - new Deathly Spears icon. Luthal - helped work out how to handle summoned minions. Caledor - ideas on adjusting balance, skill effects, and the interface. Charon117 - tools for cleaning & optimizing scripts. Everyone who played the mod and posted feedback. Gogoblender and Schot - hosting this mod on DarkMatters. Llama - making his CM Patch Mod and showing me the way into modding Sacred 2 spells.  

    13,323 downloads

    73 comments

    Updated

  12. LazyTomcat's personal CM-Patch Mod

    This is a visual mod for the Community Patch that was created by LazyTomcat back in 2011. You can find its full description in the respective thread: My personal CM-Patch Mod
     
    LazyTomcat was no longer able to keep his mod up to date, but he gave permission to share it "as is" with the community.
     
    This mod changes the following things:
    "Adornments of the Ancestors" got the graphics from "Golden Raven Mod"
    "Detheya's Agility" is a little cozy bauble
    "Faladal's Blizzard" got the graphics from "Diamond Ice Mod"
    Healthbar in rainbow design
    new make-up for Seraphim, High Elf and Dryad
    Cape of "Scourge of Lordaeron" removed because of clipping bugs (not on the shot)
     
    NOTE: LazyTomcat's mod was complied for the now outdated version of the Community Patch. It can be applied as is only to the version v120. However, most of the changes it does to the interface and textures are compatible with the later patch releases. If you are going to use it together with the latest versions of the CM patch, do not use the "scripts" folder from this mod.

    351 downloads

    2 comments

    Submitted

  13. Community Items Mod

    Community Items Mod v1.2b
     
    The Community Items Mod 1.2 is now integrated into the Community Patch 1.50. This download is a small mod that is designed to be installed on top of Sacred 2 Gold + CM Patch 1.50.
    ================================
    Features:
    1) The mod restores some item designs that were present in the CM Items Mod 1.2 but were removed for copyright reasons (which are now resolved) when the mod was integrated into the CM Patch. This mod restores their unique designs. Without this mod the items will use generic item models from Sacred 2 (but will still function). The items with changed appearances are:
    a) Torch of Light
    b) Axe-Bot 2525
    c) Forgotten Technology
    d) Spear of the Dryads
    e) The Catalyst
    f) The Iron Knight
    g) Earthshaker
    h) Soulflay Fork
     
    2) The mod also contains a hotfix for an issue with the leg armor of the new Frozen Gems set, which flash and glow due to a script error. The error is corrected with this mod.
     
    3) 1.2b introduces a couple fixes for the Children of Asha Set (left boot mesh spike fix, double cape mesh fix) and a fix for the Doom Guard Set (better cape weights). Updated 2/6/2017.
     
    ================================
    Installation:
    1) It's always best to install Sacred 2 mods with the Generic Mod Enabler (GME). It can save a lot of headaches and frustration. Get it free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml
    2) Install the GME into your Sacred 2 root folder and run it once.
    3) Place the "Item Mod 1.2b" folder into the MODS folder created by the GME.
    4) Use the GME to activate this mod.
     
    If updating from v1.2a:
    Simply disable the old version with the mod enabler, delete the old folder, then enable the new 1.2b version. Install order is the same. Compatibility with other mods is the same.
     
     
    This mod REQUIRES Sacred 2 Ice and Blood with the latest official patch (2.65.1.0 or 2.65.2.0) plus the latest Community Patch (1.50).
     
     
    ================================
    Development threads and more info:
    New Dragon Mage Sets in Development
    New Uniques and Legendaries Brainstorming
     
     
    ================================
    Thanks to my CM Items Mod team:
    Silver Fox for overseeing and handling the development of v1.2. Also for his scripting, mastery of the game files, insight into item balancing and planning, attention to detail, encouragement, and his work on textures and reviewing bonuses. His modding expertise and dedication helped to make every little piece of this mod as good as it could possibly be.
    Pesmontis for his crucial knowledge and tireless efforts in helping to get this project off the ground and completed, and for all his hard work editing textures and models, his kindness and endless patience, and wonderful item contributions. It would not have been possible without him.

    Special thanks to:
    Dimitrius154 and LazyTomcat for contributing their amazing work to the mod.
    Other volunteer testers (Gilberticus, Dragon Brother, SX255).
    People who offered up suggestions and requests, and contributed ideas and work to the mod: (Dragon Brother, Thorin Oakenshield, Chattius, Giberticus, SX255, Dave-O, Moonpaw).
    Czevak and Dragon Brother for getting me going with starter tips on what files to edit.
    LazyTomcat, Wardust, and others who made mods before me so I could follow their example.
    Gogoblender and Schot for hosting this mod on Darkmatters.org
    Everyone at Darkmatters who has followed the development of this mod and offered support and encouragement (especially Yoshio).
    Marcus and Czevak for adding the mod to the Community Patch.

    5,112 downloads

    7 comments

    Updated

  14. Boss Arena

    Boss Arena Mod for Sacred 2 Ice & Blood + CM Patch 0160 [updated by Flix July 2018]
     
    This mod will add a new NPC to the MP starter island near the arena. After talking to it, it will start a boss chain quest, which includes the following bosses in 4 waves, spawning each boss one after another:
     
    Wave 1:
    The White Griffin
    Raging Boar
    Harpy Queen
    Holos
     
    Wave 2:
    Flame Lord
    Ice Lord
    Earth Lord
    Poison Lord
     
    Wave 3:
    Daloriel the Depraved
    Banshee
    Bloodclaw
     
    Wave 4:
    Dark Prince
    Thranak
    Forest Guardian
     
     
    After each wave a confirmation at the quest giver is needed. I included these "milestones" to give the players a chance to sort their inventory, sell or stuff items away etc.
     
    Most of these mini bosses are encountered on the map via a quest npc which basically tells you to go kill it. Thats means on top of the kill experience you get the quest experience. Each of these bosses now give additional quest experience, that also includes the forest guardian and 3 of the lords, which dont have a quest. In concequence this arena is an easy spot to farm experience and items. I created it for multiplayer games, so that the server doesnt need to be restarted for those bosses to spawn again. Right now it stops after one round, but at least you dont need to go to their locations to farm them.
     
    Possible future version may include (incase I get that to work):
    - unlimited boss runs -> no more server restarts
    - main bosses in the arena (those that can be farmed in MP games without questing)

    1,210 downloads

    8 comments

    Updated

  15. [MOD] Age of Heroes (Beta) - All-in-one pack

    July 2018 -- Updated for compatibility with CM Patch 1.60 by Flix
     
    The following descriptions are the same as the README.TXT included in the download)
     
    Sacred 2 Mod: Age of Heroes V0.9c
    Forum thread:
    http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/
    (Changelogs will be maintained in forum thread)
     
     
    ===========
    Requirments
    ===========
    1) CLIENT VERSION: Ice & Blood v2.65.x
    2) CM Patch: v160
     
    Additional Note:
    This mod *WILL NOT* replace any existing item/texture/creature/whatever.
    It will only *ADD STUFF* on top of whatever already existed.
     
    This mod is intended for Sacred 2 Original + Expansion + CM Patch v160.
    Not guarantee to work if any additional mods are installed.
     
    If this installtion doesn't work due to other mod installed, then please wait
    another week or so, until I release step by step instruction to add this mod,
    without conflicting with any other mod.
     
     
    ===========
    Description
    ===========
    As the title suggested, this mod aims to fill Ancaria with heroes (the 7
    playable races/classes)...you are not alone anymore!
    This purpose is achieved by:
    1) Spawning additional monsters throughout Ancaria, in disguise of heroes.
    2) Heroes are summoned to fight alongside with you, as your minions, whenever
    Godspell is casted.
     
     
    ==============
    Spawned Heroes
    ==============
    Heroes will be spawned at chosen major locations throughout Ancaria.
     
    They will be spawned with random equipments of random color and random models.
     
    Those randomly spawned weapons and armors all have the same stats and do not
    form any set bonus.
     
    As of this release, the random equipments cover ALL model and color variation
    exists in Sacred 2 + Expansion + CM Patch v130 (according to itemtypes.txt).
     
    They will be either spawned with mount, or on-foot.
     
    All heroes have skills that reduce dualwield penalty.
    All heroes have skills that reduce mounted penalty.
     
    All these heroes will have CHANCE to resurrect for ONCE. After all, they are
    heroes!
     
    They are able to use majority of the CA, some are excluded for various reasons.
    Detailed list of all CA available to all heroes can be found in "Additional
    Notes" section.
    Example 1: Since AI can't switch weapons, BeeEffGee is removed because it is
    just a waste of casting.
    Example 2: Since AI can spam spell, those buffs that decrease regens are
    removed.
    Example 3: Some CA will cause bug (Instill Belief will make everyone at peace
    with everyone else);
    Example 4: Some CA uses up too much resources...
     
    In this release, heroes have the following relationships:
    "Good" Heroes: Seraphim, Temple Guardian, Dryad.
    "Chaos" Hero: Dragon Mage.
    "Evil" Heroes: Inquisitor, Shadow Warrior, High Elf.
     
    Good heroes will attack wild monster, Evil Heroes, Chaos Hero, and Evil Player.
    Chaos hero will attack everyone, except other Chaos hero.
    Evil heroes will attack wild monster, Good Heroes, Chaos Hero, and Good Player.
     
    It is *HIGHLY RECOMMENDED* that you try this mod out in BRONZE difficulty
    FIRST!
    After you tried it out in BRONZE, slowly increase the difficulty level to the
    one you are able to handle.
    Please, I insist...don't come crying if you lose your hardcore character! They
    spam spells like crazy.
     
     
    ==============
    Spawn Location
    ==============
    Refer to the "Spawn Location.jpg" file.
    The big WHITE circle on the bottom right = Thylisium.
    There are 2 RED circle, 2 GREEN circle, and 2 YELLOW circle.
    One set at the middle left of the screen, another set at the upper right.
    GREEN = Good heroes.
    YELLOW = Chaos heroes.
    RED = Evil heroes.
     
    Notice that all the spawn locations are near Portals, for your convenience.
     
     
    ================
    God Spell Heroes
    ================
     
    God Spell is one of the least used spell...
    This mod will incur the following changes to God Spell:
    - All God Spells are changed to have the same effects of God Spell: Nature.
    - All God Spells' cooldown is reduced from 15mins to 5mins.
    - Whenever you cast God Spell, three heroes will be summoned to your side as
    your minion. Seraphim + High Elf + Dyrad.
    - You can control these minions by using Shift + Left Click on monsters.
    - You can also change their behavior using "\" or "/" (default keys).
    - They will stay with you until they are killed, or you exit game.
    - They will spawn with random armors and weapons.
    - They are on-foot only. (If you wish, you can make them mounted, but it
    requires changing Creature.txt)
    - They spam spells like spawned heroes.
    - Whenever 0 out of 3 is killed, casting God Spell will not add any minion.
    - Whenever 1 or 2 out of 3 is killed, casting God Spell MAYBE/MAYBE NOT add
    3 minions. So it is possible to have maximum of 5 minions at a time.
    - Whenever 3 out of 3 is killed, casting God Spell will certainly add 3
    minions.
     
    These minions are designed to be:
    - stronger than normal monsters, but weaker than elite monsters.
    - slightly higher survivability, weak damage but spam spells.
     
    Reasoning:
    For normal/elite monsters, you alone should be strong enough already...
    So, they are just there for some fun, not to help out too much.
    You can just use them to slaughter normal monsters, and maybe help out
    a little whenever there's some elite.
     
    For boss battles, low survivability minions are useless, they die very quickly
    after you summon them. So these minions are designed to be able to survive
    longer, and spam spells to help you debuff/disable the boss. They don't deal
    very high damage, so that you are still the main actor.
     
     
    =================
    Changes to Spells
    =================
    All spells which deal damage on enemy, will have an additional effect:
    If an enemy is killed by a spell, it will be thrown into the air for a
    brief moment, for better ragdoll effect! (just like Titan Quest!)
     
     
    ============
    Installation
    ============
    1) Backup your heroes save files!
    2) Browse to [sacred 2 installation directory]\scripts\.
    3) Backup the following files:
    - server\blueprint.txt
    - server\creatures.txt
    - server\equipsets.txt
    - server\spawn.txt
    - server\weaponpool.txt
    - shared\spells.txt
    4) Overwrite the original files with the files included in "Install Scripts"
    folder.
    That's all!
     
    ***DON'T LOG INTO GAME YET***
    ***READ POSSIBLE PROBLEM SECTION***
     
     
    ================
    Possible Problem
    ================
    Due to major changes and overwriting of "shared\spells.txt", the first time
    loading after this installation, will be slightly longer. Mileage might vary
    according to your computer spec.
     
    Due to major changes and overwriting of "shared\spells.txt", MAYBE/MAYBE NOT
    you will encounter the following "weirdness":
    After you log into game, none of the monsters/npcs/characters can move.
     
    This is the solution:
    After installation, DO NOT play the game using the same difficulty.
    Example, if you are now in SILVER difficulty, just change it to BRONZE or
    anything else except SILVER.
    You will be able to load successfully into game and everything will be fine.
    After that, just "Save and Exit", and log back to your desired difficulty.
     
    You only need to do this ONCE,
    no matter how many different characters you have,
    no matter how many difficulty you have unlocked,
    no matter whatever...
    only one time, and everything can be proceeded like normal.
     
    That's all for the weirdness.
    Please refer to "Feedback" section if you encounter anything more than this.
     
     
    ===========
    Known Issue
    ===========
    All heroes will cast CA whenever they can, except one class: Inquisitor.
    I am unable to find an existing AI that will make it cast any CA.
    I need to create a custom AI to make it cast CA, which will be included in
    future release.
     
     
    ========
    Feedback
    ========
    Your feedback is very important to me!
    I need to know if you encounter any problem or error, so that my mod will not
    waste other player's time! I'll try to fix all bug as soon as possible, but
    usually I am not available until weekends
     
    If you successfully loaded and saw those heroes in action, you are welcome to
    post a screenshot or two! Press "P" to pause, turn your camera around for the
    best shot! Or keep tapping "P" to see all of them in slow-mo!
     
    Please post your bug report at the following thread:
    http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/
     
    Suggestions and comments are welcome too!
    Or, if you need some small tweaks, you can ask and I'll try to include it in the
    main forum thread, so that everyone will be benefited.
     
     
    ================
    Additional Notes
    ================
     
    In this release, I have added some skills/bonuses to all spawned heroes and
    minions. But I am not sure if they are "balanced". So probably they are
    overpowered, or maybe they are underpowered...not sure. Let me know if you
    feel they are too strong or too weak.
     
    I hope to achieve fine balance around version 1.0 (out of beta).
     
    Following is the list of CA available to heroes (9 CAs each):
     
    Seraphim:
    Pelting Strikes
    Assailing Somersault
    Dashing Alacrity
    Baneful Smite
    Radiant Pillar
    Hallowed Restoration
    Archangel's Wrath
    Flaring Nova
    Divine Protection
     
    Shadow Warrior:
    Demonic Blow
    Scything Sweep
    Ruinous Onslaught
    Rousing Command
    Frenzied Rampage
    Belligerent Vault
    Augmenting Guidon
    Spectral Hand
    Shadow Veil
     
    Dryad:
    Darting Assault
    Forest Flight
    Dust Devil
    Ravaged Impact
    Twisted Torment
    Black Curse
    Edaphic Lances
    Tangled Vine
    Goldenglade Touch
     
    High Elf:
    Ancestral Fireball
    Blazing Tempest
    Incendiary Shower
    Frost Flare
    Glacial Thorns
    Raging Nimbus
    Cascading Shroud
    Cobalt Strike
    Shadow Step
     
    Inquisitor:
    Callous Execution
    Ruthless Mutilation
    Frentic Fervor
    Levin Array
    Clustering Maelstorm
    Raving Thrust
    Dislodged Spirit
    Inexorable Subjugation
    Eruptive Desecration
     
    Temple Guardian:
    Dedicated Blow
    Battle Extension
    Deathly Spears
    Amplifying Discharge
    Furious Emblazer
    Jolting Touch
    Archimedes Beam
    Propelled Levitation
    Primal Mutation
     
    Dragon Mage:
    Dragon Strike
    Eternal Fire
    Destroyer
    Gust of Wind
    Magic Barrier
    Tornado
    Mind Strike
    Energy Blaze
    Maelstorm
     
     
    ============
    Version Plan
    ============
    1.0
    Heroes should be balanced with proper CA/Skills/Bonuses.
    Add/Adjust spawn points.
     
    1.1 to 1.9
    Solves minor annoyances, add/adjusts spawn, fine-tuning balance.
     
    2.0f
    Final release.
    After which, ancient lurker (that's me) will creep back into its abyss once
    again...

    1,754 downloads

    5 comments

    Updated

  16. Llama's CM Patch Mod

    Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ).
     
    This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod.
     
    Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs.
     
    v0.1 changes several of the Temple Guardian CAs:
    Temple Guardian Combat Arts:
    Devout Guardian aspect.
    Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod.
    T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level)
     
    Lost Fusion aspect.
    Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed
    mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level)
    mod 1b - Knockout, chance to stun (19.8% + 2% per level)
    mod 2a - Viral Load, additional poison damage (24 + 14 per level)
    mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level)
    mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level)
    mod 3b - Rubber Bullets, 3 additional rebounds.
    Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration.
    mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level)
    mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level)
    mod 2a - Intensify, increased damage (+16 + 8 per level)
    mod 2b - Incapacitate, chance to stun (10% + 0.2% per level)
    mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level)
    mod 3b - Elongate, increased Area of Effect (+100 + 10 per level, distance units, an increase of +50% + 10% per level)
    Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect.
    mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level)
    mod 1b - Immolation, increased chance to burn (45% + 5% per level)
    mod 2a - Fright, chance to cause fear (14.7% + .3% per level)
    mod 2b - Shockwave, chance to knockback (9% + 1% per level)
    mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level)
    mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level)
    Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas.
    The max jump distance has been increased 33% (from 750 to 1,000 distance units).
    The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level).
    The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level).
    Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level).
     
    Source Warden aspect.
    Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect.
    mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level)
    mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase)
    mod 2a - Fusion, increased fire damage (+21 + 10.5 per level)
    mod 2b - Incendiary, fire damage over time (40 + 15 per level)
    mod 3a - Radiation, increased magic damage (+21 + 10.5 per level)
    mod 3b - Radiation Burn, magic damage over time (40 + 15 per level)
    Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration.
    mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level)
    mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level)
    mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level)
    mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level)
    mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level)
    mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level)
    Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade.
    mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level)
    mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level)
    mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level)
    mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level)
    mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels)
    mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level)
    Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level.
    mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level)
    mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element)
    mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level)
    mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level)
    mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level)
    mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element)
     
    v0.2 changes several of the Dragon Mage's CAs:
    Dragon Magic aspect.
    Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons
    mod 1a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
    mod 1b - Wyrm's Fury - Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus)
    mod 2a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
    mod 2b - Basilisk's Talon - Pierce even the toughest armour (5% + 0.5% chance to ignore armour)
    mod 3a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
    mod 3b - Dragon Soul'd - The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction)
    Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit.
    mod 1a - Basilisk's Talon - Pierce even the toughest armour (
    mod 1b - White Dragon's Favour - Gaining the favour ofa White Dragon allows the Dragon mage to channel the fury of the North (
    mod 2a - Vulnerability - Dragons often do more damage then their foes expect (
    mod 2b - Vampire - A dragon's attack can drain the very life force from a foe (
    mod 3a - Dragon's Fury - A dragon's fury is great indeed, so much so that they often smite opponents nearby their target (
    mod 3b - Dragon Sight - A dragon's sight is keen & enemies cannot evade their wrath (
    Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time
     
    Elemental Magic aspect.
    Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level)
    mod 3a - Disorientate - The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level)
    Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock.
    mod 1a - Hellfire - Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage)
    mod 1b - Devastation - The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit)
    mod 2a - Arcane Fire - Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage)
    mod 2b - Tempest - Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds)
    mod 3a - Nickel-Iron Core - Crush your foes with really big rocks (16.9 + 5.6 per level physical damage)
    mod 3b - Explosive - Sometimes the rocks explode on impact (+50% chance for splash damage)
    Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level)
    Protector has had it's AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats:
    Duration of 10 seconds + 0.5 seconds per level
    Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes "miss" moving targets)
    0.8 + 0.02 per level hits per second
    30 + 15 per level physical damage
    20% + 0.3% per level chance to stun
     
    Mentalism aspect:
    Combat Trance is now Psychic Hammer. Psychic Hammer damages and stuns enemies in a small area for a short duration.
    mod 1a - Reverberation - The blow from Psychic Hammer is so intense that it echos on for several seconds (1 hit per sec)
    mod 1b - Psychic Force - Intent concentration increases the force of the psychic blow (25 + 12.5 per level physical damage)
    mod 2a - Hammer Blow - Wounded opponents often don't survive even a single Psychic Hammer (25% + 0.5% per level Deathblow)
    mod 2b - Concussion - The blow can be so intense that it knocksback opponents (33% chance to knockback)
    mod 3a - Confuse - Those affected by Spychic Hammer can often find it hard to concentrate during battle (16.7 + 0.4 opponent CA regen)
    mod 3b - Debilitate - If Psychic Hammer hits the right areas of the brain an opponent can be left feeling nauseous and weak (10% + 0.2% per level opponent stat debuff)

    2,277 downloads

    4 comments

    Updated

  17. Community Patch

    The Community Patch for the Sacred 2 Fallen Angel Ice & Blood PC game works with versions 2.65.1 and up:
    Current version is: 0160 Hotfix released December 18th, 2017.
    Currently supported Languages include: English, German, French, Spanish, Italian, Russian, Polish, Hungarian, and Czech. If you want to help with localization for your language not mentioned above, feel free to contact us via: E-Mail
    COMPREHENSIVE LIST OF ALL CHANGES ---> https://drive.google.com/file/d/1_2UcD-_lE-D2-yokJ6_3Ywfm7375yXNB/view
    ===================================
    Info below from DarkMatters.org by czevak
    What does the CM-Patch actually do?
    Marcuswob is mainly working on the questscripts. Main goal is to have a proper(!) questlog, and tweaking some quest-flow as we find it better/more consistent to play. Also reactivation of unused quests and complementing some unfinished new ones has been and will be done if possible.
    I am pretty much working on all of the other stuff. (Items, Bosses, Monsters, odds and ends...) This includes unlocking Stuff thats already finished, but did for some obscure reason not make it to the game. That's the easiest part. Completing unfinished items, some legendaries and uniques or the T-energy-sets (= wrappings of mutation. ) takes a lot more time. Also balancing of bosses, items and spells is time consuming and we need a big crew of beta testers!
    We already fixed and included in the Patch: Unlocking XMAS-Island, Fistweapons, Throwing Potions, New Sets for TG, SW and all other Chars, New Uniques, New Legendaries, New Quests, fixed the "Arkenmarks Refuge" Dungeon, Unlock Items can drop regularly, unavailable Shrinkheads can drop now and various other fixes and additions too numerous to mention all here. Just read a bit in the thread.
    Before you proceed to Download, there is some legal stuff to mention (you know how it is. ):
    DISCLAIMER - This is a private, non-profit patch for the amazing Sacred 2 community. Use it at your own risk. We are not responsible for any damage to chars, data or hardware, that (may) arise or issue from using this product.  Old characters are NOT COMPATIBLE.  For best results, you should create new characters when playing with the Community Patch.  Expect broken quests and items if you use character created before CM 1.60.
    The ZIP includes two files: cm-enable.exe which is used for installing the CM-Patch, and cm-disable.exe which removes it and restores your previous version of Ice & Blood.
    ===================================
    Credits:
    Developers: Marcuswob, Czevak, LazyTomcat, Pesmontis, Silver Fox, Dimitrius154, Flix
    Thanks to all bug reporters, testers, and translators.  Your contributions, discussion, and feedback helped make the patch what it is today.
    Special thanks to Mr. Norbyte for his tool which was vital in solving many animation problems.
     
    >>Downloadable 1.60 Change Log<<
     
    NOTE:
    It seems that CM Patch 1.60 has introduced a minor issue. Its description can be found in this post.
    This issue can be resolved by navigating to ...\Sacred 2 Gold\scripts\shared and editing spells.txt with Notepad++. In line 656 where it reads entry0 = {"et_mult_weapondamage", 1000, 0, 0, 9 }, replace 1000 with 1. Save and you're done. Be sure to back up the file prior to editing it. If you have any doubts about it please post in the comments section.

    70,531 downloads

    164 comments

    Updated

  • Our picks

    • Rune Stacking - Yes or No?
      We can add the ability to stack runes.  Doing so will save inventory space.  But, it will also make the bonuses on all runes in the stack identical.  So, if you have a low level Darting Assault Rune with +1 Darting Assault and 2.0% Chance to Poison, then every Darting Assault rune you pick up afterwards will be added to that stack and the bonuses conformed to match it.

      Sacred 2 players, is this trade-off worth it?
        • Thanks!
        • Like!
      • 51 replies
    • [Dev] Diablo 2 Fallen mod for Sacred 2
      Are you ready for a brand new Sacred 2 experience?

      Presenting a new mod for Sacred 2 CM 1.50:
      Diablo 2 Fallen
      Latest update as of July 27, 2017!
      Download the latest test release: Diablo 2 Fallen Beta 9

      Diablo 2 Fallen is on SacredWiki! Get all the in-depth info and details on the mod!

      Features:
      7 completely overhauled character classes with brand new combat arts, runes, skills and voices
      The worlds of Ancaria and Sanctuary merged - the lore of both games has been combined
      6 new deities with new divine gifts, god statues, and quests (see list below)
      Dozens of new enemy designs, creature overhauls, plus new hero monsters and bosses (read about them in the D2F Creatures Thread)
      New Diablo-inspired user interface, loading screens, fx, and shrines (read about them HERE)
      Complete soundtrack and sound effects revamp (see link for D2F Music Pack download above)
      Gems, jewels, and charms integrated into gameplay
      New items: Necromancer Shrunken Heads, Amazon Trophies, Throwing Axes, Magic Wands, and more!
      Overhaul and rebalance for old item designs and modifiers

      Better quest rewards for bosses and chain quests - find more uniques and special items through questing!See full list of new quest rewards HERE.

      Elite Mounts project custom version integrated into mod.
      Custom integration of Survival Mod: Fight more powerful and aggressive enemies - with better XP & rewards!
      Custom version of Wardust's Serious Textures built in - No need for separate download

      Item Mod 1.2a and Reduced Fog Mod integrated
      Rewrites for character class quests (in progress, Druid quest is partially complete)
      Mercenaries. Hire past heroes from Sacred 1 to join you in your battles! (in progress)
      New Diablo-related quests (in progress)

      Old enemies have been redesigned, and all kinds of new enemies will appear across the map. Look out for the new bosses and "super-unique" elite enemies that will have special abilities. Read about all the enemies in the Diablo 2 Fallen Creatures Thread.
        • Like!
      • 1,041 replies
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