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Flix last won the day on May 10

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About Flix

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    Modimus Prime

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    Sacred Mods and SacredWiki
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    The Witcher Trilogy
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  1. Priestess of Torment. That buff's only available if you use Alternate Spells. She's a summoned minion buff in the Voodoo aspect.
  2. Moderator note: I have merged this topic with the main Sacred 2 Multiplayer thread.
  3. Sorry, their presence is hard-coded into the exe file.
  4. Yes indeed, damage on top, armor on bottom. These bars represent the values that the enemy possesses, the same as when you look at your own character's tooltips. It is also reiterated in the Last Opponent Window: In this case we see the Sakkara inflicts 230 damage, about 50/50 physical/fire. It is armored against physical, magic, fire, and poison, being most resistant to fire, and most vulnerable to the absent element (ice).
  5. One of the filters at the top right should turn them off. I think it's "world objects".
  6. Thanks! You can always back up the save file and then try it in EE. Starting a new difficulty level is a good way to avoid any quest-related bugs from the migration. However you may still have re-rolled bonuses on normal/magic/rare tier items. There is another very rare bug where combos and the Divine Gift become unusable for legacy characters. This is the main reason I say back him up first, before you risk anything. This bug would be apparent immediately if it occurred.
  7. Thanks for trying the mod and writing back. The only issues I'd expect with old items is that some bonuses may be re-rolled on normal/magic/rare tier items. You may also find that while many items got new unique models in EE, your previously-found items would instead use the old models. They will still function as usual though. Have fun.
  8. Greetings! I'm sure it could be viable, though the magic staff exploit introduced in I&B is fixed. This bug caused every thing on the screen to be hit simultaneously when staves were used with Darting Assault. Correct. They always shoot magic projectiles now. These projectiles are still subject to attack vs. defense values like any other weapon. For skill purposes, they do not count as ranged weapons like bows, etc. (EDIT: They do gain increased projectiles from mods though). Sinister Predator works for staves, because in EE I changed the buff to affect all weapon
  9. As far as finding them naturally, you get the same way you'd get any rare 2h sword. They're just more rare since they only come in rare and unique tier. I guess we could add a Download button to the wiki page, since I did upload a grab-bag chest of random rare 2h lightsabers a while back:
  10. Hello. This is a basic game mechanic. You will only get partial levels from reading runes, once you level the combat art too high. This is what the in-game term "highest combat art level without penalty" means. This ceiling can be raised by learning the appropriate aspect focus skill (in this case, you need to level up the Death Warrior Focus skill). What's happening is that as you level up your character, this penalty also decreases, so that is why you see the combat art level slowly increasing as you play.
  11. There is a tweak you can make to alleviate this. The file you need to edit is balance.txt located in the game's scripts/server folder. The line is "NpcFightDamageDownScaling" Change the value to a very low number, for example 5 or 10.
  12. Neat ideas. I love the idea of summoning weapons through a combat art. As far as I know, only the BeeEffGee can do that, so in order to make it happen for another character, the modder would have to rob the Seraphim of the BeeEffGee and replace it with whatever new weapon would be summoned.
  13. If all goes well, in the next release the shapeshifted forms will retain the Druid's equipment bonuses as well as the skills that the Druid has learned. It will replace the current system where the Werewolf/Werebear are treated like a completely separate creatures with their own discrete bonuses and skills. If this works, I will rebalance accordingly.
  14. Well aware of this, it has existed since CM 1.60. Should be fixed in next release. Buffs will not be able to be switched on/off while shapeshifted, but whichever buffs were active upon shifting, will remain active.
  15. I've been meaning to change Siphon's LL% to flat Life Leeched per Hit. However, I am now anticipating that in v15, LL% will finally be fixed and no longer the broken modifier that is has been. This is because it will be fixed to calculate the damage based on the remaining hitpoints, rather than the opponent's total hitpoints. So it will deliver diminishing returns as opponent health decreases (like Static Field from D2, if you're familiar). Also it is correct that Lore skills only boost flat (not percentage) damage/armor, including Life Leech.
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