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Old 22-05-2004, 14:02   #1 (permalink)
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Default Seraphim Guide

Originally posted by BaKaYarou
Seraphim guide v1.3
By AnGeLiKa Aka BaKaYarou
Reformatted and revamped by Fangrim
Please remember that this guide has been made during patch 1.6. Things might change in future patches!

Contents
Seraphim Overview
1. Starting Stats
2. Seraphim Skills
3. General information
4. Seraphim variant overview
5. Melee Seraphim (Sword/Shield)

Variants
6. Melee Seraphim (Dual Wield)
7. Hybrid Seraphim (Sword/Shield)
8. Hybrid Seraphim (Dual Wield)
9. BeeEffGee/Energy Bolt Seraphim
10. Shopping
11. Questions
12. Tables

Seraphim Overview:

1. Starting Stats
Starting Stats:
Attack: 26
Defense: 23
Movement speed: 130
Attack speed: 140
Health: 117

Starting Attributes:
Strength: 21
Endurance: 19
Dexterity: 24
Phy.Reg.: 22
Ment.Reg.: 19
Charisma: 17

Every level, the attributes increase with 10% of the Starting Stats: Strength +2.1, Endurance +1.9, Dexterity +2.4, Phy.Reg +2.2, Ment.Reg.: +1.9, Charisma: +1.7. Every level you get to add one free point (choose one attribute) to the automatic 10% increase.

2. Seraphim Skills
Level 1:
Magic Lore
Weapon Lore
Level 3:
Meditation
Concentration
Heavenly Magic
Long-handled Weapons
Sword Lore
Constitution
Parrying
Riding
Level 6:
Dual Wielding
Level 12:
Armor
Level 20:
Ranged Combat
Level 30:
Agility
Level 50:
Trade

3. General Information:
The maximum attack speed is 220, you start at 140, and the minimum is 100. There are many ways to increase attack speed, by using skills (Sword Lore, Long-handled Weapons, Dual Wield), please check table for exact amount (don’t forget that you start at 140). The other and ideal way to increase it is by using gear (rings, amulet, weapons and your wings) - they can all increase the attack speed.

It's smarter to *not* take any Weapon Mastery-type skills (Sword Lore, Dual Wield, Long-handled Weapon). This way you'll save valuable skill points for other (more important) skills. If you want to Dual Wield, only put one point in Dual Wield, more is definately a waste. Some runes will also raise your attack speed (The Vampire's Bats rune, for example).

The maximum running speed is also 220. Wings will often increase your running speed, you will eventually run faster than a horse, so don't bother with buying horses. Your starting speed is 130, and minimum is 100. If you use an armor or a shield that is too high for your level, you will get a running speed penalty. This cannot make your running speed lower than 100 (which is very slow). Only armors and shields will give you this penalty.

When playing a Seraphim, you will have to choose your skills wisely, depending on the kind of Seraphim you want to make.

4. Seraphim variant overview
4.1. Melee Seraphim (Sword/Shield)
The Melee Sword/Shield Seraphim is a nice melee character, with added focus on defense. It doesn't have the same killing speed as the Dual Wielding Seraphim, but it has a lot more defense. Defense is one of the most important things for survival in Gold/Platinum modes. This Seraphim is hard to play at lower levels, it can be very boring and frustrating, but it will reveal its true power at about level 40+.

4.2. Melee Seraphim (Dual Wield)
A very good and stylish one, she rocks in Bronze, totally owns in Silver, but might encounter some trouble in Gold and Platinum modes. Because she has no shield, you will have to focus on having your Life Leech very high (minimum 40%), or you will find yourself killed very quickly. Her Attack special move rocks!

4.3. Hybrid Seraphim (Sword/Shield)
Hybrid means that this Seraphim relies on a combination of magic and melee. A very interesting choice, this type don’t have the bruteness of the melee one, but use magic as support (Celestial Light and Lightning strike), which is very convenient against flying enemies and groups of monsters.

4.4. Hybrid Seraphim (Dual Wield)
A very good choice if it's played properly. If you don’t choose the right skills, then this Seraphim will have a very hard time, so pay attention to your skill choices! Everything goes into offense, leaving her defensive skills very low.

4.5. BeeEffGee/Energy Bolt Seraphim
I haven't tested this type yet, but there's a link here to a guide made by someone else. This type might be a lot of fun!
http://forum.sacredeng.ascaron-net.c...?threadid=1606

5. Melee Seraphim (Sword/Shield)
5.1 Characteristic: Melee Seraphim (Sword/Shield)
The Melee Sword/Shield Seraphim is a nice melee character, with added focus on defense. It doesn't have the same killing speed as the Dual Wielding Seraphim, but it has a lot more defense. Defense is one of the most important things for survival in Gold/Platinum modes. This Seraphim is hard to play at lower levels, it can be very boring and frustrating, but it will reveal its true power at about level 40+.

5.2 Strengths and Weaknesses: Melee Seraphim (Sword/Shield)
The strength of this Seraphim is its godly defense. It also has a quite good offensive capability, making this type an all-round character for all difficulties. The shield is a life saver, and your main defense provider. This build focuses on the Attack special move. You will need to keep the regen. time very low on this move. The Attack special move will land 7 hits on an enemy. The weakness of this build might be the lack of magic, which can be a problem against flying monsters and large groups of monsters.

5.3 Skill Distribution: Melee Seraphim (Sword/Shield)
Level 1: Magic Lore, Weapon Lore
Level 3: Concentration
Level 6: Constitution
Level 12: Parry
Level 20: Armor
Level 30: Agility
Level 50: Trade

I have based my templates on level 100 chars, who have 367 skills point in total. This means that your skill distribution will be a bit different at lower levels (because you won't have as many points per level to distribute), compare to higher levels. Adapt your skill distribution the way you want, I'm not going to tell you which skills to raise each level, but always keep focused on the end result.

Weapon Lore (MAX or 98): You should go Max on this skill, because the higher Weapon Lore, the more damage your melee attacks will do. You might stop at 98, because after that, you'll only gain +0.5% of damage per skill point.

Concentration (MAX): This skill reduces the time your special moves will take to regen. This is definately a must!

Constitution (Level/2): This skill increases your Life Energy and Healing Rate, a definite must! I don't recommend maxing it, my advice is to keep it at Level/2 (if you are level 60, you should have 30 points invested in it). Yuo could max it, but I think it's wiser to aim for a high Life Leech (40-50%), this way your life orb will never run out! (if you have free points put them here - the more life you have, the better! You wont have any free points for a long time though!

Parry (Level/2): The best skill for defense when you have a shield, the bonus is AWESOME!

Armor (Level/4 or Level/5): Armor is not so important, because the monsters won’t hit you a lot (because of your Parry skill), and the bonus isn't so great as it seems! Trust me, don’t put too many points here! I suggest you keep this skill at level/4 or level/5.

Agility (19 points): A good defensive skill, the AR (Attack Rating) bonus is useless, because special moves doesn’t use AR and lands automatically. Go exactly 19 points here, no more! Agility is less important than Parry!

Trade (1 point or more): Trade is a very important skill! Trade will improve the quality of items you find in shops, so with a high Trade skill, you'll have a bigger chance of finding more orange items from shops. A Seraphim heavily relies on good equipment to survive, so Trade is a must! I suggest 1 point in Trade, then raise it with items. Buy 4 socket gear and all the +3 Trade rings you find, and socket the rings into a "Trade suit". When you go shop, wear your Trade suit (a fully boosted Trade suit will give you +105 in Trade skill, with only 1 point spent, making a total of 106 in Trade!) If you don't like to swap equipment for trading, then put more points in this skill, but you'll waste a lot of points doing this, making other skills suffer.

5.4 Combat Arts (CA's) and Combos: Melee Seraphim (Sword/Shield)
This is my suggestion: Focus on using Attack, Hard Hit, Multi Hit, and Irritation. I won't focus on the other CA's, as only Attack, Multi Hit, and hard Hit are effective in mid- and late-game. The other skills either do too little damage, have too long regen time, or are too slow to use. Let’s hope one day Ascaron will buff up the Seraphim, she needs it. For reference, Hard Hit and Multi Hit are the only match for the Gladiator damage (they almost do the same damage), but Multi Hit for the Gladiator is much more effective (range about x3 +%)

Attack: The GoSu Seraphim skill! It lands 7 hits with 1 handed, make sure you keep it low (level 1 for a long time!) - this will keep the regen. time very low. You should never allow a regen. time of more than 2 seconds!

Hard Hit: A very useful skill for all the pesky casters and shooters!. I suggest you use this skill as often as possible in the early game. Later it's not so good, but the damage is still real nice! Early game: Regen. time 2 secs. End game keep this skill at your level/2 or level/3.

Multi Hit: A very good skill when it's at high level, the effectiveness is not so good at the early levels. It's a must against groups og monsters, because it can hit many enemies many times! Make sure you switch to a 2-handed weapon or a spear with high range and high damage when you use this skill! If you Multi Hit with a dagger you won't hit anyone! Early game level/3, end game level/2.

Irritation: A good skill against flying or shooters/casters who run away, it makes them stop, and make flying creatures land (sometimes only for a short while - bug?). Make sure you use Hard Hit and Attack to finish them off. Keep this at level 1-5.

Combos:
4x Hard Hit for casters, shooters, and bosses.
4x Multi Hit for groups of monsters.

5.5 Stats Points distribution: Melee Seraphim (Sword/Shield)
You have 2 options:

1) Put all points in Strength (not recommended)
2) Strengthhys.Reg. 3:1 or 2:1

You can go full Strength, but I don't recommend doing so. Strength boost your Life Points and Melee Damage, many weapon have +% Strength dmg. I advice you to put some points in Phys.Reg. (Strengthhys.Reg 3:1 or 2:1)

Strengthhys.Reg 2:1 means that you should put 1 point in Phys. Reg for every 2 points you put in Strenght. At every 3rd level, put 1 point in Phys.Reg (Level 3, 6, 9, 12, 15 etc.) All other points go into Strenght.

Strengthhys.Reg 3:1 means that you should put 1 point in Phys. Reg for every 3 points you put in Strenght. At every 4th level, put 1 point in Phys.Reg (Level 4, 8, 12, 16, 20 etc.) All other points go into Strenght.

The reason to put points in Phys.Reg is that there seems to be a bug/translation problem in the English version, because the Phys.Reg. gives you 4 Life Points (same as Strength), raises your healing rate, *AND LOWERS YOUR SPECIAL MOVE REGEN. TIME*! I have tested this myself, so it must be a translation problem or they just forgot it.

5.6 Items, additional abilities, and runes: Melee Seraphim (Sword/Shield)
Weapon: At the early levels I suggest you use the "Hack Sword" (from one of the first quest with a blackmith), then use Albion sword at level 16, and the light saber at level 18. Somewhere around level 20+, you will reach Braverock, and be able to shop there to buy a good axe (try to buy the one with a double edge, it's quite good ranged). After this, use whatever you want or whatever you find, you are free. Later on, try to get weapons with only 1 type of elemental damage (+physical) or physical damage only. Don't get too many type of elemental damage!

Armor: I strongly advice you to use the ones for SERAPHIM only. This is because they have Defense rating in it (not protection). Agility + Parry boost your precious little Defense rating (look how small your Defense rating is in your character screen). Try to use armor with sockets.

Shield: Same as armor, use the shields with the largest Defense (not Protection), and look for socketed ones.

Wings: I always use 2 pairs of wings. Main one is with +Speed and +Attack Speed, and sockets. The other one you keep in your inventory, is a wing with a HUGE +Speed modifier. This way, when you have to run or shop, just put on your speedy wings and fly!

Weapon slots
1st slot: Main Attack weapon
2nd slot: +Speed Weapon for fast running. Very convenient in towns or on long distance treks, if you don’t have 220 speed.
3rd slot: 2 Handed Weapon (NOT dual-handed). Big sword or spear, for big damage and big range for the Multi Hit special attack.
4th slot: Die on Sight weapon.

Additional abilities and modifications
Life Leech: 15-40% (the more the better!) Life Leech is NOT capped! Life leech is vital in Silver and Gold difficulty, so you should have at least 15%. To get Life Leech put Vampire runes that has the Life Leech ability in your sockets. For example, the Vampire's +1 Hard Hit and +1 Multi Hit runes have this ability. Later on, use rings or amulets with Life Leech.

Critical Hit: Another must-have mod, it does x2, x3 and sometimes x4 your damage. Because of the Attack CA that lands 7 hits at fast speed, it's definitly a very good mod. Try to aim at 100% Critical Hit, it's very fun!

Split: Another fun mod for leveling, it divides the monster in 2, so this way you have 2 monsters with half life, and x2 the exp.

Die on Sight: A good mod, but in last patch you no longer gain exp with the Dead on Sight mod, and the drop rate have decreased too, so it's not as useful as before. Keep a weapon with Die on Sight in your weapon slot when you're travelling in low level zone.

Experience: Another great mod, when you feel the monsters are too easy, just wear your xp gear to level faster. Early on, you can socket Battle Mage runes with this ability, but later on make sure you use rings or amulet instead, they are much better, and comes with other mods (Critical Hit, Split, Life Leech).

Variants
6. Melee Seraphim (Dual Wield)

6.1 Characteristic:
A very good and stylish one, she rocks in Bronze, totally owns in Silver, but might encounter some trouble in Gold and Platinum modes. Because she has no shield, you will have to focus on having your Life Leech very high (minimum 40%), or you will find yourself killed very quickly. Her Attack special move rocks!

6.2 Strenghts and Weaknesses: Melee Seraphim (Dual Wield)
Strengths:The Attack special move. The speed of the Attack special move will deliver 6 attacks in rapid succession (one less than the 1-handed version), the execution is 2-3 times faster than the 1-handed version.

Weaknesses:Lack of shield, low of defense! Monsters are going to hit you very hard in Gold and Platinum modes, so make sure to have very high Life Leech, or you won't survive very long!

6.3 Skill Distribution: Melee Seraphim (Dual Wield)
Level 1: Magic Lore, Weapon Lore
Level 3: Concentration
Level 6: Dual Wielding
Level 12: Constitution
Level 20: Parry
Level 30: Agility or Armor [I suggest Agility]
Level 50: Trade

Weapon Lore (MAX or 98): You might want to stop at 98, check description in chapter 5.3.
Concentration (MAX or about 90): You might want stop around 90, you only win 0.5% if you go higher (instead of 1%).
Dual Wielding (1 point): More is useless, your gear will get you the attack speed bonus, so only 1 point here!
Constitution (Level/2): You will take a lot of damage, get high life leech.
Parry (the rest of the points): Whenever you have free points, put them here (remember that parry is more important than agility, so put points in parry before agility)
Agility or Armor (19 or level/4-5): Agility is the last priority, set this at 19 - no more, no less. If you take armor, put level/4 or level/5.
Trade (1): Only 1 point here. Check description in chapter 5.3.

6.4 Combat Arts: Melee Seraphim (Dual Wield)
Same as the 1-handed/sword (see chapter 5.4). Only difference is that you must keep your Attack Special move at level 1 for a long time, so the regen. time will never exceed 1 second. Never allow regen. time for this special move to get above 1 second!

6.5 Stats Points distribution: Melee Seraphim (Dual Wield)
Same as the sword/shield Seraphim (See chapter 5.5)

1) Put all points in Strength (not recommended)
2) Strengthhys.Reg. 3:1 or 2:1

6.6 Items and runes: Melee Seraphim (Dual Wield)
Same as the 1 handed/ shield, but you have no shield . You have to concentrate on getting more Life Leech (at least 40% in Gold and Platinum).

7. Hybrid Seraphim (Sword/Shield)
7.1 Characteristic: Hybrid Seraphim (Sword/Shield)
Hybrid means that this Seraphim relies on a combination of magic and melee. A very interesting choice, this type don’t have the bruteness of the melee one, but use magic as support (Celestial Light and Lightning strike), which is very convenient against flying enemies and groups of monsters.

7.2 Strengths and Weaknesses: Hybrid Seraphim (Sword/Shield)
This type of Seraphim doesn’t have many weaknesses. It lacks a bit in melee power, but compensated with the use of magic. It might be a little more complicated to play, but it's funnier

7.3 Skill Distrubution: Hybrid Seraphim (Sword/Shield)
Level 1: Magic Lore, Weapon Lore
Level 3: Concentration
Level 6: Meditation
Level 12: Constitution
Level 20: Parry
Level 30: Heavenly Magic
Level 50: Trade

Weapon Lore (MAX or 98): You might want to stop at 98, check description in chapter 5.3.
Magic Lore (MAX):
Concentration (Level/2):
Meditation (Level/2):
Constitution (Level/2):
Parry (Excess points): All free points should be put here (won't be many).
Heavenly Magic (Level/5):
Trade (1): Only 1 point here. Check description in chapter 5.3.

7.4 Combat Arts and Combos: Hybrid Seraphim (Sword/Shield)
Combat Arts:
The only special move we'll be using is Attack. It lands 7 hits with 1 handed, make sure you keep it low (level 1 for a long time!) - this will keep the regen. time very low. You should never allow a regen. time of more than 2 seconds! We'll only use one special attack, as we don't have enough slots for more (the rest being taken up by spells and combos).

Spells:
Remember that the Life Leech and Critical Hit mods works with spells too!

Lightning Strike: Try to keep it under 7-6 seconds, put some runes in your gear to decrease regen. time of 1/3.
Celestial Light: Try to keep it under 10 seconds, put some runes in your gear to decrease regen. time of 1/3.

Combos:
1x Celestial Light OR 1x Lightning Strike.The reason to have a combo with a single Celestial Light or Lightning Strike in it is, that the combo and spells regenerates on different timers. This way you'll be able to cast the spell of your choice more often.

4x Celestial Light. This is the dragon killer, the group eraser, the life orb refiller combo (of course you'll need Life Leech to refill).

7.5 Stat Points distribution: Hybrid Seraphim (Sword/Shield)
Strength:Ment.Regen. 1:1 or 2:1

7.6 Items, additional abilities, and runes: Hybrid Seraphim (Sword/Shield)
Same as the Melee Seraphim (Sword/Shield). See chapter 5.6.

8. Hybrid Seraphim (Dual Wield)
8.1 Characteristic: Hybrid Seraphim (Dual Wield)
A very good choice if it's played properly. If you don’t choose the right skills, then this Seraphim will have a very hard time, so pay attention to your skill choices! Everything goes into offense, leaving her defensive skills very low.

8.2 Strenghts and Weaknesses: Hybrid Seraphim (Dual Wield)
This type of Seraphim has only one big weakness: Total lack of defense. You need very high Life Leech, at least 45% - maybe more. If you skill this Seraphim well, it might be the most powerful build of them all!

8.3 Skill Distribution: Hybrid Seraphim (Dual Wield)
Level 1: Magic Lore, Weapon Lore
Level 3: Concentration
Level 6: Dual Wielding
Level 12: Meditation
Level 20: Constitution
Level 30: Heavenly Magic
Level 50: Trade

Weapon Lore (MAX or 98): You might want to stop at 98, check description in chapter 5.3.
Magic Lore (MAX):
Concentration (Level/2):
Meditation (Level/2):
Constitution (Level/2):
Dual Wielding (1 point): More is useless, your gear will get you the attack speed bonus, so only 1 point here!
Heavenly Magic (Level/5):
Trade (1): Only 1 point here. Check description in chapter 5.3.

8.4 Stats Points distribution: Hybrid Seraphim (Dual Wield)
Strength:Ment.Regen. 1:1 or 2:1.

8.5 Items and Runes: Hybrid Seraphim (Dual Wield)
Same as Melee sword/shield, just go at least 45% life leech in gold/ platinum or you will have hard time

9. BeeEffGee/Energy Bolt Seraphim
I haven't tested this type yet, but there's a link here to a guide made by someone else. This type might be a lot of fun!
http://forum.sacredeng.ascaron-net.c...?threadid=1606

10. Shopping:
Shopping is very important with the Seraphim, because your success depends of your gear, so make sure you do some shopping sessions every 4 levels. After all you are a girl, and all girls loves to shop!

To do some efficient shopping, put on your +speed items, and go to Braverock with a town portal. Talk to the seller and do your shopping, run back to the town portal, select another location, immediately go back to Braverock, repeat...

Another way to shop (much faster):
- Create a game in Campaign mode
- Go to Braverock and do the quest "Messenger Goods", this way another seller will appear in Braverock next to the first one.
- You now have 2 sellers next to each other, talk to the first, then to the other one, and the first one, repeat.
- Make sure you save the game after you made the quest if you don’t want to do it every time.

11. Questions:
Q: What is a skill at level/2 or level/3?
A: Level/3: You skill should be equal to your character level, divided by 3. For example, a level 60 character should have 60/3=20 points invested in the skill.
Level/3: You skill should be equal to your character level, divided by 2. For example, a level 60 character should have 60/2=30 points invested in the skill.

Q: Trade skill: Why 1 point or MAX?
A: The reason is simple. If you only put 1 point in Trade, make sure to buy all the +3 Trade rings you see in shop. Also, buy all the 4-scoket gear you find, and put all your +3 Trade rings into this armor (making it a "Trade suit"). If all items are maxed out with +Trade rings, you can get +105 Trade with the Trade suit. If you don't like to swap gear for trading, then max out this skill. You'll waste a lot of points doing this.

Q: Why go Phy.Reg?
A: The reason to put points in Phys.Reg is that there seems to be a bug/translation problem in the English version, because the Phys.Reg. gives you 4 Life Points (same as Strength), raises your healing rate, *AND LOWERS YOUR SPECIAL MOVE REGEN. TIME*! I have tested this myself, so it must be a translation problem or they just forgot it.

Q : Why not go Weapon Mastery? (Sword Lore, Long-handled Weapons, and Dual Wielding)
A : First let me explain what Sword Lore and Long-handled Weapons does. They will raise your Attack Rating and your Attack Speed. They won't raise your damage at all.

Unless you want to get dual Weapons (if you do that, ONLY put 1 point in it, more are useless). I don't recommend you to go Weapon Mastery, because at mid-game you can get weapons with +30-50 attack speed, and your wings and rings can do the same. The attack speed is capped a 220, and you start at 140, so you only need 80 attack speed more to reach the cap, which is easily possible at level 50 (even before if you use many bats runes). Furthermore, you won't become dependant on one type of weapon only, which means you can use axe, blunt, sword, staff - it all depends on what kind of weapon you prefer, find, or buy. It's kinda stupid to waste points on an ability, that can easily be compenstaed by your gear. In early game you'll find hitting slow and ineffective (lots of misses). If you find your attack speed too slow, try using the Vampire Bats rune, but keep in mind the power of the build comes later (after level 40).

Q : What about the Attack Rating (AR) you gain from Weapon Mastery? (Sword Lore and Long-handled Weapons)
A : AR is totaly useless because you'll be using your special moves. Special moves and combos doesn't use AR they hit automatically. AR is only used for your "normal" attack. In early game, AR might be useful, as your special attack will have a long regen. time.

Q: How do I deal with those darn flyers?
A: Use Irritation, then the Hard Hit and Attack special moves.

Q: Why don’t you use other skills? There's many others!
A: I know, but the problem is that only Multi Hit, Hard Hit, and Attack are effective in mid-game and late-game. The other skills either do too little damage, have too long regen. time, or are too slow to use. Let’s hope one day Ascaron will buff up the Seraphim, she needs it. For reference, Hard Hit and Multi Hit are the only match for the Gladiator damage (they almost do the same damage), but Multi Hit for the Gladiator is much more effective (range about x3 +%)

Q: Why keep the Attack special move at level 1 for so long?
A: Attack is a great skill because it lands 7 hits with 1-handed weapons, and 6 with 2-handed weapons. The skill itself doesn't gain much power when you level it, it'll give a few % more damage, and increase the regen. time way too much. I strongly advice you to keep Attack at a regen. time of 2 seconds or lower. Many people say its useless to have Attack under 3-4 second, because the 7 hits will never finish under this time. I disagree, because many times, the monsters in range will die in less than 7 hits, so you'll have to wait few precious seconds to land the next Attack wave, which is not a good thing.

Q: Ok, I have many sockets available, but what should I put in them?
A: 1). Make sure you have more than 15 Life Leech. Use the Vampire +1 Hard Hit or +1 Multi Hit for this.
2). Use rings that deals elemental damage. Try to concentrate on one type of elemental damage (physical + one element), because the way the game works, you'll deal more damage if you focus on having one type of elemental damage high, rather than having several low ones.
3). In the early stage, if you feel your defense is too low, then use the Wood Elf +1 Hard Hit rune, it will give you +15 attack and +15 defense. +15 defense might sound like it sucks, but this tiny amount will receive the bonus from Agility and Parry! Don't use the one with +15 resist all, it might sound good, but you can never be immune to elemental damage, even with +900% Resist Fire.
4) Now, another good thing to socket early is the Vampire Bats rune, it gives you more damage and more attack speed, so make sure you socket as many as you can in early game. At mid-game, put some amulets with +attack speed (even class specific ones) to reach the mighty 220 attack speed.
5) Later if you feel your resistances are too low, socket nice amulets with physical, fire, or magic resistance.
6) If you're an xp freak, then socket rings or amulet with +10,20,25 % xp

Q : I just put on an armor and my Seraphim is running slower than a snail!
A: You're wearing an armor with a higher level (not minimum level) than your current level. You should never wear armor higher than your level, it will slow you down - this cannot make your running speed lower than 100 (which is very slow). Only armors and shields will give you this penalty.

Q : I just used a new sword, and my Seraphim is hitting slow !
A: You're using a too high-level sword - don't! When you use a sword that's too high level for you, your attack speed will become 100, and your skill bonus (weapon mastery) won't apply. Items that gives +attack speed will apply. If you have items that gives you +120 attack speed, you will reach 220 attack speed (maximum), and be able to wear a higher sword than your level! This is another reason not to choose weapon mastery.

Q : I have heard about a Light Sabre, I WANT IT !
A: I have done this several times in multi-player, I'm not sure about single-player. A lot of people still can't find it. To find it follow these steps:

1) Create a campaign game, and be the host. Free the Seraphim (not a sister, NOT the Abducted Quest - this is not a side quest, you have to find her at the north-east of Bellevue. There is cave, just at the north of the quest with the wolwes, get in the cave and go to the right. You will find a Seraphim there, kill the mage and talk to her, she will disapear.

2. Go to the east of Aish-Jadar, in the desert, follow the rocky mountain and head east. You will find a burned ruin. The Seraphim will be there. Kill all the monsters and talk to her, she will give you the Light Sabre.

Q: Should I use a Horse ?
A : No. Try to buy wings with sockets and +speed +attack speed, and put weapons with +speed in your second slot, this way you will run faster than horses.

Q: I found a 5, 6 sockets gear, but I can't use more than 4 of those sockets!
A: the maximum is 4, you cant socket more in this patch, maybe in a later patch or expansion? Nobody knows!

Q: Why are there so many English mistakes in your guide? Are you ******?
A : English is sadly not my first language, if you want to correct this guide you are welcome. Just msg me. (Note by Fangrim: English isn't my first language either, and it's difficult to rewrite someone elses work while maintaing its integrity. I've done as good a job as I can - feel free to correct it even further - of course with the permission of the original author!)

11. Tables
Special Moves
Combat Jump
Code:
Level:              1   5   10   15   20   25   30
Regeneration (s):  12  33   58   84  110  135  161
Damage (%):       +49 +89 +139 +189 +240 +290 +340
BeeEffGee
Code:
Level:             1   5  10  15  20  25  30
Regeneration (s): 41 102 179 256 333 410 487
Damage (phys.):   70 182 322 462 602 742 882
Duration (s):     30  32  34  37  39  42  44
Hunter Seeker
Code:
Level:              1   5   10   15    20   25   30
Regeneration (s):  12  33   58   84   110  135  161
Damage (%):	  +60 +100 +150 +200 +250 +300 +350
Whirling Hit
Code:
Level:              1    5     10     15    20    25    30
Regeneration (s):  20   51     89    128   166   205   243
damage (%):       -25   -5    +19    +44   +70   +95  +120
Foe pushed back:  3,5  3,9    4,4    4,9   5,4   5,9   6,4
Radius (%):       +65   +85  +110   +135  +160  +185  +210
Multi Hit
Code:
Level:              1    5   10   15   20   25   30
Regeneration (s):   5   12   22   32   41   51   60
Damage (%):       -20  +19  +70 +120 +170 +220 +270
Radius (%):       +80 +100 +125 +150 +175 +200 +225
Hard Hit
Code:
Level:             1   5  10  15  20  25  30
Regeneration (s):  5  12  22  32  41  51  60
Damage (%):       99 179 279 379 480 580 680
Attack
Code:
Level:              1   5  10   15  20  25  30
Regeneration (s):  10  25  44   64  83 102 121
Damage (%):       -26 -10  +9  +29 +49 +69 +89
Combat Kick
Code:
Level:               1   5   10  15   20  25   30
Regeneration (s):    5  12   22  32   41  51   60
Range:            0,98 1,1 1,25 1,4 1,55 1,7 1,85
Damage (%):         60 100  150 200  250 300  350
Spells
Irritation
Code:
Level:             1  5 10  15  20  25  30
Regeneration (s): 21 54 94 135 175 216 256
Duration (s):     15 19 24  29  30  30  30
Conversion
Code:
Level:             1    5  10  15  20  25  30
Regeneration (s): 43  108 189 270 351 432 513
Duration (s):     15   19  24  25  25  25  25
Rotating Blades of Light
Code:
Level:             1   5  10  15  20  25  30
Regeneration (s): 43 108 189 270 351 432 513
Duration (s):     35  39  44  49  54  59  64
Damage (phys.):    7  18  32  46  60  74  88
Damage (magic):    7  18  32  46  60  74  88
Damage (total):   14  36  64  92 120 148 176
Lightning Strike
Code:
Level:             1   5  10  15  20  25  30
Regeneration (s):  6  17  31  44  58  71  85
Damage (phys.):   21  54  96 138 180 222 264
Damage (magic):   42 109 193 277 361 445 529
Damage (total):   63 163 289 415 541 667 793
Light Shield
Code:
Level:                1   5  10  15  20  25  30
Regeneration (s):    43 108 189 270 351 432 513
Duration (s):        35  43  53  63  73  83  90
Chance to block (%): 68  83  90  92  94  95  96
Light
Code:
Level:             1    5  10  15  20  25  30
Regeneration (s):  43 108 189 270 351 432 513
Duration (s):      35  39  44  49  54  59  64
Damage (magic):    16  44  79 114 149 184 219
Radius:           425 525 650 700 700 700 700
Celestial Light
Code:
Level:             1  5  10  15  20  25  30
Regeneration (s): 26 66 117 168 218 269 320
Damage (magic):   21 54  96 138 180 222 264
Duration (s):     25 25  25  25  25  25  25
Strength of Faith
Code:
Level:              1    5   10   15   20   25   30
Regeneration (s):  43  108  189  270  351  432  513
Duration (s):      35   39   44   49   54   59   64
Attack (%):       +75 +175 +300 +425 +550 +675 +800
Energy Bolts
Code:
Level:              1   5  10  15  20  25  30
Regeneration (s):  41 102 179 256 333 410 487
Duration (s):      30  32  34  37  39  42  44
Damage (phys.):    11  28  49  70  91 112 133
Damage (magic):    14  36  64  92 120 148 176
Damage (total):    25  64 113 162 211 260 309
Skills
Magic Lore: Increases the damage caused by all spells.
Code:
Level:             1   5  10  15   20   25   30
Magic damage (%) +11 +39 +69 +94 +115 +133 +150
Weapon Lore: This ability increases the damages dealt to a foe from close combat and ranged weapons.
Code:
Level:             1   5  10  15   20   25   30
Phys. damage (%) +12 +39 +69 +94 +115 +133 +150
Meditation: Increase the regeneration rate of magical spells.
Code:
Level:            1   5  10  15   20   25   30
Mental Reg. (%) +12 +39 +69 +94 +115 +133 +150
Concentration: This skill increases the regeneration rate of combat techniques.
Code:
Level:                  1   5  10  15   20   25   30
Reg. Special Move (%) +12 +39 +69 +94 +115 +133 +150
Heavenly Magic: Decreases the spell and regeneration time for all spells.
Code:
Level:                1   5  10  15  20  25  30
Reg. Heavenly Magic
and Attack speed (%) +6 +19 +34 +47 +57 +66 +75
Long-Handled Weapons: Increase the ability to fight with Long-Handled weapons (Clubs, Staves, Whips).
Code:
Level:            1   5  10  15  20   25   30
Attack (%)       +9 +29 +52 +70 +86 +100 +112
Attack speed (%) +6 +19 +34 +47 +57  +66  +75
Sword Lore: Enhances the attack and effectiveness and speed when fighting with swords.
Code:
Level:            1   5  10  15  20   25   30
Attack (%)       +9 +29 +52 +70 +86 +100 +112
Attack speed (%) +6 +19 +34 +47 +57  +66  +75
Constitution: Increases health and the rate of healing.
Code:
Level:          1  5 10 15  20  25  30
Health (%)      4 33 62 84 101 116 127
Phys.Regen. (%) 6 28 49 65  78  89  98
Parry: Attacks from enemies can be parried with shield and weapons and thus increases the defense value. If you use a shield this skill grants an additional defense bonus (only gives the total bonus in the english version).
Code:
Level:                    1  5 10  15  20  25  30
Defense (%)              15 49 86 117 144 167 187
Special Shield Bonus (%)  7 24 43  58  71  83  93
Riding: When increased, this skill permits riding high quality horses.
Code:
Level:               1  5 10 15 20 25 30
Riding horses level: 3 15 30 45 60 75 90
Dual Wielding: Enables fighting with two weapons at once and improves attack effectiveness and speed.
Code:
Level:            1    5  10  15  20    25   30
Attack (%)       +12 +39 +69 +94 +115 +133 +150
Attack speed (%)  +6 +19 +34 +47  +57  +66  +75
Armor: Increase the effectiveness of armor and simultaneously decreases the handicap caused by armor.
Code:
Level:                 1   5  10  15   20   25   30
Phys. Resistance (%) +12 +39 +69 +94 +115 +133 +150
Fire/Magic/Poison
Resistance (%)        +9 +29 +52 +70 + 86 +100 +112
Speed (%)             +3  +9 +17 +23  +28  +33  +37
Ranged Attack: Increases the attack rating, as well as the attack speed when using a ranged attack weapon.
Code:
Level:            1  5   10  15  20   25   30
Attack (%)       +9 +29 +52 +70 +86 +100 +112
Attack speed (%) +6 +19 +34 +47 +57  +66  +75
Agility: Increases the defense value and raises the attack rating.
Code:
Level:        1   5  10   15   20   25   30
Attack (%)   +7 +24 +43  +58  +71  +83  +93
Defense (%) +13 +44 +77 +105 +129 +150 +168
Note: Trade skill description missing!
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