Sacred:Daemon Combat Arts
Contents
TransformationsSoaring Daemon / Descent
Soaring Daemon
Unlike the other Daemon forms, Descent "breaks" Soaring Daemon.
Battle Daemon / Assail
Battle Daemon Damage Type(s): % Bonus to Physical Resistance Type(s): Physical
Fire Daemon / Wall of Flames
Fire Daemon Damage Type(s): % Converted to Fire Resistance Type(s): Fire
Poison Daemon / Poison Ring
Poison Daemon Damage Type(s): % Converted to Poison Resistance Type(s): Poison Poison Ring damage is augmented through Weapon Lore A monster poisonned by a Poison Ring cannot be poisonned again by this CA until the poison effect wears out.
Energy Daemon / Charged Bolts
Energy Daemon Damage Type(s): % Converted to Magic Resistance Type(s): Magic
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Hell MagicBlazing Disc
The Daemon hurls a flaming disc that circles opponents, hindering and damaging them. If no living enemies are in range, the disc returns to the Daemon and attacks again when an enemy approaches. Damage Type(s): Physical, Fire
Call of Death
This magic spell draws the souls of the dead into the Daemons weapon. The current weapon becomes more charged with every soul and thus inflicts additional damage. This effect will decrease if the weapon is not fed fresh souls. The % bonus is applied each time a monster dies while Call of Death is active. Contrary to the description, the bonus damage is added to the "normal" damge, rather than just increasing the maximum damage that your Daemon can do. So if your Daemon would normally have done 1,000-1,500 damage, and was given bonus damage of +100 from Call of Death, you would then do 1,100-1,600 damage. The bonus decreases quite quickly, but the bonus is applied to all damage you do, be it from melee, ranged or spells. Damage Type(s): % Additional Damage
Infernal Power
For a short time, the Daemon's weapon and shield are on fire. This greatly increases the attack value with opponents suffering additional fire damage. The % bonus fire damage is applied to all fire damage you do, regardless of the source (melee/ranged/spells), so it is a useful way to increase the damage yoru spells do, if they do fire damage. However, sometimes Infernal Power can cause a display bug which reduces the frames-per-second to very low (single digit) numbers, this is usually "fixed" by swapping to a different weapon set, then swapping back. Damage Type(s): Fire, % Additional Fire Damage
Hell Sphere
The Daemon conjures up a ball of flames that fires a long-range stream of ire against all enemies surrounding her. To do so, the Hell Sphere must avail itself of the Daemons senses. As long as the Hell Sphere is within 1-2 screens (fully zoomed out) of the Daemon, it will attack any monsters within ~1-1/2 a screen of the Daemon. As it is a spell, Hell Sphere never misses, though it can be easily blocked by trees, rocks & such as any ranged attack. Hell Sphere is affected by Infernal Power, and is very effective when placed in a combo of 4 Hell Spheres. A few such combos can take out a dragon. Damage Type(s): Fire, Magic
Tentacles
Tentacles grow from the corpses of opponents killed while this aura was active. These attack any enemy approaching, sucking the life out of them. Damage Type(s): Magic, Poison
Abysmal Choir
The Abysmal Choir of hell serves to confuse the Daemons enemies. All opponents within range are slightly injured and slowed down. DreadA terror-inducing scream greatly reduces the attack and defense values of all opponents. The radius of the effect is marked by sound waves on the ground. |