Post by Belix on Nov 7, 2012 3:48:51 GMT -5
Sacred 'Character Sampler Pack' featuring all 8 characters with Combat Arts at Level 1! Read on, or scroll to the bottom for the download.
As a relatively new Sacred player, one of the first frustrations I ran into with the game was not being able to try each hero and their special moves (Combat Arts) right out of the box. Reading descriptions wouldn't suffice; I wanted to use each Combat Art to get a feel for the character's fun factor before making a commitment to play the character for many hours. Unfortunately, with anywhere from 11-20 Combat Arts each, you might have to play each character for several hours to get one of each Rune so you can try them all. This is a lot of time and work just to spend a minute or two sampling each Combat Art to decide what (and who) you like or not.
Having done this with a couple characters myself, I wasn't looking forward to doing it again for the other half of the character classes. So I set out to create a final solution to this dilemma that would enable me to try any character's Combat Arts any time I wanted.
The result is a zip archive with all 8 characters in it, and each has one level in every Combat Art. Since this will save me hours of tinkering in the future, I wanted to share it here in the hope it might help someone else avoid a similar dilemma, be they a new player like me or one that's been around awhile and revisiting Sacred and may not remember the classes or abilities clearly.
Each character is just like starting a fresh one with the default skill picks off:
•0 Experience
•0 Gold
•3 Lesser Healing Potions
•1 Large Torch
•1 Default Character Starting Weapon
•2 'New Skill' picks (if you don't want this, just take the two default choices for the character class, which are always the two at the top of the new skill list)
Except, of course, normally you'd only have one Combat Art learned (two if you started in multiplayer). Though I will include instructions to rename them if you want to play with them, I would advise against 'keeping' them; they were intended for educational purposes. If you play game with them, it will be quite awhile before you start finding any runes, as the game considers how many runes you have and have used before dropping any for you to pick up; this means you'll be penalized for having all those Level 1 Combat Arts. You should really start a fresh character and learn only the Combat Arts you wish to use. =)
No doubt other newcomers like myself might have perused discussions online talking about favorite character classes, builds, etc. But everyone has their own unique tastes and another person's favorite class might bore you to tears. There is truly no substitute for trying something yourself, and with this, you can try them all out in about 10-20 minutes each, instead of maybe 1-3 hours each. =)
Sacred is also a bit rough around some edges, so occasionally you find a Combat Art where the visual and audio effects sometimes may not be very gratifying, or even potentially annoying (I know some players like the Battle Mage's Fire Spiral and Whirlwind, for instance, but I find them to be noisy in a bad way relative to other things in the game). This is another important reason to check things out for yourself and make your own judgment.
Though I've already provided this information elsewhere, I feel it should be repeated here. There are a few Combat Arts that are known or suspected to have potentially serious or annoying problems:
Seraphim, Combat Jump**: Very rarely (I suspect many Seraphim never ran into this bug), this Combat Art can permanently cripple your character, rendering her unable to pick up items or use Combat Arts. Restarting the game won't work. If you're playing single player you can load a previous save. If you're playing multiplayer, your Seraphim is now permanently broken unless you were wise enough to regularly back up your hero .pax files. I haven't heard of anyone figuring out how to fix a glitched Seraphim.
Seraphim, BeeEffGee (maybe Energy Bolts too): I vaguely recall reading somewhere that some players' equipped weapons might vanish forever when using this ability. Seemed like another rare one, but if you don't want to risk it, make sure the weapon you're holding when you cast this is one you don't mind parting with. Or back up your characters like I do! =)
Dwarf, Mortar Grenade: Can semi-regularly crash any random player in the game, including yourself, or cause really bad graphics anomalies. Use at your own peril, save frequently, and be prepared to restart Sacred if you use Mortar Grenade often. I wouldn't advise using this in multiplayer at all; if the host crashes, everyone gets booted out of the game.
Any character using Hard Hit: If you activate this with a ranged weapon on horseback while moving (and maybe doing anything else besides standing still), your character will act as if you had a melee weapon equipped and forcefully move to melee range while firing the attack. Though you can try to ride away, your character will tug of war against you and keep trying to get closer. Be careful with this, as it could get you killed.
Vampiress, Blood Bite: Same behavior as the issue above if used from horseback; she will try to move to melee range. Blood Bite must borrow some code from Hard Hit. =)
**Supposedly other characters with jump attacks (particularly the Gladiator with Stomping Jump, but perhaps also Vampiress/Claw Jump and Daemon/Descent) can have this problem too, but I couldn't find nearly as many mentions of it as the Seraphim one.
Without any further yakking, here are the files. Usage instructions are inside the zip. May they serve you well, and save you time to spend doing other things!
As a relatively new Sacred player, one of the first frustrations I ran into with the game was not being able to try each hero and their special moves (Combat Arts) right out of the box. Reading descriptions wouldn't suffice; I wanted to use each Combat Art to get a feel for the character's fun factor before making a commitment to play the character for many hours. Unfortunately, with anywhere from 11-20 Combat Arts each, you might have to play each character for several hours to get one of each Rune so you can try them all. This is a lot of time and work just to spend a minute or two sampling each Combat Art to decide what (and who) you like or not.
Having done this with a couple characters myself, I wasn't looking forward to doing it again for the other half of the character classes. So I set out to create a final solution to this dilemma that would enable me to try any character's Combat Arts any time I wanted.
The result is a zip archive with all 8 characters in it, and each has one level in every Combat Art. Since this will save me hours of tinkering in the future, I wanted to share it here in the hope it might help someone else avoid a similar dilemma, be they a new player like me or one that's been around awhile and revisiting Sacred and may not remember the classes or abilities clearly.
Each character is just like starting a fresh one with the default skill picks off:
•0 Experience
•0 Gold
•3 Lesser Healing Potions
•1 Large Torch
•1 Default Character Starting Weapon
•2 'New Skill' picks (if you don't want this, just take the two default choices for the character class, which are always the two at the top of the new skill list)
Except, of course, normally you'd only have one Combat Art learned (two if you started in multiplayer). Though I will include instructions to rename them if you want to play with them, I would advise against 'keeping' them; they were intended for educational purposes. If you play game with them, it will be quite awhile before you start finding any runes, as the game considers how many runes you have and have used before dropping any for you to pick up; this means you'll be penalized for having all those Level 1 Combat Arts. You should really start a fresh character and learn only the Combat Arts you wish to use. =)
No doubt other newcomers like myself might have perused discussions online talking about favorite character classes, builds, etc. But everyone has their own unique tastes and another person's favorite class might bore you to tears. There is truly no substitute for trying something yourself, and with this, you can try them all out in about 10-20 minutes each, instead of maybe 1-3 hours each. =)
Sacred is also a bit rough around some edges, so occasionally you find a Combat Art where the visual and audio effects sometimes may not be very gratifying, or even potentially annoying (I know some players like the Battle Mage's Fire Spiral and Whirlwind, for instance, but I find them to be noisy in a bad way relative to other things in the game). This is another important reason to check things out for yourself and make your own judgment.
Though I've already provided this information elsewhere, I feel it should be repeated here. There are a few Combat Arts that are known or suspected to have potentially serious or annoying problems:
Seraphim, Combat Jump**: Very rarely (I suspect many Seraphim never ran into this bug), this Combat Art can permanently cripple your character, rendering her unable to pick up items or use Combat Arts. Restarting the game won't work. If you're playing single player you can load a previous save. If you're playing multiplayer, your Seraphim is now permanently broken unless you were wise enough to regularly back up your hero .pax files. I haven't heard of anyone figuring out how to fix a glitched Seraphim.
Seraphim, BeeEffGee (maybe Energy Bolts too): I vaguely recall reading somewhere that some players' equipped weapons might vanish forever when using this ability. Seemed like another rare one, but if you don't want to risk it, make sure the weapon you're holding when you cast this is one you don't mind parting with. Or back up your characters like I do! =)
Dwarf, Mortar Grenade: Can semi-regularly crash any random player in the game, including yourself, or cause really bad graphics anomalies. Use at your own peril, save frequently, and be prepared to restart Sacred if you use Mortar Grenade often. I wouldn't advise using this in multiplayer at all; if the host crashes, everyone gets booted out of the game.
Any character using Hard Hit: If you activate this with a ranged weapon on horseback while moving (and maybe doing anything else besides standing still), your character will act as if you had a melee weapon equipped and forcefully move to melee range while firing the attack. Though you can try to ride away, your character will tug of war against you and keep trying to get closer. Be careful with this, as it could get you killed.
Vampiress, Blood Bite: Same behavior as the issue above if used from horseback; she will try to move to melee range. Blood Bite must borrow some code from Hard Hit. =)
**Supposedly other characters with jump attacks (particularly the Gladiator with Stomping Jump, but perhaps also Vampiress/Claw Jump and Daemon/Descent) can have this problem too, but I couldn't find nearly as many mentions of it as the Seraphim one.
Without any further yakking, here are the files. Usage instructions are inside the zip. May they serve you well, and save you time to spend doing other things!