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  • [[Sacred:Spells|Spells]] are magical abilities possessed by most [[Sacred:Character_Class|characte [[Sacred:Spells|Spells]] are learned exactly as are [[Sacred:Combat Arts|Combat Arts]], by "readin
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  • Regeneration Spells: +XX%
    62 bytes (7 words) - 17:22, 25 December 2007
  • To all magic spells: +XX
    61 bytes (9 words) - 17:23, 25 December 2007
  • #REDIRECT [[Sacred:Regeneration Spells]]
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  • #REDIRECT [[Sacred:To all magic spells]]
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  • ...p://www.sacredwiki.org/images/0/00/Lightning_spells_focus.png '''Lightning Spells Focus'''=== ...thout Penalty|highest combat art level without penalty]] for the Lightning Spells aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ===http://www.sacredwiki.org/images/a/a1/Fire_spells_lore.png '''Fire Spells Lore'''=== ...inflicted damage, critical hit chance, and the execution speed of the Fire Spells Aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ===http://www.sacredwiki.org/images/a/a2/Cold_spells_lore.png '''Cold Spells Lore'''=== ...inflicted damage, critical hit chance, and the execution speed of the Cold Spells Aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ...tp://www.sacredwiki.org/images/5/56/Lightning_spells_lore.png '''Lightning Spells Lore'''=== ...cted damage, critical hit chance, and the execution speed of the Lightning Spells Aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ===http://www.sacredwiki.org/images/f/fd/Fire_spells_focus.png '''Fire Spells Focus'''=== ...el Without Penalty|highest combat art level without penalty]] for the Fire Spells aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ===http://www.sacredwiki.org/images/a/a1/Cold_spells_focus.png '''Cold Spells Focus'''=== ...el Without Penalty|highest combat art level without penalty]] for the Cold Spells aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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Page text matches

  • [[Sacred:Spells|Spells]] are magical abilities possessed by most [[Sacred:Character_Class|characte [[Sacred:Spells|Spells]] are learned exactly as are [[Sacred:Combat Arts|Combat Arts]], by "readin
    561 bytes (76 words) - 02:37, 27 April 2011
  • ...es that are able to cast spells. It improves the regeneration rate for all spells. ...on at higher levels). Hybrid characters that rely on combat arts more than spells could skip the Meditation skill.
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  • ...]] available to character classes that are able to perform [[Sacred:spells|spells]]. The skill increases the [[Sacred:Damage|damage]] dealt by all types of magic spells by a percentage (physical, magical, fire, poison).
    895 bytes (96 words) - 02:42, 27 April 2011
  • ...s a special attack, either a [[Sacred:Combat Arts|Combat Art]] or [[Sacred:Spells|Spell]], the attack must recharge. The time it takes for this to happen is ...racter to character, and also substantially differ between Combat Arts and Spells.
    532 bytes (81 words) - 02:34, 27 April 2011
  • ...h. The selection of [[Sacred:Combat Arts|Combat Arts]] and [[Sacred:Spells|Spells]] is principal to a build as well. These characteristics and abilities sub
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  • === '''Spells:''' ===
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  • Regeneration Spells: +XX%
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  • To all magic spells: +XX
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  • all magic spells: +XX</td> Spells: +XX%</td>
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  • all magic spells: +XX</td> Spells: +XX%</td>
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  • ...hare the same entry in creatures.txt and therefore have the same stats and spells.'' <pre>Values copied from source; Ice & Blood - spells.txt
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  • ...hare the same entry in creatures.txt and therefore have the same stats and spells.'' <pre>Values copied from source; Ice & Blood - spells.txt
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  • Improves the regeneration rate and casting times of Daemon spells. Affected spells:
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  • ...sic form of this art. More complex ideas include chains of spells or even spells that can be triggered by the user of the weapon. In many cases, weapon enh Literally all kinds of spells can be embedded into a weapon.
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  • All Magic Spells
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  • To all Magic Spells
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  • |The spell increases the regeneration rate of spells. **Effects non-spells as well as spells, so can be cast on non-magic users.
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  • ...Magic.- This is a must have in this build for Cast and regen times on your spells max out as soon as possible '''Spells'''
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  • ...the spells.txt file in the scripts/shared directory will be edited. In the spells.txt there are a number of instances that look something like this.
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  • Regeneration of Spells
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  • <pre>Values copied from source; Ice & Blood - spells.txt <pre>Values copied from source; Ice & Blood - spells.txt
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  • ...enly Magic improves spell regeneration and casting time for the Seraphim's spells. Affected spells:
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  • All Magic Spells
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  • ...g air, she can convert this energy into the mystical force that powers her spells. In this way, she recovers more quickly from her magical exertions. http://www.sacredwiki.org/images/6/60/Fire_spells.png - '''Fire Spells'''
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  • all magic spells: +XX</td>
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  • ...pells), it therefore becomes a useful way to increase the damage that your spells will do, if they do fire damage. However, sometimes Infernal Power can caus
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  • ...os|Philios]] casts a blessed circle around the hero which annuls all enemy spells and fills most with a righteous terror which causes them to repent their ev * Banishes most enemy spells, including buffs (for technical info on this property, see [[Sacred 2:The m
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  • All Spells ...ce, +Speed, +% Dexterity -> Weapon Damage: Physical, +Attack Speed, +Regen Spells, +Crit
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  • <span style="color:#0038CF;">'''''Regeneration Spells +10%'''''</span> <span style="color:#0038CF;">'''''Regeneration Spells +10%'''''</span>
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  • style="text-align: center; font-weight: bold;">To All Magic Spells</td> ...al Light, Irritation and Light Shield are replaced with bonus To All Magic Spells.
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  • ...s from melee hits, making this staff less useful for pure casters. However spells that gain deathblow through modifications (such as [[Sacred 2:Radiant Pilla
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  • :''"But master, why should I put this much effort into learning all these ice spells, when you can kill enemies with fire?"''<br> On battle fields, the effects of ice spells that affect whole areas are most devastating. Ice shards are the perfect we
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  • ...gories; in the case of [[Sacred:Infernal Power|Infernal Power]], both. Her spells cover a broad spectrum of damage types: [[Sacred:physical|physical]], [[Sac ...both buffing-type spells, amplify every one of her blows. The power these spells add to her damage output actually negate the need for the Daemon to rely on
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  • ..., Attack, Physical Damage, Magic Damage, % Spell Damage: Magic, Regenerate Spells, % Open Wounds, % Physical Resist, % Wounds Increase Damage Dealt (aka WIDD ...osts, it does boost offensive ''skills'', enabling you to do more with the spells you've got. The main use for Mammon's set is to get the body (Mammon's Magn
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  • all magic spells: +XX</td>
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  • all magic spells: +XX</td>
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  • ...cause it can unexpectedly pull the player character into Narmul's damaging spells. ...ling Somersault|Assailing Somersault]] to help avoid his attacks. Narmul's spells have a delay, so periodically changing locations is the best way to stay ou
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  • ===http://www.sacredwiki.org/images/f/fd/Fire_spells_focus.png '''Fire Spells Focus'''=== ...el Without Penalty|highest combat art level without penalty]] for the Fire Spells aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ===http://www.sacredwiki.org/images/a/a1/Cold_spells_focus.png '''Cold Spells Focus'''=== ...el Without Penalty|highest combat art level without penalty]] for the Cold Spells aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ...p://www.sacredwiki.org/images/0/00/Lightning_spells_focus.png '''Lightning Spells Focus'''=== ...thout Penalty|highest combat art level without penalty]] for the Lightning Spells aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • These bats are trained to catch ranged projectiles and even absorb spells with their bodies to protect the Vampiress.
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  • *Regeneration Spells
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  • === '''Spells:''' === ...se exploding zombies and ghouls. Spell regen is not that important as your spells are "low level" originaly.. it may be helpfull tho.. but nothing to be look
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  • ...a very important factor here. Secondly our tactic uses so called "duration spells" and spell regen is a lesser importance because of this. (more of this late == '''Spells''' ==
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  • all magic spells: +XX</td>
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  • ...world uses the Essence one way or another. From the more primitive shaman spells of the Kobolds, to the complex conjuration rituals of High Elven magic lore ...ven prove to be impediments when it comes to transforming Essence into new spells.
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  • ...e of daemonic magic. She becomes powerful in combat through the use of her spells. She attacks multiple opponents by managing the infernal entities at her co '''Spells:'''
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  • == Magic Spells ==
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  • http://www.sacredwiki.org/images/4/4a/Cold_spells.png - '''Cold Spells''' * [[Sacred 2:Cold Spells Lore|Cold Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • http://www.sacredwiki.org/images/6/6e/Lightning_spells.png - '''Lightning Spells''' ...d''' - Adds a [[Sacred 2:Block chance: Combat Arts|chance to reflect enemy spells]] (11% + 1% per level).
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  • <pre>Values copied from source; Ice & Blood, CM patch v100 - Spells.txt <pre>Values copied from source; Ice & Blood, CM patch v100 - Spells.txt
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  • http://www.sacredwiki.org/images/4/4a/Cold_spells.png - '''Cold Spells''' * Regeneration Time: Aspect Cold Spells -29.5% (this almost entirely offsets the above penalty)
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  • ...the Willowisp's tooltip, because they only attack with spells. Willowisp spells do exclusively physical and magic damage, so these are the elements the pla
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  • *{{:Sacred 2:Ice}} from spells
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  • Affected spells:
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  • Affected spells:
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  • http://www.sacredwiki.org/images/6/60/Fire_spells.png - '''Fire Spells''' * [[Sacred 2:Fire Spells Lore|Fire Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • ...of charged particles that improves his defense, provides a chance to block spells, and absorbs damage from fire, cold, and wind (physical) based attacks. * [[Sacred 2:Block chance: Combat Arts|Chance to Block Spells]]: 45.7%
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  • [color=blue]'''Spells'''[/color] [color=blue]'''Spells'''[/color]
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  • [[Sacred:Hell Sphere|Hell Sphere]]; [[Sacred:Dread|Dread]]; +xx to all Spells [[Sacred:Regeneration Spells|Regeneration Spells]]
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  • ...The magic within him is extremely powerful and he is able to wield deadly spells in his human form.
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  • *[[Sacred:To all magic spells|To all magic spells]] (Bracers and Body) *[[Sacred:Regeneration Spells|Regeneration Spells]] (Bracers)
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  • http://www.sacredwiki.org/images/6/60/Fire_spells.png - '''Fire Spells''' * [[Sacred 2:Fire Spells Lore|Fire Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], and [[Sacred 2:Cas
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  • Affected spells:
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  • http://www.sacredwiki.org/images/6/6e/Lightning_spells.png - '''Lightning Spells''' * [[Sacred 2:Lightning Spells Lore|Lightning Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • Affected spells:
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  • ...ter Conjurer''' - The skeletal mages become more powerful, adding upgraded spells to their arsenal (see Usage Strategies below). *'''Basic Skeletal Mages''' know the following single-target spells:
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  • +[[To all magic spells]] [[To all magic spells]]
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  • ...%; Chance to trap flying opponents: +XX%; Attack Speed: + XX; To all magic spells: +XX; Spell Resistance: +XX; Banish Undead: +XX ; Chance for open wounds: + all magic spells</td>
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  • '''Spells''' ''Water Spells''
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  • Affected spells:
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  • ===http://www.sacredwiki.org/images/a/a2/Cold_spells_lore.png '''Cold Spells Lore'''=== ...inflicted damage, critical hit chance, and the execution speed of the Cold Spells Aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ===http://www.sacredwiki.org/images/a/a1/Fire_spells_lore.png '''Fire Spells Lore'''=== ...inflicted damage, critical hit chance, and the execution speed of the Fire Spells Aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ...regeneration time and enables the use of modifications for the aspect Fire Spells. Increases the maximum spell level without penalty. ...regeneration time and enables the use of modifications for the aspect Cold Spells. Increases the maximum spell level without penalty.
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  • http://www.sacredwiki.org/images/6/6e/Lightning_spells.png - '''Lightning Spells''' * [[Sacred 2:Lightning Spells Lore|Lightning Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • ...tp://www.sacredwiki.org/images/5/56/Lightning_spells_lore.png '''Lightning Spells Lore'''=== ...cted damage, critical hit chance, and the execution speed of the Lightning Spells Aspect of the [[Sacred 2:Sorceress|Sorceress]]. Enables the use of [[Sacred
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  • ...Guardian a 30% [[Sacred 2:Chance to reflect: Combat Arts|chance to reflect spells]], ice [[Sacred 2:Damage Mitigation|damage mitigation]], and boosts his bas ...s area-of-effect. If The Guardian is much higher level than you, then your spells with have no effect while he is inside the magic circle. Duration: 10s. Coo
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  • http://www.sacredwiki.org/images/6/60/Fire_spells.png - '''Fire Spells''' * [[Sacred 2:Fire Spells Lore|Fire Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • *Casts the fire spells [[Sacred 2:Incendiary Shower|Incendiary Shower]] and [[Sacred 2:Blazing Tem
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  • |class="cellborderth" colspan="1"| [[Sacred:Spells|Spells]] |class="cellborderth"| [[Sacred:Regeneration Spells|Regen<br />Spells]]
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  • ...commonly called CA's by many players.They are the equivalent of skills and spells in other games. There are a number of Combat Arts in Sacred, with each play In the world of Ancaria, again and again you will find combat arts and magic spells that your hero cannot use. These can be exchanged with a Combo Master.
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  • ...lust improves the regeneration rate and casting speed of vampire arts or ('spells' available only in vampire form)
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  • * The Sinister Prince prefers to use spells but he will fight back with his giant magic staff if you come into melee ra ...valley it will run away for a full minute and be unable to attack or cast spells.
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  • http://www.sacredwiki.org/images/6/60/Fire_spells.png - '''Fire Spells''' * [[Sacred 2:Fire Spells Lore|Fire Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • Ring of Ice, Gust of Wind, All Spells, Lightning Strike, Ice Shards ...age, Speed, % Damage Received Reduces Gold, % Attack & Defence, Regenerate Spells, % All Resistances
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  • ...ring of Demons who paired with Elven women they had ensorcelled with their spells.
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  • * Thranak prefers to use spells but he will fight back with his magic staff if you come into melee range. ...nt for this fight, to protect against both Thranak's melee attacks and his spells.
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  • style="text-align: center; font-weight: bold;">Regeneration Spells</td>
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  • http://www.sacredwiki.org/images/6/6e/Lightning_spells.png - '''Lightning Spells''' * [[Sacred 2:Lightning Spells Lore|Lightning Spells Lore]] - improves [[Sacred 2:Damage|damage]] and [[Sacred 2:Chance for crit
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  • http://www.sacredwiki.org/images/4/4a/Cold_spells.png - '''Cold Spells''' * [[Sacred 2:Cold Spells Lore|Cold Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • |One of the first spells a [[Sacred 2:Sorceress|Sorceress]] of the frigid elements learns is the pow http://www.sacredwiki.org/images/4/4a/Cold_spells.png - '''Cold Spells'''
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  • http://www.sacredwiki.org/images/6/6e/Lightning_spells.png - '''Lightning Spells''' * [[Sacred 2:Lightning Spells Lore|Lightning Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • ...d 2:Spell Resistance|'''Spell Resistance''']]<br />Increases resistance to spells and protection from spell-based critical hits. ...d 2:Spell Resistance|'''Spell Resistance''']]<br />Increases resistance to spells and protection from spell-based critical hits.
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  • Spell Resistance reduces the chance for opponent's spells to have an effect on player. The player's Spell Resistance value can be im
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  • ...off half your life. Make sure you’re loaded with potions and heal when his spells hit you. '''ATTACK HIM ANYWAY YOU SEE FIT!''' Once you’ve beaten him, Vi ...He still attacks you the same way with the Poisonous Green Cloud and other spells but he can now also summon Floor Spikes out of the ground to. These can be
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  • ...combat skills are close to 100%, and "crystal skin" buff ceases to reflect spells, as all they have previously blocked.
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  • ...ther people or objects. While in Dragon Form the Dragon Mage can cast fire spells and gains bonuses to armor, attack and defense. In this form the Dragon Mag ...This aspect most resembles the classical arts of a mage. His powerful area spells burn or bewilder the enemy.
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  • Your means to thrive is using your combat arts and spells or special abilities. (aka fighting by sword/axe/bow) and spells (vampiress abilities, dark
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  • == [[Sacred:Regeneration Spells|Regeneration Spells]] == Regeneration Spells: +XX%
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  • style="text-align: center; font-weight: bold;">To All Magic Spells</td>
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  • == '''MAGIC SPELLS:''' == ...GoW has a very nice regen time. Much better than ice shard or other attack spells.
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  • ...s 16 [[Sacred:runes|Runes]] available. Eight correspond to [[Sacred:Spells|Spells]], the other eight to [[Sacred:Combat Arts]]. == Spells==
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  • ...ves spell damage, spell resistance and hitpoints. But it has only 2 attack spells. The dragon strike is clumsy to use in caves and at obstacles but can do ni ...talist has a nice buff which gives physical protection, can stun and block spells. Its Maelstrom slow opponents. Mind strike modified to area effect is very
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  • A magic armour that offers protection from melee attacks and spells (+physical armour, Block Chance: Combat Arts & chance to stun the target). *'''Runes''' - Increases the chance to block spells. (25.0% + 0.3% per CA level)
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  • http://www.sacredwiki.org/images/4/4a/Cold_spells.png - '''Cold Spells''' * [[Sacred 2:Cold Spells Lore|Cold Spells Lore]] - improves combat art [[Sacred 2:Damage|damage]], [[Sacred 2:Chance
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  • ...rs as it allows a character (or monster) to deal maximum damage with their spells more often. Spell Intensity of the attacker is compared to the target's [[
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  • ...emporarily become invisible. When he executes short-range attacks or casts spells there is a chance Shadow Veil will be lifted, rendering him visible. Chance * Chance of not being detected while casting spells: 1.0% (increases with CA level)
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  • The Dark Elf creates an energy field, which will deflect all magic spells and repel them back towards the spell caster.
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  • |This aspect most resembles the classical arts of a mage. His powerful area spells burn or bewilder the enemy. A magic armour that offers protection from melee attacks and spells (+physical armour, Block Chance: Combat Arts & chance to stun the target).
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  • ...n will speed up the regen on HS, Mental Regen will do the same but for the spells. Dex will improve fire damage, [[Abdiel's Revenge|Abdiel]] being quite usef ...you can't use other Spells, at some point lower so that you can use other Spells. As you see fit
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  • * The {{PAGENAME}}'s deadliest aspect is his spells. He has 3 spells and 1 buff that he casts:
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  • * The Evocator prefers to use spells but he will fight back with a ghostly dagger if you come into melee range. ...2:Damage over time: Magic|magic DOT]]. It also regenerates the Evocator's spells.
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  • All Spells, Purgatory, Flameskin Defence, % Defence, % Mental Regeneration to Defence, Regeneration Spells, % Spell Damage: Physical, %Spell Damage: Fire, % All Resistances, Chance f
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  • * Radament has two summoning spells. So although the caves where he dwells are almost empty except for a few s ...This group of summons is '''extremely deadly''' because they have powerful spells of their own:
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  • ...ts of [[Mental Regeneration]]. We will need the Mental Regen for our (few) spells, but 3 per level is quite enough for this. Strength with give you hitpoints ...s have high mods to Meditation, [[Mental Regeneration]] and [[Regeneration Spells]], so more than half your level in Meditation is not needed, you will get t
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  • ...almost no time...and can shave off more than 75 % of the regen time off of spells! ...at your next battle... your WonderBabe is all freshened up with full power spells at her disposal!
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  • ...in its area-of-effect. If Walther is much higher level than you, then your spells with have no effect while he is inside the magic circle. Duration: 10s. Coo
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  • ...Executing the art of fire magic allows for a wide flexibility in which the spells can easily be individually adapted. ...sive, although even a storm magician is able to weave some powerful attack spells.
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  • |This spells enables the Battlemage to teleport to any destination within his line of si
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  • ...t, greatly increasing their chance to evade the enemies' blows, arrows and spells. The smoke it emits moves a bit with the shield, but does not cover the cha
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  • ...hin its area-of-effect. If Haenir is much higher level than you, then your spells with have no effect while he is inside the magic circle. Duration: 10s. Coo
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  • ...caster that transforms into a killing machine through her combat forms and spells. The Daemon's melee prowess is linked to her forms...without her forms, she
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  • ...requirement of 1. Regarding the bonus to Mental regeneration, regeneration spells, magic damage and Reiki, this places this ring in the top list for a starte
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  • ...As a spell, Dread is very similar in mechanics to the area of effect (AOE) spells of the Battle Mage, such as Fire Spiral, Circle of Fear, and Circle of Ice.
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  • ...agic damage weapon (socketed with [[Sacred 2:Magic Pearl|Magic Pearl]]) or spells with Ancient Magic Mastery have to be used to deal damage.
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  • * Due to their AI, Frost Imps won't use melee attacks, only spells.
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  • style="text-align: center; font-weight: bold;">Regen Spells</td>
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  • ...r magic. This item straightens the Elf's Arcane powers and intensifies her spells.
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  • *Regeneration Spells
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  • ...only applies to weapon damage, and does not enhance the damage values from spells.
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  • '''''Regeneration Spells +10%'''''</span> '''''Regeneration Spells +10%'''''</span>
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  • style="text-align: center; font-weight: bold;">Regen Spells</td>
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  • ...s within the trap area. Any opponent affected will be unable to move, cast spells, or attack. The [[Dark Elf]] creates an energy field, which will deflect all magic spells and repel them back towards the spell caster.
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  • 8. Mental Regeneration: increases the damage of your spells and reduces the time you need to regenerate from poison attacks.
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  • ...very life. Same with this chestplate - while it does not affect the mage's spells, it is an essential part of the set, as it is the main source of defense (t
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  • ...th ways of boosting your overall magic damage whether by by your weapon or spells in easy ways: ...ou wish to have the benefits of critical on your weapons extending to your spells, that you are using that crit weapon slot while the spell is in operation!
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  • * Due to their AI, Monkey Demons won't use melee attacks, only spells.
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  • *Can be cast from a weapon slot with +All Spells or +EBolts, to increase the level of the spell. However, this will only aff
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  • * They prefer to stay ranged, attacking with spells and throwing stars. They will switch to a dagger if engaged in close comba
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  • * Demonic Eyes don't use melee attacks, only spells.
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  • ...level Ice Shards, lets discuss WHY you've chosen Ice Shards over the other spells.''' It is my opinion that Ice Shards is the most versatile of the attack spells. It doesn't have the absolutely concentrated damage of [[Sacred:Meteor Stor
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  • ...* There is no longer a sound loop when encountering opponents using trap spells
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  • ...ombat Arts at close to 100%, and the "Crystal Skin" buff ceases to reflect spells, as all they have previously blocked. This fact in no way belittles the im
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  • ...but the bonus is applied to all damage you do, be it from melee, ranged or spells. * Call of Death works best with Area of Effect CAs/Spells, such as Poison Ring, Fire Wall & Tentacles.
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  • ...caster that transforms into a killing machine through her combat forms and spells. The Daemon's melee prowess is linked to her forms...without her forms, she The Daemon's spells are offensive in nature. They are designed to achieve maximum carnage on th
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  • ...fer from the fact that it needs some time to get quick and powerful attack spells, so the first levels are hard. A melee elf starts a bit easier: GI hp regen 1 point in ancient magic, we need it later when we perhaps fight fully with spells
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  • ...tremely slow, so he is very easy to escape from. The main dangers are his spells and summons.
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  • ...ity Patch|Community Patch 1.60]] fixed the Protector AI so he now uses his spells. ...rth the regen penalty for a spellcaster able to hold his own with powerful spells.
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  • * '''Escape''' - Increases the chance to break immobilizing spells. (30% + 0.2% per Combat Art level [[Sacred 2:Block chance: Root|chance to b * '''Escape''' - Increases the chance to break immobilizing spells. (30% + 0.2% per Combat Art level chance to break roots)
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  • In the world of Ancaria, again and again you will find combat arts and magic spells that your hero cannot use. These can be exchanged with a Combo Master. '''Regeneration Spells +10% '''(Battle Mage)
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  • ...and has the effect of reducing the time needed to regenerate that aspect's spells. For example: ...r or High Elf's Expulse Magic) spells that last longer than the short term spells - usually 10 - 15 seconds to start. A Buff, on the other hand is available
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  • ...es who are out of attack range do nothing. Enemies with ranged attacks or spells may or may not continue attacking. * Deadly Strike (Deathblow) does not normally work with spells in Sacred 2, however a spell can gain this property through modifications,
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  • ...the only form that adds to the total damage done by the Daemon. Therefore, spells are affected accordingly (Blazing Discs will inflict additional physical da
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  • Spells ...ing rooted is annoying, being stunned is even more, because you can't cast spells.
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  • lvl 1: '''[[Sacred:Meditation|Meditation]]''' (for [[Sacred:Regeneration Spells|Spell Regeneration]]) == '''Combat Arts & Spells''' ==
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  • ...ters conjure up lots of Goblin Warriors and can also hit you with damaging spells.
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  • * They prefer to stay ranged, attacking with spells and throwing stars. They will switch to a dagger if engaged in close comba
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  • ...d make navigation slightly more difficult. To counter this player can use spells that cause illumination, such as [[Sacred 2:Blazing Tempest|Blazing Tempest
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  • When active, hitpoints and spells will regenerate at an increased rate. * '''Replenish''' - Further decreases the regeneration time of all spells. (7% + 0.7% per CA level decrease)
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  • ...h the enemy spell [[Sacred 2:Icy Evanescence|Icy Evanescence]]. If the two spells are cast in an overlapping area, whichever is the higher level will cancel * Can banish certain enemy spells (if higher level)
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  • * Demonic Skulls prefer to stay ranged and fire spells at the player. If engaged in melee they can attack by "biting" the player h
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  • ...gone inside the building. You can usually hear the sound of them casting spells when you are nearby.
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  • * '''Faith''' - Reduces casting time for spells. (29.5% + 0.5% per CA level increase to [[Sacred 2:Casting Speed|cast speed *Boost to cast speed helps spells in the two aspects
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  • ...Daemonic combat move. The attack is absolutely devastating...combined with spells such as Infernal Power and Call of Death, only Dragons and other healthpoin
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  • ...cunning wizard that he used a certain bone, which he had marked with awful spells, wherewith to cross the seas, instead of a vessel; and that by this bone he
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  • ...ttacks unless engaged in close combat. They prefer to stay ranged and use spells.
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  • ...he orc. Make sure to bring health potions with if you do not have healing spells.
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  • |Turns into a young dragon with strong armor and combat spells. Dragons of this size can't fly but have the power to feign flying. In hi *Useful in early levels for offensive spells and defensive abilities. The fast flight speed can be used to travel quick
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  • **Zombies cannot use any spells or combat arts that their alive counterparts may have.
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  • |Banishes weaker spells within its range and instills fear in nearby opponents. * Will provide a chance to block enemy spells and CAs, i.e. the [[Sacred 2:Gahanka|Kobold Chief's]] boulder throw attack.
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  • .... The only exception is Mental Regeneration. Those characters who have not spells (i.e. Gladiator, Dark Elf and Vampiress), have 0 points in Mental Regenerat ...th a well balanced mix of weapon attacks, with or without Combat Arts, and Spells).
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  • ...ombat Arts at close to 100%, and the "Crystal Skin" buff ceases to reflect spells, as all they have previously blocked. This fact in no way belittles the im
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  • ...in fighting strength. On the contrary! Most of them learn to control frost spells and other special skills to tip the balance of battle to their own favor. ...rom a distance. Their enemies are attacked with throwing weapons and frost spells before they even know what hit them. If forced into melee combat Ogre Hunte
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  • Paternus' Argument is a set for melee mages, and as such it doesn't boost any spells, it does however boost physical weapon damage from every item except the sh
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  • ...ue to Shard. He calculated the Wood Elf Class' parameters and the Wood Elf Spells' parameters exactly, than, using the Wood Elf Class' parameters he interpol There are only three possible ''target spells'': Blazing Disc, Hell Sphere and Inferna Power itself. The additional fire
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  • * Chance to stay cloaked while casting spells or ranged attacks: 10.0% + 5.0% per level ...sing melee attacks always breaks the effect. When using ranged attacks or spells, there's a chance to remain cloaked which increases with level. Once this
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  • ...their attacks, however due to their AI they won't use melee attacks, only spells.
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  • ...demons, has physical-to-magic damage conversion on his melee attacks. His spells do fire damage, so physical, fire, and magic resistance are very important
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  • ...t, greatly increasing their chance to evade the enemies' blows, arrows and spells. The smoke it emits moves a bit with the shield, but does not cover the cha ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • ...nd most of the time, you will be using differents techs (Special moves and spells) that share the same timer. The timers come into action each time you use a ...st be taken into consideration when building a tech up. Among the duration spells or special moves, we find 4 types :
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  • ...ombat Arts at close to 100%, and the "Crystal Skin" buff ceases to reflect spells, as all they have previously blocked. This fact in no way belittles the im
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  • ...es run and attack speed. The art also grants resistance against root-based spells. It will always break existing roots. *The chance to block rooting spells is ~20% and increases with each CA level.
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  • ...ion of Poison Daemon is the lack of synergies with the Daemon's Hell magic spells. It is possible to compensate for this by focusing on the Daemon's ability ...s of infernal entities in combat. Magic Lore makes the use of her damaging spells more practical. Although far from the equal of a Hell Caster, she can posse
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  • A [[Sacred:Call of Death|Call of Death]] [[Sacred:Spells|spell]] with a Maximum Damage Bonus of 4%: +4% to the Daemon's total damage
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  • ...demons, has physical-to-magic damage conversion on his melee attacks. His spells do fire damage, so physical, fire, and magic resistance are very important
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  • ...demons, has physical-to-magic damage conversion on his melee attacks. His spells do ice damage, so physical, ice, and magic resistance are very important fo
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  • ...demons, has physical-to-magic damage conversion on his melee attacks. His spells do poison damage, so physical, poison, and magic resistance are very import
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  • |class="cellborderth" width="35px"| [[Sacred:Regeneration Spells| RS ]] |class="cellborderth"| + To All<br />Spells
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  • This aspect most resembles the classical arts of a mage. His powerful area spells burn or bewilder the enemy. ...Executing the art of fire magic allows for a wide flexibility in which the spells can easily be individually adapted.
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  • ...allowing me to run at VERY high speeds to the next mob while regenning my spells at a highly accelerated rate, all at the same time! To Cast spells high and then regen them uber fast...make sure you only have items which in
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  • |class="cellborderth" width="35px"| [[Sacred:Regeneration Spells| RS ]] |class="cellborderth"| + To All<br />Spells
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  • ...demons, has physical-to-magic damage conversion on his melee attacks. His spells have the same damage types, so physical and magic resistance are very impor
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  • "FX" stands for "effects" and can be triggered ingame via spells.txt or questscripts.txt. There are SFX (sound effects) and VFX (visual effe ...e (fxTypeSpell) and the casting routine (fxTypeCast, fxTypeCastSpecial) of spells.txt
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  • ...]]. He rides on the back of a large dark spider while weaving his powerful spells.
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  • ...ly Spears]]. Note that Charged Grid has a high cooldown compared to those spells, so casting them separately may be better than putting them together into a
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  • ...demons, has physical-to-magic damage conversion on his melee attacks. His spells also do magic damage, so stacking magic resistance is very important for th
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  • .... Aside from the difference in appearance, the elites also have different spells.
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  • ...ombat Arts at close to 100%, and the "Crystal Skin" buff ceases to reflect spells, as all they have previously blocked. This fact in no way belittles the im
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  • * Fixed: Some spells were not visible for all players * Changed: Dark Elf Reflection spells now work on party members
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  • ...ell Intensity|Spell Intensity]]''' || Improves the effectiveness of player spells on opponents. | '''[[Sacred 2:Damage|Damage]]''' || Increases damage for all weapons and spells. Applies to all 5 element types.
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  • ...mal weapon attacks is different and new players may find ranged weapons or spells easier to use than melee weapons. You simply hold a button to execute a we ..." type CAs in a combo. Note that this technique does not seem to work with spells, to cast a spell again after the first casting, the button has to be pushed
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  • Decreases regeneration times for abilities (except spells) and increases HP. * + Regeneration Special Moves (more important) or + Regenertaion Spells (get at least some)
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  • * '''Spell Shield''' - Light protection from hostile spells. (20% + 1% per Combat Art level [[Sacred 2:Block chance: Combat Arts|chance * The Silver mod '''Spell Shield''' is very good at blocking incoming spells and enemy combat arts, making it useful against caster [[Sacred 2:Boss|boss
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  • .... Father Dagon does not hit especially hard, but he has a couple dangerous spells.
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  • |This aspect comprises many powerful and effective spells. A [[Sacred 2:High Elf|High Elf]] proficient in the study of the Arcane Ill ...cred 2:Hitpoint Regeneration|hitpoints]] and [[Sacred 2:Regeneration Time:|spells]] will regenerate at an increased rate.
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  • |class="cellborderth" width="35px"| [[Sacred:Regeneration Spells| RS ]] |class="cellborderth"| + To All<br />Spells
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  • ...imensional tear in space, I could close it with a few simple stabilization spells.
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  • ...sive, although even a storm magician is able to weave some powerful attack spells. |Improves [[Sacred 2:Armor|armor rating]] and resistance against spells. Slightly increases the [[Sacred 2:Regeneration Time:#Buffs|regeneration t
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  • ...s spell resistance against [[Sacred 2:Spell Damage Based Combat Arts|magic spells]] and additional damage effects such as [[Sacred 2:Chance for Burn|Burn]], * Evade Critical Hits (from [[Sacred 2:Spell Damage Based Combat Arts|magic spells]] only) +Y%
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  • ...demons, has physical-to-magic damage conversion on her melee attacks. Her spells do mostly fire damage and they are virtually impossible to dodge. So physi
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  • ...me, it is important to take him seriously. Both his melee attacks and his spells hit very hard.
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  • ...Fade (2b) and Sinister Pact => Increase furtivity + Reduces detection with spells + Permanent effect (buff) ...: Backslash (1b), Antimagic (2b) and Idol (3b) => Reflect ranged + Reflect spells/AdC + Area effect
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  • ...Shatter a 30% [[Sacred 2:Chance to reflect: Combat Arts|chance to reflect spells]], ice [[Sacred 2:Damage Mitigation|damage mitigation]], and boosts his bas
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  • ...s not surprising that the school of Fire Magic focuses on destructive fire spells.
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  • ...witch the Wild a good [[Sacred 2:Block chance: Combat Arts|chance to block spells]] and boosts her [[Sacred 2:Chance to evade|evade chance]].
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  • ...cantly increases his [[Sacred 2:Chance for Poison|Chance for Poison]]. His spells mainly inflict this damage type as well. Be sure to have plenty of poison a
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  • ...mal weapon attacks is different and new players may find ranged weapons or spells easier to use than melee weapons. You simply hold a button to execute a we ..." type CAs in a combo. Note that this technique does not seem to work with spells, to cast a spell again after the first casting, the button has to be pushed
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  • ...g about the WE is that you are not bothered by enemy plant cages and other spells that prevent your movement. You can still kill everything in the range and === '''Spells''' ===
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  • ...ombat Arts at close to 100%, and the "Crystal Skin" buff ceases to reflect spells, as all they have previously blocked. This fact in no way belittles the im
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  • ...for this fight, to protect against both the Dragon's melee attacks and its spells.
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  • ...he portal was unstable and collapsed after only a few seconds. Maybe three spells for stabilization aren’t enough. Be that as it may ... it is a setback. I
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  • ...n Three agressively goes after items and equipment with the [[Regeneration Spells]]: + X% modifier. Option Three, like Option Two, will likely use infernal e
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  • * On top of that, this special Harbinger of Death also has different spells:
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  • ...bat Arts]] at close to 100%, and the "Crystal Skin" buff ceases to reflect spells, as all they have previously blocked. This fact in no way belittles the im
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  • ...Combat Arts]]. It should give you a good idea how to develop your CA's and Spells correctly and to make sure you are not waiting for 5 minutes before using e ...]'s, [[Sacred:Wood Elf|Wood Elf]] and [[Sacred:Battle Mage|Battle Mage]]'s Spells and CAs as examples since these are the characters we are currently playing
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  • ...2:Damage over time: Magic|magic DOT]]. It also regenerates the Banshee's spells.
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  • Ranged : Must attack from a distance. Bows, Shurikens, Spells. ...alt Strike and of the explosion of Shadow Step + faster cast speed for the spells, a must have
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  • ...|Daemon]]. Improves the regeneration rate and the casting times of Daemon spells (the top row of Combat Arts, including Tentacles, Dread, Infernal Power, et ...e of the 32 [[Sacred:skills|skills]]. It increases the damage dealt by all spells.
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  • ...of ice-based spells, and Delphic Arcania which contains special protection spells such as a teleport spell and a banishing circle. The High Elf's constitutio ...red Technology reflect a mix of offensive combat arts and solid protection spells. Efficient buffs like Warding Energy complete the profile of a versatile, s
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  • ...damage on the game after its expansion. However, Death Blow still works on spells in Console versions and Sacred 2 prior to the Ice and Blood expansion.
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  • Increases resistance against magic spells and [[Sacred 2:Secondary Damage Effects|additional damage effects]] ([[Sacr
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  • ...age types, providing substantial boost to spell damage and defense against spells, but offering little to nothing in terms of close and ranged combat. As you ...of how OP the life leech bonus is. Aspect-wise, this set boosts supportive spells of [[Sacred 2:Delphic Arcania|Delphic Arcania]] aspect, but should be more
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  • ...build! This guide is not for melee-oriented players... just ones that use spells. The main spell will be Glacial Thorns while wearing a shield and carrying Stamina - decrease regen times for combat arts (spells)
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  • ...you will gain ALOT of Damage from this Skill. This also allows us to Cast Spells Faster, increases our chance for Critical Hits and gives us Modification Po Route B Delphic Arcania Lore - This Skill will increase the Damage of Delphic spells. also allows for more modification points. this Skill will GREATLY increase
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  • ...f altering the dimensions of lodgings and study halls! Not the easiest of spells, but were it to work, well…
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  • |Philios casts a blessed circle around the hero which annuls all enemy spells and fills most with a righteous terror which causes them to repent their ev
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  • ...the Earth Lord a good [[Sacred 2:Block chance: Combat Arts|chance to block spells]] and boosts his [[Sacred 2:Chance to evade|evade chance]].
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  • ...such a blow, if it is not magically enhanced with protective or deflecting spells.
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  • * Ancient Kaa the Soulless prefers to use spells but he will fight back with his magic staff if you come into melee range.
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  • ...2:Block chance: Combat Arts|chance to block combat arts]], so the player's spells have a very good chance of simply failing against him. Weapon attacks are
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  • Enemies can have spells which can inflict [[Sacred 2:Chance to inflict Open Wounds|Open Wounds]] on
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  • ...ch her demeanor is aristocratic. She is knowledgeable of the ancient Elven spells and thus she is very powerful in battle. The Adept is tall and slender and ...eress, she is well-versed in three powerful magic disciplines. Some of her spells can be cast with no more than a simple mouse movement! In addition, the Hig
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  • ''Note:'' When washing dishes – do not use spells, wands or other magical means to heat water!
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  • ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • ...Y way he can. Be sure to have '''''LOTS''''' of health potions and healing spells at the ready before you exit the west gate of Black Oaks.
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  • * Archbishop Lazarus inflicts high melee damage and has deadly spells. The [[Sacred 2:Block chance: Root|Block chance: Root]] modifier is highly
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  • ...lls and never approaches her opponents in close combat. Some of Asmarael's spells, like her [[Sacred 2:Leech life from opponents|Life Leech]] Aura, are power
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  • ...without the frustrating bugged regeneration times. Horse-Combat Art's are spells and the character was made to test them. So we had to take riding, ancient ...invisible all the time late game. If we are invisible enemies with rooting spells won't see us. In mid game we use alchemies trophies to have a block chance
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  • ...on Hunter Seeker, while Mental Regeneration will do the same but for the spells. Dexterity will improve fire damage, Abdiel being quite useful in conjunct
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  • ...e a caster char - Source warden and Lost fusion can never match the wicked spells of the Inquisitor and the High Elf... ...hroud]] - Power (more shield) -> Recharge (in-combat regen) -> Reflection (spells reflection)
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  • ...sts, Evil Mages, and Thieves and Bandits. The Priests and Mages will throw spells at you (ice shards, lightning bolts, and sometimes fireballs), so be prepar
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  • ...attack value for more than 50 seconds. I have to hit bosses to recharge my spells, and 1000% attack value is a very big number. Add mentors lasting 4 minutes ...button is mind strike because it's fast. You have to hit to recharge your spells, so I have trollteeth on a hotkey in case I run in trouble hitting.
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  • 3b Reflection - Chance to reflect spells. (15% + 1% per CA level chance) Powerful shield, which reduce damage and reflect nasty spells. You can also choose Power as 3rd mod, it'll increase again shield's power.
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  • ...s in hand-to-hand combat are just as twisted. He has access to devastating spells of destruction and influence based on dark magic, enabling him to fight ent ...Inquisitor is a fighter for the shadows. He has powerful and manipulative spells at his command, which render him a deadly weapon. He is even able to manipu
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  • ...commonly called CAs by many players. They are the equivalent of skills and spells in other games. There are a number of Combat Arts in Sacred 2, with each ch
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  • ...CAs buy a lot of yellow potions. Of course chars with useful duration CAs/spells can get the most bonus of this but every other toon can benefit from it. Af ...ir unstoppable Exploding Arrows. Mages would benefit from Ghost meadow and spells like RoI.
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  • * '''Dispel''' - Deactivates the target's permanent beneficial spells. (100% + 1% per CA level chance to deactivate enemy [[Sacred 2:Buff|buffs]]
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  • These bats are trained to catch ranged projectiles and even absorb spells with their bodies to protect the Vampiress. (Meat Shield type 5.)
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  • * Offers little protection against spells
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  • ...letting your minions kill a mob when you're close enough, or just use your spells (Inexorable Subjugation can not add a soul to this. Why? Because it's being Rebound- Yuck, other caster's spells. Just send 'em back with this mod.
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  • ...will still see some great changes such as improved damage from weapons and spells, more health, faster health regeneration, more attack, defense, spell inten
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  • ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • ...ence was a fatal undertaking! It was only after the emergence of the first spells, which successfully synthesized T-Energy and Essence, that such absurd theo
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  • * '''Getaway''' - Chance to escape [[Sacred 2:Block chance: Root|root]] spells. (50% + 2% per CA level chance)
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  • * Note 1: In the cave, it is highly recommended to use spells or attacks with an 'area of effect'. Though the monsters are not strong, th
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  • ...an unused creature entry called "Dragon_huge_fire" that has its own set of spells and unique textures. Therefore in D2F, Magmadur uses the reactivated "fire
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  • ...er means, such as [[Sacred 2:Area of Effect|Area of Effect]] or Reflection spells. This system was removed in ''Ice and Blood'', and cloaked enemies can be
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  • * COMBAT SPELLS which use mental regeneration. Mentally oriented characters use only Combat Spells:
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  • ...be exploited at every available opportunity. As a Battle Mage employs his spells, so the BladeMaster uses his weapons. Use them wisely, and excel where othe
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  • ...cred 2:Spell Resistance|Spell Resistance]]'''<br />Increases resistance to spells and protection from spell-based critical hits. ...This aspect most resembles the classical arts of a mage. His powerful area spells burn or bewilder the enemy.
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  • For bosses we cast vines so they can't do anything but cast spells... they usually have spells so that's why we have Vines AND [[Sacred 2:Goldenglade Touch|Goldenglade To
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  • ...gives huge boost to melee damage with great boost to defence and defensive spells like stoneskin and spiritual healing.
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  • ...ce|Spell Resistance]] skill will result in an extremely high resistance to spells.
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  • ...ged attacks (press "ctrl" & left mouse to attack) will destroy the heart, spells ([[Sacred 2:Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]]
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  • ...couldn't be satisfied with the way things are as far as the way we select spells and weapons using the number keys 1 2 3 4 and F1 F2 F3 F4 so I investigated
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  • ...it and forget it, letting it cause mayhem while the Dragon Mage uses other spells.
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  • ...at all. Mage's Staves offer the anticipated bonuses to spell damage types, spells, Spell Regeneration, and so on, and are prone to feature two types of damag ...nus is ideal for a "hybrid" sort of character that likes to mix melee with spells/traps/Dwarven Cannon moves.
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  • ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • *'''Energy Flux''' - Reduces the cooldown of spells (Regeneration Time: -16.7%, applies to all combat arts).
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  • *Boosts the power of most of the Necromancer's spells.
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  • ...s in and ruins all your HC living fun" Also remember, ALL Combat Arts are "Spells". ...tacks, amd enemy spells and Combat Arts (since Combat Arts are counted as "spells") all at the same time.
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  • ...' modification can significantly soften up enemies for further attacks and spells inflicting fire damage.
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  • ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • ...s since their fangs are also dripping with poison and were strengthened by spells of the female priestesses. ...ll. They do not have a will of their own; they simply carry out attacks or spells which were implanted. Necromancers often use these creatures as guardians f
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  • ...benefits of a niob grade gear - much more spell regen/defense/bonus to all spells. Imagine your - soon after started - Vampire as she slaughters undeads with
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  • ...s since their fangs are also dripping with poison and were strengthened by spells of the female priestesses. ...ll. They do not have a will of their own; they simply carry out attacks or spells which were implanted. Necromancers often use these creatures as guardians f
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  • * Deadly Strike (deathblow) does not normally apply to spells, but Shock Web can gain this property through the gold mod '''Kilowatt'''.
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  • ...dds a [[Sacred 2:Chance to reflect: Combat Arts|chance to reflect incoming spells]]. (20% + 2% per CA level chance)
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  • ...[Sacred 2:Damage|Damage]]: [[Sacred 2:Fire|Fire]] +20.0% to the High Elf's Spells and Weapons
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  • ...cast it and forget it, letting it cause mayhem while the Druid uses other spells.
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  • |class="cellborderth"| + To All<br />Spells
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  • Increases spell damage. No points, no spells. Our minions do the damage. b) Spell Resistance - Increases resistance to spells and protection from spell-based critical hits.
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  • * While Deadly Strike (deathblow) does not normally work on spells, Fist of the Heavens can gain this property from the '''Ordeal''' modificat
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  • ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • ...n between Vitality and Willpower (more shield energy, and better prot. vs. spells) Also, early on the Source Warden spells are really nice, since they are mainly cooldown-based, a couple of runes ca
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  • * Deadly Strike (deathblow) does not normally apply to spells, but Psychic Hammer has this modifier as a base property, so items with the
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  • |The Necromancer, as his name implies, is an unseemly form of sorcerer whose spells deal with the raising of the dead and the summoning and control of various ...er. He rides on the back of a large dark spider while weaving his powerful spells.
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  • ...he [[Sacred:Meteor Storm|Meteor Storm]] spell. One of the highest damaging spells in Ancaria is now in the claws of Dragons!!! '''* Weapons/Spells –selected for the Dragon’s weakness(es)'''
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  • ...ial kind of natural magic exclusive to Kobolds, they can cast a variety of spells. Usually they use a plague ball, but there also have been sightings of Kobo
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  • ...art also grants immunity against [[Sacred 2:Block chance: Root|root-based spells]].
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  • ...emporarily become invisible. When he executes short-range attacks or casts spells his shadow veil will be lifted, rendering him visible.
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  • ...he can do that. If he wants to run around throwing out his screen-filling spells killing everything in sight, he can do that too. Gold – Reflection (bottom) - Chance to reflect spells. (15% + 1% per CA level chance)
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  • ...not going into it. I will however devote separate sections for combination spells from [[Fire Magic]], [[Water Magic]], [[Earth Magic]], as well as pure [[Ai As in Plus, stun spells need to be 1/5 of enemy level (3/5 for boss character, the readme says it i
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  • ...emporarily become invisible. When he executes short-range attacks or casts spells his shadow veil will be lifted, rendering him visible.
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  • ...r "Opponent Level for Deadly Strike" (deathblow) does not normally work on spells, however by taking the gold mod '''Roar''' this item modifier will apply to
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  • ...r "Opponent Level for Deadly Strike" (deathblow) does not normally work on spells, however by taking the gold mod '''Coldcock''' this item modifier will appl
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  • * Deadly Strike (deathblow) does not normally apply to spells, but Mind Blast can gain this property through the gold mod '''Deadly Strik
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  • ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • ...rg/forums/index.php?/files/file/357-sacred-2-enhanced-spells-mod/ Enhanced Spells Mod] is installed.
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  • ...art also grants immunity against [[Sacred 2:Block chance: Root|root-based spells]].
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  • ...s|bosses]] and champions. Follow up with powerful melee attacks or damage spells as appropriate.
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  • ...es who are out of attack range do nothing. Enemies with ranged attacks or spells may or may not continue attacking.
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  • ...r : 1a Faith + 2a Contemplation + 3a Relentless = Reduces casting time for spells + Dodge + duration
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  • *This CA is also one of only 3 Shadow Warrior spells that benefits from Ancient Magic. The others are [[Sacred 2:Skeletal Forti
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  • ...it. It does not work when using [[Sacred 2:Spell Damage Based Combat Arts|spells]] or [[Sacred 2:Secondary Damage Effects|secondary effects]] ([[Sacred 2:Ch
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  • |Turns into a young dragon with strong armor and combat spells. Dragons of this size can't fly but have the power to feign flying. In hi
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  • ...art also grants immunity against [[Sacred 2:Block chance: Root|root-based spells]]. Failitia uses it in every battle. In her case the temporary buff has big <pre> Values copied from source; Ice & Blood, CM patch v100 - Spells.txt
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  • * '''Annul ''' - Significant chance to dispel beneficial spells ([[Sacred 2:Buff|buffs]]) from target. (50% + 0.5% per CA level chance)
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  • ...these aspects use weapon attack speed for their execution speed, even the spells and [[Sacred 2:Buff|buffs]].
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  • ...ency Lift-off ''' - Enables lift-off even when under the influence of root spells. (100% + 0.5% per CA level [[Sacred 2:Block chance: Root|chance to break ro
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  • ...ant element of combat in Sacred 2. Unlike games in which the player casts spells and abilities using an energy reserve (such as mana), Sacred 2 uses a syste
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  • ...Executing the art of fire magic allows for a wide flexibility in which the spells can easily be individually adapted.
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  • ...ut adornments made of frost-covered metal and gems, but still can keep her spells and defense strong enough to survive in most situations.
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  • ...them, keeping opponents at a distance while picking them off with damaging spells.
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  • * '''Reflection ''' - Chance to reflect magic spells. (15% + 1% per Combat Art level [[Sacred 2:Chance to reflect: Combat Arts|c
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  • *This CA is also one of only 3 Shadow Warrior spells that benefits from Ancient Magic. The others are [[Sacred 2:Skeletal Forti
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  • ...d, so you're generally safe. You will still need to look out for AoE enemy spells and to take care of your teammates. I strongly maintain that this build is ...spells. (20% + 2% per CA level chance) - nice one. No stun, reflection of spells... nice
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  • *This CA is one of only 3 Shadow Warrior spells that benefits from Ancient Magic (and the only one in the [[Sacred 2:Astral
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  • ...s.org/forums/index.php?/topic/21916-enhanced-spells-mod-sacred-2/ Enhanced Spells Mod] is installed.
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  • ...y. The options are endless, and this would allow one to raise CA levels of spells and attacks even higher with less penalties from Buffs. In combination with
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  • This is only a '''visual bug''' in the tooltip. All the spells still deal their original damage types and damage converters in battery do
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  • ...hey fear is fire because they have no resistance against it and no counter spells. The druid is able to summon Will o’ the Wisps. The female ranged archer ...s since their fangs are also dripping with poison and were strengthened by spells of the female priestesses.
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  • Wizards seek new spells to strengthen their arsenal...and the Wood Elves seek to become closer to n
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  • Is one of the best defensive Combat Arts in the game. Spells stack. So with a few high level castings of this spell, the elf is immune t With the persevere mod, again, spells stack. The same test character had over 10000 willpower in 2 casts. That's
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  • ...cred 2:Spell Resistance|Spell Resistance]]'''<br />Increases resistance to spells and protection from spell-based critical hits. ...ms/index.php?/topic/21954-sacred-2-downloads-enhanced-spells-mod/ Enhanced Spells Mod].
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  • ...might die. The whole beauty of SV is you don't need any defensive gear or spells. I took Death Warrior and Grim Resilience and also constitution so that if ...nd you should take pure stamina. Since you have low gear the recharges of spells will be the most important. Optionally you can take vitality until you hit
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  • * Damage mitigation protects against fire spells and melee attacks
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  • ...egeneration are affected by the same skills and attributes as other damage spells in their aspect. These buffs are:
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  • ...Combat Arts|Combat Arts]] || Basic gameplay unit, equivalent to skills and spells in other games
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  • * Damage mitigation protects against ice spells and melee attacks
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  • ...benefits. For example, a battlemage can simply run round and fire off his spells without stopping. Simply rightclick when you reach the area you want to cas
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  • ...ith low spellpower. It reduces the [[Sacred 2:Damage |damage]] taken from spells and their side effects. *The damage type magic damage does not refer to damage from spells.
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  • Allows a character (or monster) to deal maximum damage with his spells more often.
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  • ...counters the enemy's Spell Resistance and makes him take more damage from spells, Reflect makes enemies damage themselves while you don't take damage.
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  • ...when combat arts with different targeting systems were combined, e.g. area spells first and direct damage such as flash second. This has been fixed
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  • ...boss digs in and ruins all your HC living fun" Also remember, ALL CAs are "Spells". I have this modded to reflect ranged and spells. This not only works perfectly in conjunction with the Combat Reflexes and
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  • 9. Ancient magic(50) Lowers mob resistance to spells need I say more?
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  • ...a [[Sacred:Battle Mage|Battle Mage]] can simply run round and fire off his spells without stopping. Simply rightclick when you reach the area you want to cas
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  • ...red 2:Incandescent Skin|Incandescent Skin]]||'''Inferno''' ( Will make all spells in [[Sacred 2:Arrant Pyromancer|Arrant Pyromancer]] [[Sacred 2:Aspects|Aspe
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  • reflect spells).
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  • I said okay, horse combat arts are spells, if i want the most out of them i should add riding to a character which is
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  • This is a list of the tokens found in the \Sacred 2\scripts\shared\spells.txt file. ...ldamage_magic |> in all damaging spells, adds damage to spells
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  • He decided to knuckle down and practice his levitation spells. Unfortunately this was in the Khorad desert while rounding up Orc mobs.
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  • ;Regeneration Spells ;To all magic spells
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  • ...hance to take a crit from spells(supposedly all Combat Arts are considered spells in this regard, if so then this skill is simply amazing) and at mastery it
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  • ...d 2:Combat Arts|Combat Arts]] have a property called "invert_armor_phy" in spells.txt. It reverses the opponent's physical armor value, meaing the higher the ...hat applies to weapon damage and also as a debuff that can be triggered by spells.
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  • Orc shamans have a sizable range of spells, which mainly focus on harming their enemies. Before battle, shamans always
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  • The magic and LL spells of Ice and Blood can be devistating. So spell Resistance is really gonna he
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  • ...ter classes: Mages can easily 'change' their element and perform different spells against different enemies. As far as weapons as the primary source of damag
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  • ...or. He rides on the back of a large dark spider while weaving his powerful spells.
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  • ...th your current stamina level and want to increase the base damage of your spells a bit. ...wielding a lollipop as long as it has good item modifiers benefitting your spells/Combat Art’s.
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  • ...but does increase your Spell Intensity which in turn helps with your other spells.
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  • ...protection against Walther's melee, although he will cast fire damage trap spells as well. He will also cast Expulse Magic (the purple rings) which neutrali
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  • ...cred 2:Spell Resistance|Spell Resistance]]'''<br />Increases resistance to spells and protection from spell-based critical hits.
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  • ...cred 2:Spell Resistance|Spell Resistance]]'''<br />Increases resistance to spells and protection from spell-based critical hits.
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  • ...string entry2 = {"et_banish_spells", n1, n2, 0, 8 } in configuration file spells.txt, where n1 is the base banishing potential, n2 - increase of banishing p ...o describe the mechanism of deactivating the target's permanent beneficial spells (buffs) by Expulse Magic.
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  • ...he [[Sacred:Meteor Storm|Meteor Storm]] spell. One of the highest damaging spells in Ancaria is now in the claws of Dragons!!!
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  • ...cred 2:Spell Resistance|'''Spell Resistance''']] - Increases resistance to spells and protection from spell-based critical hits (from any [[Sacred 2:Spell Da
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  • ...gone inside the building. You can usually hear the sound of them casting spells when you are nearby.
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  • ...mental|Ice Elementals]] (who are completely immune to [[Sacred 2:Ice|Ice]] spells) while being affected by [[Sacred 2:Ancient Magic|Ancient Magic]] Mastery (
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  • ...Since we did put some points in arcana focus, we will make some use of the spells in that area as well.
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  • I must find someone who has extended knowledge of invocation spells, a follower of Ker. One of those is believed to live in the mountains in th
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  • ...cred 2:Spell Resistance|Spell Resistance]]'''<br />Increases resistance to spells and protection from spell-based critical hits.
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  • ...y) and also give additional spell resistance to help against LL and casted spells.
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  • Casting speed has a dual purpose it speeds up the kicks and the support spells, which have no lore for spell speed.
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  • ...pline|Combat Discipline]] - 75 - big boost to CA damage, especially the AS spells, and big regen boost as well, plus I like 3 CA combos
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  • ...Focus" skills. Like any other starter caster, you work towards making your spells spammable first before making them deal more damage. Put 5 pts, to unlock t
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  • Antimagic - Adds a chance to reflect incoming spells. (20% + 2% per CA level chance) In Ice & Blood this is a must. I'm not conc
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  • ...mbat Reflex only works on physical weapons such as axes and arrows, not on spells. During gameplay I found that physical damage is not such a problem, since
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  • ...o take. Many boss and enemy attacks are really Combat Arts, which count as spells. Blocking a % of these means the shield does not take damage from them, and
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  • ...mutation. :) ) takes a lot more time. Also balancing of bosses, items and spells is time consuming and we need a big crew of beta testers!
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  • ...Combat Arts|Combat Art]]''': Basic gameplay unit, equivalent to skills and spells in other games. Commonly abbreviated CA. Each character has 15 CAs.
    73 KB (10,824 words) - 17:46, 26 April 2023
  • * Sources of "Experience per Kill" on items, potions, statues, and spells now stack instead of overriding one another.
    42 KB (6,354 words) - 00:23, 31 December 2017