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Flix

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  1. I enjoyed the Belgariad a lot. Although I was much younger and inexperienced in fantasy literature then. I had the editions where books 1-3 were in one single book and 4-5 were in a second one. I never continued the saga because I read that Eddings got very formulaic and repetitive with his stories. I did enjoy his stand alone novel The Redemption of Althalus however.
  2. Read more detailed info on the SacredWiki page for The Assassin. Character: Assassin Orientation: Close and Ranged Combat Aspects: Martial Arts, Shadow Disciplines, Traps Lore: The Assassins are an ancient order originally founded to hunt down and eliminate rogue mages. To this end, the Order would not employ the magic arts directly; rather, they would use ingenious devices and enchanted items to battle those possessing great magical powers. To further their campaign against demonic corruption, they concentrated on augmenting the natural martial abilities of their bodies, both physical and mental. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the Assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Assassins, but they are widely feared and respected by all who employ the magic arts. ============================================================== Aspect: Martial Arts Tiger Strike: Through extensive training in human, animal, and demonic anatomies, Assassins have developed the ability to perceive natural points of weakness in their foes and target these locations for especially devastating attacks. A portion of physical weapon damage is converted to the damage type to which the opponent has the least resistance. Passive boost to attack rating when in the active slot. Single Target only. Fists of Fire: Combining his powerful Martial Arts abilities with his psychic training, an Assassin can charge his own fists with pyrokinetic energies, scorching his opponents when the charge is released. This attack was adapted from a strike used by the Carnach. Adds fire weapon damage and chance for knockback. Hits multiple opponents in range. Claws of Thunder: Using an array of special metal blades as conductors, an Assassin charges the ions surrounding him and delivers a devastating series of lightning attacks to any who dare challenge him. A multi-hit attack based on Battle Extension. Adds weapon magic damage. Passive chance for double hits when in the active slot. Dragon Flight: After years of disciplined physical conditioning, an Assassin can develop the ability to move faster than the eye can follow in one quick burst. Using this skill, he lunges at his target and delivers a devastating blow. Hard to capture this attack with a picture. This is an instant teleport attack with a high chance to stun. Very devastating. Venom (Buff): Poison use is another technique an Assassin has to help even the odds when battling demons and their ilk. An Assassin who has mastered this skill secretly coats his weapons with vile toxins. Adds poison weapon damage and boosts all weapon damage. High chance for poisoning. ============================================================== Aspect: Shadow Disciplines Psychic Hammer: By utilizing his intense mental prowess, an Assassin creates a powerful force of mental energies and directs it towards a hostile creature, blasting it backwards. Adapted from Clustering Maelstrom and Raving Thrust. A high damage spell that pushes back the opponent(s), after which their movement and attack will be severely slowed. Mind Blast: Focusing his anima, an Assassin using this potent ability can cut through the toughest armor to crush the will of a group of enemies, stunning them and confusing the feeble-minded. If you played Enhanced Spells with the Seraphim's Sonic Vortex you will recognize this spell. Inverts enemy physical armor values. High chance for stun. Burst of Speed: Increases the Assassin's attack and movement speed for a period of time. Also gives a good chance to block roots and 100% chance to break existing roots. Cloak of Shadows: An Assassin can will his physical being to shift partially into the astral planes. Moving unseen through the darkness, the enshrouded Assassin can steal past opponents or ambush unsuspecting victims with devastating attacks. As his body becomes less substantial, he becomes less susceptible to the effects of elemental attacks and magical curses. A combination of Cloak of Shadows and Fade. The invisibility factor cannot be given huge boosts through modifications like Shadow Veil. Instead it will naturally scale better and higher until 100% invisibility is eventually gained at high levels. Shadow Master (Buff): The Assassin trained in this discipline has the ability to project a powerful shadow avatar of himself. This is a real copy of the playable Assassin, not the Temple Guardian NPC's. He can and does use all of the Martial Arts aspect as well as Psychic Hammer and Mind Blast. He fights using a small selection of fist weapons. ============================================================== Aspect: Traps Fire Blast: This combat art gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe that treads within its small blast radius. This is a "trap" by Sacred 2 definitions. The player launches it at a target and it spawns on the ground and actively seeks out targets to incinerate. High chance for burning. Wake of Inferno: The Assassin riddles the ground around himself with small fire traps that incinerate any opponents who move too close. This plays like Fiery Ember, but with a much smaller radius and duration and greater intensity. Shock Web: These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who come between them. Blade Fury: This skill allows the Assassin to throw razor-sharp blades that fly back and forth between opponents, shredding them with a barrage of metal. Blade Shield (Buff): This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches him too closely. This armor is both offensive and defensive. It adds physical armor and base defense rating. while causing physical damage to nearby enemies with a high chance for open wounds. ============================================================== Dev Notes: The Assassin was tremendously frustrating to create, due in no small part to the fact that the Temple Guardian does not want to be anything except a Temple Guardian. The lack of animations, the blasted useless gun arm, the battery firing when it shouldn't, all caused lots of headaches. The Assassin herself was almost impossible to recreate as well. There are no charge up / finishing move abilities to speak of in Sacred 2 that I could adapt. Likewise, true mechanical traps in the fashion of D2 or almost any other RPG were impossible to create as Combat Arts. I eventually was able to spawn stationary devices that could launch attacks, but there were so many problems that they were totaly unfeasible. Because they counted as separate creatures, the traps' attacks gained no benefit from any player skills or modifiers, so were pitiful in power. Furthermore they were limited in the amount you could summon at once (you could never replace an old trap until it was destroyed), and worst of all they followed the player around like a minion, jumping to a random place to catch up when the player moved far enough away. All in all a huge disappointment. So you may have to stretch your imagination a little bit to imagine the final lineup of combat arts as "Traps." Outtake: Cloak of Shadows Originally there was no Psychic Hammer in this mod, and I had Fade and Cloak of Shadows as two separate combat arts. The protective abilties and ghost-like fx I gave to Fade, and for Cloak of Shadows I used the invisible ability with a custom fx: However I disliked having Shadow Disciplines as an aspect that was almost entirely buffs. So I decided to move the invisible ability to Fade, and redesign Cloak of Shadows to be an offensive spell with a focus on the debuffing and disabling aspects (slowing, regen penalty to enemies, lowered attack rating, etc.): The visuals were a combination of the ink spray used by the Octagolamus, and the "Blind" spell used by Harpies, Olms, and other monsters (the dark cloud around the head). Although, only one enemy would show the Blind fx at a time despite multiple enemies being affected. I had a similar problem with the Necromancer curses. Those visual effects just would not show up above multiple enemies at once. However, I went so far afield to try to make this new spell useful that it wasn't really recognizable as something from D2. I realized that the core of Cloak of Shadows was invisibility, so I combined it with Fade and used the Shadow Veil classification and fx. I decided if I was going to make another offensive spell for Shadow Disciplines, it should be Psychic Hammer.
  3. No. That would be about 100 times the work. Unless you just tacked it onto an existing quest as a reward, which would be lazy and severely unbalanced. In fact I can't imagine a quest complex enough to justify giving out an entire armor set as powerful as the lich king set. Even the class chain quests, which span the entire campaign, only give out a single weapon as a reward. We added a ton of epic looking sets for characters in the Item Mod, and some were intended to have corresponding quests. Quests were always just lower priority for me though, primarily due to the huge amount of work for relatively low payoff.
  4. It is very hard to complete. I think I tweaked the drop probabilities to be higher in the Item Mod, but that may have just been an abandoned experiment.
  5. Well I'm about to go on a short trip to visit family for the Thanksgiving holiday, so the Assassin update will have to wait until I get back. I'll be away until Dec. 1st but I may be able to check the forums on my phone. After the final character reveal, there are lots of other changes to introduce to you, all leading up to the first public release (hopefully) by Christmas.
  6. Mibbs do you have any explanation as to why you removed a big chunk of info from the Armor page today? I appreciate that you added your own chart and precise calculations, they are always great to see. But do they fully replace the charts and info made by Chattius that were already there? Were they incorrect? Particularly the part about damage actually being multiplied above the displayed amount when the target has 0 armor, that seemed like worthwhile information to have on there, and now it's gone.
  7. Ok, I download the sets and checked. It's just the version in the download that's missing its bonuses. Versions that spawn under the current CM have the complete bonuses. I still don't know why though. Item blueprints update dynamically as they're changed so I feel like all copies should be identical.
  8. Thanks Schot. That was actually what I intended to do the other the day when we all first saw the problem. The DM's pic was an imageshack picture that had gone dead. And thanks for keeping the wiki afloat through thick and thin. I may take some time and do a little wiki editing next week. Add some of the new CM Patch items.
  9. Can you post a pic? Is it missing bonuses? The name? Green text designating it as a set item? A quick check of the scripts and everything seems to be correct.
  10. I worked a Black Friday once, at a major bookstore chain. I had only been there a couple weeks. They told me if I could make it through that, I could make it through anything. I did, and they promoted me right after.
  11. GOG is in the midst of some crazy sales too. TW1 is currently available for $5. One of my all-time favorite games.
  12. Yes, confirmed. I just logged in to replace a missing imageshack picture and when I logged in all page content vanished. I thought I'd somehow wiped the page at first, but then I saw that the code was still present when I went to re-edit my "mistake." Yikes. Do I need to bust out my "fix it fix it fix it!" Futurama gif?
  13. Read more detailed info on the SacredWiki page for the Amazon. Character: Amazon Orientation: Ranged Combat / Magic Aspects: Huntress Talents, Storm Combat, Amazon Magic Lore: This powerful woman warrior belongs to nomadic bands who roam the islands in the Jade Sea. The wandering of these groups often brings them into conflict with other peoples, so the Amazon is accustomed to fighting to defend her own. The Amazon people are a relatively isolated culture. Adapting over the centuries to their tropical milieu, they have built magnificent cities in the forest canopy. While her skill with the bow rivals that of any other, the Amazon is also adept in the use of all other throwing weapons, as well as in hand to hand combat. The Amazon is much sought after as a mercenary, in which type of service she will be loyal as long as her own ends are also served. =============================================================== Aspect: Huntress Talents Strafe: Once a warrior has attained this facility, she can fire a volley of arrows with amazing speed and precision, striking the same or multiple targets one after another. Strafe quickly fires multiple arrows, one after another, usually at the same target, but sometimes it will switch to other targets if the first target dies. When used with a melee weapon becomes Impale: Amazon warriors are well known for the ferocity of their attacks. An experienced warrior is able to focus her fury and deliver a single powerful blow. I could not get the multi-hit behavior to work on both ranged and melee weapons (there are simply no melee animations for it), therefore when used with melee weapons, this CA will deliver a single-target hard hit attack. Multiple Shot: Legend has it that the fabled Amazon archer, Palashia, bragged in her youth that she could best the combined skills of all her greatest rivals at a tournament. To the amazement of onlookers, her single arrow then split into many, cleaving the arrows of her rivals, and moving on to strike every target directly in their centers. Players can expect Darting Assault behavior here, although the spread of arrows is much tighter, and it will never be a 360-degree attack. The same goes for this CA when used with melee weapons, so the exploit where magic staff Dryads kill everything on-screen with this CA is nerfed. When used with a melee weapon becomes Fend: Once an Amazon warrior has attained mastery over the spear, she can engage and destroy multiple enemies in close quarter battle. Many of those enemies will be lucky to be alive after the vicious onslaughts of these attacks have ended. Elemental Arrow: Long ago, Amazons found their arboreal city of Dyr-Lain under siege by the pirates of the Jade Sea. Supplies ran short, and the Amazon archers found themselves without ammunition. The priests prayed to Athulua, who infused the minds of the Amazons with the power to harness their natural elemental energies. The archers melded their fiery determination and icy will into shards of physical force that they then unleashed from their bows by the thousands, routing the corsairs back to sea. This CA functions as a combination of the original D2 Fire Arrow/Ice Arrow branches. In a game with damage converters, it made no sense to make identical weapon attacks that only differed in the elemental damage they inflicted. Here, both fire and ice damage are added on top of the base weapon damage. Through modifications, you can develop it along the Fire Arrow-Burning Arrow-Immolation Arrow path or the Ice Arrow-Cold Arrow-Freezing Arrow path. Or combine the effects as you wish. Avoid: Once an Amazon has sharpened her defensive focus to this level, she will eventually be able to dodge blows and other attacks at blinding speed. This ability can help keep the Amazon from harm as she moves out of the way of an exploding siege engine or avoids the wrath of an enraged Sorceress! Rather than make this some of temp/permanent buff I decided to allow you to literally avoid enemies if you wish. There's little deviation from Forest Flight here, aside from a much lower cooldown and increased range. Penetrate (Buff): After long hours of training, an Amazon warrior's bow arm can develop tremendous amounts of strength. With this strength, and some additional training, the Amazon is able to maximize the power of her bow, enabling her to penetrate multiple targets with a single arrow. This will tremendously boost the chance to pierce for any ranged attacks that are capable of piercing (magic staff projectiles and all ranged weapons except blowguns). It also favor ranged weapons in terms of boosting ranged attack rating and speed, although modifications will provide similar boosts to melee weapons. =============================================================== Aspect: Storm Combat Power Strike: Zerae is the goddess of vengeance and storms. If an Amazon warrior has proven herself worthy, the goddess will empower her with the ability to wield the electrical power of the mighty hurricanes of the Jade Sea. Can be modded for possible chain lightning, but will never reach the same level as the Sorceress's (Chain) Lightning. Charged Strike: An Amazon devoted to the path of Zerae will be able to harness the forces of vengeance and storms. During Rites of Vengeance, Zerae will confer to the Amazon attacks that unleash a wild burst of electrical energy that relentlessly clings to and shocks enemies. The effect is something like Jolting Touch but castable from a distance, and it does not root but instead slows enemies while leeching energy. Lightning Bolt: If an Amazon warrior has proven herself worthy, the goddess Zerae can empower her with the ability to call down a bolt of lightning as if she had snatched it from the heavens themselves to strike down her enemies. This is one of only a few combat arts in D2F capable of Leech Life %, available as a gold mod. Lightning Fury: The High Priestess of Zerae will teach select Amazons the secret of focusing the power of the goddess, until the power contained within the Amazon is so great that its electrical energy explodes from her very hands, releasing streaks of lightning that strike down hapless foes nearby. Dodge (Buff): To anyone familiar with their natural agility, it should came as no surprise that the training regimen of an Amazon warrior includes exercises specifically designed to avoid potentially devastating blows in combat. She can even predict incoming missile attacks and elude them before they reach her. Most Amazon people can do this, but only a warrior trained in this skill can do this even whilst caught unaware. This CA functions as a combination of the original passive skills Dodge/Avoid/Evade, boosting defense, evade chance, and a chance to block ranged attacks. =============================================================== Aspect: Amazon Magic Plague Spears: Amazon healers have long since ascertained the potent toxicity of their native flora. Any Amazon warrior devoted to this study is able to recognize particularly lethal strains of plant life, even while travelling in foreign lands. This knowledge allows her to call upon and create weapons from particularly virulent thorns. The spears inflict additional plague poison damage which should transmit to nearby opponents like Viperish Disease, though I find that opponents hit by this CA usually die before a massive plague can break out. Poison Javelin: Practiced and cunning warriors are able to incorporate poisonous vegetation into their darts. These missiles strike a target and explode into noxious and putrescent clouds. These javelins have very good chances for poisoning and splash damage. Their design was originally violet and ntended for Magic Arrow (as arrows that don't require an actual bow and arrow). But when that concept was abandoned I kept the design and repurposed it for poison damage. Slow Missiles: Through strict martial discipline and focus, an Amazon warrior can attune herself to her environment and the dangers around her, allowing her to react with superhuman agility. One aspect of this ability is her knack for avoiding missile fire. When an Amazon uses this ability, incoming projectiles appear to move slower than normal, enabling her to avoid them. Many of the familiar Maelstrom components are part of this spell, such as slowing missiles (of course), slowing enemy speed, and weakening enemies. Inner Sight (Buff): The lush canopy of trees covering the Amazon homeland allows little sunlight to reach the ground. To better adapt to their environment, the Amazons have developed a technique whereby they can attune themselves to the life forces in the surrounding area and transfer these energies into a source of luminescence. This enables the Amazon and her companions to see her enemies in shadow and darkness. I very much wanted this to be a temporary buff. However, the crucial light radius component only works on the Cleansing Brilliance spell class, which itself only works as a permanent buff. So even triple buff Amazons will have to make choices about which ones to use. Reducing enemy defense and evade chance are the other main components of this spell. It will also be able to boost the Amazon's Intelligence and Willpower, among other things. Valkyrie (Buff): When a warrior has proven her devotion to Athulua through her brave deeds and exceptional skill in battle, the Goddess shows her favor by granting a spiritual emissary to aid the Amazon. These emissaries of Athulua are called Valkyrie, and they are the spirits of the greatest heroes from the Amazon people. The power to summon a Valkyrie is the greatest honor that an Amazon warrior can receive. In the absence of a golden shining aura, I gave the Valkyrie blindingly golden armor and wings. She's a heavy hitter who fights with melee attacks using a small selection of random pole arms. =============================================================== Dev Notes: Well here you will find I begin some big deviations from the original D2 classes. Hardcore Amazon fans try to keep an open mind. There were two major limitations to recreating the Amazon perfectly: You can't have Combat Arts that require a certain weapon in Sacred 2, and hybrid combat arts that are both spells and weapon attacks are extremely limited in function and form. About Huntress Talents: Because weapon-based Combat Arts in Sacred intelligently adapt based on the type of equipped weapon, it made no sense to try to make a hard-hit ranged attack and a hard-hit melee attack, because without weapon restrictions, they would be the same thing. Therefore I set up the names and descriptions to apply to both ranged and melee at once. This is also why the Javelin and Spear skills were mostly turned into spells and split amongst all 3 aspects. About Storm Combat: Most of the Lightning and Poison-based Amazon skills would be hybrid combat arts in Sacred 2, inflicting weapon damage/modifiers/effects as well as additional spell effects, such as converting damage to lightning, shooting charged bolts upon weapon hits, causing poison area of effect damage over time, etc. Unfortunately Sacred 2 hybrid combat arts are very fickle when modding them. New graphical effects did not show up when applied to Archangel's Wrath or Spectral Hand, for example, and most spell effects did not even work at all. Therefore I made the Lightning spells proper spells, boosted by Ancient Magic and not connected to the equipped weapon in any way. The same goes for the poison spells of Amazon Magic aspect.
  14. Yeah, that's been on my mind since before the first release. Someone like me or Silver Fox is best suited for the task, but there are lots of other projects taking up our time atm. Anyone can join the Wiki, just sayin'.
  15. Hi Daniel. I certainly appreciate your enthusiasm. As I recall you had been having a conversation with Pesmontis about how to handle gr2 files. He shared his tool "grnreader" and posted several tips for you in this thread: Tutorial - Importing and Exporting GR2 Models Did that not work out? Now, I know if I can use it to import gr2 files into 3DsMax and edit them (with my limited experience), then an experienced 3D artist like yourself should be definitely be able to work it out. Pesmontis is on a break from Sacred 2 modding, but Silver Fox is currently pulling 3D model duty for the CM Items Mod. If you want to post your questions in this thread, he or another modder might be able to help you learn. If you want to contribute something to the Items Mod, then it might help if we knew if you were serious about creating something. Do you have any ideas about what you'd like to make?
  16. If I remember right this bug is actually the result of an official "fix" for an exploit whereby you could prolong the XP bonus from hero statues indefinitely by continuing to drink mentor potions. In fixing it, I suppose they were a little ham-handed and the result was that +XP bonuses from different sources don't stack. This is one reason why I despise the modifier and try to avoid it in all of my mods.
  17. Read more detailed info on the SacredWiki page for The Sorceress. Character: Sorceress Orientation: Magic Aspects: Fire Spells, Cold Spells, Lightning Spells Lore: The Sorceresses are on a quest for the "perfect" magic in its purest form. They feel that the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need - threatening all other magic disciplines with obsolescence. The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Ancaria. For centuries they have studied in secret, perfecting their art and biding their time until they will face their greatest challenge, either proving the purity of their magic or fading from existence. ============================================================= Aspect: Fire Spells Fire Bolt - The Fire Bolt is among the first cantrips a young Sorceress must learn before travelling out into the known world. Gathering a small amount of elemental energies, the Sorceress hurls darts of pure fire at those who would seek to injure her. Fire Bolt will feel very similar to Ancenstral Fireball. However modifcations allow for many more bolts as shown by the pictures. You will have give up increased power, splash damage, and target seeking to acheive that many bolts however. Inferno - Using this spell, a Sorceress can reach into the depths of her being and issue forth a gout of fire, incinerating any opponents standing within its reach. As you can see, Inferno now launches a flamethrower-like fire stream from the Sorceress's hands. This new version is adapted from the Temple Guardian's Furious Emblazer, with new sound fx and animations. Meteor - Reaching out to the heavens, the Sorceress calls down a falling star to strike her adversaries. This flaming ball of rock deals explosive damage to the target and leaves a patch of fiery burning earth behind, reducing large areas to cinders. It plays very much like the original Meteor. You cast it, there's a slight delay as your hear the Meteor crashing down to earth, then it hits and explodes and sets the ground on fire. Enchant - Upon learning this skill, an experienced Sorceress has the ability to imbue a weapon with the power of fire. Just as in D2, this temporary buff will add fire weapon damage and boost attack rating and speed. This will be the skill of choice for Sorceresses wishing to go into melee combat. Warmth (Buff) - If a Sorceress wishes to truly become a formidable spellcaster, she will pursue this talent. By collecting the essence of the ambient heat in the surrounding air, she can convert this energy into the mystical force that powers her spells. In this way, she recovers more quickly from her magical exertions. Warmth takes the place of Grand Invigoration as the buff that boosts regeneration and has no regen penalty. Its modifcations are mostly fire-oriented however. ============================================================= Aspect: Cold Spells Ice Bolt - One of the first spells a novice of the frigid elements learns is the power to summon crystals of pure freezing energy. When hurled at her enemies, these bolts subject their targets to freezing pain and impaired movement. There is little difference here from Frost Flare, which fit the bill so well I saw little need to make many changes. Glacial Spike - Shards of ice that inflict massive cold damage and explode to freeze nearby enemies. The Sorceress who wields this spell will find herself often treading over the shattered and frozen remains of her opponents. The concentration of spikes is much more dense than Glacial Thorns. The second picture shows the widest spread, the first is a more typical focused blast. Blizzard - With the invocation of this spell, entire hordes of enemies are left chilled or dead, drowned in a hail of ice. Wretched survivors of this wintry storm can do little but crawl and lament their fallen kin before they, too, succumb to the cold. Take note that, like the D2 spell, enemies must be hit by the falling hail stones to be damaged. Blizzard is not a blanket area of effect spell like Raging Nimbus. Frost Nova - An expanding ring of ice and frost radiates outward from the Sorceress. Swarming melee attackers will find themselves the surprised victims of a vicious, chilly assault. A nova that causes ice damage and ice DOT, with freezing effects. Shiver Armor (Buff) - This icy shield both protects the Sorceress and deals an icy blast to any attackers, numbing them with cold, searing pain. Those seeking to engage the Sorceress shall soon feel the icy bite of their folly. Defense boost, ice armor, and pulses of ice damage to nearby enemies are the base effects. Mods will allow reflecting missiles and freezing effects, among other things. ============================================================= Aspect: Lightning Spells Lightning - This spell allows a Sorceress to summon the very power of the heavens and emit a tremendous surge of electrical energy. Creating a channel of lightning directed at her target, she cuts a swath through her opponents with pinpoint accuracy. This was adapted from Baneful Smite, which had a bit more appropriate look than Cobalt Strike (the Amazon will get an altered version of that spell). Mods allow for powerful chain lightning effects (up to 4 chains). Nova - With this attack the Sorceress creates a wave of electrical energy radiating from her fingertips, bathing all nearby enemies with its destructive force. This spell is ideal for defeating melee opponents who swarm too closely. Players of Enhanced Spells will recognize this as Thaumaturgic Nova, with a few changes. Telekinesis - With this skill a Sorceress can reach out with her mind and manipulate distant objects. By manipulating the Ether that permeates the world, she is able to send her attacks to knockback distant enemies. Developed from Mind Strike, this spell will damage opponents in a small area with 100% chance for knockback. Teleport - A Sorceress trained in this arcane skill has the ability to traverse the Ether, instantly rematerializing in another location. Without the aid of soulstones or portals, she may teleport anywhere within her immediate vicinity. Though not suitable for larger distances, a Sorceress can make good use of this spell for evading capture, or to reach otherwise inaccessible areas. Teleport will feel much snappier and smooth than Shadow Step. The cooldown and post-teleport delay are removed. Energy Shield (Buff) - Sheathing herself in pure energy, the Sorceress walks fearlessly into the fray. So long as she can maintain her concentration over this magical buffer, she diverts harmful magical energies and absorbs physical harm into her store of Mana. The High Elf now has an Energy Shield. She will have the Energy Shield Lore skill available to boost it. ============================================================= Dev Notes: The challenge of building the Sorceress was not finding or creating good spells, but narrowing down the large amount of elemental attacks to get them faithful to the D2 originals. There are several designs that were removed because there was just no room. Fire Ball If I had more room, I would have liked to give the Sorceress Fire Ball, a large and powerful attacks with a splash zone on hit. It remains a spell only for Dragons. Fire Bolt ver. 2 This version uses the enemy fire balls, which are somewhat closer to the original D2 design. I decided against it because they are less impressive, and the player can learn to fire these bolts anyway with Magic Staff Lore. I chose not to use the little ice ball projectiles fired by staffs/enemy mages for Ice Bolt, and for the same reason. Inferno old version This was Inferno's design from the first release up until Beta 7 when I changed it. Despite my love for the spell fx, it would not reliably hit enemies, often causing no damage at all. Inferno old version # 2 This version was introduced in Beta 7. It was an adaptation of the Dragon Mage's Eternal Fire, and played very similarly. It was replaced with the current "flamethrower" version in Beta 8. Inferno ver. 3 This is the "Burning Fields" fire breath used by dragons. It was an impressive flame blast worthy of the spell, however the flames issued forth from the Sorcreress's feet instead of her hands. Also, the blast itself did no damage, but was just a fancy pre-effect before the actual burning-ground area of effect. It remains a spell only for Dragons. Ice Nova old version Prior to v13, Ice Nova was based on Icy Evanescence, inflicting ice area of effect damage in a persistent radius around the Sorceress for a duration. This was eventually discarded in favor of the current, more faithful rendition. Ice Dragon The boss Narmuil can summon a flying blue dragon that launches a tremendous ice ball, causing wide area of effect ice damage, similar to Dragon Strike. I had originally thought it could be used for Frost Nova, or the Druid's Arctic Blast, but despite looking very cool, ultimately there was just no place for it. Lightning Spells There are many more lightning spells that I adapted from enemy spells, but there was just no room to add them. Fear not, though, because the Amazon ended up getting many of them in her Storm Combat aspect, as you will see.
  18. Sacred 1 is in English and French. It is strange they don't have the German. But Sacred 2 is in English, German, Spanish, French and Italian. So I'm not sure where you getting that from.
  19. I wanted female pictures where possible. I need to finish the skill icons before I show all the before/after pictures.
  20. I like multiple hats. 4 itemtypes instead of 1 isn't going to cause any problems. It is true though, itemtype ID's from 14000 and above don't seem to work, and we're in the 13600's now. We may have to be selective in the future. But for now, and for this idea especially, I like the 4 hat idea.
  21. Probably you just haven't got to that part of the main quest line. Check the log and see where you're at. This is one of a few instances where you have to advance the main quest to continue on to the next region.
  22. Light Path or Shadow Path? Light Path leads you through a tunnel under the door. The gate willl always be locked for a Light Path character. Shadow Path should open the doors for you after you talk to the Inquisitor guard NPC. Clicking the door itself should also open/close them. This only happens when you get to this part of the main storyline however. Through the Wall - Light Path Through the Wall - Shadow Path I vaguely remember a bug report regarding the door not opening when it should have but I thought it was multiplayer only. If you use Enhanced Spells you could also just use Belligerent Vault to leap over the wall. You may be able to do that in the vanilla game too, can't remember.
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