Difference between revisions of "Sacred:Disarmable Items"
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* The [[Sacred:Enemies die on sight|Enemies die on sight]] bonus cause some lower level enemies to die and also to drop their primary weapon. Note that bosses have always higher level than you so they can't be disarmed this way. | * The [[Sacred:Enemies die on sight|Enemies die on sight]] bonus cause some lower level enemies to die and also to drop their primary weapon. Note that bosses have always higher level than you so they can't be disarmed this way. | ||
− | Disarmed | + | Disarmed items can have unusual names, this mostly happen if you copy of an enemy with [[Sacred:Split|Split]]. When the game generates a common weapon, it uses a base weapon and modifies its characteristics and gives it a generic name. The weapons of a copy of an enemy has the name of that base weapon, for example, if you disarm a copy of an enemy that have a weapon that looks like [[Sacred:Heridon's Saber of the Warrior|Heridon's Saber of the Warrior]] that weapon will have that name and not a generic name. |
Interesting items you can disarm: | Interesting items you can disarm: | ||
Line 40: | Line 40: | ||
{{:Sacred:Disarmable Unique Items}} | {{:Sacred:Disarmable Unique Items}} | ||
− | = | + | = Miscellaneous = |
+ | == DO NOT USE == | ||
+ | https://www.sacredwiki.org/images/d/df/DO_NOT_USE.jpg | ||
+ | |||
+ | Yes, that's the name of the weapon in the game. | ||
+ | |||
+ | The model of this weapon is used by the [[Sacred:BeeEffGee|BeeEffGee]] combat art of the [[Sacred:Seraphim|Seraphim]]. This weapon can be disarmed from ice elves priestesses in [[Sacred:Tyr-Haddar|Tyr-Haddar]] and from [[Sdraken|Sdraken / Morthad]] in [[Sacred:Cave of Heroes|Cave of Heroes]] after they use that combat art. | ||
+ | |||
+ | It's always minimum level 5 and bronze, it deals physical and magic damage and have no bonuses. It can only be used by the [[Sacred:Seraphim|Seraphim]] | ||
+ | |||
== Hammer of Neophystis == | == Hammer of Neophystis == | ||
− | + | https://www.sacredwiki.org/images/7/76/Hammer_of_Neophystis.jpg | |
+ | |||
+ | In the Underworld Campaing, refuse the quest given by [[Sacred:Neophystis|Neophystis]] in the forge of [[Sacred:Valley of Tears|Valley of Tears]] and you will face him, having the opportunity to disarm him. | ||
− | + | This weapon deals fire damage. | |
+ | |||
+ | == Magic Saber of Light and Magic Whip == | ||
+ | {{:Sacred:Magic Saber of Light}} | ||
== Medusa Staff == | == Medusa Staff == | ||
− | + | https://www.sacredwiki.org/images/6/6d/Medusa_Staff.jpg | |
+ | |||
+ | Medusa Staff is the weapon of [[Sacred:Karissall|Karissall]]. | ||
− | + | You will find [[Sacred:Karissall|Karissall]] in [[Sacred:Zhurag-Nar|Zhurag-Nar]] during the Ancaria campaign. You can't find her if you aren't playing the campaign. | |
− | + | This weapon physical damage and always have Attack and Regeneration of Special Move bonuses, it can have additional bonuses. | |
− | This | ||
− | + | Although physically similar to Stradal's Mischief, this weapon is a staff, and the animation it uses when attacking is that of unarmed combat. | |
− | == | + | == Small Torch == |
− | + | https://www.sacredwiki.org/images/f/f5/Small_Torch.jpg | |
− | + | The skelletons and mummies that start spamming at the third act of the Ancarian campaign use small torchs at night. | |
− | |||
− | |||
− | + | It will always have minimum level 1 and will be bronze. | |
− | + | It has the same characteristics as the torch you get when you create a new hero, but the model is smaller. | |
== Stradal's Mischief == | == Stradal's Mischief == | ||
− | + | https://www.sacredwiki.org/images/8/89/Stradal%27s_Mischief.jpg | |
+ | |||
+ | Stradal's Mischief is the weapon of [[Sacred:HRunga'zz|HRunga'zz, the Forest God]], and it shares model with [[Sacred:Tree Rage|Tree Rage]]. | ||
+ | |||
+ | [[Sacred:HRunga'zz|HRunga'zz]] is a boss you will find following a serie of quests: [[Sacred:Panem et Circensis|Panem et Circensis]], [[Sacred:Tomb Raiders: Treasure Hunter’s Inc|Tomb Raiders: Treasure Hunter’s Inc]] and [[Sacred:The Forgotten Swamps of Azschabrag|The Forgotten Swamps of Azschabrag]] | ||
+ | |||
+ | This weapon deals poison damage and always have Attack and Magic Spell bonuses, it can have additional bonuses. | ||
+ | |||
+ | Although physically similar to Medusa Staff, this weapon is an axe, and the animation it uses when attacking is that of hitting with an axe. | ||
+ | |||
+ | == Throwing Knife == | ||
+ | https://www.sacredwiki.org/images/d/d1/Throwing_Knife.png | ||
− | + | This sword was supposed to be a throwing knife, but it is not thrown, instead attacking with it performs the striking animation of a sword, although it is held by the tip. | |
− | + | You can disarm it from a mercenary in the cave at east of [[Sacred:Bellevue|Bellevue]] (the cave from the [[Sacred:Seraphim Rescue|Seraphim Rescue]] quest). | |
− | |||
== Oversized Weapons == | == Oversized Weapons == | ||
− | Giants, | + | https://www.sacredwiki.org/images/9/97/Shadow_Guard_Axes.jpg |
+ | https://www.sacredwiki.org/images/2/2b/Oversized_Weapons.jpg | ||
+ | |||
+ | Giants, Ice Giants and Ogres (and the minotaur [[Sacred:Limig|Limig]] from the quest [[Sacred:The Forgotten Swamps of Azschabrag|The Forgotten Swamps of Azschabrag]]) share the same set of weapons, these oversized weapons can't be used by the hero. | ||
+ | |||
+ | Shadow Guards use a different set of oversized weapons, these can be used by the hero although they do not properly fit in the character's hand. If they are equipped by the battle mage, the dark elf or the vampiress, the aren't even held in the hand, instead the float near the hero. They can del magic, fire or poison damage depending of the model of the weapon and they always have "+% Strenght to Attack". | ||
== Useless Armor == | == Useless Armor == | ||
− | + | The [[Sacred:Battle_Mage|Battle Mage]]'s [[Sacred:Whirlwind|Whirlwind]] spell can disarm armor pieces that can't be used by any character, like ogre armors and goblin armors. |
Latest revision as of 14:31, 16 October 2024
Humanoid enemies use weapons in combat, these weapons can be disarmed, causing the enemy to deal less damage with their attacks. These weapons can be looted.
There are three ways to disarm an enemy:
- The Disarming skill gives a chance to disarm opponents in combat with physical attacks. If the enemy have two weapons, it can disarm both.
- The Battle Mage can disarm opponents with the Whirlwind spell. The probability to disarm increases with the spell level. It can disarm both weapons and also helmets and chest armor.
- The Enemies die on sight bonus cause some lower level enemies to die and also to drop their primary weapon. Note that bosses have always higher level than you so they can't be disarmed this way.
Disarmed items can have unusual names, this mostly happen if you copy of an enemy with Split. When the game generates a common weapon, it uses a base weapon and modifies its characteristics and gives it a generic name. The weapons of a copy of an enemy has the name of that base weapon, for example, if you disarm a copy of an enemy that have a weapon that looks like Heridon's Saber of the Warrior that weapon will have that name and not a generic name.
Interesting items you can disarm:
Set Items
Bahamut's Dark Thought and Bahamut's Breastplate
These items can be obtained disarming Shalinor in Zhurag-Nar.
The disarmed items always have minimum level 6 and will be bronze.
Khrag's Helm and Khrag's Armor
These items can be obtained disarming a dark elf priestess in Zhurag-Nar.
The disarmed items always have minimum level 14 and will be bronze.
X-MAS sword (gladiator)
This item can be obtained disarming skull rippers in Garema Forest.
The disarmed items always have minimum level 1 and will be bronze.
Fake Set Items
A fake set item is an item that the game displays as it was part of an item set, but it really isn't.
This term is used only for those items that have a green name and whose description mentions the name of a set, not for any other item that uses the same model as a set item. Fake set items don't have the name nor attributes of the correct set item, they are randomly generated the same way as any common item. Some bugs can cause items to change to the default name; if that happens to a fake set item piece, it will have the name of the legitimate set item piece. Equipping a fake set item does not affect the number of items you have equipped from a given set while determining the set bonus, because they aren't part of the set, they don't have the same id as the set piece they resemble. They can be found disarming some enemies:
Note: Sometimes the fake Bahamut's Dark Thought of Smirnak will disappear shortly after been droped. |
Unique Items
Elohinir's Shiny Tower Shield
This item can be obtained disarming:
- A swordman in the cave at west of Bellevue (the cave from the Abducted quest).
- Two swordmans in Robert's cave (the cave from the The Outlaws of Slater's Grave quest).
- Two of the three skelletons near the fire troll in the mines of Kahari.
The disarmed item always have minimum level 28 and will be bronze.
Golden Shield of the Gods
This item can be obtained disarming any of the three Captain of the Ice Elves in Tyr-Haddar.
Unlike other disarmable uniques, its level and quality will depend on the enemy's level and difficulty.
Prothal's Protector
This item can be obtained disarming a skelleton near a fire troll in the mines of Kahari.
The disarmed item always have minimum level 33 and will be bronze.
Suev'Evell's Wooden Buckler
This item can be obtained disarming:
- A mercenary in the cave at east of Bellevue (the cave from the Seraphim Rescue quest).
- An orc ghost at the entrance of a cave east of Wolfdale
The disarmed item always have minimum level 59 and will be bronze.
Miscellaneous
DO NOT USE
Yes, that's the name of the weapon in the game.
The model of this weapon is used by the BeeEffGee combat art of the Seraphim. This weapon can be disarmed from ice elves priestesses in Tyr-Haddar and from Sdraken / Morthad in Cave of Heroes after they use that combat art.
It's always minimum level 5 and bronze, it deals physical and magic damage and have no bonuses. It can only be used by the Seraphim
Hammer of Neophystis
In the Underworld Campaing, refuse the quest given by Neophystis in the forge of Valley of Tears and you will face him, having the opportunity to disarm him.
This weapon deals fire damage.
Magic Saber of Light and Magic Whip
Magic Saber of Light is a type of one-handed sword and an obvious reference to the lightsabers from Star Wars.
You can get this type of weapon in three diferent ways:
- Disarming the ice elves in Tyr-Haddar. This is the only version of the saber that can have socket slots, it deals magic damage and have the bonus "Weapon Damage Magic: +% Mental Regeneration"..
- As a reward in the quest Seraphim Rescue II, this secondary quest is exclusive for the Seraphim. It deals physical and magic damage and have the bonuses "+% Dexterity to Attack" and "Weapon Lore +X".
- In a random drop as a unique item for the Seraphim called Unique Magical Tail.
There is a variation of this weapon, the Magic Whip, which is also used by ice elves and have the same stats and bonuses, the only difference with the Ice Elves' Magic Saber of Light is the visual appearance.
If you change the main type of damage of a Magic Saber of Light by socketing rings on it, the glow of the weapon will change accordingly.
There is a bug that makes the Magic Whip uses the glow of the Magic Saber of Light, it happens when you socket an item that gives a bonus to a Battle Mage spell.
Medusa Staff
Medusa Staff is the weapon of Karissall.
You will find Karissall in Zhurag-Nar during the Ancaria campaign. You can't find her if you aren't playing the campaign.
This weapon physical damage and always have Attack and Regeneration of Special Move bonuses, it can have additional bonuses.
Although physically similar to Stradal's Mischief, this weapon is a staff, and the animation it uses when attacking is that of unarmed combat.
Small Torch
The skelletons and mummies that start spamming at the third act of the Ancarian campaign use small torchs at night.
It will always have minimum level 1 and will be bronze.
It has the same characteristics as the torch you get when you create a new hero, but the model is smaller.
Stradal's Mischief
Stradal's Mischief is the weapon of HRunga'zz, the Forest God, and it shares model with Tree Rage.
HRunga'zz is a boss you will find following a serie of quests: Panem et Circensis, Tomb Raiders: Treasure Hunter’s Inc and The Forgotten Swamps of Azschabrag
This weapon deals poison damage and always have Attack and Magic Spell bonuses, it can have additional bonuses.
Although physically similar to Medusa Staff, this weapon is an axe, and the animation it uses when attacking is that of hitting with an axe.
Throwing Knife
This sword was supposed to be a throwing knife, but it is not thrown, instead attacking with it performs the striking animation of a sword, although it is held by the tip.
You can disarm it from a mercenary in the cave at east of Bellevue (the cave from the Seraphim Rescue quest).
Oversized Weapons
Giants, Ice Giants and Ogres (and the minotaur Limig from the quest The Forgotten Swamps of Azschabrag) share the same set of weapons, these oversized weapons can't be used by the hero.
Shadow Guards use a different set of oversized weapons, these can be used by the hero although they do not properly fit in the character's hand. If they are equipped by the battle mage, the dark elf or the vampiress, the aren't even held in the hand, instead the float near the hero. They can del magic, fire or poison damage depending of the model of the weapon and they always have "+% Strenght to Attack".
Useless Armor
The Battle Mage's Whirlwind spell can disarm armor pieces that can't be used by any character, like ogre armors and goblin armors.