Sacred:Daemon Combat Arts

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Transformations

Soaring Daemon / Descent

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Soaring Daemon
In this form, the Daemon can fly for a short period of time and her speed is increased. Her defense also increases, however, she will be more susceptible to ranged weapons and to special effects against soaring opponents.
Descent
In the form of a Soaring Daemon, the Daemon swoops and dive-bombs an opponent, inflicting severe damage. Nearby opponents may also sustain slight damage as a bonus.


Unlike the other Daemon forms, Descent "breaks" Soaring Daemon.

Soaring Daemon lvl 1 50 100 150 200
Defense 15% 260% 510% 760% 1010%
Speed +10 +108 +208 +308 +408
Duration 30s 79s 129s 179s 180s


Battle Daemon / Assail

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Battle Daemon
The Daemon changes into a Battle Daemon. In this form, she has white particle hair and a shimmering white aura. Physical damage and resistance are greatly increased.
Assail
In the form of a Battle Daemon the Daemon carries out a quick series of attacks on an opponent.

Damage Type(s): % Bonus to Physical

Resistance Type(s): Physical

Battle Daemon lvl 1 50 100 150 200
Attack 19% 264% 514% 764% 1014%
Physical Damage +19% +264% +514% +764% +1014%
Physical Resistance +30 +1010 +2010 +3010 +4010
Duration 45s 94s 144s 180s 180s


Assail
In the form of a Battle Daemon the Daemon carries out a series of attacks on an opponent. The attacks are pretty slow but the target is automatically switched if the opponent dies.

Fire Daemon / Wall of Flames

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Fire Daemon
This form is indicated by a red aura with red particle hair. Whenever the Daemon takes this form, she has increased resistance to fire and some of the physical damage is converted into fire damage.
Wall of Flames
As a Fire Daemon, this Combat Art transforms into a ball of fire that bursts open upon impact and covers an area with blazing fire.

Damage Type(s): % Converted to Fire

Resistance Type(s): Fire

Fire Daemon lvl 1 50 100 150 200
Physical to fire damage 12% 99% 99% 99% 99%
Fire Resistance +30 +1010 +2010 +3010 +4010
Duration 45s 94s 180s 180s 180s


Poison Daemon / Poison Ring

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Poison Daemon
The Daemon changes into a Poison Daemon, as indicated by green particle hair and aura. While the Daemon is in this form, she has increased poison resistance and some of the physical damage is converted into poison damage.
Poison Ring
A poisonous cloud spreads in a circle from the Poison Daemon. All nearby opponents that are hit by it are poisoned. Although the cloud dissolves quickly, the poison effect lingers on.

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.

Poison Daemon lvl 1 50 100 150 200
Physical to Poison damage 12% 99% 99% 99% 99%
Poison Resistance +30 +1010 +2010 +3010 +4010
Duration 45s 94s 180s 180s 180s


Energy Daemon / Charged Bolts

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Energy Daemon
Blue particle hair and a blue aura surrounding the equipment indicate the form of an Energy Daemon. In this form, resistance to magic is greatly increased and some of the physical damage is converted to magical damage.
Charged Bolts
The Energy Daemon hurls several Charged Bolts forward in a spreading pattern. The higher the Combat Art level, the greater the number of bolts.

Damage Type(s): % Converted to Magic

Resistance Type(s): Magic

Energy Daemon lvl 1 50 100 150 200
Physical to Magic damage 12% 99% 99% 99% 99%
Magic Resistance +30 +1010 +2010 +3010 +4010
Duration 45s 94s 144s 180s 180s

Hell Magic

Blazing Disc

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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

Blazing Disc lvl 1 50 100 150 200
Damage (physical/fire) 66
(32/34)
2029
(948/1081)
4033
(1883/2150)
6036
(2818/3218)
8040
(3753/4287)
Duration 25s 60s 60s 60s 60s


Call of Death

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This magic spell draws the souls of the dead into the Daemon’s 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


Call of Death lvl 1 50 100 150 200
Max Damage bonus 3% 6% 6% 6% 6%
Duration 25s 60s 60s 60s 60s

Infernal Power

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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

Infernal Power lvl 1 50 100 150 200
Attack 40% 1020% 2020% 3020% 4020%
Damage (fire) 13(13) 144(144) 277(277) 411(411) 544(544)
Fire damage +35% +275% +525% +775% +1025%
Duration 30s 79s 144s 90s 90s

Hell Sphere

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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 Daemon’s 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

Hell Sphere lvl 1 50 100 150 200
Damage
(fire/magic)
68
(34/34)
1378
(689/689)
2712
(1356/1356)
4048
(2024/2024)
5384
(2692/2692)
Duration 25s 45s 45s 45s 45s

Tentacles

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Tentacles grow from the corpses of opponents killed while this aura was active. These attack any enemy approaching, sucking the life out of them.

Abysmal Choir

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The Abysmal Choir of hell serves to confuse the Daemon’s enemies. All opponents within range are slightly injured and slowed down.

Dread

dread.png A 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.