Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Great guide! I have a question regarding the skill point/attributes quests. Do i have to complete every quest in each difficulty in order to maximize the points i get? Can i do the bronze/silver quests later if I already finished the silver campaign and am now getting through gold.
Also the game probably remembers which difficulty I completed the quest on since you can replay the campaign, so you don't get infinite skill points?
Thanks a lot!
- Weapon Lore: This is very important for trapping build of the DE actually. You do not list it in the trapping build("caster"), so apparently you assume it wasn't working with traps. But it totally is!
- Ballistics: It is also lots of cooldown. But you list it as only Scaling & IAS suggesting a main damage scaling - your same wording as in Weapon Lore for martial builds or Magic Lore for Seraphim (both pure dmg). But it's more like Heavenly Magic, Moon Magic + a small bonus to dmg. I advise having the description say CDR.
(more of my review below..)
Back to the new info on Weapon Lore and Ballistics - and I am not rating the builds themselves - But with the "caster"-build Ballistics would be taken lil later, now. At clvl 20 for instance to supplement once the speed part starts gaining more weight...
1 Weapon Lore
1 Trap Lore
...
By the way, Blade Combat or Dual Wield can be good to enable weapons that provide extra or more offensive modifiers (mods) i.e. mods of unique/set weapons for that class (...). So even for this "caster".
Maybe there are some more small mistakes with the other classes, from what I read in the comments - skills being unlocked at different levels is indeed different per class -, but the Dark Elf is the part I checked.
Otherwise, great to see people commenting, helping and having fun with this classic, unique game. IMO more charming than the successors titles. I agree with the closing, a great designed adventure game. Sacred 1's strength is a one time play-through on the difficulty of your choice (bronze/silver) and trying other classes/builds, another strength back then of course was the multiplayer with up to 16 people per game, lol.
But playing with a friend like through the campaign is still possible today; via certain means that enable you to use LAN over the internet. Check it out, huge fun.
Take care.
Trapper Build (PM/BP/EC, Addy, Test, Mongoose) PR
Ok what’s happening here? Well if we’re going to build a “full caster” it would look like something chucking traps all over the place so we’ve taken all the skills needed to scale their damage and reduce their cooldown and the respective defensive skills. [...]
1 Trap Lore (CDR)
1 Ballistics ( Scaling & IAS) [quote-edit]
3 Constitution* (HP/REGEN)
6 Riding
12 Armour* (RES/SPD)
20 Concentration (CDR) / Disarming (DEF/MF)
30 Parrying* (DEF)
50 Trading* (MF)
_Quote End
@Psykrom (30 May)
By default they do start with that skill indeed. However you can enable custom skills at level 1 totally legit:
- Open the settings.cfg in your sacred folder
- Change this entry: DEFAULT_SKILLS : 1 to 0
Example:
As example in my comment with the the Dark Elf - this game option allows you to: Still choose the default Weapon Lore but you can choose Trap Lore as your second skill at character_level 1, now. (instead of Concentration, if you want to start with offensive traps) Of course you can build what ever you wish.
Enjoy!
Anyway, thanks for the guide.