Difference between revisions of "Sacred 2:Regeneration Time:"

From SacredWiki
Jump to navigation Jump to search
(New page: Reduces the regeneration time for all Combat Arts.)
 
(began adding text, sections)
Line 1: Line 1:
Reduces the regeneration time for all [[Sacred 2:Combat Arts|Combat Arts]].
+
__NOTOC__
 +
Regeneration Time is a basic, very important element of combat in Sacred 2.  Unlike games in which the player casts spells and abilities using an energy reserve (such as mana), Sacred 2 uses a system in which [[Sacred 2:Combat Arts|Combat Arts]] go on a timer after they are used.  Only after the timer resets is the combat art available for use again.  The speed at which a combat art's timer resets is known as the Regeneration Time.
 +
 +
Balancing the power of combat arts with their regeneration time is a major part of gameplay experience in Sacred 2.  Ideally the player will want to keep regeneration of combat arts as low as possible, so that they may be used often.  However, multiple factors will increase regeneration time, making the player wait longer before they can use their combat arts.  Regeneration is increased by reading runes, casting buffs, wearing armor equipment, and riding special mounts.
 +
 
 +
==Runes==
 +
The primary way that regeneration time is increased is by reading [[Sacred 2:Runes|Runes]].  Runes are how the player permanently increases the level and power of their combat arts, with the trade-off being that the regeneration time for the combat art increases.  If the player reads more Runes than is allowed by their level, they will get only partial benefits while still getting the full regeneration penalty.  Learning the appropriate [[Sacred 2:Aspect Focus|Aspect Focus]] skill will allow the player to read [[Sacred 2:Highest Combat Art Level Without Penalty|more runes without a penalty]].  Another excellent way to avoid regeneration penalties from runes is to [[Sacred 2:Forging|Forge]] the runes into equipment rather than read them.  This will give the player the full benefits of the rune with only half the regeneration penalty.
 +
 
 +
==Buffs==
 +
[[Sacred 2:Buff|Buffs]] are a type of Combat Art that the player casts on him/herself and then is permanently left "on" until the player turns on it off.  Permanent Buffs have a regeneration penalty associated with them that cause all Combat Arts to regenerate more slowly when the Buff is turned on.  This penalty can be countered with the modifier [[Sacred 2:Regeneration Penalty from Buffs|Regeneration Penalty from Buffs]].
 +
 
 +
==Armor==
 +
All [[Sacred 2:Armor#Armor Equipment|Armor Equipment]] also gives a [[Regeneration Penalty|Regeneration Penalty]].  This penalty is displayed on each item in white text.  Heavier armor has higher penalties, while lighter armor for casters may actually have negative numbers, in which case it is actually not a penalty at all, but a regeneration bonus.  These regeneration penalties can be reduced by learning the [[Sacred 2:Armor Lore|Armor Lore]] skill.
 +
 
 +
==Availability of ''Regeneration Time -X%'' as an [[Sacred 2:Item Modifiers|Item Modifier]]==
 +
This modifier deduces the regeneration time for all Combat Arts.

Revision as of 01:36, 23 October 2013

Regeneration Time is a basic, very important element of combat in Sacred 2. Unlike games in which the player casts spells and abilities using an energy reserve (such as mana), Sacred 2 uses a system in which Combat Arts go on a timer after they are used. Only after the timer resets is the combat art available for use again. The speed at which a combat art's timer resets is known as the Regeneration Time.

Balancing the power of combat arts with their regeneration time is a major part of gameplay experience in Sacred 2. Ideally the player will want to keep regeneration of combat arts as low as possible, so that they may be used often. However, multiple factors will increase regeneration time, making the player wait longer before they can use their combat arts. Regeneration is increased by reading runes, casting buffs, wearing armor equipment, and riding special mounts.

Runes

The primary way that regeneration time is increased is by reading Runes. Runes are how the player permanently increases the level and power of their combat arts, with the trade-off being that the regeneration time for the combat art increases. If the player reads more Runes than is allowed by their level, they will get only partial benefits while still getting the full regeneration penalty. Learning the appropriate Aspect Focus skill will allow the player to read more runes without a penalty. Another excellent way to avoid regeneration penalties from runes is to Forge the runes into equipment rather than read them. This will give the player the full benefits of the rune with only half the regeneration penalty.

Buffs

Buffs are a type of Combat Art that the player casts on him/herself and then is permanently left "on" until the player turns on it off. Permanent Buffs have a regeneration penalty associated with them that cause all Combat Arts to regenerate more slowly when the Buff is turned on. This penalty can be countered with the modifier Regeneration Penalty from Buffs.

Armor

All Armor Equipment also gives a Regeneration Penalty. This penalty is displayed on each item in white text. Heavier armor has higher penalties, while lighter armor for casters may actually have negative numbers, in which case it is actually not a penalty at all, but a regeneration bonus. These regeneration penalties can be reduced by learning the Armor Lore skill.

Availability of Regeneration Time -X% as an Item Modifier

This modifier deduces the regeneration time for all Combat Arts.