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  • ...increase their duration if needed. We would need hand selected stuff late levels, so we played with just 9 skills as long as possible and left the 10th skil ...a was to play without concentration and play pure arcane. The idea was: an enemy can't hit what he cannot see. So now the character idea was done.
    19 KB (3,400 words) - 23:44, 17 August 2014
  • ...if your character is protected by [[Sacred 2:Relics|relics]] against your enemy's [[Sacred 2:Damage Types|damage type]] fire frost magic poison. ...us]] will increase. This will boost the [[Sacred 2:Combat and Game Basics|enemy level]] and their items above the character level. The chance for more val
    22 KB (3,586 words) - 03:16, 20 October 2013
  • ...and hafted weapons were likely to have the stun on them as well. A stunned enemy can’t do anything, which is a “control” type of strategy that is effe ...e skills, and the order you should pick ‘em, but also a snap shot at a few levels so you can think about allocation of your skill points.
    23 KB (4,008 words) - 21:55, 17 August 2014
  • I went polearms because I have no experience how good I will hit at high levels with my life leech weapons. Staves would allow to shoot and use regeneratio ...2:Runes of Protection|Runes of Protection]] - awe - stun works even if the enemy does non physical damage
    25 KB (4,230 words) - 01:36, 18 August 2014
  • [CG07] About Skill levels and masteries ...ers who have never played Temple Guardian or just went trough the first 15 levels (trophy/achievement) probably dont know that it has around 4 forms.
    27 KB (4,610 words) - 00:52, 18 August 2014
  • ...e start. Normal potions start dropping once your character (not the killed enemy) reaches level 60. Strong potions start dropping once your character reache ..."color:#f0e0be">__</span> '''Duration:''' Depends on [[Sacred 2:Difficulty Levels|difficulty]]:
    6 KB (828 words) - 14:30, 5 August 2022
  • ...utes to increase for the IceElf. Stamina is especially needed at the lower levels when regen is a very limiting factor on the IceElf. Later, damage and incre ...6.2% increase in base number, 8.6% increase in bonus number gained from CA levels)
    20 KB (3,267 words) - 22:55, 17 August 2014
  • Being equal level creatures can use CA at different levels and their CA can have a different difficulty class (for example on the Sera ...g potential '''>1000''' dispells CA of champions and bosses highest (200+) levels.
    14 KB (1,130 words) - 13:50, 12 November 2014
  • * The number of spikes increases as Glacial Spikes levels up. With the '''Fusillade''' mod the number can get into the 60's or more. *Spikes may also go over enemy heads if they are far down a hill.
    5 KB (761 words) - 00:43, 6 January 2020
  • ...32 [[Sacred:skills|skills]] and is available to all characters. Increased levels of Agility improve both your defense and Attack Rating values, making comba *'''[[Sacred:Armor|Armor]]''' One of the 32 skills. Increased levels of Armor provide greater resistance by enabling more effective use of equip
    14 KB (2,236 words) - 07:58, 20 June 2024
  • ..., or shuriken for intermediate... . If we miss too much a few jewels with 'enemy can't evade' will be easy to get. So we won't take a weapon skill and we wo ...t it needs some time to get quick and powerful attack spells, so the first levels are hard. A melee elf starts a bit easier: GI hp regeneration helps a lot i
    10 KB (1,606 words) - 01:35, 18 August 2014
  • ...ons of each enemy type found in Sacred 2. Clicking the header button of an enemy type will take you to a new page on SacredWiki with more information. {{See Also|Sacred 2:Enemy Levels}}
    14 KB (2,004 words) - 00:49, 14 October 2013
  • .... Others struck this way suffer lesser damage. There is a chance that each enemy struck by the blast will become confused, clueless that they have just been ...rtually anywhere on a screen. The shell targets a location, rather than an enemy: therefore, the successful Dwarf learns how to "lead" moving targets. Nothi
    12 KB (1,989 words) - 17:07, 27 April 2011
  • * Inverts enemy physical [[Sacred 2:Armor|armor]] values ...rom the silver mods begins at 8 seconds and slowly increases as Mind Blast levels up, reaching 10 seconds at max level.
    5 KB (772 words) - 22:41, 9 January 2020
  • In order to play this char, you really need some patience. He levels up slowly when he's alone. In addition to that, it takes some time to make What does a party need to survive longer? Better hit rating to strike the enemy often, better defensive rating in order to get hit less, faster attack and
    20 KB (3,450 words) - 01:40, 18 August 2014
  • - will one-shot pretty much every enemy throughout the game with slight exceptions (champions, bosses) ...from armors. We are picking it first to ensure the easy-going in the early levels. It can be substituted for ranged lore if you have pre-set bfg rune and you
    27 KB (4,777 words) - 21:54, 17 August 2014
  • ...ncrease along with it. From experience, damage is only satisfactory at low levels and will take you long to kill champions from random trash mobs. Keep it 10 ...e highest threat opponent immediately in case you are overwhelmed at early levels, while waning down the rest of the mob.
    15 KB (2,575 words) - 01:31, 18 August 2014
  • ...s, etc. Paladin can use CTRL + Right Click to use it without targeting an enemy. * Jump animation is slow at low levels.
    6 KB (838 words) - 16:16, 4 January 2020
  • Q: What difficulty levels are there? Is there any difference? Will I lose my progress in one difficul ...they just modify your animations so it looks like the mount is hitting the enemy. Here is an example.
    17 KB (3,074 words) - 06:58, 17 August 2019
  • ...will nullify ranged attacks, the burn arrow mod on incandescent at high ca levels the same. This spell gets to even such absurd levels, you might regen more hp than you have.
    19 KB (3,222 words) - 23:57, 17 August 2014

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