New Skills Information

Sanctuary Corrupted 2:
Sanctuary in Chaos

New Skills
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AMAZON
Several of the amazon’s bow and spear/javelin skills no longer consume arrows, bolts, javelins, etc. Some do. You still need to equip the proper weapon to use the skills, but in many cases, the weapon acts as a focus, and you will not use up ammunition to cast the skills, only mana points.
The amazon has a wider range of elemental attacks. Some javelin/spear skills now offer the chance to do fire damage…not just poison or lightning.
Two passive skills are now auras, and operate in a similar way as paladin auras.

 

ASSASSIN
Probably the least altered of all the classes in terms of skills, though some small alterations have been made in terms of damage, duration, etc. But most changes will not be very noticeable. There are some items in the game, though, that will make her very deadly in hand-to-hand combat in conjunction with the martial arts skills.

 

BARBARIAN
The barbarian has some of the fewest skills changes of any character, mostly because he is not as moddable as other characters.
War Cry has been beefed up to make it a more attractive skill. The skill that used to be Whirlwind has been lessened in power somewhat (it is still powerful, and initially costs less mana than before, but as skill level goes up, so does mana cost…which was not the case before…and the skill has one main weakness. If you are hit while whirling, you will stop and will be subject to attack. This is no longer the uber-skill it once was).
Potion and magic find powers are better than they were before, and some combat skills have been beefed up.

 

DRUID
Most of the changes to druid skills are mild…graphics and/or elemental nature of the skills have been changed. Other changes to things like shapeshifting skills are not readily noticeable. But the druid should be more easily playable as an elemental spell caster than he was in normal D2…for those who don’t just want to rely on summons and shapechanging. The “spirit minions” have changed in name and appearance, but still have similar functions as they did before.
WARNING: Please note that at least two Druid spells freak out at very high levels. When werewolf or werebear reach a level in the low- to mid-30s (34 or 35, I believe), they will crash the game when cast…this is NOT a problem specific to my mod but an error in Blizzard’s own coding for the game. I have no fix for this bug as of yet.

 

NECROMANCER
The necro’s summoned minions look a bit different, and have beefed up damage and defenses, but are very similar in function to what they were before.
Curses are almost exactly as they were before, though some have longer or shorter durations than they once did.
The bone and spirit tree has undergone fairly heavy changes to graphics and/or function of skills. Most notably, the spell that originally was Teeth is now higher level and has a much different nature. And bone spear is now a fire-based skill that is lower level, but still pierces enemies.

 

PALADIN
Many of the changes to the paladin are visual only…new aura graphics and such…but some are quite substantive.
For one thing, Zeal can no longer be interrupted. That bug is now removed.
Also, the auras formerly known as Holy Fire, Holy Freeze and Holy Shock are now castable skills instead of auras. They do more damage for the most part than they did to compensate for the fact they are not always “on.” But when cast, the paladin will temporarily be bathed in magic light or have a graphic over his head, and all monsters in the area of effect will be hit with the spell’s effects.

 

SORCERESS
The sorceress' three skill trees have been heavily modified and restructured.
Affliction Spells - mostly attack-oriented spells
Eldritch Spells - masteries, passives, defense and a few miscellaneous skills)
Locus Spells - powerful skills for attack and defense that can only be used if you have a staff or mage sword in hand
        

Affliction Spells

Eldritch Spells Locus Spells

1st Level

1st Level 1st Level
Damnation Sphere: Inflicts fire damage, with explosive radius. Mana cost decreases as skill level increases, to a minimum cost of 1 mana point Spiritual Focus: Essentially the same as the original Warmth, just renamed Arctic Womb: A field of freezing energy that will enhance your defense rating and chill enemies who hit you
Phantom Viper: A fast-flying ghostly serpent that inflicts physical damage and poison damage (all poison damage at once, NOT over time) Yeti Curse: A cousin to the D1 spell “Stone Curse,” this spell inflict a very small amount of cold damage. Its main feature is to freeze the enemy in place. This is the only offensive cold spell available to the sorceress that will truly freeze an opponent for any significant length of time. Best used strategically with more damaging spells, NOT as a primary attack

6th Level

6th Level 6th Level
Plague Eels: Several writhing bolts of green energy fan out to inflict poison damage on enemies (all at once, NOT over time like most poison spells) Burning Strike: Enhanced version of the original Enchant Weapon skill Ghost Hand: Telekinesis with better damage so that it can be used as an offensive spell as well as a way to grab items
Planeshift: Teleport renamed Death Crown: Enhances your defense and severely burns enemies who strike you

12th Level

12th Level 12th Level
Soulreaver: A bolt of blazing energy that savages body and spirit, inflicting physical damage, magic damage, and knocking the enemy backward Blizzard Charm: Reduces cold resistance of enemies against the spells Iceblade Guardian, Arctic Lances, Yeti Curse and Arctic Womb Tempest Wraith: A modified form of Chain Lighting that summons a storm spirit who electrocutes multiple foes for you
Arctic Lances: Essentially Frost Nova, but with different graphics and slightly altered damage levels Scorched Path: Renamed version of Blaze with somewhat different graphical appearance

18th Level

18th Level

18th Level

Basilisk Kiss: Essentially a “poison inferno.” You exhale a deadly cloud of venom for as long as you want (or as long as your mana holds out) Hellfire Wall: Simply Firewall with a new name and slightly different appearance Dimensional Cocoon: Renamed version of Energy Shield
Iceblade Guardian: A spirit engulfs you to provide you with enhanced defense, and flings icy swords against ranged attackers Thunderbolt: Modified version of Lighting Bolt

24th Level

24th Level 24th Level
Soul Eclipse: A burst of energy that inflicts magic damage on your opponent and also freezes the target for a very brief moment. If you do not select a specific target, the spell will seek the nearest enemy Thunderbolt Mastery: Only enhances damage of one spell, Thunderbolt, but it does so by a massive degree, potentially making the skill quite deadly Lifethief: A modified version of Static Field. It is not as lethal as in the original D2, but still effective
Fire Drakes: A beefed-up version of Hydra Falling Star: An aura that rains down fireballs from the sky on your nearby enemies

30th Level

30th Level

30th Level

Dragon Storm: Unleashes fiery draconish spirits in a devastating wave in front of you, to the side of you to some degree, and even a little behind you. Because of the wide area effect and range of this spell, there is a spell timer. You can only case this once every several seconds Focus Energies: Increases the damage caused by the spells Damnation Sphere, Soulreaver, Basilisk Kiss, Hammer of God and Dragon Storm Hammer of God: Very similar to the original Meteor spell (It originally was supposed to do fire AND cold damage, but the spell didn't cooperate with me and had to be reverted to fire only...sorry)
Doomfall: Rains down blades of energy that do magic damage and some physical damage against those in the area of effect Arcane Razors: Inflicts Lighting Damage of a very high degree, but in a very small radius. Best used when several monsters are mobbing you or you are stuck in hand-to-hand combat with a foe you cannot outrun