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  • =='''Modding Guides'''== === Modding Basics ===
    8 KB (901 words) - 19:53, 23 April 2023
  • The most important part of modding is to have the correct software to edit the applicable files.
    2 KB (375 words) - 10:48, 18 January 2010

Page text matches

  • Before modding any file of the game it is always important to remember to backup any and a http://www.sacredwiki.org/images/Modding/file_stucture.jpg
    1 KB (243 words) - 06:29, 1 February 2010
  • They have also started working on tools for Modding. Which is still under review by Ascaron for general release.
    838 bytes (141 words) - 23:03, 1 May 2008
  • =='''Modding Guides'''== === Modding Basics ===
    8 KB (901 words) - 19:53, 23 April 2023
  • http://www.sacredwiki.org/images/Modding/saber_model-1.jpg http://www.sacredwiki.org/images/Modding/demonsword_model.jpg
    2 KB (318 words) - 09:38, 9 March 2010
  • ...in the [http://darkmatters.org/forums/index.php?showforum=371 DarkMatters Modding forum].
    2 KB (253 words) - 12:49, 18 January 2010
  • ...in the [http://darkmatters.org/forums/index.php?showforum=371 DarkMatters Modding forum].
    2 KB (318 words) - 12:06, 18 January 2010
  • This section gives how-to's on modding the look and feel of the game without having any effect on the game mechani
    792 bytes (130 words) - 09:42, 9 March 2010
  • The most important part of modding is to have the correct software to edit the applicable files.
    2 KB (375 words) - 10:48, 18 January 2010
  • A crucial part of modding files is to understand the what files you are actually working with. This http://www.sacredwiki.org/images/Modding/normalmap.jpg
    2 KB (443 words) - 06:25, 1 February 2010
  • * Modding for single-target heavy damage: '''Heavy Damage - Heavy Damage - Critical'' * Modding for max crowd control and area of effect (AoE) damage: '''Chain Lightning -
    5 KB (680 words) - 01:06, 6 January 2020
  • http://www.sacredwiki.org/images/Modding/map.jpg ...in the [http://darkmatters.org/forums/index.php?showforum=371 DarkMatters Modding forum].
    4 KB (606 words) - 06:12, 1 February 2010
  • * '''[[Unbended:Modding|Unbended Modding]]''' - Changing Unbended as we know it!
    7 KB (945 words) - 23:19, 25 July 2019
  • http://www.sacredwiki.org/images/Modding/saber_model.jpg ...in the [http://darkmatters.org/forums/index.php?showforum=371 DarkMatters Modding forum] and in the [http://darkmatters.org/forums/index.php?/topic/14845-how
    3 KB (519 words) - 03:21, 17 September 2013
  • ...the number of CM unique items was very small. CM 1.50 integrated a large modding project called the [http://darkmatters.org/forums/index.php?/topic/21671-ne
    3 KB (440 words) - 20:26, 11 December 2014
  • * '''[[Sacred 2:Modding|Sacred 2 Modding]]''' - Changing Ancaria as we know it!
    9 KB (1,222 words) - 18:41, 23 April 2023
  • * CA modding: Creep -> Fade -> Sinister Pact. The harder is for the enemies to notice yo CA modding:
    20 KB (3,450 words) - 01:40, 18 August 2014
  • ...take Purifying chastisement buff as a defense/offense booster, effectively modding it for Eradicate and Inure. We also take an abnormal amount of defensive sk Based on the proposed Combat arts modding, Concentration can become a defensive skill if we master it. That's both a
    13 KB (2,192 words) - 22:16, 20 February 2011
  • * '''[[Sacred 2:Modding|Sacred 2 Modding]]''' - Mudando Ancaria como nós conhecemos!
    9 KB (1,318 words) - 01:43, 18 October 2013
  • * '''[[Sacred 2:Sacred 2 Modding/de|Sacred 2 Modding]]''' - Verändere Ancaria, wie wir es kennen!
    10 KB (1,376 words) - 14:32, 2 September 2013
  • I also like modding Dashing Alacrity. This CA will break roots, will give you a chance to resis ...you don't like the idea of recasting it every 30-40 seconds, don't bother modding it.
    9 KB (1,485 words) - 01:35, 18 August 2014
  • ...ctually happen later in the game. I use it more as a debuff than anything. Modding it this way lowers BOTH defense and armor while making it more likely that At higher levels, dual modding zealot will allow the souls to stay around for so long you can still be loa
    11 KB (1,403 words) - 23:49, 17 August 2014
  • ...ent Skin|Incandescent Skin]], Blazing Tempest and Incendiary Shower before modding Ancestral Fireball.
    6 KB (820 words) - 06:54, 8 January 2014
  • ...if hit by massive area of effect or damage over time they may be killed. Modding with '''Regeneration''' and '''Protection''' will keep the protector alive
    6 KB (883 words) - 01:47, 31 December 2017
  • * '''[[Sacred 2:Sacred 2 Modding/fr|Modder Sacred 2]]''' - Modifier Ancaria comme nous le savons !
    10 KB (1,489 words) - 08:26, 12 February 2012
  • ...->''' [[Sacred 2:Devout Guardian Focus|Devout Guardian Focus]] - to start modding the skills quickly and get yourself a powerful dedicated blow. Making in an
    8 KB (1,352 words) - 00:56, 12 September 2013
  • 1. Inexorable Subjugation - full modding 2. Soul reaver - full modding
    39 KB (6,722 words) - 21:56, 17 August 2014
  • ...regen of Combat Art's making skills more spammable. Then proceed to fully modding IS, before you come back to mod the last zealot. ...be the 2nd buff you take to add to your survivability. no surprises in the modding except probably your gold mod. exploit actually mitigates 5% of the damage
    16 KB (2,678 words) - 23:19, 17 August 2014
  • ...gh enough on it's own to have a less than 20% chance to be hit without any modding of gear. The silver mod should be the reflect melee, lastly increase healin Modding Acute Mind to also lower detremental effects is another great choice.
    19 KB (3,222 words) - 23:57, 17 August 2014
  • ...creases the Chance to reflect Detrimental Magical Effects. (remember after modding a buff it needs to be re-cast to see the newly added mods in action)
    11 KB (2,045 words) - 23:03, 17 August 2014
  • ...igoration|Grand Invigoration]] as quickly as possible. We will think about modding shadow step later on, when we start to encounter hard battles and bosses.
    15 KB (2,778 words) - 01:35, 18 August 2014
  • ...a notch or 2 would have eased that transition immeasurably, as would have modding CE earlier than I got around to it.
    17 KB (2,985 words) - 00:18, 16 September 2013
  • ...could be changed out for the other choices. You really can't go wrong with modding Grim Resilience. My take on it is this:
    18 KB (3,229 words) - 02:07, 18 August 2014
  • ...rying to make the skills do damage they should focus on untouchable force, modding Area of Effect Combat Art’s to debuffs/healing.
    27 KB (4,610 words) - 00:52, 18 August 2014
  • ...rom this point on, figure out which CAs you'll be using the most and start modding them (like AW, Warding Energy, Flaring Nova and Divine protection).
    27 KB (4,777 words) - 21:54, 17 August 2014
  • The root breaking bit is the reason were even modding this combat art in the first place.
    46 KB (8,123 words) - 23:01, 17 August 2014