Difference between revisions of "Sacred 2:Combat and Game Basics"

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== [[Sacred 2:Survival Bonus|Survival Bonus]] ==
== [[Sacred 2:Survival Bonus|Survival Bonus]] ==
The longer your character stays alive without dying, the more your character's stats will increase.
== [[Sacred 2:Spell Intensity|Spell Intensity]] ==
== [[Sacred 2:Spell Intensity|Spell Intensity]] ==

Revision as of 15:21, 25 June 2009

Combat Basics

Injury to both you and your enemies is calculated in "hit points". Once your hit points (or your enemy's) are depleted, your (his) life is ended. Your current life reservoir is reflected in the red portion of the oval around your portrait in the upper left corner of the screen. Your enemies' are reflected in a horizontal bar that appears when you target them by placing the mouse cursor over their image.

Your effectiveness when fighting is determined by several factors. In particular, the damage you inflict upon your enemies depends upon three main factors:

  • Your Attack Speed – How quickly do you strike your opponent?
  • Your "Chance To Hit" – How likely is it your blows will land?
  • The damage dealt per hit – How hard do you hit?

Similarly, the injury they do to you depends upon the same factors, but in mirror image.

Attack Speed

The rate of attack for any character is affected by her Attack Speed rating ("AS"), and also by the type of weapon in use. Some weapons, such as daggers, are intrinsically faster, while others, such as crossbows, are innately slower. Additionally, certain characters have a natural ability to use some weapons faster than other characters. You should be aware of this synergy. Selecting an appropriate lore (e.g. Hafted Weapons for use with Thaine's Axe) can increase attack speed. Your attack speed is not affected in any way by the enemy you are fighting.

Chance To Hit

Sacred 2 differs greatly from Sacred with the inclusion of new modifiers like evasion and others that make the process of choosing socketables and/or armor that offer benefits for hitting enemies successfully much more complicated. With Sacred, the only element a player had to consider was Attack, while Sacred 2 introduces evasion. The Chance to Hit Calculator will calculate all chance to hit modifiers and easily help players determine if what they are wearing, socketed or wielded as weapon is increasing or decreasing their chance to hit.


Increased levels of Armor provide greater Resistance by enabling more effective use of equipment, and also permit increased movement speed by reducing the encumbrances imposed. Armor may also affect the regeneration times of your Combat arts and plays a great part in balancing Combat Arts.


The actual damage inflicted upon your opponent again depends upon both your character and your opponent. The higher your damage value, the greater the injury; while the higher their successful resistance v.s. the type of damage being inflicted, the lesser the injury.

Survival Bonus

The longer your character stays alive without dying, the more your character's stats will increase.

Spell Intensity

Allows a character (or monster) to deal maximum damage with his spells more often.


Each character gains experience for every kill made and when the character has gathered sufficient experience it will advance to a new level, allowing it to improve it's skills and attributes. The experience required to reach the next level increases with each level obtained, making each successive level more difficult to achieve.


A lot of mechanics in Sacred 2 are based upon Timers, the ability to be able to regenerate a Combat Art quickly enough to be able to use it again without taking too many blows from monsters while waiting for the regeneration to finish before they kill you. Simple enough to define, but difficult to manage when playing some class builds.

Sacred uses three distinct timers, one per aspect, any of which can be used to release Combat Arts which can inflict damage, create a shielding buff, and/or a wide manner of other in game effects.

A badly managed timer or group of timers can cripple your build and breaking balance with timers is, unfortunately, very easy.

Enemy Levels

Here are the approximate maximum values for levels of enemies. Some parts of a region may be lower (such as Kobolds west of Sloeford capping at level 6), those are the level caps for the region overall, at its highest-level point.

All max levels are +1 when in underground areas (any dungeon, cave, etc). Some exceptions may exist, but are rare.

High Survival bonus will increase monster level above listed values.

Difficulty Bronze Silver Gold Platinum Niobium
Maximum Levels
for Enemies in
Various Regions

High Elf - 14
Human - 19
Orc - 22
Seraphim - 23
Dragon - 26
Swamp - 30
Desert - 33
Jungle - 34
Dryad Isle - 35
Wastelands - 38

High Elf - 48
Human - 54
Orc - 57
Seraphim - 58
Dragon - 61
Swamp - 65
Desert - 68
Jungle - 69
Dryad Isle - 70
Wastelands - 73

High Elf - 94
Human - 99
Orc - 102
Seraphim - 103
Dragon - 106
Swamp - 110
Desert - 113
Jungle - 114
Dryad Isle - 115
Wastelands - 118

High Elf - 134
Human - 139
Orc - 142
Seraphim - 143
Dragon - 146
Swamp - 149
Desert - 153
Jungle - 154
Dryad Isle - 155
Wastelands - 158

High Elf - 189
Human - 194
Orcs - 197
Seraphim - 198
Dragon - 200
Swamp - 200
Desert - 200
Jungle - 200
Dryad Isle - 201
Wastelands - 201

Auto Leveling

Comparisons have been made between Sacred 2's method of balancing player to monster difficulty via leveling to that of Oblivion's. Sacred 2's auto-leveling of enemies is a wholly different method than Oblivion's and is, in fact, needed for Sacred 2 to function properly.

Many players interchangeably use the term auto-leveling with the understanding that leveling is handled the same way in both Oblivion and Sacred 2, while both in fact are different. An important consideration which distinguishes the two as being different, is that Oblivion would introduce a completely new monster type to offer a player challenge as his levels increased, while Sacred 2 would simply offer the same type of monster but at a different level.

In Oblivion, it would be difficult for a player to do what a majority of gamers have done in the past, which is getting ahead of the power curve while remaining there indefinitely and receiving good experience regarding the same chosen monster. It is impossible to go and craft a perfect weapon, with the hope in returning to destroy the previous enemy with ease especially if it was guarding a treasure chest that the player was curious about. This would have been impossible to do because the monster that was previously guarding the treasure chest, as in Oblivion would have now changed into a more powerful monster to match the character's new level.

This is a significant difference from simply having an upwards adjustment to an enemy's level based upon a player's new level as in Sacred 2. Sacred 2 auto-leveling of enemies will have a rat (enemy) leveling from one to forty, which is different from Oblivion's method of increasing player to monster difficulty, which would have introduced a completely different and new monster type, a Minotaur for example, to match the player's level at forty.

The two types of leveling found within Sacred 2 and Oblivion are distinct and markedly different from each other.

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