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  • == '''The Pure Mentalist, A guide using only Mentalism Combat Arts''' == ...like to see if a character can survive on one given aspect (a pure Voodoo Dryad, for example, is one I still wonder about, as is the Celestial Magic Sera).
    9 KB (1,535 words) - 01:34, 18 August 2014
  • *''Twisted Torment'' - similar to the Dryad [[Sacred 2:Twisted Torment|spell of the same name]], causes several instant *''Black Curse'' - similar to the Dryad [[Sacred 2:Black Curse|spell of the same name]], this curse debuffs your at
    4 KB (643 words) - 05:16, 2 May 2017
  • |width="250px"|[[Sacred 2:Dryad |Dryad]] in Swamp |width=250px|[[Sacred 2:Dryad |Dryad]] with [[Sacred 2:Blowguns|blowgun]] in forest
    22 KB (3,586 words) - 03:16, 20 October 2013
  • <div align="center;">[[File:Dryad portrait.jpg|x170px]] [[File:DR D hi.png|x200px]]</div> '''[[Sacred 2:Dryad Class Chain Quest/de|Dryade Klassenquest (Kampange des Lichtes)]]'''
    16 KB (2,298 words) - 00:38, 13 September 2013
  • ...u-Dryads[/topic]. The pictures in this thread made me dreaming of a kungfu dryad for a long long time. ...e allowed to use nature lore or voodoo lore. And to add more cruelty every combat art modification had to be explained by spider abilities.
    16 KB (2,564 words) - 23:44, 17 August 2014
  • * [[Sacred 2:Dragon Mage Combat Arts/de|Kampfkünste]] =[[Sacred 2:Dryad/de|Dryade]]=
    16 KB (2,430 words) - 22:34, 20 September 2013
  • ...read along all 3 aspects, which posed a challenge. Following skills/Combat Arts needed to be in my allround build ...ible. This will ensure that we do NOT need another defensive skill such as Combat Reflexes or Spell Resistance.
    11 KB (1,651 words) - 00:53, 18 August 2014
  • UPDATE (Level 70) - Currently have a real tank on my hands. Between having 2 combat alerts active and shields at highest level without penalty I am not taking 65 Combat Reflexes - a fifth defensive skill! It adds evasion as well as reducing the
    9 KB (1,547 words) - 01:24, 18 August 2014
  • ...direction of the open side. Note: Some areas of the [[Sacred:Dryad Forest|Dryad Forest]] and [[Sacred:Valley of Tears|Valley of Tears]] do not display grid ...at Arts at level 200. After that, you will need to increase combo's/Combat Arts yet again to clear some of the more difficult spots. But with Mongoose up t
    14 KB (2,613 words) - 02:02, 27 April 2011
  • ...was to create a purely magical build with no weapon lores or weapon combat arts that would be able to hammer down guardians while weathering their devastat No Weapon Lores. No weapon Combat Arts. No Tactics Lore ...just a plain old Purely Magical build.
    14 KB (2,472 words) - 23:07, 17 August 2014
  • ...the CA skill page, you'll note when you hover your mouse over a particular Combat Art's icon, it will tell you what the current regen time for it is as well ...the Aspect's FOCUS skill. Each character has three aspects to their combat arts. That is, they are divided into three sections, each section has five skill
    11 KB (2,008 words) - 11:55, 2 September 2013
  • ...he game players will find runes that upgrade [[Sacred_2:Combat_Arts|combat arts]] or unlock those not learned yet. Runes also add bonuses when they are [[S ...runes of the same combat art to increase its level, the maximum level of a combat art is limited by a character’s level and the level of the relevant [[Sac
    24 KB (3,090 words) - 23:52, 25 July 2019
  • ...eded, it actually "turned my frown upsidedown" - and I started to love the Dryad. Since the concept of the build is quite different than the others posted ...-test Alchemy on console anyway, and (apparently) Alchemy is great for the Dryad. So far, I have: Tactics;Dual Wield;Hunter Focus;Voodoo Lore+Focus;Nature
    20 KB (3,461 words) - 02:20, 18 August 2014
  • ...and Temple Guardian, all of whom have their own unique aspects and combat arts with which to customise and personalise your chosen character. ...cters there is of course a huge arsenal of complementary skills and combat arts, which are in keeping with the class of the character, but also deliver som
    11 KB (2,002 words) - 03:32, 12 August 2013
  • ...[Sacred 2:Acute Mind|Acute Mind]]''': A [[Sacred 2:Dryad Combat Arts|Dryad Combat Art]] ...g Discharge]]''': A [[Sacred 2:Temple Guardian Combat Arts|Temple Guardian Combat Art]]
    73 KB (10,824 words) - 17:46, 26 April 2023
  • Combat Art Modifcations: *[[Sacred 2:Dryad Combat Arts|Dryad Combat Arts]]
    11 KB (1,403 words) - 23:49, 17 August 2014
  • ...sitor's "variation." However, you will notice that I've modded some Combat Arts differently from the majority of the other Caster guides and I will be disc ...need niob Shoppers and Smithers and a hella' lucky EP Pyromancer Farmer or Dryad, for certain pieces of gear you need/want via end game.
    16 KB (2,678 words) - 23:19, 17 August 2014
  • ...that I really liked about the Seraphim. Once I had a short list of Combat Arts that would satisfy my lust for adventure I made a list of criteria I wanted =='''[[Sacred 2:Combat Arts|Combat Arts]]'''==
    17 KB (3,046 words) - 23:46, 17 August 2014
  • == '''Unipuma's Dryad Guide (for lazy rich people), Guide with minimal micromanagement, lotsa fin Combat Arts
    20 KB (3,485 words) - 02:22, 18 August 2014
  • <center>{{titlebar|C09709|[[Sacred 2:Dryad Enemy|Dryad]]}}</center> ...his attack. Modifiers that block or reflect [[Sacred 2:Combat Arts|Combat Arts]] might offer some protection.
    14 KB (2,004 words) - 00:49, 14 October 2013

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