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Flix

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Posts posted by Flix

  1. For all the english ppl that are working on the wiki: I was able to find the origin initial text for the dragon mage. Sadly I only find it in the german user manual. So feel free to translate it and put the "The Dragon Mage is part of a cloak-and-dagger dragon cult from a remote part of the world. The members of this cult are not only respected but also accepted by dragons and live together with them in a community. Only a chosen few are granted the honour of being instructed by the dragons for training in the ancient dragon magic. A magic that comes from a dimension beyond this world. This energy can take on the powerful T-Energy, which is the source of all life and all magic on Ancaria.

    Only the most powerful who complete this training are capable of assuming the form of a dragon and of using the concentrated power of dragon magic. Only they have the privilege of being allowed to carry the title “Dragon Mage”." text away from the http://www.sacredwiki.org/index.php/Sacred_2:Character_Class" page please! :)

    I also added the user manual text for his unique mount. So please feel free again to translate it and put it under the Dragon Mage Unique Mounts title on http://www.sacredwiki.org/index.php/Sacred_2:Dragon_Mage.

    Last but not least I changed the old Dragon Mage Combat Arts link to the right point and added a description behind the 3 aspects pictures. Like on http://www.sacredwiki.org/index.php/Sacred_2:High_Elf_Combat_Arts. Sadly that there is no description for every class on the english version (so I added them all to the /de version) :)

     

    You can find all the changes on the appropriate /de pages!

    Happy changing!

     

    p.s. there are no Dragon Mage Aspects descriptions on http://www.sacredwiki.org/index.php/Sacred_2:Aspects as well

     

    I've got the Sacred Gold paper manual and there is text for the Dragon Mage aspects, mounts and some other stuff. I'll start filling it in tonight.

    • Like! 1
  2. Don't have the elite texture pack, just the default.

     

    I've still got the character but he's come a long way since then and I don't have a savegame from back then. I don't think I've ever changed any graphics settings, and almost definitely not in-between gaining/losing that windshield. No combat arts or weapons changes it either. I'm thinking maybe if your mount gains x amount of levels while you're riding it, maybe something happens.

  3. This one's been in the back of my mind for a while. So I bought a Lost Fusion Mobiculum for my first Temple Guardian. I kept it all throughout Silver, and when I reached Gold, I noticed I had gotten an upgrade!

     

    ack10MKz.jpg

     

    Here he is rolling up to a dinner party in his sweet ride.

    acg6MKpv.jpg

     

    adwzEqUi.jpg

    My Mobiculum now had a snazzy windscreen/shield on it. Only a cosmetic upgrade, but a very cool look. Sadly, later on while fighting the Abishai of Dissension, it was destroyed. When I bought a replacement mount, there was no shield on it anymore, and I've never seen one on any Mobiculum since.

     

    Any ideas what was going on there? Was it a bonus for keeping it alive throughout Silver? The one I bought in Gold didn't change when I entered Platinum. Do any other special mounts evolve in appearance?

    • Like! 1
  4. Yeah, it can be done, but horses are just terrible in Sacred 2. I bet someone on PC could mod it you have more capabilities and power on horseback.

     

    I am a huge fan of mounted combat in Sacred 2 however, using the special mounts. Every character I have has or will get their special mount, even if they don't always use it. All buffs and CA's available, plus boost to defense and hitpoints. They're especially good for single-aspect characters since you can get aspect mounts and you won't notice a big increase in your regen times.

  5. Well, I found out the answer to my question, unfortunately quite by accident. My Inquisitor bit the dust! :cry:

     

    I was rushing through the dragon caverns, so I had about 10 of those homing fireballs from those little dragons following me. When I made for the exit I wasn't fast enough and they all hit me at once. Instant death. I didn't even know what had happened. :cstars:

     

    If you die and you become the Doppelganger, it DOES count as a death and you LOSE your survival bonus. His was up to around 76%. Not impossible to gain back but it sure does suck to lose it!

  6. Yeah a specialized High Elf is a good example of not really needing Combat Discipline. She can get really powerful with low regen and huge damage without it.

     

    I was mainly thinking Dragon Mage, since I've spent the most time with that character. He has some poweful spells but a lot of them have cooldowns. If you put 4 of them in a combo you can fire them all off at once without having to wait and it can make for some serious nuking.

     

    Dragon Strike+Destroyer+Energy Blaze+Gust of Wind is freakin' awesome, devastating bosses and big mobs alike. Substitute in Eternal Fire for Dragon Strike if indoors. Maelstrom goes great as an opener as well.

     

    A combo I use frequently for medium mobs is Energy Blaze+Mind Strike+Gust of Wind.

     

    For weaker groups I also like to keep Mind Strike (modded for area damage) in a combo by itself. Even mounted, I can get the regen time so low (.3 seconds) it's like an auto-attack. I can just lay on the right mouse button and hammer single enemies or groups.

  7. Yeah I hate night in S1 (except with Vampiress). Even though it's not that dark I hate having my minimap light radius so small. I tend to go do stuff in towns or caves during the night and save the exploring for the day. Luckily the night doesn't last long.

     

    I rarely see the "Extended Day" modifier on equipment though.

    • Like! 1
  8. Now what would the point of having just ONE instance of Demonic Blow (or for that matter, any CA) without adding something else in the 2nd/3rd/4th slot(s)? You do realize you can't put more than one instance of any CA in the same combo - at least, not in Sacred 2... Right?

    Lower regen time for combos if you have Combat Discipline. Not as important for a melee CA because of Regen per Hit, but great for spells.

  9. Generally, yeah. The one time when sitting back and letting the character try to execute the combo works against you is the aforementioned situation where you fruitlessly chase a single enemy around like a looney tunes cartoon.

     

    I kind of like being able to interrupt combos if you choose. Click at the right time and you can just spam Demonic Blow, for example, instead of launching into the whole combo. Of course you could just make a combo with only Demonic Blow and do the same, but there's only five quick slots.

  10. Yeah I sometimes get a similar problem when I use those combat arts in combos. I don't use the jump ones in combos, but for example, my Seraphim or Shadow Warrior might execute the hard hit but not the multi-hit follow up. The auto-targeting with combos can be kind of wonky.

     

    More annoying is when the combo chooses the next target and the target is running around so you sort of lose control of your character as he chases the enemy around trying to hit him. It looks very silly. You can of course take back control and just start a new attack in that scenario.

  11. I checked the day/night in Sacred 1, if anyone's interested. For daytime I got 54 minutes, and for night I got 14 minutes, bringing a 24-hour day in S1 Ancaria to 68 minutes (give or take a few seconds). I didn't think to check if this info is already out there, just timed it myself.

     

    I suspect there's a point where you've overpowered a skill to the point where it no longer matters.

     

    Let me clarify: I see no difference when switching between +0 bonus to Far Sight and a +186 bonus. I can take off all my equipment that gives me a bonus/set bonus and cut a swath through the fog, and when I re-equip the gear the swath I cut is exactly the same size. I thought perhaps my character gained a hidden bonus somehow, but judging by screenshots, a brand-new character clears exactly the same amount of fog.

    • Like! 1
  12. Yeah, night in Sacred 2 is only cosmetic but it is much darker. I can see how it could hamper a player's vision just by virtue of it being so dark. This makes things that give off light actually kind of valuable. By comparison night in Sacred 1 is just a slight dimness. I really only notice it because the light radius on the minimap is decreased so much.

     

    It also works in caves.. But it's not quite the same thing. A High Elf's Blazing Tempest can also light up the night in an area as well.

    But I was referring to a stat called "Visibility Range" - which tells the game how many pixels to clear from the fog as you move into "virgin" territory.

    In the original Sacred, it was called "Far Sight"...

    I notice absolutely no difference in the amount of fog of war cleared with Far Sight +163. That ought to be a large enough number to notice but the amount of fog cleared is identical. I've read that this bonus spawns enemies sooner (and more enemies as a consequence) and makes their red dots (and I guess blue/white dots of NPC's) visible sooner on the map.

     

    Light Radius bonuses don't seem to have an effect on minimap fog either (+80 something). I only see the light change around my character.

     

    The only thing I've seen in S1 that affects the amount of fog of war cleared is night/day.

    • Like! 1
  13. You guys are kicking butt.

     

    I've been looking through S1 material since that what I'm playing now (completely unplanned- just fired it up to look at my Wood Elf for a second and now I'm sucked back in).

     

    Anyway, Bondbug's Combo and Rune Guide is missing, just a blank page on the wiki. But I see it's still here on the forums so I'm going to copy it over I guess? Did he remove it himself for some reason?

     

    I also noticed that just about every quest entry for S1 is just a blank template with no info! Since I'm going through the game now I think I'll start to make notes and fill some of them in.

    • Like! 1
  14. Wow I was making a list the other day and a lot of stuff already seems fixed. I swear I was seeing a lot of code with

    or something like that

     

    I've been looking through a lot of Sacred 1 pages lately and I see a few more:

    The skills page is filled with

    [/size] and

     

    In several of the player guides you also see a lot of color coding :

    [/color] and

    substitute navy, blue, green, orange and red in as well

  15. I could go either way with the shrine thing. Since it's not a legit shrine it could be misleading to mark it.

     

    While we're on the subject of the map I noticed there is a blank-name boss marked just northeast of Gahanka near the brigand camp. There's another boss named "banana" marked on prison island south of Thylysium. Are these legit bosses? I don't think I've ever seen anything at these spots.

     

    We could also add the ghost dragon boss from the Dragon Mage's class quest (near Gargahok's Destiny) and the turtle boss Gartor added to the Crystal Plane in the CP.

  16. I decided to swap out my Mentalist Draconicon for the much cooler-looking Dragon Magic one. Switching the .dds files was easy enough, I didn't even have to consult anything to figure that out and it looks great.

     

    However, the Dragon Magic Draconicon also has flaming hooves that I don't get just from swapping out the textures. Does anyone have any idea how I can modify visual effects like the flaming hooves (or for that matter, the moving flames on the Inquisitor's robes)?

     

    EDIT: I figured it out finally. I just had to swap over the right 3D models (two GR2 files and one cm file) and I got it swtiched successfully!

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