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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
gguirao@hawaiiantel.net 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. (elementalizard@hotmail.com) 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

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

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

Level 3 Skills
Axe lore: Axe Lore increases your attack rate and attack speed with axe-class

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

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

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
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)

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

*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

*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

*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

*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

*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.)

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.

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