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Daemon Guide by gguirao
Version: 1.13 | Updated: 05/06/13
Sacred Underworld (PC) Daemon Guide Version 1.13 Created by: Gilmore R. Guirao Date created: Fri. Jul. 15, 2011 Date last modified: Mon. May 6, 2013 Table of Contents ------------------------------------------------------------------------------ I) Legal Issues II) Contact Info III) Acknowledgements IV) What is Sacred Underworld? V) Who is the Daemon? VI) Daemon Pros and Cons VII) Attributes VIII) To Ride or Not to Ride? IX) Daemon Skills X) Daemon Combat Arts XI) Daemon Combos XII) Misc. Tips XIII) Allowed Sites XIV) Version History I) Legal Issues ------------------------------------------------------------------------------ *Sacred Underworld is copyright 2005 by Ascaron Entertainment. *This guide is copyright 20011 by Gilmore R. Guirao. This may be not be reproduced under any circumstances, except for personal, free, and private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission and must remain unaltered. Unauthorized use of this guide is strictly prohibited, and a violation of copyright. II) Contact Info ------------------------------------------------------------------------------ For any questions, comments, or ideas, feel free to e-mail me at email@example.com or connect with me on Facebook. Please be sure the phrase "Sacred Underworld" is included in the subject line. Flames, spam, or other junk will be promptly deleted. III) Acknowledgements ------------------------------------------------------------------------------ 1) God for everything. 2) My friends and family for their love and support throughout my life. 3) Ascaron Entertainment for making this game. 4) Other players who have made my gaming experience most enjoyable. 5) Matt P. (firstname.lastname@example.org) for inspiring me to write this guide and providing some minor insights. 6) GameFAQs.com for hosting this guide. 7) You for reading this guide. IV) What Is Sacred Underworld? ------------------------------------------------------------------------------ Sacred and its expansion pack, Sacred Underworld, are simple point-and-click, hack-and-slash RPGs not unlike the Diablo and Titan Quest series. You go through the game killing enemies, finding items, and solving quests. It's simple, yet addictive. One of my favorite games of all time. V) Who is the Daemon? ------------------------------------------------------------------------------ Daemons are the stuff of children's nightmares. They are the ultimate incarnation of the unseen, silent fears that plague the innocent when they are most vulnerable. As figures of the realms of mystery and the supernatural, daemons symbolize death, disaster, and most imprtantly, the fiery Underworld. Holy texts describe daemons as either souls of the wicked condemned to eternal punishment for their sins or as entities completely separate from mortality. Although many stop thinking about daemons past childhood, brave heroes, wise sages, and disciples truly dedicated to their faith are sure in the existance of these creatures. Those familliar with daemonic lore know that daemons are responsible for only the worst calamities to befall the land and may even appear in the physical world in times of great disaster or chaos. The most prominant ability among daemons is the power to foretell the future. For this reason, some mortals hail them as oracles or even gods and seek their favor to grant them visions or othwerworldy powers. Unfortunately these mortals know nothing of the powers with which they are dealing. Formed in the firepits of the Underworld, daemons are the chief soldiers of devils or infernal overlords. Some of the most powerful daemons serve Lord Anducar, a dark mage of unamignable power and ultimate evil. Although his maids enjoy a high status as the Underworld's most powerful and feared creatures, they only retain their power when in consort with their lord. Those who fall from Anducar's favor face execution or, even worse, exile to the mortal plane. There,they lose the majority of their infernal powers, including the ability to foresee the future. Daemons may sever their links to their masters by killing them. Many vengeful daemons condemned to exile take up a personal quest to avenge themselves agianst their former masters. Though they care little for the affairs of the world above, daemons will often aid human efforts if only to further their own interests, namely gathering gold and shedding blood. VI) Daemon Pros and Cons ------------------------------------------------------------------------------ The best way to think of the daemon is as the Seraphim's evil twin. If you read my guide on the Seraphim or have played her for yourself, you will know that her strength lies in her diverse combat tactics. Seraphim experts should enjoy playing the daemon. Warrior and sorceress combined, she can hold her own and survive in melee, ranged, or magical combat. Although all characters demonstrate some degree of diversity in their battle tactics, the daemon takes the concept to a completely new level. Her dark powers allow her to channel various energies and assume a host of daemonic forms. Although she can only command one of these abilities at a time, she can switch from one to another with quickness and ease. Her various deamonic manifestations grant her superior fighting and defensive powers, including flight. Furthermore, she is well-equipped to turn the tide of a battle in her favor with various spells and curses to either strengthen herself or her alies or to weaken her foes. The daemon's spells also show her mastery of combat diversity. Her assortment of spells can inflict all forms of damage without limiting her choices. The only spell-casting character to even come close to this level of magical mastery is the battle mage, and even he must decide which spells to specialize in and what skills will best benefit his choice. In contrast, the daemon can unleash all forms of magical warfare without worrying about selecting skills to favor some types of spells over others. Finally, the daemon may have a better chance at finding special items. I'm not sure if this is true, but I've noticed that she tends to find magical, rare, set, and unique items at a better rate than my other played characters. Of course, the daemon's diversity demands some advanced planning. You must not only decide whether your deamon will function as a warrior, spellcaster or both. You may also need to think about which daemonic forms to assume if you want to face certain enemies. Although pure spell-casting daemons may not wish to use her transforming powers, warrior and hybrid daemons must choose which form will best suit a battle situation. One form may offer resistance to a form of attack used by a group of enemies, but it may also grant bonuses that may not necessarily favor the battle at hand. For example, the Fire Daemon form offers protection from fire attacks, which is vastly helpful against fire- breathing dragon bosses. However it also increases the daemon's fire damage, which does not help much against the dragons because of their high fire resistance. Lastly, daemons aren't exactly the most welcome sights in Ancaria. Players may find it difficult to talk to people to gather information at first because the townspeople will tend to flee from the daemon's presence. The daemon may be more adept at hybrid fighting than the Seraphim because some of her abilites benefit both weapon-based and magical combat. For example, the Infernal Power spell adds adds fire damage to the daemon's attacks, increases attack rating, and augments overall fire damage from all sources. Warrior daemons will enjoy all these bonuses, and casters will benefit from increased fire damage to their spells. In a real sense, all daemons function as hybrids whether they fight primarily with their weapons or with their magic. VII) Attributes ------------------------------------------------------------------------------ As with other characters, the daemon has the ability to raise her strength, endurance, dexterity, physical regeneration, mental regeneration, and charisma as she gains levels. What's interesting is that, even though you only get one attribute point to invest per level, your attributes will increase by ten percent of their starting value automatically. Strength (35): Strength increases your attack rate, damage with melee weapons (swords, axes, etc.), and health. Endurance (21): Endurance increases your defense and reduces the damage you take from being poisoned. Dexterity (22): Dexterity increases your defense and damage with ranged weapons (bows and crossbows). Physical regeneration (18): Physical regeneration accelerates your natural rate of healing and the rate at which your non-magical combat arts regenerate. Mental regeneration (28): Mental regeneration increases the damage your spells inflict and the rate at which your spells regenerate. Charisma (15): Charisma increases the amount of poison damage you do and reduces vendor prices. Whether they choose to engage in weapon or magical combat, all daemons benefit from both special moves and spells to som extent. It would be a good idea, then, to invest attribute points in both physical and mental regeneration. Players may favor one over the other or invest in both attributes equally. Investing in other attributes is not a good idea, because it takes away from investing in regeneration attributes. Also, the natural increase to her attributes makes up for investing a single point into them. VIII) To Ride or Not to Ride? ------------------------------------------------------------------------------ Ah, yes, horses. Everyone wants to know, "Should I ride them or not?". Well, like all aspects of this game, horses have their advantages and disadvantages. Some characters or builds will clearly benefit from riding horses, whereas others may be better off fighting on foot. Why should I ride a horse? If you choose to ride a horse, you will get bonuses to hit points, speed, and resistances. This may sound tempting at the start of your game, since you may not have ideal equipment yet. Also your steed can execute a charging attack in combat, allowing it to stampede through foes and clear your path. Equipping your horse with riding equipment further enhances its restances, and often, it's speed. Characters who favor a hit-and-run battle plan should not be so quick to pass off these speeding stallions. Simply right-click on a bridle or in your inventory to equip it onto your mount. Why should I not ride a horse? You don't have to feed or clean up after your mounts, but you will need to heal them if they're injurded. This can be done by taking them to a stable master and paying for healing or by drinking a healing potion while on horseback. Also, don't forget horses are not exactly the smartest animals in the world. You have to keep them in a protected area when you're not riding them, or else, they may get killed. You also can't take them into caves or other underground/indoor areas. The biggest drawback of having one of these animals is it usually depletes your offense. Even with their charging attack, you may find yourself unable to use a powerful attack or spell, and combos are completely out of the question. Also the horse's charge attack does little damage comapred to your comabat arts and has a long regenration time that cannot be reduced by items that regenerate special moves faster. The charge attack also damages your character when used against larger enemies, such as hill giants and dragon bosses. On a technical note, there may also be a glitch in the game that causes your horse to vanish if you exit the game while not mounted. Make sure to be on horseback before exiting your game to prevent this. Again, the choice is always yours. IX) Skills ------------------------------------------------------------------------------ Each character in Sacred Underworld starts with two default skills. As your character progresses, he or she will be able to learn new skills. These skills are passive and do not need to be triggered. When you put a point into a skill, the enhanced bonuses the skill offers will apply instantly. As with attribute points, you will gain skill points with each level up. You may invest points into a skill until the number next to it turns red with each level. Default Skills Magic Lore: Magic Lore increases the overall damage your spells inflict. Spell damage is broken down into physical, fire, magic, and poison damage. Weapon lore: Weapon Lore increases the overall damage you inflict from melee and ranged weapons. Damage is broken down into physical, fire, magic, and poison. Level 3 Skills Axe lore: Axe Lore increases your attack rate and attack speed with axe-class weapons. Concentration: Concentration increases the rate at which special moves (non- magical combat arts) regenerate. If your character uses special-move combat arts, you will need this skill. Keep track of how quickly your special moves regenerate, and spend a point here if you want them to recharge faster. Constitution: Constitution enhances your maximum health and natural healing rate.Put points into this skill if you are low on healing potions or are planning to take on dragons or other bosses. For other enemies, you should have the stamina to survive. As you play the game on higher difficulty settings, healing potions will heal less of your overall health, so you should start investing in Constitution early on, even though it looks as if you don't need it. Dual wielding: Dual Wielding allows you to equip two single-handed weapons at once. Also, your attack rate and attack speed will increase for both weapons. Note that Dual Wielding's bonuses do not stack with Sword or Axe Kore bonuses. Also, you can't dual wield on horseback. Some people invest only one point in Dual Wielding just for the ability to hold two weapons and neglect increasing it any further because no items require a minimum level of Dual Wielding, as is the case for other weapon skills. Hell Power: Hell Power is a skill available only to the daemon. It reduces the time it takes for the daemon to cast her spells and increases the rate at which they are replenished. This is is must-have skill for caster daemons. Long-handled Weapons: Long-handled Weapons improves your attack rate and attack speed with staves and spears. Meditation: Meditation improves the regeneration time for spells--a favorite of casters of all types. Place points here to keep your spells' regeneration rates in check. Sword lore: Sword Lore enhances your attack rating and attack speed with swords. Level 6 Skills Agility: Agility improves your attack and defense ratings. If you won't be carrying a shield. Agility may be more helpful than Parrying, since you will get an increase in attack rate so you can fight more efficiently despite not having Parrying's greater defense bonuses. Of course, taking both would be the best idea. Level 12 Skills Riding: Riding allows you to have better control over your horse. A skilled rider will improve the damage and duration of his or her mount's charge as well as receive an attack rating bonus while on horseback to make up for the initial decrease in attack rate that comes with horses. Level 20 Skills Armor: Armor increases your armor's protective values against physical, fire, magic, and poison damage. Also your speed penalty is reduced, allowing you to wear armor with greater ease. Level 30 Skills Disarming: Disarming gives you a chance to strip foes of their weapons, which will weaken them. However, like riding, this skill may not be as good as it sounds. As Matt P. states in his battle mage guide, the weapons this skill causes to drop are inferior to what you could get by just killing your foes. Level 50 Skills Parrying: Parrying improves your defense and ability to deflect attacks. Good if you want to use a shield. Again taking Agility and Parrying will give you a double bonus to defense, but if you're only going to choose one, and you will be carrying a shield, take Parrying instead. You can choose six skills in addition to the two you start with, so choose well. Daemons will obviously need Constitution to keep themselves healthy, Armor to keep themselves protected, and Agility and/or Parrying to improve their defenses. In addition, Warrior daemons will want to take Concentration to aid their special move regeneration and a weapon-based skill (Axe Lore, Dual Wielding, Long-handled Weapons, or Sword Lore) to make them more efficient fighters and to streamline their weapons of choice. Mastering Weapon Lore is also a must. Magical daemons will want to master Hell Power and Meditation to greatly improve their casting efficiency and Magic Lore to improve spell damage. Hybrid daemons will have to make some comprimises in their skill selection depending on whether they favor physical or magical combat. Unlike the other characters in sacred Underworld, the daemon cannot learn the Trading skill. Although this compromises her chances to shop for better items at lower costs, it does allow her to learn other skills in its place. A daemon specializing in weapon combat can select two weapon-based skills. Hybrid daemons can select skills to improve their efficiency with speical moves and spells. Daemons can also learn Riding or Disarming, even if to only try them. X) Combat Arts ----------------------------------------------------------------------------- Unlike your normal left-click attack, combat arts can only be used when their icons are fully colored. Once activated, all combat arts are depleted and may not be used until they regenerate. There are two types of combat arts: special moves and spells. The regeneration rate for special moves is based on physical regeneration, while spells require mental regeneration to increase their rates of regeneration. Here I will list all the daemon's combat arts in alphabetical order, classify each combat art as a special moves or spell, describe what type of damage the combat art causes, and whether or not it is usable on horseback. I will also add a brief description of each combat art and a grade of its usefullness based on my own experience. In addition, when discussing the daemon's manifestations, I will list any information regarding form-based attacks in parentheses apart from information on the daemon manifestation itself. *Abyssmal Choir* Combat art type: Spell Damage type: Physical/magical Avialable on horseback: Yes Using her limited connection to the Underworld, the daemon tears into the fabric separating the dimensions to unleash the tortured wailings of the eternally damned. This unholy chorus strikes at the very souls of the daemon's enemies, halting their advance and inflicting the plight of the lost upon them. Those that perish under this curse are doomed to join in the anguished dirges of the lost in the next world. This curse may not seem like much at first, but the ability to slow and damage foes can prove invaluable when cornered. Seraphim experts should think of Abyssmal Choir as an improvement on the Seraphim's Irritation spell. Still, Abyssmal Choir can only affect the enemies it originally targets and will not harm other enemies drawn into its radius. Grade: C *Battle Daemon (Assail)* Combat art type: Special move (Special move) Damage type: N/A (Depends on equipment) Available on horseback: Yes (No) The daemon's lust for power manifests itself as she transforms into a warrior of raw physical power. In this state, her physical damage, attack rating, and resistance to physical damage increase signficantly. Also, the physical damage of her spells increases, a trait not present in other tranformed states. (While in the form of a battle daemon, the daemon can unleash a barrage of blows against a target. Althogh each hit of the assault delivers reduced damage in comparison to her normal attack, the number of hits increases overall damage. In addition, if Assail kills an enemy in the midst of the attack sequence, it continues on nearby foes.) As with all her daemonic manifestations, Battle Daemon will end if the daemon enters another form. Also, the daemon may also impart the benefits of Battle Daemon to her allies, with the exception of Assail. Of all the daemon's forms, this is the least desireable. Enemies tend to resist physical damage more than any other type, and the daemon can easily collect items and learn skills to increase her physical damage, attack rating, and physical resistance. Also, Assail isn't the best special move, as it functions exactly like the Attack combat art several other characters possess. The number of hits it delivers depends on the weapoon or weapons the daemon wields when attacking. Assail delivers the most damage when the daemon wields two weapons. It may be viable for dual-wielding warrior daemons, but not so much for anyone else Grade: D (C) *Blazing Disc* Combat art type: Spell Damage type: Fire, physical Available on horseback: Yes Calling upon her infernal magic, the daemon conjurs a burning halo that flies around her, damaging any nearby foes. If none are found, the disc simply hovers over the daemon, to await approaching enemies. This spell is similar to the Seraphim's Rotating Blades of Light spell. Blazing Disc can only attack enemies close to the daemon, and she and must either bait them into following her or charge into battle to damage her enemies. Pure caster daemons may not like the risk of entering close-range combat, but hybrids can use Blazing Disc to cause damage in addition to their melee fighting. However, Blazing Disc is only viable if the daemon does not outrun it. With increased speed, the daemon can easily move out of range for the disc to attack and must create another. Grade: A *Call of Death* Combat art type: Spell Damage type: N/A Available on horseback: Yes The daemon's lust for vengeance, combined with the agony of her foes' dying moments, manifest themselves by lending their power to the daemon's assault. This spell enhances the daemon's maximum damage for each victim she claims while under its duration. Unfortunately, the daemon must constantly satisfy her thrist for fresh souls, or else the spell's power vansihes. The damage increase granted by Call of Death only seems to appear in the numbers floating on the game screen rather than in the character profile's damage listing. In addition, Call of Death uses a separate timer to count off the duration of the damage bonus than it does to count off the time the spell lasts. The damage bonus granted by Call of Death may appear insignificant, but it is multiplied by the number of slain enemies. Also, it applies to all forms of damage, including special moves and spells, making it an ideal spell for all daemons to learn and master. Use Call of Death against groups of enemies to best benefit from the damage increase. Call of Death also benefits greatly from combat arts that can quickly kill multiple enemies, such as Hell Sphere. Grade: A *Dread* Combat art type: Spell Damage type: N/A Available on horseback: Yes With a Hellish howl, the daemon sends her unwary foes into a panic, reducing their effectiveness in combat within the curse's radius. Victims of this curse lose the ability to attack or defend themselves propperly from the onslaught of the daemon and her allies. This is nothing more than the Seraphim's Irritation spell or a weaker version of Abyssmal Choir. Characters can compensate for Dread's affects by simply improving the daemon's fighting abilities instead of wasting time and resources learning a new combat art. Forget about this curse. Grade: F *Energy Daemon (Energy Bolts)* Combat art type: Special move (Special move) Damage type: N/A (Magic) Available on horseback: Yes (No) The daemon harnesses the power of the spectral world to transform herself into a being of magical power. In this state, her magical damage and resistance to magic increase signficantly. Unfortunately, her spells do not benefit from Energy Daemon's bonuses. (While in the form of an energy daemon, the daemon can conjure seveal bolts of ethereal energy to blast her enemies.) As with all her daemonic manifestations, Energy Daemon will end if the daemon enters another form. Also, the daemon may also impart the benefits of Energy Daemon to her allies, with the exception of Energy Bolts. This form offers a good source of magic damage, which seems to be the type enemies are least likely to resist. The only drawback is that there is no way to speed up the bolts' firing rate. Grade: A (B) *Fire Daemon (Wall of Flames)* Combat art type: Special move (Special move) Damage type: N/A (Fire) Available on horseback: Yes (No) The daemon harnesses the power of the fiery Underworld to transform herself into an entity of infernal fury. In this state, her fire damage and resistance to fire increase signficantly. Unfortunately, her spells do not benefit from Fire Daemon's bonuses. (While in the form of a fire daemon, the daemon can conjure a wave of fire to incinerate her enemies.) As with all her daemonic manifestations, Fire Daemon will end if the daemon enters another form. Also, the daemon may also impart the benefits of Fire Daemon to her allies, with the exception of Wall of Flames. Fire Daemon offers protection from one of the most powerful and widely-used forms of damage. A high resistance to fire helps a great deal against dragon bosses. Also, many undead seem to be especially weak against fire damage. Unfortunately, there is no way to enhance Wall of Flames's casting rate. Grade: A (B) *Hell Sphere* Combat art type: Spell Damage type: Fire, Magic Available on horseback: Yes The daemon summons an infernal sentinel to scortch all nearby enemies with the unholy flames of the Underworld. This spell functions exactly like the Seraphim's Celetial Light spell. The daemon can use it to scout ahead for enemies or to create a diversion when she needs to escape a dangerous situation. Grade: A *Infernal Power* Combat art type: Spell Damage type: Fire Available on horseback: Yes Drawing upon the power of the flames of the Underworld, the daemon enhances her weaponry with the power of fire. If she uses a shield, it will also gain this power. As a result of the spell, the daemon's fire damage and attack rate increase. In addition, the daemon recives an enhancement bonus to fire damage. The increase to fire damage applies to normal attacks, special moves, and spells. Infernal Power is an excellent spell all daemons to learn and master. Of course, its fire damage is less effective against enemies highly resistant to it. Still increased attack rating should be enough of a reason for daemons using their weapons to attack to use Infernal Power. Lastly, the daemon may also cast Infernal Power on her alies. Searphim experts should treat Infernal Power as they would the Seraphim's Strength of Faith spell and keep its recharge time shorter than its duration for best performance. Grade: A *Poison Daemon (Poison Ring)* Combat art type: Special move (Special move) Damage type: N/A (Poison) Available on horseback: Yes (No) The daemon calls upon the powers of death and agony to transform herself into a creature of vileness and blight. In this state, her poison damage and resistance to poison increase signficantly. Unfortunately, her spells do not benefit from Poison Daemon's bonuses. (While in the form of a poison daemon, the daemon can release a cloud of toxic vapors to contaminate nearby enemies.) As with all her daemonic manifestations, Poison Daemon will end if the daemon enters another form. Also, the daemon may also impart the benefits of Poison Daemon to her allies, with the exception of Poison Ring. Poison Daemon offers one an increase to one of the best types of damage in the game. Many enemies seem especially vulnerable to poison. Also, the resitance to poison damage helps against damage that may linger for an especially long time. Of course, as with other special moves from daemonic transformations, there is no way to speed up the casting time for Poison Ring. Grade: A (B) *Soaring Daemon (Descent)* Combat art type: Special move (Special move) Damage type: N/A (Depends on equipment) Available on horseback: No (No) The daemon takes to the skies for both offensive and defensive purposes. Soaring Daemon increases the daemon's speed, defense, and, strangely enough, her attack speed with crossbows. (The daemon may choose to end her flight abruptly with a weapon-first dive attack that delivers significant damage to a target enemy and stuns those nearby.) As with all her daemonic manifestations, Soaring Daemon will end if the daemon enters another form. Unlike her other daemonic forms, however, Soaring Daemon cannot be cast on alies of the daemon. Soaring provides some nice bonuses to the daemon, especially velocity. If you do not want to ride horses, you can simply level up Soaring Daemon to give you enough speed to rush through areas, chase after enemies, or escape danger. Unfortunately, Decent doesn't function well as an attack, because the daemon can only execute it once per flight. Soaring Daemon is best used for transportation only. In contrast, other characters' jump combat arts, such as the gladiator's Stomping Jump, function quite well as attack moves. Thus, players may want to invest only a single point into Soaring Daemon for its use as transport and to keep its regeneration time low. Grade: A (C) *Tentacles* Combat art type: Spell Damage type: Magic, poison Available on horseback: Yes The legions of the Underworld are quick to claim not only the souls of the wicked, but their bodies as well. With this curse, the daemon conjurs masses of vile appendages from the corpses of slain enemies to damage other foes. These dark mainfestations do not linger in the mortal plane for long, but the daemon is free to summon more with each foe she kills while the curse lingers. Tendacles is a good curse to destroy masses of weaker enemies. Daemons can create a chain reaction of slain bodies and tentacles to kill or weaken entire hordes of creatures. The only drawbacks to this curse are that it requires a steady stream of corpses to spread and can cause severe lag, especially in multi-player games. Grade: B XI) Combos ------------------------------------------------------------------------------ Combinations of moves are an easy way to do a lot of damage in one attack. They also allow you to have a second way to activate a skill if you are waiting for your special move timers to recharge, since combos run on a separate timer. You can create up to four combos of up to four moves each. My favorite combos are: 1) Infernal Power*1: This combo gives you an additional chance to cast Infernal Power without taking time away from using your other cobmat arts. 2) Hell Sphere*4: This combo is good for killing powerful single enemies, like dragon bosses, or for destroying groups of weaker enemies. The Hell Spheres can even attract enemies that are slightly out of the daemon's line of sight. XII) Misc. Tips ------------------------------------------------------------------------------ *Always check for and download the latest patches at the Sacred offical site <http://eng.sacred-game.com/index.php> to ensure your game is up to date and free of bugs. *Certain towns have more than one armory. In this case, each armory changes its inventory with every visit. So you can travel between them and browse to find something you'd like. *Be on the lookout for magical hiding places. If you see a twinkle when you mouse over a piece of land, click there, and find a treasure. *Certain items require a certain ammount of points invested into a certain skill to be used. Take note of these requirements if you plan to use such items. *Take every quest presented to you. The experience rewards you get from solving quests are not dependent on your character's level, unlike experience from killing monsters. Quests are also the easiest way to get experience, gold, and items, especially runes. Finally, the more quests you complete, the quicker you gain the respect of the townspeople. *Certain quests will require you to escort someone. There are basically two types of escorts; those who can be killed before they reach their destination, and those who can't. Those escorts who can be killed should be healed frequently and you should quicksave your progress. Those who do not need to be healed are nothing to worry about. It could possibly help to equip your escorts, too. Also, the quicksave feature is a good way to keep your client alive. *Look for items that allow you to increase the regeneration rate of your combat arts. while there is nothing wrong with using your normal move, your combat arts should be your bread and butter, while your normal move just passes the time between combat art use. Also look for items with bonuses to skills or combat arts. *When considering upgrading your combat arts, consider the regeneration time increase. If you can kill enemies with a level 1 combat art with regeneration time of 3.0s, it is better to wait for your regeneration time to lower before improving your combat art. The same goes for combos. You can create a combo with low-level moves and keep it at a low regeneration time so you can use it more often instead of having a high-level combo that will take longer to regenerate. *Diversify your damage. Have one weapon setup for each type of damage. This is most important for characters who use their weapons to attack. Although all weapons inflict physical damage, characters will need sources of fire, magic, and posion damage to combat enemy resistances. Spells typically cause two types of damage, which cannot be changed. The best thing for spell-oriented characters to do is reserve a weapon configuration for one of each type of damage their spells inflict. *As with damage, you will want to diversify your resistances. Socketing resistance jewelry is an easy way to get high resistances. *The ability to trap flying opponents may come in handy. Look for ways to augment a setup of your weapon(s) with this power. Remember there are no potions to do this for you, unlike preventing the undead from being raised again. *If you are using your weapon(s)s for damage, socket life-stealing runes and jewelry into your armor. That way, you can leach no matter what type of weapon setup you are using. *Hold on to mentor potions. They are not sold in stores and can help you get level ups when you want to get new skills or improve your present skills. *The longer you go without dying, the higher your survival bonus becomes. With a high bonus, you will have a better chance to get special items. Qucksave is an easy way to keep yourself from dying. *Don't bother staying in areas with enemies at a much lower level than you. You will get less experience per kill. Look at the circles beneath your foes' feet to compare their level to yours. You should only be fighting enemies with green, yellow, orange, or red circles under them. These enemies are, at most, a couple levels lower than you, and give a fair amount of experience. *Start in bronze difficulty, unless you think you can handle the challenge of starting at silver. At higher difficulty levels, the enemies' levels are higher relative to yours. Also, healing potions are less effective. The best thing to do is to play quickly through bronze and export your character into silver when you notice your character is no longer gaining efficient experience. Beating the game in bronze is not required for anything, and may just be used to gain levels and items and improve your character. *Notice how potions come in different strengths. You should conserve higher- level potions during lower difficulty levels. This is especially true of healing potions. If a potion works well enough for where you are, save stronger potions for later. *Certain quests will require you to meet quotas. You will have to kill a certain number of a certain kind of enemy and/or find a certain number of a certain item. For such quests, the quest indicator may not lead you to exactly where you will meet your goal, but you should be able to find what you need if you keep looking. *Activate all transfer portals as soon as you can. Not only does this provide a quick means of travelling between areas while on a campaign, but any portals activated during an earlier game are kept for later difficulties. *Certain quests have a time limit. You should complete these quests as soon as possible upon accepting them. *Listen to any comments your character provides about your current environment or battle situation. For example, if your character comments on how difficult it is to resist a certain form of damage, that may be your cue to improve your resistance to it. XIII) Allowed Sites ----------------------------------------------------------------------------- The following is a list of sites allowed to host this FAQ. If any other sites have this FAQ posted. Please inform me at once. gamefaqs.com (Most up-to-date version.) gamespot.com neoseeker.com supercheats.com XIV) Version History ------------------------------------------------------------------------------ *v1.00 Finished Sat. Jun. 18, 2011 Original version. All sections completed. *v1.10 Finished Fri. Jul. 15, 2011 Added Section XI, which I forgot in the original draft. Added some information in Section VI. *v1.11 Finished Mon. Aug. 22, 2011 Changed some text in Section VIII. *v1.12 Finished Sun. Jan. 12, 2013 Added modification date in head section. Fixed some text on Call of Death in Secton X. *v1.13 Finished Mon. May 6, 2013 Updated contact information in Section II.