Sacred:Combat and Game Basics
Contents
Combat Basics
Injury to both you and your enemies is calculated in "hit points". Once your hit points (or your enemy's) are depleted, your (his) life is ended. Your current life reservoir is reflected in the red oval around your portrait in the upper right corner of the screen. Your enemies' are reflected in a horizontal bar that appears when you target them by placing the mouse cursor over their image.
Injury/Damage comes in four types: Physical, Fire, Magic and Poison. Each weapon or spell that inflicts injury delivers some combination of these four damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the four types are added to arrive at the final figure.
Your effectiveness when fighting is determined by several factors. In particular, the damage you inflict upon your enemies depends upon three main factors:
- Your Attack Speed – How quickly do you strike your opponent?
- Your "To Hit" – How likely is it your blows will land?
- The damage dealt per hit – How hard do you hit?
Similarly, the injury they do to you depends upon the same factors, but in mirror image.
Attack Speed
The rate of attack for any character is affected by her Attack Speed rating ("AS"), and also by the type of weapon in use. Some weapons, such as daggers, are intrinsically faster, while others, such as crossbows, are innately slower. Additionally, certain characters have a natural ability to use some weapons faster than other characters. You should be aware of this synergy. Selecting an appropriate lore (e.g. Axe Lore for use with Thaine's Axe) can increase attack speed. Your attack speed is not affected in any way by the enemy you are fighting.
To Hit
The chance you have to effectively land a blow depends upon both your character and your opponent. You have an Attack Rating ("AR"); your opponent has a Defense Rating ("Def"). Both of these contribute to the likelihood of landing a blow. The higher your AR, the better your chances. The higher your opponent's Def, the lower your chances. The Chance To Hit formula explains in more detail. At the same time, your enemy is striking you as well, causing you damage. That calculation is exactly the same, replacing your AR with your enemy's, and his Def with yours.
Damage Dealt
The actual damage inflicted upon your opponent again depends upon both your character and your opponent. The higher your damage value, the greater the injury; while the higher their resistance, the lesser the injury. The Damage Inflicted calculator describes the mathematics of this. Again, substitute your enemies damage for yours and your resistance for your opponent's to perform your injury calculation.
Experience
Each character gains experience for every kill made and when the character has gathered sufficient experience it will advance to a new level, allowing it to improve it's skills and attributes. The experience required to reach the next level increases with each level achieved.
The experience needed to reach each of the first 206 levels has been recorded in the table below. (Note: These are the experience points at which each level is reached, not the points between levels)
1) 0 53) 13,351,800 105) 163,623,500 157) 747,779,000
2) 300 54) 14,277,400 106) 169,530,200 158) 766,097,500
3) 1,200 55) 15,249,700 107) 175,594,800 159) 784,749,800
4) 3,000 56) 16,270,200 108) 181,819,900 160) 803,739,900
5) 5,900 57) 17,340,600 109) 188,208,400 161) 823,071,900
6) 10,200 58) 18,462,300 110) 194,763,100 162) 842,749,700
7) 16,400 59) 19,637,000 111) 201,486,900 163) 862,777,500
8) 24,700 60) 20,866,300 112) 208,382,500 164) 883,159,500
9) 35,600 61) 22,151,900 113) 215,452,900 165) 903,899,600
10) 49,500 62) 23,495,300 114) 222,701,100 166) 925,002,200
11) 66,900 63) 24,898,300 115) 230,129,800 167) 946,471,400
12) 88,100 64) 26,362,700 116) 237,742,200 168) 968,311,500
13) 113,700 65) 27,890,000 117) 245,541,200 169) 990,526,500
14) 144,300 66) 29,492,200 118) 253,529,900 170) 1,013,120,900
15) 180,200 67) 31,141,000 119) 261,711,100 171) 1,036,098,900
16) 222,200 68) 32,868,300 120) 270,088,100 172) 1,059,464,700
17) 270,800 69) 34,665,700 121) 278,663,900 173) 1,083,222,800
18) 326,700 70) 36,535,300 122) 287,441,500 174) 1,107,377,500
19) 390,300 71) 38,478,900 123) 296,424,200 175) 1,131,933,200
20) 462,500 72) 40,498,300 124) 305,615,100 176) 1,156,894,200
21) 543,900 73) 42,595,600 125) 315,017,400 177) 1,182,265,100
22) 635,100 74) 44,772,700 126) 324,634,200 178) 1,208,050,200
23) 737,000 75) 47,031,600 127) 334,468,900 179) 1,234,254,000
24) 850,300 76) 49,374,200 128) 344,524,600 180) 1,260,881,100
25) 975,800 77) 51,802,700 129) 354,804,600 181) 1,287,935,900
26) 1,114,200 78) 54,319,000 130) 365,312,300 182) 1,315,423,000
27) 1,266,500 79) 56,925,200 131) 376,050,900 183) 1,343,347,000
28) 1,433,400 80) 59,623,500 132) 387,023,800 184) 1,371,712,400
29) 1,615,800 81) 62,415,900 133) 398,234,400 185) 1,400,524,000
30) 1,814,700 82) 65,304,600 134) 409,686,000 186) 1,429,786,200
31) 2,030,900 83) 68,291,800 135) 421,382,200 187) 1,459,503,900
32) 2,265,400 84) 71,379,600 136) 433,326,200 188) 1,489,681,700
33) 2,519,200 85) 74,570,400 137) 445,521,700 189) 1,520,324,300
34) 2,793,200 86) 77,866,200 138) 457,972,100 190) 1,551,436,400
35) 3,088,600 87) 81,269,500 139) 470,680,900 191) 1,583,022,900
36) 3,406,200 88) 84,782,500 140) 483,651,600 192) 1,615,088,400
37) 3,747,300 89) 88,407,500 141) 496,887,900 193) 1,647,637,900
38) 4,112,900 90) 92,146,800 142) 510,393,200 194) 1,680,676,100
39) 4,504,100 91) 96,002,900 143) 524,171,300 195) 1,714,207,900
40) 4,922,000 92) 99,978,000 144) 538,225,700 196) 1,748,238,200
41) 5,367,900 93) 104,074,700 145) 552,560,100 197) 1,782,772,000
42) 5,842,800 94) 108,295,300 146) 567,178,200 198) 1,817,814,000
43) 6,348,100 95) 112,642,300 147) 582,083,800 199) 1,853,369,400
44) 6,884,900 96) 117,118,200 148) 597,280,400 200) 1,889,443,000
45) 7,454,500 97) 121,725,600 149) 612,772,000 201) 1,926,039,900
46) 8,058,200 98) 126,466,800 150) 628,562,200 202) 1,963,165,100
47) 8,697,400 99) 131,344,600 151) 644,654,900 203) 2,000,823,600
48) 8,697,400 100) 136,361,400 152) 661,053,900 204) 2,039,020,600
49) 9,373,200 101) 141,519,900 153) 677,763,000 205) 2,077,761,100
50) 10,087,200 102) 146,822,700 154) 694,786,200 206) 2,117,050,200
51) 11,634,900 103) 152,272,400 155) 712,127,300
52) 12,471,500 104) 157,871,800 156) 729,790,200
Timers
Much in Sacred is based on Timers, the ability to be able to regenerate a Combat Art quickly enough to be able to use it again without taking too many blows from monsters while waiting for the regeneration to finish before they kill you. Simple enough to define, but difficult to manage when playing some class builds.
Sacred uses three distinct timers, any of which can be used to release Combat Arts which can inflict damage, create a shielding buff, and/or a wide manner of other in game effects.
A badly managed timer or group of timers can cripple your build and breaking balance with timers is, unfortunately, very easy.
How to use Timers to fine tune your build.
Resistance
(Please place new content for resistance here)