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FrostElfGuard

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Everything posted by FrostElfGuard

  1. I read yesterday (on the German forum) that the word boost was used to mean statues, potions and trophies.
  2. I drive a... oh. It's over! We had something like this in Psych class at university. The loop was a bunch of almost word syllables. Hearing it over and over again you were asked to write down all the words you heard: Kathy Lane Calcule are the only two "words" I remember... Imagine hearing those syllables over and over again... really loud. For 5 minutes. Your brain turns to finding patterns when there is none. The phoenems were Ca cu le and our brains feverishly tried to make sense out of them. I drive a ...
  3. So 2 boneslicers (4 sockets) beats 2 Officer's Sabres (8 sockets)?
  4. How about a graphic in the title that shows where (what damage types are possible) the spell type CAs are going: Since I'm graphically challenged, I'll try to convey my idea in text: eg: Shadow Warrior : Skeletal Fortress Initial damage : Physical Silver Modified Possible Damage 1 Physical + Magic (40% addition) Silver Modified Possible Damage 2 Physical + Ice (40% addition) ============ Also (something I can do) I'm thinking that in the class description we could mention why types of damage the character class specializes in. Like Poison and Fire for the Dryad, Physical and (Ice or Magic) for the Shadow Warrior... so that people can think about synergizing their weapon types for supporting melee attacks with their spell or spell-like CAs. Is that a good idea or not?
  5. I ding when I'm chatty. ... and my toon has leveled.
  6. But when you do... you do! My goodness that was a VERY good post/thread!!
  7. In my bumblings along I've been using the wiki heavily to decide my skills/combat arts for my various characters. I've noted that the damage types assigned to combat arts (like Incendiary Shower {IS} for instance for the High Elf) are not shown. Is that because for spells the damage type can be changed by forging a damage converter in the equipped weapon? Or is it just not yet thought of? For instance IS is physical and fire damage. If this information is to be included, it means a change to the structure of the combat art pages... so I bring it up here. So, wassup?!
  8. Hmmm. Lurkers lurk... that's there function... at least I'm a-guessin' ... since everyone who's posted here is longtime/SIF. Me. Longtime/SIF/DA/Wolfe's/Pevil's (while it was operational).
  9. I'm glad the damage was to property and not to people.
  10. Works in Canada. Phunk Royal, level 57 SW (SK, it's German, I think) Shadow Veil level 27 Skeletal Formation level 25 Augmenting Guidon level 15 Battle Cry level 18 SW is meleeing with a boss who doesn't even know he's there. In some kind of colleseum. Looks like the 3 headed hydra from Christmas Island--he calls it Kral : 17.x seconds. Next is Desert Dragon. 20.X seconds Etc... Scorpion 40 seconds Octagolamus 47 seconds Swamp Dragon 18.x seconds Gar'Collossus 40.x seconds Carnach 40.x seconds (Balrog?) Human area Dragon 20.x seconds etc... Here is a rough (google) translation into English of the accompanying post: Hello:) Due to some demands in the current Sacred forum, I made a video that my astral-SK shows how the bosses in the game plättet. I'm in this video a level 57/58 SK, thanks to Astral capabilities with ghost form as a Buff, bone tower and attack fights. My way of playing like many people on the foot occur, but that is not so important to me. I play hardcore and I do not want to die, so I nunmal this way to play chose. The following bosses are to see: 1 - Kral - level 67 2 - Desert dragon - level 67 3 - Graganthropod (Scorpion) - level 68 4 - Octagolamus - level 57 5 - Swamp Dragon - level 68 6 - Golem - level 57 7 - Carnach - level 67 8 - Human dragon - level 57 9 - Facette Leon - level 68 10 - Dryadendrache - 68 11 - Guardian # 1 - level 68 12 - Guardian # 2 - level 68 13 - Guardian # 3 - level 68 14 - Guardian # 4 (boss) - level 68 15 - Guardian of the Forest - level 68 Music I've used: Bloodhound Gang - Lift your heads up high Riot in Belgium - La musique Kritk, suggestions, hate letters, and praise are welcome. Sacred does not belong to me and I am also not a registered trademark of them. All rights of Sacred and Sacred 2 - The Fallen Angel Ascaron go (Entertainment). Nor, I own the rights of the Bloodhound Gang, or by Riot in Belgium. The music used is intended solely for the purposes vergnüchlichem and is in no way as a similar advertising material. ---------------------------------------- This is my first video for Sacred 2nd It shows my hardcore Shadow Knight on a killing spree. I just killed all of The Game-bosses in as less time as possible. I'm a pure Astral Fighter. I love to hide from the enemys with my ghost-buff, and then I kill the enemys with my skills. The Bosses are: 1 - Kral the winged 2 - Desert Dragon 3 - Graganthropod (Scorpion) 4 - Octagolamus 5 - Swamp Dragon 6 - Golem 7 - Carnach 8 - Dragon Of The Humans 9 - Facette Leon 10 - Dragon Of The Dryad 11 - Guardian # 1 12 - Guardian # 2 13 - Guardian # 3 14 - Guardian # 4 (the boss) 15 - Keeper of the Woods Music I used: 1. Bloodhound Gang - Lift your heads up high 2. Rito in Belgium - La Musique Mentioned in video (in English) is low fps due to high Critical.
  11. EP just boosts MF doesn't it? Does it also help you detect invisible monsters too? If so: then a trial made from the downloadable characters would do the trick. Unfortunately, I'm much more interested in finishing the game than testing out things right now. Testing comes after exploring!
  12. Hmmm. Spell Intensity: the answer for casters to the multipliers that were always availalble to melee types in S1. Hard Hit, Attack, Multi-Hit all multiply damage. In S1 the caster had no such multiplier. In Sacred 2, spell intensity looks like it fits the bill!
  13. I've found that the ents swarmed my character and killed my wind serpent when I did the quest online. I faced the dragon online and didn't have much trouble with him (against my high elf pyromancer). In SP, I subsequently did the quest chain with a Malicious Totem Dryad... and boy did she have trouble! Lost my mount there too... and died...but this was SP non-HC. So. Lived to fight another day. Yup: There's risk/reward ratio to this quest chain!
  14. Dryad combat art Forest Flight directly refers to breaking root effects: Silver mod: Escape - Increases the chance to break immobilizing spells. (30% + 0.2% per CA level chance) Looks to me like every character is "in for some fun" that the others can avoid in some way. That is: you can't cover every base with every character.
  15. My underpowered Dryad was using only level 1 of combat arts. She also had an old blowpipe socketed with a lava chunk. Visiting several blacksmiths I was able to get a 28% converter (only 1 lava chunk was available in the 9 Blacksmiths I visited and revisited) and socket it in a max 63 damage blow pipe. This beat the existing fire-modded blowpipe by about 50% more damage. I also read more runes in Black Curse, Malicious Totem Pole and Viperous Disease. I used the MT all the time and the BC some of the time. And... it worked! Hurrah!
  16. Blacksmiths sell "damage converters". Use 'em in blue sockets on weapons to convert a weapon to poison, fire, ice, or magic damage. Having the ability to switch weapons (F1, F2, F3...) to the appropriate damage type will make the game MUCH much easier!
  17. They posted yesterday on the official forum that "Christmas Can Be Saved" quest will be patched out with the next patch. I'm hoping they mean it will be seasonally available--that is available from about Christmas Eve to New Year's Day... like the Xmas Items in Sacred1. So: jump on getting the Christmas Quest done! Before it's too late!!
  18. My level 21 Dryad in SP uses Malicious Totem pole and ---thanks to gogo reminding me-- a blow pipe modded to deal either poison, magical or fire damage. (Just got my 4th slot, so haven't yet made the 4th damage type.) It looks like I need fire damage to deal with the Octagolamus. Hmmm. Let's see. Where can I get fire damage? Oh... just on mage staffs at the merchants. The lava chunk I got from a quest (beating up some kobolds to see how they killed undead). I've socketed the lava chunk in a blow pipe. Or rather, a blacksmith did it for me. Am I sunk? Do I need to go away and level up... and find an area where lava chunks are dropped (since I never see a damage converter at the merchants)? I have some (3 or 4) levels in Viperous Disease. Will this help? Should I carry a monster head? (Will that mod my damage up)? I ask these questions since I was pretty tired last night... I spent my remaining energy trying to find something at the Thylisum, Sloeford, and Octa merchants. Any steering in the right direction would be appreciated!
  19. I'm thinking that the head types will match the monster types listed in the ladder character stats. I've got barbarian (kobold), animal, t-mutant, elf, goblinoid, human... all commons. I'm up to the Octagolamus, so have yet to complete the game. Level 21 Dryad. Oh--and I just the have th eone t-mutant... I think I got it on Mount Island.
  20. We had the same trouble in S1. I had a level 20 Battle Mage, my first to make it that far... I was so excited! I could get into Silver! I went to Silver and quickly quit when the 3 thieves at Bellevue bridge were level 49! 49! So, I stayed in bronze out of fear that the min levels in Silver were 49. Not true, of course, just some person had passed through on the way to the Bellevue portal, close enough to spawn 49ers (max for Silver there). High level spawns left lying around are not unique to Sacred 2. This problem happened in S1 too. So: how to handle it? Well, in S1, I limited where I went so that the level cap dictated the max level of the monsters. Or... you could go to parts of the game that were unpopular and work a cave there. Same will be true for Sacred 2.
  21. I think they beefed up the trade mechanism to make darn sure that trades and only trades are possible. I think that kind of protection built into the game prevents overspawn and the other exploits from the past.
  22. Excellent work once more Rommel! This harkens back to S1 with the hidden "Spell Resistance" that Dragons (and probably all enemies) had. When UW came out, SR began to be on our radar. Chance to evade is your current boss mod... but that's only 'cause you've stacked the others so high! Thanks for sharing!
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