Sacred 2:How to Become a Demi-God in Sacred 2

From SacredWiki
Jump to navigation Jump to search




How to Become a Demi-God in Sacred 2

By Dobri


How to become a Demi-god in Sacred 2

Soldats brought up the aspect of immortality to FDM. That pretty much changed the minds of many players as to how to make their builds. They most certainly owe him much, as this has made their playthroughs a lot easier.

The most important thing to grasp here is that pretty much every build comes close to becoming a demi-god - meaning to get very hard to kill whilst sacrificing minimum firepower. The thing is that it has been in front of our eyes the whole time - but as usual, a person checks what's going on "under his nose" (as we Bulgarians say) the last.

The key to becoming a demi-god is having a good level shopper in platinum or niobium - preferably level 100 upwards, although all channel DM armors show up earlier. Still, going up to lvl 100 isn't a big deal and isn't hard for experienced players even with underpowered and tough-to-play character builds. You should be ready to invest a lot of time in shopping - in my case that was over 15 hours real time jumping from start island to hissil'ta in niobium to find 2 decent pieces of armor.

The next thing you should be aware is that single or all channel damage mitigation doesn't show on all armors. This makes the shopping a bit quicker and easier. It never shows on a robe-looking armor. Low-grade damage mitigation based on armor lore mastery shows at light armors, if I can call them like that - these are armors that do not look like each characters' plate armors and tend to provide less damage mitigation (for example it was around 11.1% in niobium in my case). Mid and High-grade damage mitigation shows up on heavy armors like the ones looking like Celdrahil's Torso for HE, Chestplate of Time for a Dryad, Edijian's armor for Seraphim, Armantin's armor for SW, and so on. The same goes for shoulders. There is also a "mid-high" grade damage mitigation, which shows up on certain set items, and is better than the general mid-grade damage mitigation but is outclassed by a little paint by the high-grade damage mitigation trait. "Stacked" damage mitigation trait means that 2 types of damage mitigation traits have been stacked in one item, thus providing substantially higher Damage mitigation output. This could mean all channel + all channel and all channel + one channel (usually physical) damage mitigation.

You should also be aware that some chars have more options to achieve Godlike status than the others. For example, the High Elf is the most frail char of them all, does not wear shoulder armor (and thus deprives herself from a big chunk of damage mitigation), but she can still compensate for that. She and the Dryad do not have access to Toughness, which also make the task of becoming a god a bit harder, but again, they both can compensate for that with close combat reflection, shield block chance, etc. The Seraphim, the Temple Guardian and the Shadow Warrior are the easiest to become Godlike. The Inquisitor is the easiest to get physical damage immunity, as he has a lot of set items that work in his favor.

There are also numerous items that I didn't list which can be of great use for you char. For example, Serpent Tongue sword has Chance to reflect: Close combat trait which scales with item level. The Memetar's Protector hammer (hafted) provides physical damage mitigation, which also scales by item level. Keep in mind that the same level rare/set/unique item provides bigger bonuses at higher difficulty.

So, here are the basics for each char to become Godlike (in essence - achieve immortality) or reach a Demi-god status (in essence become very hard to kill and thus nearly immortal):


The Seraphim:

1. Armor lore mastery.

2. Torso Armor with stacked high-grade damage mitigation traits.

3. Shoulders with stacked high-grade damage mitigation traits.

4. Endijian's Wings (mid-high grade damage mitigation trait).

5. Glacial Defender (mid-high grade damage mitigation trait).

6. Toughness mastery.

7. Constitution.

8. Warding Energy buff modded for projectile and spell reflection and block.

9. Darwagon's circlet and Tanit's Collar amulets to use or as socketables.

The High Elf:

1. Armor lore mastery.

2. Torso Armor with stacked high-grade damage mitigation traits.

3. Glacial Defender (mid-high grade damage mitigation trait).

4. Celdrahil's Devotion Boots (fire damage mitigation).

5. Virgo's Pants (damage mitigation - physical).

6. Shield lore mastery to open up the chance to block,

7. Chance to block: Close combat socketables used along with the eternal block shield.

8. Constitution.

9. Incandescent Skin buff modded for close combat reflect - the buff itself provides substantial fire damage mitigation.

10. Crystal skin buff provides substantial armor rating, but it cannot be used in conjunction with the incandescent skin buff.

11. Grand invigoration, modded for healing (life energy silver mod) provides a substantial boost to the buff itself and will heal most of the damage taken in a second.

1. Darwagon's circlet and Tanit's Collar amulets to use or as socketables.

The Dryad:

1. Armor Lore mastery.

2. Torso Armor with stacked high-grade damage mitigation traits.

3. Shoulders with stacked high-grade damage mitigation traits.

4. Glacial Defender (mid-high grade damage mitigation trait).

5. Ancient Bark buff modded for armor + close combat reflection.

6. Decent level Goldenglade Touch.

7. Tangled vine keeps enemies in one place.

8. Shield lore mastery to open up the chance to block.

9. Chance to block: close combat socketables.

10. Constitution.

11. Darwagon's circlet and Tanit's Collar amulets to use or as socketables.

The Temple Guardian:

1. Armor Lore mastery.

2. Torso Armor with stacked high-grade damage mitigation traits.

3. Shoulders with stacked high-grade damage mitigation traits.

4. T-Energy Shroud buff modded for reduction and reflection (more damage absorption + chance to reflect spells).

5. Combat alert - as aura or CA modded for Riposte (close combat reflect)

6. Jolting touch modded for Payback + Shelter (close combat reflect and 25% + 0.5% per CA level damage mitigation).

7. Greaves of demiurge (all channel damage mitigation).

8. Toughness mastery.

9. Constitution.

10. Darwagon's circlet and Tanit's Collar amulets for use or as socketables.


The Shadow Warrior:

Option 1:

1. Armor Lore mastery.

2. Torso Armor with stacked high-grade damage mitigation traits.

3. Shoulders with stacked high-grade damage mitigation traits.

4. Glacial Defender (mid-high grade damage mitigation trait).

5. Denderan's Plans boots (physical damage mitigation).

6. Grim Resilience modded for Readiness and Safeguard (defense value + physical damage mitigation)

7. Reflective emanation modded for Backlash and Antimagic (close combat, projectile and magic damage reflection)

8. Toughness mastery.

9. Shield lore mastery to open up the chance to block.

10. Chance to block: close combat socketables.

11. Constitution.

12. Darwagon's circlet and Tanit's Collar amulets to use or as socketables.

Option 2: Permanent Shadow Veil, teach yourself never to decloak and as long as the Veil is high-level, you're invincible.

The Inquisitor:

1. Armor Lore mastery.

2. Torso Armor with stacked high-grade damage mitigation traits.

3. Shoulders with stacked high-grade damage mitigation traits.

4. Toughness mastery.

5. Saraki's Demise belt (physical damage mitigation, more than Deylen's belt).

6. Insignia of Deference Helm (physical damage mitigation)

7. Reverese Polarity buff modded for Rebound, Counterblow and Evade for party play and Rebound, Counterblow and Exploit for solo MP and SP hunting.

8. Purifying chastisement buff modded for inure provides 9.9% + 0.1% per CA level damage mitigation.

9. Constitution mastery.

10. Darwagon's circlet and Tanit's Collar amulets to use or as socketables.


There is one major setback, though. When you become a god... what else is there to play for?!


Originally published at DarkMattersfor review and discussion.