Sacred 2 Buff Slots
- 4Removing Buffs
Equip it into your buff slots (Lower right of the screen, there are 4) You can only use 1 slot to start, Concentration unlocks more. You must click it to activate it, and if you mod or level it, recast it. The Community Patch significantly improves the offensive and defensive powers of the Dragon Berserk while granting him access to potions, buff slots, and alchemy trophies, making the Dragon Berserk viable even in higher difficulties. A player cannot open containers, talk to NPCs or use mounts, merchants, smiths or runemasters while in. Sacred 2 Buff Slots, ronald keijzer poker, diy casino night decorations, bejeweled poker online. Free Spins-Bonus. Prize pool: 5000 stars. Sacred Black List & Good Guys List. Sacred 2: Fallen Angel. Combat Arts are the skill system to the game they are more confusing to some but they are actually quite straight forward. To unlock and level up your combat arts you need to collect runes exclusive to your race, once you have one rune for your race (dont worry they are quite common) you right click the rune and you will have a new combat art or you would have increased the level of an.
In Sacred 2 the term 'Buff' refers to a specific type of Combat Art that affects the player in a positive manner over a period of time. They are Combat Arts that can be 'permanently' active and are indicated in game with the word (BUFF) beside the combat art name. In order to use Buffs they must first be equiped. Left click on a Buff from the Combat Arts window, (Push 'E'), and drag it onto the first Buff slot on the interface to the bottom right of the screen. When a Buff is equipped it can be activated by left clicking on it's Buff slot icon. They remain active until switched off. Some enemies in game have the ability to disable a player's buffs such as the White Griffin's or a champion Dark Fairies lightening attack. This is typically referred to as a 'De-Buff'(de=deactivate).
| Buff slots interface |
Permanent Buffs
Each of the character aspects contain 5 Combat Arts and within each aspect one Buff exists in most cases. Exceptions to this rule are; The High Elf's Arrant Pyromancer aspect contains 2 Buffs, the Temple Guardian's Lost Fusion aspect does not contain a Buff and the Seraphim's Revered Technology aspect contains 2 Buffs.
Dryad Sinister Predator - Capricious Hunter Moribund Animus - Cabalistic Voodoo Ancient Bark - Nature Weaver | High Elf Fire Demon - Arrant Pyromancer Incandescent Skin - Arrant Pyromancer Crystal Skin - Mystic Stormite Grand Invigoration - Delphic Arcania | Inquisitor Purifying Chastisement - Gruesome Inquisition Reverse Polarity - Astute Supremacy Soul Reaver - Nefarious Netherworld |
Seraphim Battle Stance - Exalted Warrior Cleansing Brilliance - Celestial Magic BeeEffGee - Revered Technology Warding Energy - Revered Technology | Shadow Warrior Grim Resilience - Death Warrior Reflective Emanation - Malevolent Champion Nether Allegiance - Astral Lord | Temple Guardian T-Energy Shroud - Devout Guardian Untouchable Force - Source Warden
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Dragon Mage Familiar - Dragon Magic Protector - Elemental Magic Runes of Protection - Mentalism |
Temporary Buffs
Temporary Buffs are Combat Arts that increase a character's stats and remain active for a specifc amount of time. Some can be upgraded into Permanent Buffs through modifications. Because they often have long durations, most temporary buffs have a Cooldown in addition to their regeneration time.
Dragon Mage Dragon Berserk - Dragon Magic Dragon Form - Dragon Magic Combat Trance - Mentalism | Dryad Dust Devil - Capricious Hunter Goldenglade Touch - Nature Weaver Acute Mind - Nature Weaver | High Elf Cascading Shroud - Mystic Stormite
Frenetic Fervor - Gruesome Inquisition Zealous Doppelganger (Upgradeable) - Astute Supremacy
Combat Alert (Upgradeable) - Devout Guardian Charged Grid - Source Warden |
Seraphim Dashing Alacrity - Exalted Warrior Hallowed Restoration - Celestial Magic Divine Protection - Revered Technology | Shadow Warrior Rousing Command - Death Warrior Augmenting Guidon - Malevolent Champion Killing Spree - Malevolent Champion Shadow Veil (Upgradeable) - Astral Lord |
Notes
Ruinous Onslaught - Death Warrior
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Ruinous Onslaught can appear like a buff at times. It is designed for use against an enemy target for which it causes the Shadow Warrior to charge into the enemy and do damage or as a quick escape from enemy damage. Since it does not allow concurrent actions Ruinous Onslaught is not strategically a buff. When active the Shadow Warrior can not perform any other action except to run in order to maintain its effect which lasts a very brief time of less than 10 seconds (although while mounted on the Hellhound it has an unlimited duration). It is a great way to temporarily increase the Shadow Warrior's run speed in order to cover more ground. However, as soon as the Shadow Warrior stops moving or bumps into something Ruinous Onslaught will abruptly end it's effects.
Removing Buffs
Some examples of things which may remove buffs in the game are:
- - selected traps (Abishai summons them for example)
- - chain ice lightning (some champions and White Griffin)
- - CAs (Combat Arts) of the some characters such as 'Archimedes Beam' with gold 'Annul' modification, Expulse magic, Dryad's Black Curse with gold 'Dispel' modification.
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If the character has a chance to blockreflect combat arts, then successfully hitting from the chain lightning does not necessarily mean that all of buffs will be removed. For each attempt to remove buff (lightning may remove from 1 to 3 buffs, it depends on the level of CA) chance to blockreflect is calculated anew: lightning, successfully passed the test on the blockreflection, can cause damage, but don't remove any buff or only onetwo of them. Buff is removed in reverse order from the third buff slot to the first.
Removing buffs by Expulse Magic can not be blockedreflected, Expulse Magic doesn't save character from removing the buffs by enemy's EM circle. (see more about removing buffs mechanics in players contributed guides section)
Regeneration Penalty
Buffs use following modifier to descrease their penalty:
Stamina | Modifier |
25 | 1 |
75 | 0.75 |
125 | 0.5 |
225 | 0.33 |
325 | 0.25 |
425 | 0.2 |
725 | 0.125 |
925 | 0.1 |
For example, you have a total penalty from buffs of 100%, and a regeneration time of the CA is 3 seconds:
- The final regeneration time for the CA = 3 * ( 1 + 1 ) = 6 seconds;
And now let's increase stamina to set modifier in 2 times lower than before: there were 125 points in stamina (modifier 0.5) - will be 325 points (modifier 0.25). Will be the final total regeneration time in 2 times less?
- The regeneration time for the CA = 3 * 0,5 * ( 1 + 1 * 0,5 ) = 1,5 * 1,5 = 2,25
- 6 / 2.25= 2.67
- This is almost three times less, not two!
This suggests that the more buffs character uses (and a greater penalty from buffs they give), the more value of each point in stamina.
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See Also
- All combat arts as Item Modifier