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  1. Thileniums_wonderful_adventures_in_Sacred2, slightly altered skill-sets on many champ to make them entertaining View File >> Skip, if you like, until 'Here': << I played Sacred 2 for about half a year and found it entertaining as well as flawed. The world is huge, contains a little humor here and there. There is a good effort in this game. But 'pacing' is a big issue. If you are unfamiliar with the term, it comes from movies and basically means the speed at which the movie unfolds. At times it felt like playing the extendended cut with bloopers I.e. you do not need 5 difficulty levels. Character developement ist also troublesome. They often are uninteresting. But there's a remedy, that is why I post this: I reworked some of the skills for my enjoyment and maybe yours too! To get it out right now. I started out as an Inquisitor and the champ is just useless. Sorry mate. I also had a look at the dragon mage just recently and found him uninteresting too. His skill where a dragon flys over you and spits a fireball that leaves a burning ground effect often ends up in the surrounding terrain and not where you want it. Which brings me to my second character, which I played all the way in the vanilla version of the game (before ranged weapons got castrated). The Shadow Warrior. Why? For people familiar with the game the reasons are simple: Ranged weapons were fantastic because they worked well with melee skills (maybe too well). Ready access to the skill 'Blacksmithing'. Well rounded buffs and short-termed powerful powerups. Utility in addition to prowess with a stealthbuff (and movespeed) which allowed to skip forward at a good pace. Basically he was the best version of all the other characters combined. So lets start there with suggestions for builds: All the descriptions for the skills ingame are not accurate anymore where my builds are concerned. Also it doesnt matter how you improve the skills only that you improve them. All Divination-Powers are doing the same thing now. Tesla was the best in the vanilla version. It basically killed everything and kept you alive every other Boss-fight. All the other powers are just defensive or strange. So the new divination powers do just what Tesla did: a complete wipeout every 450 seconds (I halfed the duration in favour of one of my builds). The Difficulty-Level 'Bronze' was never necessary. I changed it a little so that it goes to level 200 but the mobs are still bronze (general stats are low). Start with difficulty 'Silver' if you are familiar with the game, which should now be equivalent to niobium and also goes to level 200. Please note, that melee characters will have trouble in silver due to the much much higher defense values of mobs. The Fog-Boss at the south-western end of the swamp now spawns several bosses to farm items. >> Contents of the .zip << Before that: There's a .zip-file with the content that has to go into the gamefolder. I use the full game with extension + the CM-Patch. Balance.txt is slightly modified for 2x more xp in Solo-play and only champions or bosses drop loot. The right kind too. creatureinfo.txt is slightly modified for more movespeed of all the champs and their pets. The information on how to do that I got in this forum. spells.txt contains most of the modifications. creatures.txt and questscripts.txt have possibly been altered by me. I think because I could link some gamecrashes to missing or incomplete skills. So I include them just to be on the safe side. Also all the portals are now accessible which improves the pacing. >> 'Here': Summary << You need the files in the zip-file in the right gamefolders. Start with difficulty 'Silver' if you are familiar with the game, else bronze. Champions and Bosses grant loot. The ingame description for skills is in many cases not accurate anymore. >> Builds << Shadow Warrior: "Returned from the dead, the shadow warrior is not only a formible fighter but also borrows some powers from the cold place beyond the living realms. Woe to the one who make him their enemy." ! Careful: the starting zone for the shadow warrior is a little buggy. You can use the portal - after you had a chat to start the campaign, killed the first enemy, and the quest-pointer marks the exit ! > 'Lich' Strong magic user. I thought the lich-theme fits a champ back from the dead. The signature 'Kohort'-buff is slightly stronger and we have some utility. All the champs profit immensly from +skill and +combat art gear, this applies also to the Lich. - Spectral Hand: (read: warrior cry) Cone Effekt, Main Damage - Skeletal Fortification + Rallied Souls: Defensive and offensive utility - Reflective Emanation: Buff (add 'Grim Resilience' later) Start 'Astral Lord Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Blacksmithing 3rd. Ancient Magic 4th. All the skill runes you find go into 'Spectral Hand' and 'Rallied Souls'. What you can spare into 'Kohort'. ! Careful: the starting zone for the shadow warrior is a little buggy. You can use the portal - after you had a chat to start the campaign, killed the first enemy, and the quest-pointer marks the exit ! > 'Old School Warja' Strong melee fighter. I would recommend the 'Kohort'-buff, because now it still deals actual damage beyond level 150, even to bosses. You can skip them though and win another slot for a skill but I consider it a signature skill. 'Ruinous Onslaught' is my take on a taunt-skill, though the mechanics of the game do not really have something that does that (there are relics in there that suggests that the developers at some point thought about it). - Scything Sweep + Demonic Blow: Good clear (add Frenzied Rampage, when you added the skill 'Combat Discipline') - Skeletal Fortification: Utility - Kohort: Buff (add 'Grim Resilience' and 'Reflective Emanation' later) Start 'Astral Lord Focus', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. 'Tactics Lore', 'Death Warrior Focus' and 'Malevolent Champion Focus' next. Put all the extra skill runes into 'kohort' and 'skeletal fortification', keep 'Astral Lord Focus' on your level and this champ mows through the game. Even in vanilla almost every skill fitted the bill of a warrior, and there is plenty of utility skills ('Shadow Veil' for extra movement speed and invisibility). This was my most fun character in the game. Dryad: "Dryads are famous for their skill with the bow and their familiarity and use of nature itself to delay and kill enemies. Poisons won from plants and animals make even a small injurie life-threatening. It is also rumoured that they use pagan rituals and black magic to overcome their adversaries." > 'Controller' Coming from a pvp-game I found this game lacked the need for a champ with control-skills and also the champ to do it. Short-timed 'Roots' and 'Stuns' and 'Fears' that this champ now has help mitigate damage. I didnt yet mess with mob density but if you want the game to be more challenging (and maybe play in a party too) this champ provides good support, damage and damage mitigation. There are entries in this forum on how to make things more challenging. - Edaphic Lances + Tangled Vine: Point blank area of effect with crowd control, dps - Viperish desease: with a lot of investment can wipe maps (but very much later in the game) - Twisted Torment: Boss - Acute Mind: Utility - Ancient Bark + Moribund Animus: Buffs Start 'Nature Weaver Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Concentration for the 2nd buff. 'Cabalistic Vodoo Lore' 4th. After that the respective -focus. Combine 'Edaphic Lances' with 'Viperish desease' in a combo and 'Tangled Vine' with 'Viperish Desease' - There are immunity timers on mobs and they cannot be controlled by a type for a bit. 'Black Curse' is now a fear, because fear suited the skill line 'Cabalistic Vodoo' better. It is also pretty deadly to the undead. 'Malicious Totem' confuses all mobs to attack each other. All the skills are useful, maybe you need to switch them up a bit. > 'Undying Treehugger' Playing a tanky champ and also do damage to crowds and bosses? Well, you do not have to look any further because all you need is here in a neat, compostable package. - Viperish Desease + Ravaged Impact: clear, dps - Twisted Torment + Ravaged Impact: bosses, dps - Sinister Predator: Buff Start 'Capricious Hunter Focus', 'Cabalistic Vodoo Focus' 2nd. Sword Mastery 3rd as you need to be able to hit stuff. The way it works is that you equip a 'Ouroboros' Advent' (set item - a ring - that came with the cm patch), but really any item that reduces cooldown per hit works, and apply several instances of the spells to enemies. Then something funny happens: The 'Viperish Desease'-spell starts to apply to monsters in a huge radius. All the rest of the skills can be defensive (you need to watch your spell resist though). Seraphim: "The enforcers of good utilize melee skills and cleansing magic. The most devout ones are said to have the ability to borrow divine powers. Seraphims actively seek out sources of evil - sometimes even draw them in - in order to eradicate them." > 'Gabriel' Many times I chose 1 skill to make up the whole character. In the vanilla version of the game I never knew where to put skill runes because that also interfered with the cooldown rates of the skill. With this build the choice is clear: - Radiant Pillar: Main dps, the dazzling light pulls evil in - Hallowed Restoration: Utility - Instill Belief, Cleansing Brilliance: Buff (Later on also Battle Stance) Start 'Celestial Magic Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Ancient Magic 3rd. 'Celestial Magic Focus' 4th. I recommend Battle stance as buff later on - for that it makes also sense to pick up 'Exalted Warrior Focus'. > 'Holy Maiden' I messed around with this skilltree when I played vanilla. I found the 'Doom'-Reference in the beeefgee-buff funny. But ultimately it is a boring skilltree so ... enter the holy maiden: - Archangels Wrath: Big Clear, dot - Flaring Nova: for bosses - Hallowed Restoration: Utility - Divine Protection, Warding Energy, BeeEffGee: Buffs Start 'Revered Technology Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Concentration for the 2nd buff. Ancient Magic 3rd. 'Revered Technology Focus' 4th. All buffs reduce the cooldown of this skilltree, the most important being 'BeeEffGee'. 'Divination' 5th - because it fits thematically. With enough investment (and the cut-in-half on the cooldown) you can use a screenwide wipe like every 30 seconds. The Holy Maiden has a slow build up, do not put more skill runes than 1 in the damaging skills until your cooldowns are agreeable (also watch your gear with + skills). > 'Winona Earp' A fun build using a one-handed ranged weapon, 'Sand Eagle' if you can find it. To avoid running from mob to mob, you let the champ do the targetting and with some investment you pretty much execute everything. Also: girls and guns, guys. - Assailing Sommersault + Pelting Strike + Soul Hammer: dps - Hallowed Restoration: Utility - Battle Stance: Buff (Later also Instill Belief, Cleansing Brilliance) Start 'Exalted Warrior Focus', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. 'Ranged Weapons' and 'Tactics Lore' next. 'Celestial Magic Focus' for the buffs and utility along with concentration. Stay physical damage and slot and/or blacksmith a few 'Silala's Rings' into your gear. The chance to 'disregard armor' and the 'critical chance' on it are fantastic. Temple Guardian: "Guardians of the old are familiar with all forms of combat, but are most feared for their ability to control and manipulate the powers of elements. This ability and their hardy bodies make them formidable opponents an the battlefield." > 'Dog of the elements' What a weird champ this was, right after the Inquisitor. Some skills had an immense windup. The complete 2nd skill tree is useless but for the laser. Well now he is not a weird one anymore. This dog has elemental powers galore. - Fiery Ember + Icy Evanescene + Charged Grid: Main Dps - Primal Mutation: Archimedes-Beam - a laser, additional dps - Combat Alert: Utility - Untouchable Force + T-Energy Shroud: Buff Start 'Source Warden Lore'. Concentration 2nd. 'Devout Guardian Focus' 3rd (and skillups in Combat Alert!). 'Source Warden Focus' 4th. 'Combat Discipline' to 75 so you can, with enough cooldown run all three dps spells. You can convert the damage of combat abilities with your battery and for damage I recommend fire (socket a 'chunk of lava'). It has a laser (Rocket Raccoon who?!)! High Elf: "Manipulators of fire and ice the high elf are undoubtly tuned in to their chosen elements. The party to a battle which calls itself allied to such a powerful mage is usual the side which wins. Strange tales one hears also of powerful deviant magicians, capable in combat and magic." > 'Firestarter' + 'Snowflake' These champs are pretty much their original versions, only that I have updated their skills a bit. The 'Mystic Stormite Arts' has been my choice after the cm-patch and the 'ranged weapons'-nerf. It had (and has) good clear and good single target. Since this skilltree does not lack I added something fun: now 'Frost Flare' has become a huge area of effect on a high cooldown which I would call 'Ice Age' - a complete freeze of everything, with temperatures so low that life ceases to exist. The 'Arrant Pyromancer Lore' received some more attention, the vanilla fireball is now a dot comparable to the dryads 'desease'-spell and can wipe maps with a lot of investment (and/or combination with 'Delphic Arts', see build 'Quicksilver' below). The rest of the skills in this line feel also like they are more impactful now. - pick a skilltree, Arrant Pyromancer (fire) or Mystic Stormite (ice) Do not forget the 'Grand Invigoration'-buff and 'Delphic Arts Focus' to improve it. > 'Deviant' The Delphic Arcania was always somewhat overlooked. I updated it with a pretty unique mechanic - you will have to attack as a caster to do damage. So you need to be able to land a hit on an enemy. 'Expulse Magic' is a area of effect spell with a high cooldown, whereas 'Magic Coup' is an attack that reduces the cooldown. Put them in a combo in that order and you can pretty much spam it. - Expulse Magic + Magic Coup: Main Dps - Cobalt Strike: additional Dps (or just use this and you will be a straight caster) - Expulse Magic: Utility - Grand Invigoration: Buff Start 'Delphic Arts Lore'. 'Magic Staff' 2nd (!). 'Delphic Arts Focus' 3rd and 'Ancient Magic' 4th. 'Combat Discipline' and 'Concentration' (just the one buff) are not really required but make sure to get some defensive skills and maybe also put some points in dexterity. 'Magic Coup' has no cooldown but does not do a lot of damage either (unless it is a champion or a boss), its main function is to bring the cooldowns of other skills down. You can also play the 'Deviant' as tank/support as 'expulse magic' benefits also teammembers and make everyone very tanky. > 'Quicksilver' I kind of liked the idea of combining attacks and magic, so I made a variant to the 'Deviant'. Take the magic staff 'the Lost' and add a few rings named 'Ouroboros' Advent' (both set items that came with the cm patch). With those and using 'magic coup' you can get the 'Ice Age' (my name for it - in the game it will still be under 'Frost Flare') to a very low cooldown... great experience. - Frost Flare: Huge clear - Magic Coup: Cooldown Reduction, bosses - Expulse Magic: Utility - Crystal Skin + Grand Invigoration: Buffs Start 'Mystic Stormite Lore'. 'Magic Staff' 2nd (!). 'Mystic Stormite Focus' 3rd. 'Delphic Arts Lore' and 'Concentration' 4th and 5th. Armor, Shield, Combat Discipline and two other skills of your choosing. Inquisitor + Dragon mage: "These puny worms are not worth any attention at all." Both champs are a disjointed mess. Combat arts are a mishmash, look bad and dont feel impactful. I mentioned that my first champ in vanilla was the Inquisitor but I found out early on, that melee skills could be used with a ranged weapon and turned to the far more powerful shadow warrior. The Dragonmage received a ludicrous buff named 'Familiar' which gives a huge amount of willpower and intelligence which amounts to 'Ancient Magic' and 'Spell Resistance' in one buff. Plus he can take those skills too! This is a cheap way to make the otherwise unattractive champ seem to be less unattractive. Without a lot of explanation on the character developement (and no respec in vanilla) I find a clear champ very much more helpful, thank you! - Shadow Warrior suggests melee prowess, and delivers it (I did almost a 500.000 crit in niobium with the original skills, the cm-patch and the gear you can drop in the game - and you can propably do more) - High Elf could have been named better 'Mage', but once you start the character it becomes clear enough - Dryad is the usual Archer, but two thirds of the skills were already funny. - Seraphim is melee, but also funny. - The rest of the champs are just all over the map. Items: There are two items who again and again have been highly useful to me. The 'Nlovae's Mystery'-magic staff and the 'Kira's Protection'-shield. For melee characters take 'Eugene's Axe', it is superior to the prior 'Officer's Saber'. Also each class has now an item set providing good base stats but also has 4 crafting slots per item, ranging from bronze-gold. With the 'blacksmithing' skill you can make some really powerful gear. My shadow warrior has a 100% 'chance to disregard armor' with 4 rings crafted into gold-slots (where its stats are slightly improved upon) making a niobium-boss as resilient as a bronze-kobold. Also I never invest more than 100 skillpoints into a single skill because with crafted gear I get every skill over 200 and at that point your returns will diminuish. I stop investing skill-runes at about the same number. 31.10.2023 Hej Guys, I have playtested every build I proposed and made some minor changes to ensure a smooth start and the overall feel. Also I will list below, how 'good' each build is, rating them from 'easy to handle', 'progressing well', over to 'bossing'. Please keep in mind, that you need the changes in the downloadable .zip to make these champions here work: > 'Lich' easy to handle: very well progressing well: very well bossing: with kohort-buff > 'Old School Warja' easy to handle: very well progressing well: good bossing: very well > 'Controller' easy to handle: very well progressing well: good bossing: very well > 'Undying Treehugger' easy to handle: very well progressing well: good bossing: very well > 'Gabriel' easy to handle: very progressing well: good bossing: very > 'Holy Maiden' easy to handle: medium progressing well: good bossing: good > 'Winona Earp' easy to handle: very well progressing well: medium bossing: good > 'Dog of the elements' easy to handle: medium progressing well: very well bossing: very well > 'Firestarter' + 'Snowflake' easy to handle: very well progressing well: very well bossing: very well > 'Deviant' easy to handle: medium progressing well: good bossing: good > 'Quicksilver' easy to handle: medium progressing well: very well bossing: very well + I gave some of the permanent pets some more meaningful spells. Especially the kohorts are now fun to watch at higher levels. bye, Thilenium Submitter thilenium Submitted 10/10/2023 Category Download Sacred 2 Gold
  2. Version 3.0.0

    37 downloads

    >> Skip, if you like, until 'Here': << I played Sacred 2 for about half a year and found it entertaining as well as flawed. The world is huge, contains a little humor here and there. There is a good effort in this game. But 'pacing' is a big issue. If you are unfamiliar with the term, it comes from movies and basically means the speed at which the movie unfolds. At times it felt like playing the extendended cut with bloopers I.e. you do not need 5 difficulty levels. Character developement ist also troublesome. They often are uninteresting. But there's a remedy, that is why I post this: I reworked some of the skills for my enjoyment and maybe yours too! To get it out right now. I started out as an Inquisitor and the champ is just useless. Sorry mate. I also had a look at the dragon mage just recently and found him uninteresting too. His skill where a dragon flys over you and spits a fireball that leaves a burning ground effect often ends up in the surrounding terrain and not where you want it. Which brings me to my second character, which I played all the way in the vanilla version of the game (before ranged weapons got castrated). The Shadow Warrior. Why? For people familiar with the game the reasons are simple: Ranged weapons were fantastic because they worked well with melee skills (maybe too well). Ready access to the skill 'Blacksmithing'. Well rounded buffs and short-termed powerful powerups. Utility in addition to prowess with a stealthbuff (and movespeed) which allowed to skip forward at a good pace. Basically he was the best version of all the other characters combined. So lets start there with suggestions for builds: All the descriptions for the skills ingame are not accurate anymore where my builds are concerned. Also it doesnt matter how you improve the skills only that you improve them. All Divination-Powers are doing the same thing now. Tesla was the best in the vanilla version. It basically killed everything and kept you alive every other Boss-fight. All the other powers are just defensive or strange. So the new divination powers do just what Tesla did: a complete wipeout every 450 seconds (I halfed the duration in favour of one of my builds). The Difficulty-Level 'Bronze' was never necessary. I changed it a little so that it goes to level 200 but the mobs are still bronze (general stats are low). Start with difficulty 'Silver' if you are familiar with the game, which should now be equivalent to niobium and also goes to level 200. Please note, that melee characters will have trouble in silver due to the much much higher defense values of mobs. The Fog-Boss at the south-western end of the swamp now spawns several bosses to farm items. >> Contents of the .zip << Before that: There's a .zip-file with the content that has to go into the gamefolder. I use the full game with extension + the CM-Patch. Balance.txt is slightly modified for 2x more xp in Solo-play and only champions or bosses drop loot. The right kind too. creatureinfo.txt is slightly modified for more movespeed of all the champs and their pets. The information on how to do that I got in this forum. spells.txt contains most of the modifications. creatures.txt and questscripts.txt have possibly been altered by me. I think because I could link some gamecrashes to missing or incomplete skills. So I include them just to be on the safe side. Also all the portals are now accessible which improves the pacing. >> 'Here': Summary << You need the files in the zip-file in the right gamefolders. Start with difficulty 'Silver' if you are familiar with the game, else bronze. Champions and Bosses grant loot. The ingame description for skills is in many cases not accurate anymore. >> Builds << Shadow Warrior: "Returned from the dead, the shadow warrior is not only a formible fighter but also borrows some powers from the cold place beyond the living realms. Woe to the one who make him their enemy." ! Careful: the starting zone for the shadow warrior is a little buggy. You can use the portal - after you had a chat to start the campaign, killed the first enemy, and the quest-pointer marks the exit ! > 'Lich' Strong magic user. I thought the lich-theme fits a champ back from the dead. The signature 'Kohort'-buff is slightly stronger and we have some utility. All the champs profit immensly from +skill and +combat art gear, this applies also to the Lich. - Spectral Hand: (read: warrior cry) Cone Effekt, Main Damage - Skeletal Fortification + Rallied Souls: Defensive and offensive utility - Reflective Emanation: Buff (add 'Grim Resilience' later) Start 'Astral Lord Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Blacksmithing 3rd. Ancient Magic 4th. All the skill runes you find go into 'Spectral Hand' and 'Rallied Souls'. What you can spare into 'Kohort'. ! Careful: the starting zone for the shadow warrior is a little buggy. You can use the portal - after you had a chat to start the campaign, killed the first enemy, and the quest-pointer marks the exit ! > 'Old School Warja' Strong melee fighter. I would recommend the 'Kohort'-buff, because now it still deals actual damage beyond level 150, even to bosses. You can skip them though and win another slot for a skill but I consider it a signature skill. 'Ruinous Onslaught' is my take on a taunt-skill, though the mechanics of the game do not really have something that does that (there are relics in there that suggests that the developers at some point thought about it). - Scything Sweep + Demonic Blow: Good clear (add Frenzied Rampage, when you added the skill 'Combat Discipline') - Skeletal Fortification: Utility - Kohort: Buff (add 'Grim Resilience' and 'Reflective Emanation' later) Start 'Astral Lord Focus', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. 'Tactics Lore', 'Death Warrior Focus' and 'Malevolent Champion Focus' next. Put all the extra skill runes into 'kohort' and 'skeletal fortification', keep 'Astral Lord Focus' on your level and this champ mows through the game. Even in vanilla almost every skill fitted the bill of a warrior, and there is plenty of utility skills ('Shadow Veil' for extra movement speed and invisibility). This was my most fun character in the game. Dryad: "Dryads are famous for their skill with the bow and their familiarity and use of nature itself to delay and kill enemies. Poisons won from plants and animals make even a small injurie life-threatening. It is also rumoured that they use pagan rituals and black magic to overcome their adversaries." > 'Controller' Coming from a pvp-game I found this game lacked the need for a champ with control-skills and also the champ to do it. Short-timed 'Roots' and 'Stuns' and 'Fears' that this champ now has help mitigate damage. I didnt yet mess with mob density but if you want the game to be more challenging (and maybe play in a party too) this champ provides good support, damage and damage mitigation. There are entries in this forum on how to make things more challenging. - Edaphic Lances + Tangled Vine: Point blank area of effect with crowd control, dps - Viperish desease: with a lot of investment can wipe maps (but very much later in the game) - Twisted Torment: Boss - Acute Mind: Utility - Ancient Bark + Moribund Animus: Buffs Start 'Nature Weaver Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Concentration for the 2nd buff. 'Cabalistic Vodoo Lore' 4th. After that the respective -focus. Combine 'Edaphic Lances' with 'Viperish desease' in a combo and 'Tangled Vine' with 'Viperish Desease' - There are immunity timers on mobs and they cannot be controlled by a type for a bit. 'Black Curse' is now a fear, because fear suited the skill line 'Cabalistic Vodoo' better. It is also pretty deadly to the undead. 'Malicious Totem' confuses all mobs to attack each other. All the skills are useful, maybe you need to switch them up a bit. > 'Undying Treehugger' Playing a tanky champ and also do damage to crowds and bosses? Well, you do not have to look any further because all you need is here in a neat, compostable package. - Viperish Desease + Ravaged Impact: clear, dps - Twisted Torment + Ravaged Impact: bosses, dps - Sinister Predator: Buff Start 'Capricious Hunter Focus', 'Cabalistic Vodoo Focus' 2nd. Sword Mastery 3rd as you need to be able to hit stuff. The way it works is that you equip a 'Ouroboros' Advent' (set item - a ring - that came with the cm patch), but really any item that reduces cooldown per hit works, and apply several instances of the spells to enemies. Then something funny happens: The 'Viperish Desease'-spell starts to apply to monsters in a huge radius. All the rest of the skills can be defensive (you need to watch your spell resist though). Seraphim: "The enforcers of good utilize melee skills and cleansing magic. The most devout ones are said to have the ability to borrow divine powers. Seraphims actively seek out sources of evil - sometimes even draw them in - in order to eradicate them." > 'Gabriel' Many times I chose 1 skill to make up the whole character. In the vanilla version of the game I never knew where to put skill runes because that also interfered with the cooldown rates of the skill. With this build the choice is clear: - Radiant Pillar: Main dps, the dazzling light pulls evil in - Hallowed Restoration: Utility - Instill Belief, Cleansing Brilliance: Buff (Later on also Battle Stance) Start 'Celestial Magic Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Ancient Magic 3rd. 'Celestial Magic Focus' 4th. I recommend Battle stance as buff later on - for that it makes also sense to pick up 'Exalted Warrior Focus'. > 'Holy Maiden' I messed around with this skilltree when I played vanilla. I found the 'Doom'-Reference in the beeefgee-buff funny. But ultimately it is a boring skilltree so ... enter the holy maiden: - Archangels Wrath: Big Clear, dot - Flaring Nova: for bosses - Hallowed Restoration: Utility - Divine Protection, Warding Energy, BeeEffGee: Buffs Start 'Revered Technology Lore', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. Concentration for the 2nd buff. Ancient Magic 3rd. 'Revered Technology Focus' 4th. All buffs reduce the cooldown of this skilltree, the most important being 'BeeEffGee'. 'Divination' 5th - because it fits thematically. With enough investment (and the cut-in-half on the cooldown) you can use a screenwide wipe like every 30 seconds. The Holy Maiden has a slow build up, do not put more skill runes than 1 in the damaging skills until your cooldowns are agreeable (also watch your gear with + skills). > 'Winona Earp' A fun build using a one-handed ranged weapon, 'Sand Eagle' if you can find it. To avoid running from mob to mob, you let the champ do the targetting and with some investment you pretty much execute everything. Also: girls and guns, guys. - Assailing Sommersault + Pelting Strike + Soul Hammer: dps - Hallowed Restoration: Utility - Battle Stance: Buff (Later also Instill Belief, Cleansing Brilliance) Start 'Exalted Warrior Focus', just 1 point in 'Combat Discipline' for a 10% cooldown-reduction. 'Ranged Weapons' and 'Tactics Lore' next. 'Celestial Magic Focus' for the buffs and utility along with concentration. Stay physical damage and slot and/or blacksmith a few 'Silala's Rings' into your gear. The chance to 'disregard armor' and the 'critical chance' on it are fantastic. Temple Guardian: "Guardians of the old are familiar with all forms of combat, but are most feared for their ability to control and manipulate the powers of elements. This ability and their hardy bodies make them formidable opponents an the battlefield." > 'Dog of the elements' What a weird champ this was, right after the Inquisitor. Some skills had an immense windup. The complete 2nd skill tree is useless but for the laser. Well now he is not a weird one anymore. This dog has elemental powers galore. - Fiery Ember + Icy Evanescene + Charged Grid: Main Dps - Primal Mutation: Archimedes-Beam - a laser, additional dps - Combat Alert: Utility - Untouchable Force + T-Energy Shroud: Buff Start 'Source Warden Lore'. Concentration 2nd. 'Devout Guardian Focus' 3rd (and skillups in Combat Alert!). 'Source Warden Focus' 4th. 'Combat Discipline' to 75 so you can, with enough cooldown run all three dps spells. You can convert the damage of combat abilities with your battery and for damage I recommend fire (socket a 'chunk of lava'). It has a laser (Rocket Raccoon who?!)! High Elf: "Manipulators of fire and ice the high elf are undoubtly tuned in to their chosen elements. The party to a battle which calls itself allied to such a powerful mage is usual the side which wins. Strange tales one hears also of powerful deviant magicians, capable in combat and magic." > 'Firestarter' + 'Snowflake' These champs are pretty much their original versions, only that I have updated their skills a bit. The 'Mystic Stormite Arts' has been my choice after the cm-patch and the 'ranged weapons'-nerf. It had (and has) good clear and good single target. Since this skilltree does not lack I added something fun: now 'Frost Flare' has become a huge area of effect on a high cooldown which I would call 'Ice Age' - a complete freeze of everything, with temperatures so low that life ceases to exist. The 'Arrant Pyromancer Lore' received some more attention, the vanilla fireball is now a dot comparable to the dryads 'desease'-spell and can wipe maps with a lot of investment (and/or combination with 'Delphic Arts', see build 'Quicksilver' below). The rest of the skills in this line feel also like they are more impactful now. - pick a skilltree, Arrant Pyromancer (fire) or Mystic Stormite (ice) Do not forget the 'Grand Invigoration'-buff and 'Delphic Arts Focus' to improve it. > 'Deviant' The Delphic Arcania was always somewhat overlooked. I updated it with a pretty unique mechanic - you will have to attack as a caster to do damage. So you need to be able to land a hit on an enemy. 'Expulse Magic' is a area of effect spell with a high cooldown, whereas 'Magic Coup' is an attack that reduces the cooldown. Put them in a combo in that order and you can pretty much spam it. - Expulse Magic + Magic Coup: Main Dps - Cobalt Strike: additional Dps (or just use this and you will be a straight caster) - Expulse Magic: Utility - Grand Invigoration: Buff Start 'Delphic Arts Lore'. 'Magic Staff' 2nd (!). 'Delphic Arts Focus' 3rd and 'Ancient Magic' 4th. 'Combat Discipline' and 'Concentration' (just the one buff) are not really required but make sure to get some defensive skills and maybe also put some points in dexterity. 'Magic Coup' has no cooldown but does not do a lot of damage either (unless it is a champion or a boss), its main function is to bring the cooldowns of other skills down. You can also play the 'Deviant' as tank/support as 'expulse magic' benefits also teammembers and make everyone very tanky. > 'Quicksilver' I kind of liked the idea of combining attacks and magic, so I made a variant to the 'Deviant'. Take the magic staff 'the Lost' and add a few rings named 'Ouroboros' Advent' (both set items that came with the cm patch). With those and using 'magic coup' you can get the 'Ice Age' (my name for it - in the game it will still be under 'Frost Flare') to a very low cooldown... great experience. - Frost Flare: Huge clear - Magic Coup: Cooldown Reduction, bosses - Expulse Magic: Utility - Crystal Skin + Grand Invigoration: Buffs Start 'Mystic Stormite Lore'. 'Magic Staff' 2nd (!). 'Mystic Stormite Focus' 3rd. 'Delphic Arts Lore' and 'Concentration' 4th and 5th. Armor, Shield, Combat Discipline and two other skills of your choosing. Inquisitor + Dragon mage: "These puny worms are not worth any attention at all." Both champs are a disjointed mess. Combat arts are a mishmash, look bad and dont feel impactful. I mentioned that my first champ in vanilla was the Inquisitor but I found out early on, that melee skills could be used with a ranged weapon and turned to the far more powerful shadow warrior. The Dragonmage received a ludicrous buff named 'Familiar' which gives a huge amount of willpower and intelligence which amounts to 'Ancient Magic' and 'Spell Resistance' in one buff. Plus he can take those skills too! This is a cheap way to make the otherwise unattractive champ seem to be less unattractive. Without a lot of explanation on the character developement (and no respec in vanilla) I find a clear champ very much more helpful, thank you! - Shadow Warrior suggests melee prowess, and delivers it (I did almost a 500.000 crit in niobium with the original skills, the cm-patch and the gear you can drop in the game - and you can propably do more) - High Elf could have been named better 'Mage', but once you start the character it becomes clear enough - Dryad is the usual Archer, but two thirds of the skills were already funny. - Seraphim is melee, but also funny. - The rest of the champs are just all over the map. Items: There are two items who again and again have been highly useful to me. The 'Nlovae's Mystery'-magic staff and the 'Kira's Protection'-shield. For melee characters take 'Eugene's Axe', it is superior to the prior 'Officer's Saber'. Also each class has now an item set providing good base stats but also has 4 crafting slots per item, ranging from bronze-gold. With the 'blacksmithing' skill you can make some really powerful gear. My shadow warrior has a 100% 'chance to disregard armor' with 4 rings crafted into gold-slots (where its stats are slightly improved upon) making a niobium-boss as resilient as a bronze-kobold. Also I never invest more than 100 skillpoints into a single skill because with crafted gear I get every skill over 200 and at that point your returns will diminuish. I stop investing skill-runes at about the same number. Version 2, Last Version 3 Hej hej, I have smoothed out the start of some of the builds I suggested. Take the whole thing not as coming from an accomplshed modder but coming from someone who likes playing the game. Here is hoping that you might enjoy it. Have anice week, Thilenium
  3. Finally, the mod is ready for test. Named It High Elf Reborn as it's literally what it is. High Elf Reborn is a quick rework for High Elf CA because it wasn't well balanced and it need some gameplay improvement. THE problem : Glacial Thorns is the only spell needed to finish the game. Why using the other when you can only use 1 spell to clean all mobs packs and erase boss at the same time. It scale to well, it have big Area of Effect AND good single target, along Shadow Step, Crystal Skin and Grand Invigoration. That's 11 spells that have no purpose. THE change : Glacial Thorns nerf/rework as a single target nuke. Crystal / Incandescent Skin rework to make the 2 sides of the same spell. review of most of the spell. work in progress for Raging Nimbus changed into a Nova like spell work in progress for Fire Demon to make it a tank pet (when selecting the good mod) The mod can be found here : Google Drive Google doc for a list of change, will be added as file for v1. Zip version to put into MODS. standalone version for those who just want to look at the change. ---------------------------------------------------------- When playing with some CA, I may have add too many zero. edit : it was a limit test of "et_missile_adapt" with a value of 30k using spellClass = "cSpellSeSchwertfeuer" (Seraphim Archangel's Wraith). If I'm not wrong, it should around 66 projectiles. If I have keep the originale Glacial Thorns, it would have been 300+ projectiles (or a crash). (image remove because of size limits)
  4. I don't know if this topic or question has been asked and discussed or not in this exact form, but none the less I want to make it. So my question is if there is any known, "unknown" or derelict mod or attempt of a mod for making potions stack in Sacred Gold or Underworld? Are there any mods for multiple tabs or a shared tab (for loot sharing)? I played Sacred extensively back in the days and I picked it up again recently and it made me remember the absolute "clusterfrak" of an inventory I had and I have now. Also, the unorthodox method which one has to go through every single time if one wants to share loot between his/her various characters. It just bugs me that so many talented people are out there playing or have played this wonderful game and yet I couldn't find anything on google concerning these issues. The mods I did find are basically useless as most of them are for cheating, which I despise, especially if comes to Sacred, which is a ridiculously easy RPG game. Seriously you have to be like ( and I do not kid you) an R-word to die in this game. Maybe that is because I only played vanilla or up to platinum and gold difficulty speaking, but honestly, if you die before platinum you are a noob. No kidding.
  5. Looking at the new Area of Effect composal.. Would you like to tell me, how do you add Area of Effect to a Spell? I looked at an existing Area of Effect Spell entry1 = {"et_range_area", 200, 0, 0, 4 }, so I added an entry to a spell that I want to have Area of Effect on: entry8 = {"et_range_area", 200, 1, 0, 4 }, However that doesn't seem to work (the previous entry is 7) and it's a Debuff Spell. I tested vs normal sized mobs. What am I doing wrong?
  6. SERAPHIM BLACK ARCANNA View File Seraphim was my first character and she did not disappoint. The smooth Attack animation, the sci-fi powers and need I say the heels ... running in sand without sinking an inch and landing upright from a somersault down a cliff. Hence, I've decided to give her a little makeover starting with the boots, then the stockings which garters seem to always show. Pre-selected files for those with alternatives are included in the main file BLACK ARCANNA. The other zip files are the compilations of color or design options I had but also include the presets for completion. My retexture for her is rather basic but still meets my preference. Her black footwear and longer gloves inspired by The Witcher 3's Yennefer. The gold accents were my personal touch to make her look a little more exquisite. As for the powers, I wanted to go for something reminiscent of DC Comics' Raven. Black colored laser beams should look cool but nigh impossible so I settled with Violet Arcane magic. Similar to the Daemon from my previous post, I gave her eyes, brows and lips this time from Yennefer, removing the regular war paint in the process. I also lowered her hairline and gave her three hair colors -- black, auburn and white -- with different colored hair ties since I'm indecisive. I have also accidentally discovered a bug which erases the pigtails and included it in the zip file. Above are three of her less popular buffs. Light Shield with astrological signs since I wanted to keep it simple but rune-ish. Strength of Faith which I turned into an ankh -- Egyptian symbol of life. Light uses the same texture as Rotating Blades of Light but since I use the latter more often I had to turn the former to a light pink to make the other one violet. Usually preferred damaging spells RBoL and Lightning Bolt both turned violet. My boss killer, Celestial Light, with the in-game screenshot as the preset and the ones on the right -- 12 Zodiacs and Hallows -- as alternatives compiled into one zip. I am unsure of the potential of Energy Bolts since I don't use it but because it looks nice and reminds me of Starfire's star bolts from the DC Comics' Teen Titans cartoon I've recolored it as well. Last but not least, magical BFG shots to keep things consistent with the witchy theme. Violet Arcane and Storm magic along with the original Blue ones they came from; topmost as preset but everything found in the zip. NOTE: You might observe that several glowing objects in-game such as lamp posts may be recolored light pink because of this mod. If you find that this ruins the mood, skipping 5 TGA files starting with "PARTICLE" should fix it. This, however, reverts some of the skills to their original color. INSTALLATION. Unzip the file/s of your choosing and paste them within the PAK folder from where you installed Sacred. Enjoy! Submitter Ysendra Submitted 10/25/2019 Category Sacred Mods  
  7. SERAPHIM TEAL SORCERESS View File Big fan of Diablo 2's Sorceress. I've lost count of the years I spent on & off playing with her destructive Area of Effect magic. I considered then to make a reskin for the Seraphim based on her color scheme -- Teal or Dark Green with a shade of Red for hair. Other notable characters comes into mind with this such as the alternate outfit of Triss Merigold from the Witcher 3 (made more popular by cosplayers and at times intrusive ads on the web), Mera, love interest to Aquaman, from DC Comics ... and then there's Little Mermaid. I have included zip compilations of design options for Celestial Light and BFG in addition to the TEAL SORCERESS presets. D2's sorceress has a middle Eastern vibe to her visuals so I gave her a tan, facial features -- one being eyes a little rounder than those I used on the black version -- and I also removed the war paint and lowered her hair line. Outfit is just a teal recolor of the black one. SKILLS. Same as the Black reskin with Violet powers, changing skills to Teal would yield a range of colors such as mint, cyan, teal and blue brighter than the original. Twelve Zodiac signs as Celestial Light preset to make it look like a spell circle but not too intricate to become pixelated and Diablo's pentagram and a Yin & Yang symbol as alternative designs. Teal Storm Magic as the pre-selected BFG bullets with Arcane energy balls as an alternative as well as my hybrid sorceress' main attack spell, scorching Fireballs. Having tried other mods while in the process of making my personalized version, I have deduced that the BFG, and other skills such as the Daemon and BM fire spells for this matter, smoothly cycles through several textures to produce a pulsating effect. With this knowledge I have made Rainbow Disco Lights. NOTE: Recoloring particles for this texture mod may affect other objects in-game which use the same files. If you find it intrusive you may skip copying TGA files with names starting with "PARTICLE." This would turn the glow on lamp posts, etc. and some of the skills back to their regular hue. INSTALLATION. Paste selected unzipped files inside the PAK folder of your Sacred Install Directory. Enjoy! Submitter Ysendra Submitted 10/25/2019 Category Sacred Mods  
  8. Version 1.0.0

    156 downloads

    Big fan of Diablo 2's Sorceress. I've lost count of the years I spent on & off playing with her destructive Area of Effect magic. I considered then to make a reskin for the Seraphim based on her color scheme -- Teal or Dark Green with a shade of Red for hair. Other notable characters comes into mind with this such as the alternate outfit of Triss Merigold from the Witcher 3 (made more popular by cosplayers and at times intrusive ads on the web), Mera, love interest to Aquaman, from DC Comics ... and then there's Little Mermaid. I have included zip compilations of design options for Celestial Light and BFG in addition to the TEAL SORCERESS presets. D2's sorceress has a middle Eastern vibe to her visuals so I gave her a tan, facial features -- one being eyes a little rounder than those I used on the black version -- and I also removed the war paint and lowered her hair line. Outfit is just a teal recolor of the black one. SKILLS. Same as the Black reskin with Violet powers, changing skills to Teal would yield a range of colors such as mint, cyan, teal and blue brighter than the original. Twelve Zodiac signs as Celestial Light preset to make it look like a spell circle but not too intricate to become pixelated and Diablo's pentagram and a Yin & Yang symbol as alternative designs. Teal Storm Magic as the pre-selected BFG bullets with Arcane energy balls as an alternative as well as my hybrid sorceress' main attack spell, scorching Fireballs. Having tried other mods while in the process of making my personalized version, I have deduced that the BFG, and other skills such as the Daemon and BM fire spells for this matter, smoothly cycles through several textures to produce a pulsating effect. With this knowledge I have made Rainbow Disco Lights. NOTE: Recoloring particles for this texture mod may affect other objects in-game which use the same files. If you find it intrusive you may skip copying TGA files with names starting with "PARTICLE." This would turn the glow on lamp posts, etc. and some of the skills back to their regular hue. INSTALLATION. Paste selected unzipped files inside the PAK folder of your Sacred Install Directory. Enjoy!
  9. Version 1.0.0

    437 downloads

    Seraphim was my first character and she did not disappoint. The smooth Attack animation, the sci-fi powers and need I say the heels ... running in sand without sinking an inch and landing upright from a somersault down a cliff. Hence, I've decided to give her a little makeover starting with the boots, then the stockings which garters seem to always show. Pre-selected files for those with alternatives are included in the main file BLACK ARCANNA. The other zip files are the compilations of color or design options I had but also include the presets for completion. My retexture for her is rather basic but still meets my preference. Her black footwear and longer gloves inspired by The Witcher 3's Yennefer. The gold accents were my personal touch to make her look a little more exquisite. As for the powers, I wanted to go for something reminiscent of DC Comics' Raven. Black colored laser beams should look cool but nigh impossible so I settled with Violet Arcane magic. Similar to the Daemon from my previous post, I gave her eyes, brows and lips this time from Yennefer, removing the regular war paint in the process. I also lowered her hairline and gave her three hair colors -- black, auburn and white -- with different colored hair ties since I'm indecisive. I have also accidentally discovered a bug which erases the pigtails and included it in the zip file. Above are three of her less popular buffs. Light Shield with astrological signs since I wanted to keep it simple but rune-ish. Strength of Faith which I turned into an ankh -- Egyptian symbol of life. Light uses the same texture as Rotating Blades of Light but since I use the latter more often I had to turn the former to a light pink to make the other one violet. Usually preferred damaging spells RBoL and Lightning Bolt both turned violet. My boss killer, Celestial Light, with the in-game screenshot as the preset and the ones on the right -- 12 Zodiacs and Hallows -- as alternatives compiled into one zip. I am unsure of the potential of Energy Bolts since I don't use it but because it looks nice and reminds me of Starfire's star bolts from the DC Comics' Teen Titans cartoon I've recolored it as well. Last but not least, magical BFG shots to keep things consistent with the witchy theme. Violet Arcane and Storm magic along with the original Blue ones they came from; topmost as preset but everything found in the zip. NOTE: You might observe that several glowing objects in-game such as lamp posts may be recolored light pink because of this mod. If you find that this ruins the mood, skipping 5 TGA files starting with "PARTICLE" should fix it. This, however, reverts some of the skills to their original color. INSTALLATION. Unzip the file/s of your choosing and paste them within the PAK folder from where you installed Sacred. Enjoy!
  10. would it be possible to create a 3D inventory viewing mod like this ? >> like you mouse over your item in your inventory and the 3d object of your item rotates on screen so you can see exactly clearly what you are looking at in your inventory ingame If it is possible to create this sort of 3D view in Sacred 2 how would I do it ? What files would I have to edit / create and how ? I'm guessing it would be real hard or impossible to access the Sacred 2 inventory index and especially try to view it in a different camera ingame. but is it possible ? probably not because it is using system files that are hard coded and not accessible ? idk that is why I ask What game engine did they use to make Sacred 2 ? is it even possible to access the source ? Thanks in advance !
  11. Version 1.0.0

    158 downloads

    Grass Mod for Sacred 2 This mod desaturates and darkens the color of the grass and landscape in the game, primarily in Tyr Lysia and Artamark. Extract the archive then install with the Generic Mod Enabler available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml If using Elite Textures, then rename the mod folder "mq" to "hq". Likewise if using the minimal textures setting, rename the folder to "lq". This mod should work with any version of Sacred 2, with or without expansions or Community Patch. It will work on top of other mods - just install it last to be sure it overrides other texture mods. These grass textures are identical to the ones used in my mod Diablo 2 Fallen.
  12. Sacred 2 High Elf & Seraphim Silver Hair Mod View File This mod enables the High Elf and Seraphim to have Silver Hair. Installation: Use the Generic Mod Enabler to install this mod (free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml). It's a few extra steps at the outset, but it saves headaches and frustration in the long run. Download the GME, install it to your Sacred 2 root folder and run it.* Place the "High Elf & Seraphim Silver Hair Mod" into the new MODS folder generated in the Sacred 2 root folder by the GME. Activate the mod with the GME. To uninstall use the GME to deactivate it. Submitter Hooyaah Submitted 03/21/2018 Category Fallen Angel Tools  
  13. Version 1.0.0

    299 downloads

    This mod enables the High Elf and Seraphim to have Silver Hair. Installation: Use the Generic Mod Enabler to install this mod (free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml). It's a few extra steps at the outset, but it saves headaches and frustration in the long run. Download the GME, install it to your Sacred 2 root folder and run it.* Place the "High Elf & Seraphim Silver Hair Mod" into the new MODS folder generated in the Sacred 2 root folder by the GME. Activate the mod with the GME. To uninstall use the GME to deactivate it.
  14. Hi all! I'm new here and I come with a very specific question. I recently started a melee High Elf. I'm having a lot of fun, but Magic Coup's animation is very boring. I looked here and in other places for a user-created mod that improves the spell's animation, but I didn't find anything. I'm not talking about an entirely new animation, but simply a mod that enables Magic Coup to use all of the HE's melee animations and not just the same one. Something like this would really make it feel like she's fighting and not just waving her sword in the same pattern in front of her... Is there a mod like that? Is it possible/easy for one to be made? I, myself, am completely ignorant when it comes to modding, but if it's a matter of tweaking some of the game's files I can try (with some guidance). I'm playing with the Ice & Blood expansion but without the CM patch. I got my game from Steam. Thanks in advance! -Rets
  15. <p>Oh, please, does anyone have a copy of this Editor anywhere? The Spawn rate is driving me insane and there's just no way I can edit 4800 entries by hand.</p> <p>Official source is down: <a href="http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/">http://darkmatters.org/forums/index.php?/topic/19813-sacred-2-downloads-moonpaws-spawntxt-editor-with-gui/</a></p>
  16. Version v15c

    3,860 downloads

    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!
  17. Diablo 2 Fallen View File Diablo 2 Fallen v15c Patch 15c standalone for those who downloaded v15 before March 9, 2023. 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! Submitter Flix Submitted 01/17/2017 Category Community Patch  
  18. Wardust's Serious Textures and Spells Update + Repack >>Download on Sacred 2 Nexus<< --updated for CM 1.60 July 2018 Introduction: Wardust made a great mod in 2011-2012 for CM Patch 1.30. You can find his old Serious Textures thread HERE and the blog he made for the mod HERE (these are outdated/abandoned). This new release allows Wardust's mod to be used with the latest CM Patch 1.60 and the Generic Mod Enabler. It is not my intention to take over and continue development of this mod; this is a faithful update of Wardust's great work, to ensure new players can use it. My intention was to fix the bugs and glitches, make an English translation, get the mod updated for CM 1.50, improve mod compatibility, and streamline the installation process. The only content removed was buggy or glitched textures/models/scripting that couldn't be repaired, as well as a huge amount of redundant (unused/unchanged) textures. This significantly cuts down on the mod's file size, from a 1.5GB download down to only about 250MB! New content was added such as missing icons, Inquisitor textures, support for custom skin colors, and an English translation/bugfix of the spells mod component. The changes to spells, balance, creatures, and spawns was turned into a separate module (Wardust's Spells Mod) that can be activated independently of the Serious Textures pack. Install Instructions: Install Community Patch 1.50 Install Wardusts mods using the Generic Mod Enabler (available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml ) The Generic Mod Enabler should be installed in the base installation folder for Sacred 2. Run it once and it will make a folder called "MODS" there. Place the "Wardust's Serious Textures CM 1.60" and/or "Wardust's Spells Mod CM 1.60" folders into the MODS folder. Run the GME and enable the mod(s). The order doesn't matter. Uninstall by disabling with the GME. Compatibility: Serious Textures module should be compatible with any other mod except Diablo 2 Fallen, in which it is already included. Do not install them simultaneously. The Spells module is not compatible with any other spells mods or any mod that changes spells.txt or creatures.txt. The module's files "spawn.txt" and "balance.txt" can be deleted or overwritten without affecting any functionality. They are included to preserve Wardust's changes to balance, challenge, and enemy density. Thanks to: Wardust for making and sharing his mods with the Sacred 2 community. Silver Fox for helping me work through all of the textures and spot errors and bugs to squash. --Flix, Feb. 2016 What follows are the features of the spells mod by Wardust, presented for the first time with an English translation. ======================================================= ======================================================= Wardust's Spells Mod Seraphim Hallowed Restoration becomes Righteous Condemnation (Mortifying Pillory) Divine Protection becomes Crushing Vortex (Clustering Maelstrom) BeeEffGee becomes Dracolin Familiar (summons a Dracolin companion that buffs the Seraphim) High Elf Fire Demon becomes Dragon Fire (Dragon Strike) Incandescent Skin becomes Flame Skin (combines properties of Incandescent Skin and Fire Demon, and now summons a small dragon pet instead of an imp). NO conflict with Crystal Skin (can be active simultaneously). Frost Flare becomes a copy of Glacial Thorns (you will have two copies of this spell now) Expulse Magic becomes Arcane Nova (Flaring Nova) Magic Coup becomes Pillar of Light (Radiant Pillar) Shadow Warrior Ruinous Onslaught becomes a copy of Scything Sweep (you will have two copies of this spell now) Augmenting Guidon becomes a copy of Frenzied Rampage (you will have two copies of this spell now) Astral Lord aspect becomes Elemental Lord Spectral Hand becomes Lightning Strike (Cobalt Strike) Skeletal Fortification also becomes Lightning Strike (you will have two copies of this spell now) Shadow Veil becomes Purgatory (Fiery Ember) Rallied Souls becomes Ring of Ice (Icy Evanescence) Nether Allegiance becomes Call of the Ancestors (now summons knights instead of skeletons) Dryad Dust Devil is replaced with a copy of Darting Assault (you will have two copies of this spell now) Moribund Animus becomes Jungle Companion (now summons White Leopards that buff the Dryad instead of a ghost) Goldenglade Touch becomes Cyclone (Tornado) Edaphic Lances becomes Wind Flurry (Gust of Wind) Temple Guardian Combat Alert becomes Battle Shroud (combines with T-Energy Shroud to become a single permanent buff) T-Energy Shroud becomes Gravity Well (Clustering Maelstrom) Untouchable Force is now Bionic Auxiliary (summons Temple Guardian soldiers instead) Dryad's Cabalistic Voodoo aspect also gets a new background image: My overall impression of Wardust's mods is that he wanted to downplay anything Satanic (pentagrams, demons, etc.), and remove any imagery/powers that referenced demonology, necromancy, and the occult.
  19. Almost every week I get the question on the forums or in private messages: how do I make a specific unique or legendary drop for me? This is a guide to how you can mod the scripts to get any item you want to drop as a quest reward. The key is making the item(s) the reward for a quest that is very easy to solve: in this case, it is the multiplayer "start quest" which only requires you to enter a LAN game and either go through the portal or climb on your mount. Detailed instructions are as follows: You should use a good text editor like Notepad++ for investigating and editing the game's text files. 1) First identify the blueprint ID for the item or items that you want to get. Do this by looking in blueprint.txt. It's located in the scripts/server folder of the game install folder. There is no master list of all the ID's and proper item names, but you can figure it out by some trial and error. For the CM Patch items at least, the items mostly have the proper names commented in the entry. Here's an example: newBlueprint = { id = 4143, name = "sword01set02_desertrose", palettebits = "1111111111111111", dmgvariation = 100, minconstraints = {40,13,0}, lvljump = 10, usability = 0, allotment_pmfpi = {700,0,0,0,300}, uniquename = "", specialuseonly = 0, bonusgroup0 = {895,1200,10,9,0}, -- Serious Open Wounds bonusgroup1 = {878,1250,10,9,0}, -- Freeze bonusgroup2 = {893,1300,10,9,0}, -- Opponents Defense bonusgroup3 = {894,800,10,9,0}, -- Opponents chance to reflect melee bonusgroup4 = {751,1000,10,9,0}, -- Gold Slot itemtypes = {13511,}, wearergroups = {'WEARGROUP_DEFAULT',}, } mgr.createBlueprint(4143, newBlueprint); This is the blueprint for the sword Desert Rose. You can see that the ID is 4143. 2) Next step is to enter that blueprint ID as a quest reward for the multiplayer quest in quest.txt (also located in scripts/server folder). Search "multiplayer" in quest.txt and it will take you to the proper quest entry (there is only one instance of the word). Add a new line defining a quest reward just above the line that says "report_required = 0," Add this text: rewards = { {4143,0}, }, The number 4143 can be replaced with any other blueprint ID. If you want multiple items, just add them underneath the previous ones like so: rewards = { {4143,0}, {4144,0}, {4145,0}, }, Save quest.txt (back it up first!). Now on to step 3. 3) Now you can go get the item in-game. To start with, select "Multiplayer" and then "LAN" at the start screen (don't worry, you can take your normal singleplayer characters into a LAN game, then return to singleplayer games with nothing changed). Create a new game, remembering that higher difficulties will yield better versions of the item. When you start the game, you'll be on Multiplayer Island. Then all you need to do is either enter a portal or just climb on your mount, the "quest" will complete and the item(s) will drop to the ground!
  20. Version 1

    1,594 downloads

    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.
  21. Hi to everybody. For years I've been in love with sacred 1 e 2. But now I wonder how to mod the SB in Sacred 2?. (In S1 there was the SHE to modify statistics and SB, but in Sacred 2 no ) The SB is the best parameter for anyone
  22. Hi guys Almost a year ago I managed to find the infamous s2rw tool to edit the global.res file. I managed to use it at that time but now, after replacing my old pc with a new one and reinstalling sacred 2, all I get is the "no sacred 2 found" message at launch. How am I supposed to make it work? ps. I apologize in advance if talk about the matter is not allowed. I haven't found anything suggesting it is but all the relevant threads are no longer here so...
  23. Elite Mounts Mod View File 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. Submitter Flix Submitted 01/18/2016 Category Community Patch  
  24. File Name: Sacred 2 Reduced Fog Mod File Submitter: Flix File Submitted: 05 Jun 2015 File Category: Ice & Blood Patches and Mods This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running. Click here to download this file
  25. Version 1

    2,685 downloads

    Reduced Fog Mod for Sacred 2 This is a simple mod that makes the fog in the game more transparent, allowing you to see further into the distance. Installation: If you don't have the Generic Mod Enabler (GME), download it at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Install the GME to your Sacred 2 installation folder and run it once. It will make a folder there called "MODS". Place the "Reduced Fog Mod" folder into the "MODS" folder. Run the GME again and you can now enable/disable the mod as you wish. Compatibility: This mod should be compatible with any other mod. It is already included with my mod "Diablo 2 Fallen". It does not require the CM Patch. It was tested with the Ice and Blood expansion, but it would probably work with the base game Fallen Angel as well. Known Issues: Depending on your camera settings and positioning, you may notice some "pop-in" of distant objects like trees and buildings. If you have a slow computer or elite graphics turned on you may notice a slight performance hit when running.
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