Tactics and tips for the game Sacred. Sacred: guides and walkthroughs About life underground

To earn money, you must have the ability to disarm enemies. Then you can sell all the things that your enemies lost in battle and get money.

Easter Eggs: in the game you can find many things sent by the author.
For example, boxes with a Game Box, a balalaika or even a rabbit, but what to do with them is a mystery.
If you play as a Demoness, you can fly through the Druid forest and find a small gazebo; if you enter it, you will find yourself in a cave where there are 2 rooms. In one room there is an inscription written on the floor - If you go to ZHADUK you kill die, and suddenly there is some kind of thing, if you approach it, it will kill you instantly with a laser.

There are a large number of large dragons (onyxia) in the game. The location of one of them is in the desert near the city of Khorad-nur, many may know about this, but I know a way to soak this onyxia quickly and without much effort, at any level. When you come to her and she starts chasing you, you turn around and run towards the city, where she can get stuck between houses and you can kill her without any problems, or run into the house near which she is standing and in the house she cannot hit you, and you can calmly you can use some kind of general mashiya (Gladiator-Dazing Gaze).

I'll start right away with my favorite thing - fashion. Simple advice, but at the same time necessary: ​​buy several sets of gear at once, as this will increase your lethality depending on the enemy. And the gear must be collected with mods, with the exception of rare cases when the gear gives more than the modified one. Don’t forget that this toy is full of quests; when you complete them, they will give you something important!!! So I collected a little less than 500 attack and 300 defense using artifacts and mods! By the way, do you like ghosts? I love them! It was on them that I got from the first level to the twentieth level in an hour! And this is done like this: go north of Porto Draco, find a hut there with “blind man’s buff” in the basement, wet them, leave the basement. Then walk in and find a new group of ghouls who want to kill you! You can do this as soon as you need it. Remember, in this place the ghosts are always higher, or whatever level you are. It's nice to drive =) .

1. Before rushing headlong into the dungeons, it is better to level up the hero in the first part, at least to level 30, otherwise it will not be sweet.
2. Before going to the tower of Shaddar the Enlightened, go to the town of Purgatory (in Russian translation).
3. And before going there, stock up on the most powerful combo attacks - the zone will be densely populated by demons, global weapons will be required.

In order to earn artifacts at the very beginning, before approaching the quest for a reward, you need to save and load until you are given the artifact.
Attention! Artifacts are given only by NPCs who do not exist in the original. And the artifact can be knocked out of a dude in 30-40 minutes.

Each person has 7-8 lines of original armor (the little green one). Cool thing, read the specifications carefully. Especially lethal - this is a bonus - inflicting open wounds, imagine: a slowed down and bloodied enemy is running after you, and blood is gushing out of him like from a bucket. So, there is a cemetery of heroes, there on the pirate islands, when you go for the first part of the medallion in the dungeon. You can admire super-strong characters in original armor.

There is a bug in the game: after completing the quest, you run up close to the quest giver, click on him, the character runs towards him. Without reaching 3-4 steps, press F9 (quick save), and then press F8 (fast load), a lot of times (it loaded right away). After about 5-10 minutes of such loading, click ok many times. And voila exp, gear, gold, lots of skills.

There is a merchant in Breivok Castle, next to the teleport. Buy something from him, and then go up across the road to the house next to the waterfall. Inside the building, go down to the basement and immediately go back outside. After these simple manipulations, head back to the merchant and enjoy a fresh assortment of things. Each time the merchant will have completely different lots. Thus, if you have a considerable amount of patience, you can dress your hero in some good “clothes.”

Go to the merchant, see what he has, buy if you like it. Go and teleport to another city, etc. Go up to the merchant there and you can buy again, or you don’t have to buy and back. And so on in a circle. The chance is small, but I bought a little green thing from a merchant for my demoness.

At the beginning, when you are already leaving the Colosseum, follow the road, and when there is a turn, you will see one grave from below. Open it, kill the zombie and it will drop Arwen's Quicksword. This sword increases the chance of receiving special items. At level 52 I have silver +32.

1) Export/import fraud (for everyone).
At the very beginning of the game, each character appears near a chest with some item and a skill rune. We start the game with any character, open the chest, select a rune, and export the character. We go out, import the character and open the chest again, take the rune and export - and so on until we get tired of it. In half an hour, as a seraph, I collected a full backpack of runes, pumped up the Persian and exchanged them with the combo master for those that were needed. The truth always comes up the same, which in principle is not very good, since, usually, it is the most unnecessary of all the character’s abilities. But for a vampire this is a big plus, because the claws of death fall out, that is, a strong blow.

2) Fraud with runes at 2+ lvl (vampire).
If you do the trick with import/export, then the character’s LVL should not exceed 2 or 3, otherwise the runes simply will not fall out, and balalaikas, bells and other rubbish will appear instead. But the vampire has the opportunity to fill runes for 3+ lvl: take the vampire, import (preferably at least 10 LVL). We run from home straight to the city, a farmer meets us near the city and gives us the quest “margala wolf”. We find the wolf, extinguish it, come for the reward, export it. We import again (we already know where the wolf is sitting), go straight to the wolf, extinguish it and again for a reward. This, of course, takes longer, but this is how I collected the shield, sword and armor of the recundis in addition to the runes. But the vampire must still be pumped up for this, so as not to be extinguished with the wolf and sakar "rim for a long time, it is advisable to ignore everyone altogether, just extinguish the wolf.

3) Shenanigans with books (vampire).
Sometimes it's useful to talk to passers-by; they can tell you interesting things. For example, I learned from a city resident that the books and stories (in the magazine) were not just invented in SACRED. By collecting a series of books or stories, you can get bonuses. I don’t know what bonuses exactly, because... I haven’t collected a single series yet, but I found a way to collect them as a vampire. Again, import/export. We take a vampire, 25+, so that she can be imported for silver. We import the vampire, and before clicking “start game”, select silver, not bronze, in the difficulty column. We start everything in the same house. As soon as you start, search the whole house - on the second floor there should be, near the stairs, a stand for books and scrolls, on the first floor - in the middle of the room. We select and read. Sometimes the gamebox falls out. I don’t know why it’s needed, I just didn’t pick it up. Then everything is clear: we collected books/scrolls and exported them. We are re-collecting import and export books.

The developers were clearly people with humor, so in the game you can find a huge number of different secrets, funny and not so funny. So, there is an incredible number of familiar characters from other games, as well as from books and films.

Funny things can be found in the dialogues, inscriptions on tombstones, and in a bunch of other various details.

In this section we tried to collect all the known secrets, but since the developers are constantly adding new ones, the section will be constantly updated.
Unusual Tomb:

On the road from Silver Creek to Porto Vallum there is a small village. The desired grave is located southeast of it, at the bend of the road. After examining the grave, a zombie boss will emerge from it and must be sent to another world. After this is done, it will drop a unique sword - "Arwen's Swift Sword", and sometimes one or even two runes may come across. A very useful place, considering that it is located almost at the very beginning.
Hidden Tomb:

To find this grave, you need to go up from Mascarell and get to the island. Once on the island you need to cross the river to the left of where you entered. And then move along the bank so that the river remains on the right. Very soon you will see a forest in which there is an invisible path up to the left that leads straight to the grave. In the grave you will find a unique ax.
Dungeon Packman"a:

To get there, just go to the city of Faeries Crossing and from there go west to the forest. There is a not very noticeable path that leads you to the cave. In fact, all the rules of the original are not followed. The main thing is to collect yellow balls, and if a blue clot catches up with you, a certain number of lives will be taken away. Overall it's a pretty funny place...
Orcs on vacation:

To get to this place, you need to go from Khorad-Nur south to the sea, and then all the way east, to the cliff, where you will find a narrow path leading to the pier. At the pier there is a boat on which you can get to the island where the orcs rest. The orc at the pier will ask us to rid him of annoying tourists. “Tourists” won’t just attack, to make them angry, trample on their towels. After you kill everyone, talk to the orc on the pier again and he will give you sunglasses as a reward. They don't give any boosts, but they look stylish...
Remember the village from the first Diablo, and in the Prince of Darkness it is also there. Just leave Mystdale Castle and walk along the river bank to the northeast. Having reached the end you will find yourself at the source of the river, where the local Tristram is located...

Jedi Sword:
It should be noted right away that the opportunity to get a real Jedi laser sword is only available when playing as Seraphim. It all begins with the release of a seraphim captured by black magicians near Bellevue. She can be found in a cave east of the old mansion where the vampire starts the game. After the release, the former hostage will assign you a new meeting place... To get there, go to Khorad-Nur and go east from it, through the dry river bed, go south to the rocks, and again east along them. There you will see a burnt building, in which you will find a dying seraphim, who, before her death, will leave you a book about Ancaria and a powerful light blade.

Jason:
Have you seen "Friday the 13th"? Well, yes, this is the same Jason and in the Prince of Darkness you can find his hockey mask and machete... To the northwest of the westernmost building of the village of Drakenden there is a completely invisible path in the forest (while running along it it seems that there is no path at all). But this path will lead you to letters lined with stones and to treasured things... (although the triggers do not work very well, and sometimes there is no valuable prize).

Vampire Queen:
You can only fight the vampire queen when playing as a vampire. To do this, you need to go to the Call of Ascaron tavern, which is located south of Braverock Castle and, going to the upper right corner, talk to a man named Lucius, then kill him and pick up the key that will open the entrance to the dungeon ( is located not far away), going to the 2nd level of which you will find the vampire queen...

Torvin's grave:
You can reach the grave in two ways: either through the dungeon, which is located southwest of South Hedgeton, or through the dungeon, the entrance to which can be found to the west of the dragon called Sssilith, the Swamp Dragon. Then, once you find yourself in an area with a small lake, find a tree - under it there will be a grave in which you will definitely find Torvin's Mace. In addition, in the same place, you can complete a secret quest: to do this, pick up the sword and take it to the lake, where the forest archer Arogarn will be waiting for you.
Note: The secret quest can only be completed by first completing the quest "Forest Gunner Arogharn" - southwest of Bellevue - not far from where the Dark Elf and Wood Elf start.

Blizzard once created a legendary game called Diablo. And envy came into the world. Many hoped to surpass the success of the original game, with fellow game creation titans Westwood starting the chase. However, both Nox and the later clones only stood timidly on the sidelines, having no chance of winning. Meanwhile, Blizzard released Diablo 2 to the masses, breaking away even more from its pursuers.

Until recently, their timid attempts to at least get closer to the foot of the throne looked rather pathetic. Meanwhile, the real threat appeared unnoticed, from where it was not expected at all: from a completely captivated Settlers Germany. And she was called - Sacred...

Difficult control

Actually, it’s not too complicated, but in pursuit of “bigger, better, bigger,” the game’s creators unwittingly complicated the extremely simple interface of Diablo 2. Therefore, it’s better to read a short course on mastering the controls.

And the most important thing to remember right away is that in order to enjoy the game, you need to learn all the hot keys. And they were taken care of in full - the keyboard is “clogged” no worse than in any flight simulator. So read the box carefully.

On the sides of the panel there are cells for weapons and special properties. There are supposed to be 5 of them in total, but at the beginning there is only 1 cell of each type, and the next ones are added in pairs at levels 2, 8, 16 and 30. For quick use, number keys from 1 to 0 are reserved. Accordingly, weapons are numbered from 1 to 5, and abilities and spells are from 6 to 0.

It is important: Weapon slots differ in that they can hold either 2 units of one-handed weapons or a weapon and a shield. Only for this you need to place the weapon not in the center, but on the right side of the cell. Only for such manipulations with weapons is it necessary to master the ability to “wield two-handed weapons.”

The magazine looks unusual. It not only contains a list of tasks for acts and chapters, but also gives you the opportunity to learn a little more about your skills, abilities and spells.

And at the same time, learn about the game time, pumping speed and characteristics of killed monsters. And finally - there are two things, incredible making life easier. This is an automatic collection of items (key A ) and a large-scale map of the area (key Tab

). The first will allow you to not pick up every dropped item manually, the second will simplify the problem of where you still need to go.

Embrace the immensity!

Describing a hero is not difficult. It consists of characteristics, abilities and special abilities. Characteristics are the same thing for all heroes. Only the numbers themselves change, depending on the combat preferences of a particular warrior. Each level you get 1 point, which can be invested in one of the characteristics you like. Well, each level of characteristics themselves increase by a certain amount, characteristic of each hero.

This is interesting:

It’s better to save up stat points and not invest them anywhere. Your investments will not greatly affect the development of the hero (you need to invest a lot to notice the return), but sometimes you come across items that require 1-2 points in one or another characteristic. That's when glasses come in handy.

You can find out about the characteristics by opening your backpack. They will be located in the upper right corner. There is also a small button that allows you to switch between characteristics and abilities. Strength increases attack, life, and damage from melee weapons. Endurance increases defense and reduces damage from poison. Dexterity also increases defense and damage from ranged weapons. Physical regeneration speeds up life recovery and affects stamina. Mental regeneration increases spell damage and speeds up their cooldown. High charm (charisma) will allow you not only to reduce prices from merchants, but also to endure poisonous bites much easier. Just below the abilities you can see the state of your health (maximum and general), attack and defense (plus a general description of the last monster you killed), damage from regular and special attacks, and resistance indicators. Naturally, an attack is a chance to hit the enemy, and defense is a chance that you will not be hit. Resistances are the reduction of one or another type of damage, and different types of damage should always be kept in mind, because the same weapon can inflict all types of damage at the same time (physical, fire, magical and poisonous). Well, don’t forget about attack speed and movement speed. Any goblin can easily catch up with a slow opponent, and the one who hits faster has a greater chance of winning.

Capabilities

Abilities are a set of performance improvements, at the very beginning there are only 2 of them, but as levels increase, the hero gets the opportunity to choose and learn new abilities. New abilities can be obtained at levels 3, 6, 12, 20, 30, 50.

There are a total of 13 abilities to choose from (the first 2 are automatically applied). You can invest additional points into already selected abilities, improving them. The number of points received depends on the number of new abilities received - at level 2 - 1 point, from level 6 - 2 points, from level 12 - 3 points, and so on. In general, the abilities of different heroes are similar and differ mainly only in the level at which they appear. The amount of the ability cannot be greater than the character's level. Knowledge of magic (Magic lore), knowledge of weapons (Weapon lore).

Increases the damage done by magical or conventional weapons (affects all types of magic or weapons at once). Meditation.

Earth magic, Water magic, Fire magic, Air magic, Moon magic, Heavenly magic. The speed of recovery and casting of spells of the selected sphere of magic increases.

Rider (Riding). The skill allows you to ride horses with a level higher than 1.

Sword Lore, Staff lore, Ranged combat, Ax lore, Long-handled weapons, Dual wielding, Unarmed combat weapons (Unarmed combat), blade combat.

The skill increases the attack characteristics and attack speed of the selected weapon. We choose one favorite skill and use it to the fullest. Agility.

The skill increases attack and defense characteristics. Trade.

Skill makes trading more profitable for you. Stupid ability, never take it. Constitution.

Increases hit point recovery and improves health recovery efficiency. Disarming.

In hand-to-hand combat with an opponent, it becomes possible to sometimes knock a weapon out of your hands - from 1.1% from skill 1 to 99% from skill 90. Are you short on money? It is enough to take this skill and not invest a single point into it. And only pick up what falls out of the enemy during battles... Shield protection (Parrying).

The protection characteristic increases. If you use a shield, then the protective effect from it also increases. Armor.

All resistances and movement speed are increased. Bloodlust.

Increases spell casting speed and recovery speed while in the vampire state. Concentration.

Accelerates the recovery of combat abilities. First choice skill. Infinitely necessary for survival for those using combat special abilities. Vampirism.

Accelerates the recovery of all combat abilities in the form of a vampire. Knowledge of Traps (Trap Lore).

Accelerates the recovery of abilities related to traps. Ballistics.

Effect similar to knowledge of traps, but half as weak. In addition - increased attack speed of traps. As if bypassing the ability level limitation (2 skills on one topic).

Special abilities are something in which the heroes are completely different from each other. Each of the heroes has its own number of these abilities, and for most they are divided into 2 “spheres”. The peculiarity of abilities is that after using them some time must pass for recovery. In this case, when using a spell or ability, restoration will occur for all abilities of the sphere (but for different spheres, restoration can occur separately). The higher the level of the ability, the longer the recovery time. However, with the help of certain characteristics and abilities, the recovery time can be reduced. Also, the acceleration of recovery gradually occurs with increasing levels.

Special abilities are not purchased. Runes for them can only be found by knocking them out of enemies.

Repeated use of the same rune will increase the level of the spell or ability. Along with the level, both the effectiveness of the ability and its recovery time will increase.

If this is a frequently used ability, then it is better, at the expense of its power, to leave the cooldown at 3-5 seconds.

When using abilities, the most necessary person is the combination master. You can exchange runes you don’t need for other heroes with him and create combinations of abilities for their better use.

Of course, abilities and special abilities will be discussed in more detail when studying specific heroes.

Helpers, Slackers and Saboteurs

The world in which you have to bring justice is by no means empty. It is overrun by crowds of various enemies, eager to rip off the scalp of our hero. But no smaller crowds are of ordinary civilians, suffering cruelly while waiting for a hero to run past, who could be given a task. Some are even willing to join temporarily. But only for a while - the rest of the time the hero will have to save forests, fields and cities in splendid isolation.

In addition to employers, there are also simply employees. These are masters of combinations, blacksmiths, salesmen and horse traders. The first ones, for money, make combinations from your existing combat skills or spells that can be used with one click. Their effect can be incredibly lethal, but their cooldown is even higher than the sum of the stacked spells would cooldown. Although sometimes this is necessary - for example, to quickly cast a group of auras or long-acting spells that have a combined effect.

It is important: In addition, the master of combinations is engaged in exchanging the runes of martial arts and magic that you do not need (your gladiator may be very unlucky, and only runes of other professions will fall) for the necessary ones. The course is as follows: 2 runes - 1 any rune;

3 runes - 1 any rune for your hero; 4 runes - 1 rune of your choice for your hero.

It is important: The latter, although more expensive, allows you to get the rune you need, and not something that is not needed at all.

if you have improved the rune, then the combination involving it needs to be updated. However, combination masters charge little for this.

A blacksmith does not fix things. He improves these very things. Exactly as many times as the item can have upgrade cells. Of course, it's not free, but it's often worth it. All improvements are provided for in advance, but if you find some particularly rare items, the blacksmith will strain himself and go beyond the long-standing and strictly prescribed rules. The only bad thing is that there are few such improvement items.

You will come across different enemies. Both people and monsters. Moreover, the latter can be humanoid (such as goblins), and animals, and fabulous, such as dragons. Most tend to travel in packs, although truly powerful monsters prefer to live alone. If you happen to encounter a pack, then the leader of this very pack will be indicated by a red circle under your feet with spikes sticking out from it in all directions. And the more pronounced these thorns are, the stronger the leader.

Judging by the spiky circle, he is clearly the leader.

Describing a hero is not difficult. It consists of characteristics, abilities and special abilities. Characteristics are the same thing for all heroes. The habitats of monsters are unpredictable.

Some can live on their favorite spot forever, renewing themselves as soon as you leave, having cleared the territory. But others, after their destruction, die out without a trace. However, most often the monsters will be updated on popular roads and routes.

And, finally, partners. You can't hire them here. They can only join while you complete the task. But! During random missions, companions are mortal. But the fighters who join you during the main line missions live happily ever after. That is, of course, they die too. But, after lying on the grass and resting, they are revived and begin to destroy the enemy with new strength (and most importantly - with full health).

Describing a hero is not difficult. It consists of characteristics, abilities and special abilities. Characteristics are the same thing for all heroes. But what the partners like most about this game is that they cannot get lost or fall behind. The lagging partner makes a spatial leap and very soon you can watch how he, bored, awaits your approach. It's nice, though.

A more faithful partner would be a horse. She will never leave you. Except when it is destroyed before you. And this may well happen, so buy your horses saddles that increase their vitality. The benefits of horses are quite specific - the speed of movement increases. The harm, however, is also considerable - some abilities cannot be used from a horse, and a horseman smears much more often than a person on foot. In addition, the horseman is not allowed to enter dungeons and buildings. But how fast they run!

In Diablo 2, it became possible to live and fight outside of dungeons, although once you got there, you couldn't expect to get out soon. Sacred gave us not only the possibility of pseudo-nonlinear passage and huge free spaces, but also the smallest dungeons (however, there are a couple of exceptions), and houses. The caves and cellars here are extremely small in size, and you won’t be able to get lost in them. But the houses have become multi-story (although no one lives in them), and the largest mansions have acquired small cellars where monsters breed and multiply. Separately, it is worth mentioning such a structure as the amphitheater, where gladiators frolic. And any other hero can earn extra money by fighting wild animals there. All you have to do is approach the game organizer and agree to a task during which you need to destroy 3 opponents.

Instead of travel magic, Ancaria has two types of magic portals.

The first ones are connected into a single magical system, which allows you to move to any turned on portal of this system (yes, you must first get to the portal on foot and turn it on). But when you enter the first portal, you can see a list of all the cities in which the portals are located, and only then purposefully engage in their inclusion. The second are two-way portals, rigidly connected to each other.

Fashion show.

The well-proven system of rare items and uniform sets has been preserved from Diablo 2. So, rare things are named yellow, magical ones are blue, and unique ones are bright orange. There are also specific things for each type of hero. Not only will they have names of a characteristic color, but the second line will also indicate the class of the hero who can use them. If you collect a certain number of things (3 or more) that have the same direction (for example, strong protection against fire), then together they will combine into a set that will strengthen one or another characteristic.

The legs of ultra-rare sets of armor and weapons grow from the same sources. Their color is the same for everyone (green) and the composition of these sets can be seen in the same circle (that is, you can find out what else you are missing). In total, each hero can have up to 5 sets, which include from 5 to 7 units of weapons and armor. Moreover, due to errors in the game (or is it intended to be so?), only armor is taken into account in the kit, and weapons seem to be there, but are not considered an item of the kit.

Weapon upgrade cells have also been preserved. Only now they are dealt with not by anyone who finds a precious stone, but by a blacksmith, who is given a weapon in need of improvement and a certain amount of money.

Well, in order to put individual items from collected kits somewhere, there is a “banking” chest in the center of each village.

You came to a new city - and your goods already arrived here ahead of you.

The most significant change in this area is the unique character “dolls” for each hero. In fact, everyone is entitled to a helmet, shoulder pads, cuirass, handcuffs, gloves, leggings, boots, and a set of rings and amulets. But some will not be given shoulder pads, some will be hung with rings. So see the “package” of heroes below. The use of bubbles has been simplified. They no longer need to be sorted into cells - the current bubbles have the same size and, if a certain type remains, the bubble is automatically present in the cell. And there are only 5 types of them: health, increased damage to undead, increased experience, antidote and quick recovery of abilities. The second and third bubbles do not last long, so they need to be applied in the right place and at the right time. Ability recovery bottle is needed

only

for recovery after combinations. It does not affect single spells or abilities.

Sometimes you can find “treasures” in the area. They manifest themselves with rare flashes, and if you hover the cursor over them, an inscription about a “magically hidden place” will appear. Sometimes you come across very valuable and timely things there.

They fought for Ancaria

A simple fighter with no special features. He doesn't like horses, so he prefers to walk. Anything that doesn’t suit him immediately hits him in the forehead, and doesn’t particularly need a weapon, easily killing anyone with weighted mittens. He’s a complete novice in magic, but he’s well versed in axes, two-handed fighting, and combat gauntlets, and, if necessary, he can master all other weapons. But, due to the fact that gladiators are more likely to use axes or combat gloves, he prefers them. In clothing, one can note gloves, usually equipped with blades and protruding from the cell, as well as a gladiator belt, which is twice as wide as usual. From trinkets, he can put on 2 rings and an amulet.

The gladiator's abilities are great - he is initially familiar with the knowledge of weapons and concentration. Very soon he will learn how to wield an axe, wield a weapon in two hands, fight without a weapon, attack from a distance, wield a sword, build, armor and agility. Later, he can add rider, disarmament, long weapon proficiency, shield defense, and merchant to his already extensive knowledge.

Effect similar to knowledge of traps, but half as weak. In addition - increased attack speed of traps. As if bypassing the ability level limitation (2 skills on one topic).

He was not trained in magic, so the gladiator had to master a few powerful blows, both with his hands and feet. For the sake of ability, beauty is divided into “ordinary”, which can be found in other warriors, and “unusual”, which is unique to him.

Hard hit. A very strong blow to the enemy.

The only basic blow that can be used even from a horse. Series (Attack).

For some reason, his series of attacks stops after the death of the second opponent. It's a pity, the blows are stronger than those of other heroes.

Combat kick. He can kick the enemy out of the fight for a while, throwing him back and damaging his health at the same time.

Many hits (Multi-hit).

A circular blow that hits everyone who carelessly turns under the ax. Well, here come the unusual blows.

Powerful jump (Stomping jump). With such a leap, the gladiator not only inflicts damage on the enemy, but also demoralizes him, reducing his defense. Valid for pedestrians only.

Awe (Awe). Passive aura that knocks enemies back.

Throwing blades. The gladiator is not particularly skilled at throwing. Therefore, his weapon flies far, hitting everyone along the way, and basically does not return back.

Back-breaker. A fairly long-lasting aura, allowing the gladiator to temporarily increase his attack and defense.

Fist of the gods. This action requires quite a lot of preparation, but the result is impressive - the gladiator deals enormous damage with his fist to enemies right in front of him. If this is a small thing, then it happened that a whole flock of goblins flew away dead after that. Also only for pedestrians.

Dagger stare. An aura that deals damage to all enemies surrounding the gladiator. Little by little, but every second.

SECOND PAGE

How to play?

The main thing when playing as a gladiator is to decide what is more attractive to him, axes or combat gloves. Axes are stronger on their own, but there is a small bug in the game when fighting with a weapon in two hands. For axes, the total damage will be divided in half, and for each hand the miss/hit will be counted separately.

Describing a hero is not difficult. It consists of characteristics, abilities and special abilities. Characteristics are the same thing for all heroes. But combat gloves penetrate the entire blow, and usually both hit. So think about it... Otherwise, the choice of abilities is simple - take everything except proficiency with one or another weapon.

A very interesting item was discovered for the gladiator - an amulet that allows you to kill an enemy who is lower in level than the gladiator, simply by looking at this enemy. A magnificent picture - goblins falling in packs around a jogging gladiator. There is information that the same things may be available for other heroes, but the level of such items is very high, and I have never seen others. Honestly, the gladiator will only have enough for everything series And strong blow . series Although you can make a combination of auras and use them as needed. Works very well against strong opponents fist of the gods

backbreaker

, although you shouldn’t spend them on everyone.

Seraphim

In clothing, it differs the most from traditional views: you have to choose between bracers and gloves, as well as boots and leggings - there is only one cell for each pair.

But a second “body” armor appeared in the form of blades. This is an active way to protect your back. Well, there are only 2 rings, but only one amulet.

Special Abilities

Hard hit. The selection here is large and there is plenty to choose from. Let's start with the already familiar combat abilities. In them, the seraphim reveals himself as an expert in oriental martial arts. And she doesn’t seem to look Chinese...

Just an enhanced blow to the enemy. Series (Attack).

For some reason, his series of attacks stops after the death of the second opponent. A series of blows that can kill several enemies at once (after the death of one, it transfers to another). A very strong choice (especially since it’s there from the very beginning). It cannot be used on horseback - and you can’t even learn such tricky somersaults on a horse.

The young karateka, in a demonstration jump from one meter onwards, drops her opponent to the ground, giving herself time to process others. The horse is out of business here again. Moreover, it will not be useful in all the following combat abilities either. Whirlling hit.

A circular strike, in which opponents fly to the side and come to their senses for a second. Very effective against small things like goblins. Because the circles are cut within a few seconds.

Boomerang (Hunter-Seeker). If you throw a weapon correctly, it will definitely come back. Hitting someone along the way. Combat jump.

Combat kick. Kick option. More painful, but without knockout. Easily jumps across half the map. If during the flight you switch to

a lot of blows, then the audience's applause is guaranteed.

One circular blow, although the results of one circle turn out to be more painful than the rotation.

BFG (BeeEffGee). Hello Quakers! After casting this spell, a spear appears, hurling energy balls every second.

Few enemies will show up, fortunately the shooting continues for half a minute or longer. Seraphim's magic is extremely diverse, although, as usual, not all of them are recommended for use.

Strength oh faith. This is an aura that temporarily increases the attack of the seraph and her assistants.

Energy bolt. For some time, one of the enemies goes over to the side of the seraphim.

Rotating blades of light. Blades spin around the seraph, causing damage to the enemy.

Irritation. Gives hallucinations to the selected enemy, after which he does not attack for some time. It takes too long to read, so it is only applicable as a means of warning against strong monsters.

Divine light (Celestial light). And this column of light deals magical damage to all enemies.

Lasts for some time.

A powerful blow that deals physical (more than magical) damage. Light shield.

An aura that magically protects against small arms.

How to play?

Despite the large number of abilities and spells, she is not too puzzled by the choice. From the abilities we need to immediately choose whether we are going to thin out the enemy’s ranks with a sword or spears. It is better to add weapons in two hands to the first, and the second is self-sufficient. You definitely need celestial magic (to speed up recovery and increase the effect), but the rest is a difficult choice. The choice of combat is extremely small - series , as the main means of harassing the enemy and quadruple in combination swipe to destroy bosses. All jumps and spins are either slow or unstable, and BFG misses more often than hits. Needed in magic series the power of faith irritation

, it is better to lay out the rest of the spells according to the current situation (a lot of undead or archers).

In general, the impression of the Seraph is that of a typical hand-to-hand fighter, using magic to make it easier to cut the enemy into small pieces.

Forest Elf

She looks like a girl with a bow that has already become a stereotype.

Effect similar to knowledge of traps, but half as weak. In addition - increased attack speed of traps. As if bypassing the ability level limitation (2 skills on one topic).

Abilities are divided equally - into lunar magic and combat.

And since there are 16 of them, there are 8 for each sphere. Naturally, they do not intersect with each other, and their restoration proceeds separately. Combat abilities seem to be primary, while lunar magic is frankly auxiliary. Spider arrow.

An interesting ability in which, at the point of impact, several spiders with a level equal to yours emerge and begin to bite everyone running nearby. With each level the number of spiders increases. Knockback arrow.

Throws the opponent to the ground, knocking him out. Penetrating arrow.

A homing arrow that flies in circles for a few seconds after being fired, hitting anyone who carelessly stands in its path. Explosive arrow.

An arrow that, if it kills an enemy, tears the corpse into pieces. Very useful against skeletons, which really love to come to life.

Hares are attacking! Multiple arrow.

Fan of arrows (1 per level). Scattering and striking enemies standing around. Unfortunately, the damage is divided proportionally to the number of arrows. The ability lasts for some time.

Many hits (Multi-Hit). The first ability that relates not only to archery. This is either an enhanced circular blow (everyone will get it), or a shot, as in the previous ability. The ability is only available to foot soldiers.

Hard Hit. Just a very strong (and always accurate) blow or shot. Recommendations from the best shooters.

Eye to eye (Eye for an Eye). Many blows or arrows, but all this wealth is intended for one purpose. Well suited for battles with strong monsters, especially when the attack speed is still low. Although the effect is quite unstable - it can be much better than a strong blow, or maybe vice versa. You cannot use this ability from a horse.

Change (Transformation). For some time, a circle appears around the hero, in which all enemies turn into animals. Naturally, the animals do not attack.

Tumbleweed (Thorn bush). A ball that rolls in the specified direction, causing damage to everyone caught in the way.

Poisoned tendrils. Spikes, the number of which is equal to level+1, hitting those caught on them with poison and a little magic. The area of ​​their work is extremely small, but they last a long time.

Call of the ancestors. 3 ghosts that accompany you for 25 seconds and attack any enemy during this time (physical and some magical damage). They work best in combinations of several of these spells - a crowd of ours against a crowd of the enemy.

Recovery. Just treatment.

Quick as flash. Increased movement speed. The higher the level, the more.

Companion of the woods. A unicorn that always accompanies you. Each spell level corresponds to 5 unicorn levels. Necessary spell.

An aura that magically protects against small arms.

The first abilities you need to choose are concentration, ranged attack and lunar magic. The rest is personal preference. Although do not forget that the elf's main weapon is bows, so it is better not to even try to train her to work with swords and long weapons. Hence the main special abilities - , as the main means of harassing the enemy and quadruple in combination series piercing arrow. Quite applicable and spider arrow. Of magic are necessary unicorns(a level 5 spell will give you a level 25 companion, which is very powerful), acceleration series call of the ancestors. The latter works well in a quadruple combination when you urgently need to defend yourself from an enemy crowd. The rest of the magic is optional.

The shooter's tactics are simple - do not mess with large crowds of enemies, shooting them from afar. If you greatly reduce the recovery of special abilities, you can achieve almost constant shooting with strong blows, as a result, progress through the area will be fast, and the enemy will fall with one hit. It’s better not to get involved in big hand-to-hand fights - they’ll hit you on the head for no reason, no matter what. Moreover, the elf is best suited for riding a horse - she hits it better than anyone else. This means that you take aim at one of the enemies and roll around.

Dark Elf

The most original fighter who practices the use of traps in battle. Martial arts specialist, assassin and, as practice shows, the most powerful fighter in the game. Often he is even absent from the battlefield, giving his traps the right to deal with the enemy. In clothing he is conservative, differing from the usual scheme only in that there are 4 rings, and only one amulet. But he invented his own type of weapon - dark elf blades, which he wields perfectly. They usually deal little physical damage, but they poison heavily (but you can also find good blades with fire damage).

From the very beginning, I learned how to wield blades and concentrate. Later he will master trap knowledge, ballistics, weapons knowledge, dual wielding, addition, agility, disarming and rider. Even later, he may learn unarmed combat, armor, sword skills, shield defense, and merchant.

Effect similar to knowledge of traps, but half as weak. In addition - increased attack speed of traps. As if bypassing the ability level limitation (2 skills on one topic).

The dark elf's skills are divided into ordinary and traps designed to reduce the enemy's life, even if the owner himself is at some distance.

Cobra. Using this ability paralyzes several enemies for a fairly long period of time. Cannot be used on horseback.

Arrow protection (Pak-Dain). Reflecting enemy arrows, and even increasing the damage from them.

Sudden fury. A circular kick, you can only do it while on foot.

Mongoose (Mongoose). A very long jump from the enemy crowd.

Stupid skill. Protection from magic (Pak-Nakor).

Finding ourselves in the company of sorcerers, we return their own spells back, and even strengthen them. Revenge.

Powerful attack against the selected enemy.

After the usual abilities comes what the dark elf is so famous for - traps. Not all of them act like true traps (that is, without the supervision of the owner); rather, they act like grenades, but the benefits of them are obvious. And it is precisely because of them that the dark elf is so strong. All traps are not one-time use, but last for some time. Confusion.

The elf mixes hallucinogens into his ammunition. And, once in the area of ​​effect of the disorder, the enemies are lost and cannot understand what to do. As a result, they can both wander around confusedly and destroy each other. Adrenaline.

This is less of a trap and more of a “bubble”. The elf drinks it himself and increases his defense.

Poison mist. Anyone who tries to pass through the cloud of this muck will be struck by poison and physically (that’s where the latter comes from - they hit their heads on trees from poisoning, or what?).

Explosive charge. An ordinary bomb. The enemy gets hit with fire and blast waves.

Battle fog. Nothing to be seen. The enemies sit quietly and wait. Moreover, they don’t react to blows to the heads and other parts of the body - you can’t see anything!

Testosterone. A real mine. It can be placed in anticipation of guests and will hit them hard as soon as they carelessly step on it. True, they won’t wait forever, time is limited. But it’s best to plant them as a surprise before a battle with a crowd of the enemy. He will be guaranteed a hot and poisonous meeting.

An aura that magically protects against small arms.

It is not for nothing that the dark elf is considered the most powerful fighter. Although he hardly uses his fighting abilities. The main thing for him is to acquire blades and put them in both hands, and then all that remains is to help himself a little with traps. So, mess for a dark elf - the sweetest thing. It must always be present in one of the cells. While the enemy is fighting among themselves, the dark elf only helps them a little. If there are a lot of enemies, you can mine them passage of the abyss of hell

. And then the lured crowd will be severely injured before engaging in battle. Well, in really bad places - a combination of adrenaline, testosterone, soul catcher and one of the defenses (from magic or arrows). Don’t even look at the fact that this monstrous structure is taking a long time to be restored - it is for an emergency. In general, why do you keep your yellow bubbles? After all, they are precisely needed to restore the longest combinations.

The hardest thing for a dark elf is choosing abilities. He has as many as 3 absolutely necessary abilities (knowledge of traps, possession of weapons in two hands and disarmament). But, having learned all of them by level 12, he becomes truly invincible.

Mage

There are already enough crosses between a magician and a warrior. But there hasn’t been a real magician yet. Here he is. And real magicians, despite all the assurances about their excellent sword skills, still do not like edged weapons. And they don’t have special combat-oriented abilities - only 20 spells. And if you take into account your health, which does not allow you to conduct long-term combat operations in conditions where the enemy hits you hard and painfully on the head, then it becomes clear that the main technique of a battle mage is to wear down the enemy with a long run. And in between, quick use of magic. In clothing, a battle mage adheres to the same principles as a forest elf.

Effect similar to knowledge of traps, but half as weak. In addition - increased attack speed of traps. As if bypassing the ability level limitation (2 skills on one topic).

The magician has as many as four spheres of magic (well, and a few more spells that couldn’t stick anywhere), so there’s plenty to choose from. The most disgusting thing is that there is definitely no most necessary sphere; each one has 1-2 useful spells. But each sphere has its own abilities... But let's start with the sphere of fire.

Fireball. A fireball that hits the enemy with fire and, to a lesser extent, magic. It flies close, often misses, but can injure two people at once with a successful hit. But it has been there from the very beginning.

Flameskin. This is an aura that allows you to block some of the enemy’s attacks, increases resistance to fire, and those who still reach you will receive slight damage from fire.

Purgatory. A small speck that will crawl around you, looking for an enemy. Something like a temporary assistant. The low damage does not allow it to be considered a valuable spell.

Fire spiral. A circle of fire around the magician, striking the enemy with fire (and a little magic).

Having finished with the fire, we move on to the ground.

Meteor storm. Several meteorites (1st level - 3, 2nd - 5, then 1 at a time are added) fall to the ground, causing heavy normal damage and a little fire to those hit.

Immediately behind the earth comes the opposite element, air.

Hurricane (Whirlwind). Not a very effective thing, but you can know. Reduces the chance of hitting the mage for archers and causes minor damage to those who get too close to the mage.

Gust of wind. Throws a number of enemies in front of the wizard (written in the spell) back, causing them a certain amount of poison damage. At the same time, the enemies also come to their senses for some time. A very useful spell.

Phase shift. Magician teleportation. Not very far, and therefore rather useless.

Lightning strike. A strong magical and physical blow to a certain area. At the same time, the number of those who will be hit by lightning increases with the levels.

After air comes water, in which you can find many useful spells.

Waterfall of agility (Cataract of agility). Thus, the mage briefly increases his speed and attack abilities.

Ice shards. A fan of fragments that damage the enemy magically and physically. The higher the level, the more fragments and the further they fly.

Ring of ice. This ring slows down enemies and deals physical and magical damage to them.

Water form. With this spell, the magician can become invisible and escape from a crowd of enemies.

In addition to the spells pre-distributed among the spheres, there are also spells that are not included anywhere. But that doesn't mean they are useless.

Spiritual healing. The usual treatment, nothing more.

Shield wall. The shield wall provides some probability of repelling enemy attacks, and also increases all resistance (except physical), and mainly increases resistance to magic.

Ghost meadow. Acceleration of spirit recovery.

Balance (Reiki). Acceleration of health recovery.

An aura that magically protects against small arms.

The magician is a frail and defenseless creature. Anyone can kill him. Therefore, he needs to acquire all possible spells as quickly as possible, and until then try not to get involved in battles at all. Otherwise, the magician will instantly be ensured another revival far from the scene of events.

The most successful connection - ice ring, slowing down the enemy, after which the rapid processing of frozen ice shards. If there are especially many opponents, then you can run away and use circle of fear. Then no one will reliably enter us (and the trouble with the circle of fear is that whoever entered the radius of its action before it was read will not come out and will beat the magician as before). Another good connection - gust series ice shards. The enemy is thrown back, after which fragments fan out across him - the damaging effect is much higher. Well, the combination of balance and a ghostly meadow works very well - both will not hurt the magician. Sometimes you need petrification

, as a means against strong opponents, and a fireball, to which skeletons are susceptible.

What abilities to choose? As you can see from the spells you choose, air and water are more valuable.

Just don’t choose to own weapons; the magician doesn’t know how to fight with them.

THIRD PAGE

From birth she is familiar with vampirism and knowledge of weapons, a little later she learns armor, mastery of an ax and sword, bloodthirstiness, concentration, addition, disarmament, and protection with a shield. Over time, can learn Rider, Agility, Long Weapon, Merchant, and Ranged Attack.

Effect similar to knowledge of traps, but half as weak. In addition - increased attack speed of traps. As if bypassing the ability level limitation (2 skills on one topic).

Abilities can be regular or vampire. True, the first ones do not disappear when the shape changes, but intensify slightly and begin to recover faster. And in quick-use slots, abilities change a little. But dealing with this is a costly matter. The main thing is to understand how everything happens.

Turn into vampire. It doesn't take long to turn into a vampire. But you can’t stay in this form for long. Get new levels of this ability and you will enjoy the strength and dexterity of the second incarnation of this girl longer and longer.

Mind control. If there are too many enemies, then it’s a good idea to lure one to our side. Yes, that's fairer too.

Mind control and time control only work for a dismounted vampire. Wolf call.

One wolf is not the most serious help. Well, there’s no point in using them, call the bats. Time control.

The vampire does not jump or teleport - she slows down time and calmly moves from place to place. But the essence is the same - further away from enemies means more health. Whirling claws.

A circular strike already familiar to us, dealing damage to all opponents. All subsequent normal attacks (except deathclaws) are performed only while on foot. Claws of death.

A strong blow, it will not be good for anyone caught under it. Although for others this blow looks prettier.

Ripping claws. A series of blows, causing which the vampire can move from one enemy to another.

Combat kick.

Kick and knock out an opponent - vampires can do this too. These abilities are only unlocked as a vampire. There will be little time for detailed study, but this is where the power of a real vampire lies.

Blood bite. A common vampire method of healing is to drain the life from the enemy. At this time, she does not hit anyone and the victim does not hit her. But health is replenished poorly, and the rest do not stop hitting at this time.

Master bite.

But this is a little better - the bitten one becomes a helper for a short time. Particularly effective against horse archers. Jumping dashingly, the vampire scatters enemies to the sides and slightly damages them in the process. Strange trick.

Blood kiss. With this bite, the enemy becomes so ill that his characteristics are temporarily reduced and his health deteriorates a little. Another strange method to do something unclear. You won't be able to kiss your enemy from a horse.

Waking up from death (Awaken dead). We raise the enemy's corpse from the dead, and he fights for us until we regain our human form. It's useless in a crowd of goblins, but raising a giant or a dragon is something.

A flock of bats (Bats: blood swarm). Delightful helpers. It is extremely difficult to kill them, and they live even after the vampire regains his human form. This is the only way enemies are distracted by them.

Frightening bats (Bats: confusion). They bite a little weaker, but they do a great job of confusing the enemy. And he no longer knows who to attack.

Bats: guard. And these mice act primarily against magicians or archers, choosing them first from the crowd.

An aura that magically protects against small arms.

Transformation into a vampire.

You won’t be able to stay in the form of a vampire all the time, so your combat skills will have to be improved. And all the same ones we know death claws series eviscerating claws. And even after turning into a vampire, these abilities will not remain idle. But at this time it would be necessary to call on bats - their help is very good. If the enemy is strong, then it’s a good idea to lure someone to your side. And if someone strong died, then raise this strong man from the dead, recruiting him to your team. All sorts of jumping and biting are not about us.

The best weapon for a vampire is a sword. However, there is also such a thing as skulls. All other heroes do not have a very high chance of finding a powerful battle skull, but a vampire can easily do this by entering the cemetery. And although the skull cannot be enhanced with abilities, some specimens without any abilities will be much better than any sword.

This is interesting: skulls are most often found in cemeteries. Moreover, a vampire, unlike others, finds only skeletons in cemeteries, and no more than one in a grave.

Conclusion - as a beginner vampire, search all the surrounding cemeteries and you can get a very powerful weapon for the first time.

Before starting my journey through Ancaria, I will dwell a little on the tasks and the process of completing them. There are three types of tasks - main, additional and random. When the first ones are completed, progress along the storyline occurs. And in the journal they are marked with “suns”, which, when completed, are replaced with checkmarks. Additional tasks are those tasks that will always be in the game. Often their implementation somehow improves life (for example, helping to find a book for a combination master). Usually the location for getting them is the same (though the locations can vary), and they are given by named people (as opposed to random quests given by farmers, nobles, etc.). Random tasks only give experience and money.

They can arise anywhere, and usually involve the destruction of some strong monster. But there can also be very intricate tasks, like the one where a man standing near a bridge asked to urgently find him a tailor. Needless to say, the tailor was standing on the other side of the bridge.

How to find the location of the task? Minor tasks must be selected in the journal, but there can only be one main task. In this case, the direction to the main task will be highlighted on the minimap with a yellow arrow on the edge of the minimap. The selected non-primary task will be indicated by a blue arrow. The location of the task itself will be shown in blue or yellow books. After completion, the book will change color to green. After completing the task, even if they give you experience on the spot and declare that everything is finished, still go around to all interested parties. There are often cases when you may be given an additional bonus or a good item. It is important:

even

After numerous patches, the game is still not completely free of errors. One of them is the “loss” of given monsters or quest errors if you collect many quests at once. So try not to take more than two optional or random quests unless you're wasting your time.

And it all started with the dark elf Shaddar. Born into a noble family, he eventually began to become interested in black magic, considering it a way to prolong his longevity. In his experiments, he even used members of his own family. Naturally, this led to strife, and then the magicians of the Misdale Enclave sentenced him to death by burning. However, ruler Valorian turned out to be a kind-hearted person and replaced the execution with exile. Since then, the mad magician went into the desert sands, and for a long time goblins, trolls and orcs talked about the terrible sorcerer living in the Dark Tower. The wizard’s goal was to find the gate to the kingdom of the Dead and let the demon Sakkara into the world of the living. And it looks like he achieved his goal...

Act I. Path of Destiny

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The beginning will be different for all heroes. The magician will have to pass the test by destroying the monster; dark and forest elves - bring a letter to the city of Bellevue; for a vampire - to accompany the wanderer there; Seraphim - to deal with a group of robbers; for a gladiator - to survive a battle in the arena. But, in the end, their paths intersect when either of the heroes comes to Commandant Romata in the city of Bellevue. He will tell you about mysterious events and send you to Sergeant Treville in front of Porto Vallum. Take your time - first you need to “turn on” the portal near the city (those who wish can spend the money received from Romata to buy a horse).

The sergeant is rather taciturn and will send you to the city, where you will be given a new order - to release Wilbur, the prince's assistant, who was spying among the orcs. However, the entire road to the city is lined with crowds of orcs and goblins, and if you move further to the side, you can run into a flock of level 20 enemies, which will be unnecessary for you for now. Although you can simply run along the road, it is better to go there, destroying swarms of enemies along the way. The city itself also does not shine with tranquility; goblins have set up camps right under the fences and do not hesitate to roam the city streets.

Immediately upon entering the city you can see a portal that needs to be turned on.

In between these missions, it would be a good idea to complete the quests to find the blacksmith in Bellevue and find the magic book in Silver creek.

These tasks will give you the opportunity to use the services of blacksmiths and combination masters in the future.

The path to Urkenburg is not easy. Along the way, you will meet quite strong orcs and goblins, but usually they are not located in packs, but individually, which makes the problem of their destruction easier.

The prince, as it turns out, is puzzled by the problem of the invasion of orcs and goblins, and asks you to go on a diplomatic mission to Baron DeMordray. The Baron is not very popular for his overly tough decisions, but he is the commander of the royal army and this has to be taken into account.

To help, the prince will transfer you to the place where you freed Wilbur. After this, Wilbur will cease to be a passive observer and will begin to help you in the difficult task of exterminating the enemy. You don’t have to worry about its safety - it will lie down a little and come back to life.

Next I would recommend heading to Mascarel. There is not only another portal there, but also a wonderful area for leveling up. The monsters there are closest in level to you, which means they will often drop runes.

Which you can’t buy for any money - they don’t sell, that’s all.

From there, having leveled up well, go to Faerie Crossing. There you will meet representatives of DeMordray, who will ask you to destroy the renegades on the other side of the bridge. Considering that they will have to be destroyed in any case, extra experience will not hurt. But it’s still better to go further not in a straight line, but turn into Timberton. This wonderful place not only has several additional tasks, but also another portal.

It's time to hurry to warn the prince about the betrayal.

We jump on the teleport to Mascarel, and from there it’s a stone’s throw to Porto draco. There is no one in the passage anymore, but you learn that the prince was going to destroy the army of orcs in the south.

Forward through the desert.

However, here too there is betrayal. You will only find a field with dead soldiers, among whom will be the dying Treville. He will ask you to bring water. Not far away there will be a small lake, on the shore of which there will be a flask. Having briefly revived, Treville will report that Baroness Vilia from Mascarel can tell where the prince is now. Don't forget to open a portal in the desert near the dying Treville.

However, the Baroness is under arrest by DeMordray's troops. So you have to clear the city of the enemy, and take the baroness out through a secret passage. There is an interesting point in the game - you can find out the name of the city only after you take the baroness out through a secret passage.

And after rescuing her, head to the Tyr-fasul fortress, located in the forests north of Mascarel. The Baroness is quite capable of helping you and, like any main line hero, never completely dies. Just supply it with onions - there will be more benefits.

The prince is extremely happy about the rescue of the baroness, and immediately introduces you to his sorceress, who hopes that she holds the key to solving the arrival of the orcs. And then he places a one-way portal into the Ahil-tar oasis. The people living there suggest the way to the city of the orcs Khorad-nur, where prudent orcs live who can make peace with people.

The task is completed, it's time to find the prince. Only now he is no longer in his former place - he went to the capital to Braverock castle. The easiest way to get there is through the portal in Porto Vallum, and then through the village of Bravesbury to the north. Along the way you will meet a very large number of magicians, so stock up on anti-magic amulets and rings, and also insert the appropriate spells into combinations.

So, the prince turned out to be even further away than expected. Even in the capital there is no peace for him; everywhere they want to kill him. Therefore, the prince set up his residence in the sewer. Fortunately, at least the population in the sewers is not very aggressive. Yes, don't forget to activate the portal in the city.

And here comes the prince. And the sorceress next to him. This resourceful woman will invite you to go with the Seraphim Monastery in Icecreek dale. They've saved the world before, so they should know how it's done. Fortunately, this time the magician is going to join our expedition. We jump into the portal next to Wolfdale and head directly north from it.

This is already a land of giants and strong monsters, I hope that you have leveled up well before you climb here.

The Seraphim lament that the last time they saved the world was a long time ago, and everything they wrote down about it is in the library. But monsters have found the library as their home without proper supervision, so first you will have to clear it of unwanted guests. Don't forget to open the portal next to the monastery.

The artifacts have been collected - it's time to visit the demon.

In the library we managed to find the ghost of a seraphim, who talks about the four elemental elements that make up the soul of this world. We are looking for these same elements. The only unpleasant thing is that they usually have a dragon as their guard.

The element of air is very close - in the ice palace of Frostgaard.

It's a lot further to get to the remaining elements. Move to the portal in Braverock castle and run west, through Bravewall, to the land of the dark elves. It's time to remember about protection from poison - there are countless numbers of poisoners here. Zhurag-nar contains the element of earth, and Verag-nar contains the element of water. And if to find the earth element it is enough to clear the dungeon of the enemy, then for the water element you need to clear another dungeon from a pair of dragons and turn the lever that drains the passage into the dungeon with the water element.

All? No. It turns out that the fifth element is missing. And the sorceress sends us on a search for him. Without leaving the land of the dark elves, we go to the city of Mystdale castle. From there you need to go east, where you will find an unusual push-action portal that takes us to the desert. And from there, a long trek through the dungeons (and constant exits from them) will lead to the Shaddar-nur fortress. Not far from it is the last portal.

The castle is run by some kind of ogre, who is very worried about the fact that harmful demons have appeared in the basement and are destroying supplies no worse than rats. The ogre promises anything to the one who overcomes this scourge (and we want our fifth element). Destroy the demons, fortunately they are not anything serious, and get the things that were promised to you. That's it, you can return to the sorceress, to the sewer. True, the kindest can accompany the ogre to his home village.

But this is an additional task.

The prince you return to will immediately become inspired and join you in helping you kill DeModray (who did I kill then?). We go to the surface and go to visit the traitor. Immediately after his death, the sorceress offers to create an artifact from the extracted parts that will help destroy the demon. To do this you need to get into the forge. Naturally, even here enemies will maliciously interfere with us, but... At the forge, they will finally collect the artifact and offer to fight the demon. The ritual here is like this: we place the artifact on a pedestal and destroy the demon’s horn. The demon gets offended and comes to beat us. But the artifact greatly weakens him (if he hits so weakened, then how can he hit at full strength?), and the demon becomes easier to destroy. Although this battle is not for the weak. But I’ll give you one piece of advice - if you don’t let the demon get close to you, then it’s quite possible to survive.

Act IV. The Heritage of the Ancestors

He is very upset. And defeated.

There are few tasks in the fourth act - only one. Destroy Shaddar.

If the portal to Shaddad-nur is open, then we go through it.

First, you will have to fight for a long time against Shaddar's assistants - good protection against magic will not hurt. But the fight against the magician himself was not impressive - the demon was much stronger. Well, we saved the world once again!

Mouse or keyboard?

Of course, there is a great deal of action in the game. And trying to do everything with just one mouse is a waste of time. Or get tired of the monotony. To make life easier and speed up actions - hot keys. The left mouse button goes very well with the key Shift

. With such an alliance, clicking on a horse means dismounting, and clicking on an object in the inventory means throwing it away or immediately selling it. You can quickly buy an item by right-clicking on it. And here are the individual keys: I

- backpack F

- special abilities C

- combination screen L

- magazine M

) and a large-scale map of the area (key- World map

- minimap (you need to hold the key) Space

- drink a bottle of treatment Q

- drink a vial of undead death W

- drink a bottle of experience increase E

- drink the antidote R

1-5 - drink a recovery potion

6-0 - weapon slots

- special ability or spell slots.

Moments, moments...

The game has a fairly reasonable balance between the power of special abilities and spells, and the speed of their casting.

If you want a more powerful effect, the recovery time will be longer. There are two ways out: do not increase the level of the spell and pay attention to abilities that speed up recovery.

The first option is very relevant for spells that require quick casting. For example, quite powerful special abilities that cause direct damage. If they take 6-7 seconds to recover, then they will be of no use in battle. It's better to let the damage be 20% lower, but the recovery will last only 2 seconds (maximum 3). That is, it is better to save extra runes for the future, when the recovery time decreases. Of course, for auras you can not be limited by the duration of recovery. Moreover, by combining them into a combination, you can use them in a “pack” and, if necessary, restore them with restoration potions.

When creating the Diablo game, the employees of the small Californian studio Condor did not even imagine that their brainchild would become the face of the genre for the next 10 years. During this period, probably only the lazy did not attempt to repeat the success that Blizzard's brainchild had. Teams of all sizes and stripes, from Microsoft to a group of Czech prodigies, tried to surpass the success of Diablo. However, none of the clones had the slightest chance of winning.

Meanwhile, Blizzard released Diablo 2. This further separated him from his pursuers. The threat to the success of this game appeared quite quietly. It came in 2004 from Germany, its name is Sacred.

In Russia, this fantasy role-playing game is known as “Prince of Darkness.” Its creator is the German company Ascaron.

Successful product

Since 1992, Ascaron has been creating economic stimulants. But, despite this, she set out to explore a new area, starting an ambitious project. As it became clear later, the efforts spent were not in vain. The created game Sacred became a worthy successor to the ideas of Diablo. This success was largely facilitated by the fact that the German company supported its brainchild for a long time, creating add-ons and patches. Thanks to these expansions, versions of Sacred Underworld were offered, as well as Sacred+, in which the adventure territory was almost doubled compared to the original. A year after the original game was released, it came with expansions in the form of the Sacred Gold Edition.

About the game

The product of German developers, without any doubt, has a rather fascinating plot. All adventures take place in a fantasy world, similar to the one seen in Disciples: Sacred Lands, a game created in 1999 that centers on four warring races.

The gameplay of the game, created by German developers, can satisfy everyone, even the most demanding fans of the genre. The plot of this product is created in the traditions of Diablo. There is a hero who has to kill the main villain. All other actions are secondary. When passing through Sacred, the player will not encounter any twists and turns. There are no plot twists in the game. Already at the very beginning of the journey, it becomes clear who the main villain is.

Nevertheless, the game of German developers is fundamentally different from Diablo with its quests. They are quite interesting in Sacred and thought out quite well. There are also many generator and side quests here. In total there are about 200 of them.

Background

The passage of Sacred takes us to Ancaria. The sorcerer Shaddar came to the world of this continent. However, this is not his full nickname. Translated from the language of the dark elves, it means “walker of shadows.” He comes from a noble family, a descendant of King Morgast I, who at one time incited a bloody fratricidal war in the country.

The kingdom's community of magicians tried to rectify the situation. They decided to burn Shaddar at the stake, and to do it as quickly as possible. However, the death penalty was commuted to exile by King Valorian I.

Several centuries have passed since the events described above. During this time, Shaddar was in the southern deserts and gathering strength. He built his castle on lifeless rocks, terrifying ogres, goblins and orcs. Shaddar, who constantly improved his art of black magic, began to recruit an army. The warriors became creatures subordinate to his witchcraft will.

Shaddar tried to find a way that would allow him to enter the kingdom of the dead alive. There he wanted to enter into an alliance with the demon Sakkara, who was a descendant of the ruler of all demons, Vorganar, who was killed in ancient times. The forces of light sent Seraphim to do this in order to stop the Darkness’s attempt to take over the world. But years passed, and history repeated itself.

To complete Sacred, the player will need to choose one of 6 characters to go save the people of Ancaria from death or from turning people into undead slaves subordinate to the dark sorcerer Shaddar, who returned to the country with an army of ogres, goblins and orcs.

As we progress through Sacred, we will encounter heroes such as the Wood Elf and the Gladiator, as well as the Dark Elf. The player will also get to know the following:

  • A battle mage who can cast magic and fight with equal success.
  • Seraphim - a female paladin with wings.
  • A vampire - a stern lady who acts as an ordinary warrior during the day and sucks blood at night.

When completing Sacred 1, the player is given thousands of types of weapons, as well as hundreds of spells. They will come in handy when monsters (and there are millions of them) appear on the way, who are ready to do everything possible to prevent the main character from completing his mission.

Game area

The Sacred map is quite extensive. The world of Ancaria consists of many regions that differ from each other in climate and topography, nature, fauna and flora. It is worth keeping in mind that the dominant types of resistance possessed by the creatures living in a given area are of particular importance when passing Sacred.

Many regions have diverse population centers. These are trading posts and villages, as well as large towns and cities.

The southern territories of Ancaria are washed by a vast sea. All the deserts of this continent, as well as the Lower Underworld, are adjacent to it. There are many islands in the sea (especially along the coast). However, not all of them are available to the player. He can only get to Vulcan Island, Pirates, Crabs, Treasures. The last one is available only to the Demoness. There are several other small unnamed islands near the coast. Sometimes they come across cave fish and ghouls.

Mountainous areas are located in the southeastern and northwestern parts of the territory. There is a lot of snow and ice here. Forests grow in the east, north and west. In the center of the country there is a forest-steppe zone.

Portals

You can get around Ancaria quite quickly. For this purpose, the game has a system of portals. The player will need to open them. To do this, he needs to walk along the portal slab or under the arch.

There is a similar system in Dungeons. However, there the number of portals is much smaller, and they do not have an arch.

If the passage of Sacred involves single-player mode, then the player will need to complete all points of the main plot in order to find himself in the Dungeon and then get back to Ancaria. Or, choosing the Demoness as a character, fly across the strait from Pirate Island to Nomad-Nurom.

In multiplayer, both systems are connected by an additional portal. It is located near Silver Creek on Vault Island.

When playing through the game Sacred, you can also use a network of two-way portals that are not connected to each other in any way. Among them:

  • automatically opening - Bellevue Seraphim Monastery;
  • available only after successfully completing the mission “Wilburg” - Urkenburg (orc strengthening);
  • opens after the hero takes the key by killing the dragon north of Drakenden (a cemetery located east of Mistdale);
  • also appearing after killing the dragon and picking up the key, but only in the Frosvard area (western desert);
  • arising when the key is in hand after destroying the dragon in a cave in a volcanic area (lava fields located south of Bravesbury);
  • appearing when the player approaches the desired location and waits until the wizard opens the portal, or after the wizard is destroyed (a cave north of the castle called Raven Rock on the island east of Fairy Crossing).

Difficulty levels

The completion of Sacred quests may vary depending on the strength of the enemy. This characteristic is directly influenced by the selected difficulty level. There are five of them in the game. Moreover, for the names of each of these levels of complexity, the authors selected names: bronze and silver, gold and platinum, as well as niobium.

In the single-player version of the game, the first two difficulty levels, namely bronze and silver, become available to the player from the very beginning of the map. “Gold” will not be available immediately. In order to rise to this level, the player will have to completely complete any of the campaigns (“Ancaria” or “Dungeon”), and do this on the “silver” difficulty.

How to sleep on “platinum”? This level will only be unlocked if the player completes the campaign on Gold difficulty. So does “niobium”. It will be available after completing platinum.

Slightly different conditions are offered in multiplayer games. Here, the availability of one or another difficulty level will depend on the selected character. If it is in the range from 1 to 60, then you can choose “bronze”. On “silver”, the player will be able to overcome difficulties with a character level from 20 to 100. From 60 to 140, you can switch to “gold”. From 100 to 180 - for “platinum”, and from 140 to 216 - try your hand at “niobium”.

This layout allows you to understand the following: by choosing a character of level 60, 100 or 140, you can gain access to three levels of difficulty. Many gamblers consider completing all quests only by defeating Andukar, who is the main and final boss in the “Dungeon” campaign. It can only be achieved at the “niobium” level.

Game secrets

  1. The world of Ancaria is home to eight dragons. Seven of them are quite warlike. The player can kill them. The eighth dragon is very friendly. He will give you the next few quests.
  2. If, while playing through the game Sacred, you move along the map to the sea in a southerly direction from Khorad Nur, and then turn east and approach the rock, then here you will find a narrow path along which you can get to the pier. Near it there is a boat, boarding which the player gets to the island where the orcs rest. One of them, standing at the pier, will ask you to rid him of annoying tourists. How to do this? It's enough to trample on their towels. When angry, they will attack the hero, who will kill them. For this, the orc on the pier will give you a gift - sunglasses.
  3. When completing the quest as Seraphim, you have the opportunity to become the owner of a real Jedi laser sword. To do this, the player must free Seraphim from the captivity of black magicians located near Bellevue. She was imprisoned in a cave located near the old mansion, where Vampiress begins her game. After this, you should head to Khorad Noor. Next, the player’s path lies to the east. After passing through the dry riverbed, you should head south, and if you encounter rocks on the way, turn east and move along them. At the end of this path there is a burnt building. In it you can find the dying Seraphim. After her death, the player receives a laser sword.
  4. While in a city called Fairy Crossing, the player should go around the blacksmith's house and go north, and then turn west. Having seen the forest, you need to look for a thin path that will lead to the southwest. After walking along it, the hero reaches the cave. It contains a mini-game called Pacman. You should collect yellow balls, which will add experience. It's better not to touch the blue ones. They will cause damage.
  5. Leaving Mistdale Castle, you should go northeast along the river bank. At its source is the village of Tristram. It is well known to those who have played Diablo.
  6. North of the village of Drakenden you can find a well-camouflaged path in the forest. It will lead to a clearing where you can find a hockey mask, as well as Jason's machete from the movie "Friday the 13th". Only one character can use these items - the Gladiator.
  7. In the Call of Askaron tavern, located south of Braevrock, you can talk to a man named Lucius. The player must kill him to take the key that opens the door to the X6 dungeon. After passing along this course to dungeon X7, the gamer will have to fight with the Vampire Queen. A similar quest is only available when playing as a Vampiress.
  8. Torvin's grave is located on the map. There are only two ways to get to it. One of them runs through dungeon 73, located southwest of South Hedgeton, and also through dungeon 76, passing a little west of the dragon, whose name is Ssilith. After the player enters an area with a small lake, he should find a tree highlighted with a red circle. Below it is a grave containing Thorvin's club. A secret quest can also be completed here. To do this, you need to pick up the sword in the green circle and take it to the lake, near which Arogarn, the forest shooter, is waiting for the player. But completing the secret quest is not available to everyone. Before this, another task must be completed. This is a quest called "Forest Gunner Arogarn". The place where it is performed is located southwest of Bellevue, not far from the spawn of the Wood Elf and Dark Elf.
  9. When completing “The Elements of Ancaria” in Sacred, a preliminary conversation with Sharifa should take place. Next, the hero goes to Frostgard Palace to pick up the element of air from the sanctuary. The character will have to kill the guardian, taking the rune to activate the mini-portal. After this, the hero’s path lies in Alcabazu nok Draco. Having passed through the city along the marker, we have to get to the dragon’s lair, kill it and take the element of fire from the sanctuary. Next we will go to Zhurag-Nara. In the fortress, on its first level, there is a hall with a red floor for sacrifices. Here the hero will have to kill the supreme matriarch of Meglavari and, having picked up the key to the door of the secret room, take the element of earth from the sanctuary. After completing the additional story quest, which is called “Dams of the Dwarves of Gnarlstat”, you will need to obtain the element of water from the sanctuary located in Verag-Nar.
  10. In the quest “Mysteries of the Desert”, when completing Sacred you will need to complete a task, which is given by an inhabitant of the oasis near the captain’s tent. It consists of finding a crazy wizard, who should be located northeast of the oasis. Next you need to solve his riddle. If the answer is correct, the player receives a rune as a reward.
  11. Passage in Sacred Eyes of a wolf (“Eyes of the wolf”) will require the hero to defeat Shara-agil. This is the leader of a pack of wolves that lives in the eastern part of Bellevue. The hero's reward is a rune.

Sacred Underworld

The campaign of this game begins from the moment where the adventures of the hero of the first version ended. During the passage of Sacred Underworld, we learn that Baroness Villa decided to join her lover, the now deceased Prince Valor. The player needs to kill four subkari. This will allow the Baroness to be rescued from captivity. After this, there will be a battle with Andukar, who controls the inhabitants of the Underworld through violence.

During the passage of Sacred Underworld, the player meets new heroes. One of them is the Devil, impressive with her spectacular spells and stylish appearance. This dark magic can be used to destroy his enemies. This can cause considerable damage. The authors also taught her to fly.

The second new hero who can be met while completing Sacred Underworld quests is a gnome. This character is quite stubborn, grumpy and tough. He is good with war hammers and axes, and also knows how to use unique weapons that are not available to other characters.

The graphics have been slightly updated in this version. The authors added some special effects to it. In addition, Sacred Underworld has expanded the game world by 40%. The properties of almost all unique items have also changed. In this version, the entrance and exit from the cave are now marked with a special icon located on the mini-map.

Sacred 2

This continuation of the main game was released in 2008. The plot takes place approximately 2 thousand years before the events that were described in the first part. Depending on his choice, the player will have to complete Sacred 2 in one of two campaigns. One of them represents the forces of Darkness, and the second - Light. Depending on the campaign, the player will have to exterminate good or evil in order to free or subjugate the "Heart of Ancaria".

Dark Campaign

The passage of Sacred 2: Fallen Angel at the first stage is not at all difficult. The path of any of the characters lies in the temple of the inquisitor Tahlreth, which is located near the city of Sloeford. This begins the main branch of the plot. The Inquisitor says that the world is falling apart and the country is perishing due to the lack of faith of the people. He gives the hero the first task. During your subsequent playthrough of Sacred 2: Fallen Angel, you will need to get rid of the Tractor, who sells girls into slavery to the elves.

Having reached the city of Griffinboro, you should activate the portal. This will allow you to go beyond the city walls. Next, the path lies north to a tavern called “Royal Den”. There is a person in it who can point out the location of the Tractor. Having killed him, we find a letter in his pocket, from which we learn that the hero will have to go to the Orc trail. Here we will meet with the Grand Inquisitor Nimanuil. He talks about the political feuds that exist among the orcs. To further progress through Sacred 2, we need to help one of the clans. We kill the leader of the orcs who oppose him. After this, we receive the task of defeating the monster that has settled in the mountains. To do this, using a barrel containing explosive powder, we demolish the dam built by the monster. After this, the monster is quite easy to defeat.

Further passage of the game Sacred 2 takes us to the northern island, to which the hero reached with the help of a ship. Here you need to activate the portal. There is a maid in the north of the island. She does not want to answer the creatures of Darkness's question about where the Big Machine is. The hero goes to the temple, where he has to collect the fragments of the sculpture. It turns out that Nimanuil also came to the island. He is dissatisfied with the hero and sends him to look for the dragon Mer-Kil. After a short fight, the monster is defeated.

To further complete the Sacred 2 quests, you need to get to the swamps. Lizard people live here in a lost city. The hero needs to become a member of their cult so that the residents begin to trust him. To do this, he kills the monster that was on the Rock of Skulls. After this, the next task follows - to destroy the monument that another clan erected in memory of its deceased. After completing this quest, the hero receives the “Sign of the Nameless,” symbolizing immortality.

And here is a hero in the desert. A group of warriors approaches him. They force him to fight and are defeated. We are heading to the oasis. There is a man sitting there who talks about the upcoming elections and what we need to do so that the people put a prince at the head of the state. To do this, you will need a weapon called “Hellfire”, the elements of which must be taken from your opponent. After completing the task, we head to the alchemist, who is against the prince. This person will need to be convinced. To do this, you need to intercept a messenger from the king's brother.

Next, the hero goes to the tropical jungle. There he meets with archaeologists, who report that the path to the desired city is guarded by monsters. Having dealt with the monster, we go to the central column and click on it with the mouse. A hologram appears. It tells the story of the beginning of the Great War and the fact that during this period the core of the Machine was transferred to another place. The hologram that appeared on the second column spoke of a magical shield that made the Machine invisible. The information on the next column makes it clear that the dryads have the key. Let's go to them.

You can find dryads during the “Company of Darkness” in Sacred 2 only by going by ship to the southern part of the island. There we have to get to the Crystal Cave. There is a cache with a key in it. After completing simple tasks, we reach our final goal. The main mission is completed. Now we are sailing back on the ship.

While our hero was not in Ancarnia, a war began here. The main battle takes place near the Big Machine. First of all, you will need to go through four doors in the castle to destroy sixteen devices. Once this is done it is considered complete.

Light Campaign

Regardless of the character chosen by the player, he should go to the village elder Grodet, who is dealing with debts after the theft of bags of jewelry. The first task is to find the thieves, who everyone thinks are robbers. We take the bags from them. After this, the hero will have the next task - the search for the elven expedition. To do this, you should go to the Royal Den, which is located in the capital of Griffinboro. We learn that elves appeared here several months ago. Further, the path lies west to the cave, from which the hero frees the prisoners. One girl said that her sister knew where to find the Tractor. We go to the land of the orcs. After talking with them, we learn about the next task. It consists of bringing the orcs a dozen teeth of evil trolls. The hero defeats enemies and completes the task.

Next we have to kill the monster that is blocking the flow of the river. After the riverbed is drained with the help of the shaman's spells, dealing with the monster will not be difficult. The elves report that the seraphim have become aware of the leak of magic. Let's go to the ship. He takes us to the island. Here the hero will meet with the local Queen Sofia. She reports that Lyosilate is on the island. Let's go to meet him. Lyosilate tells us that for protection we will need an amulet made of dragon scales. Let's get it.

The next task is given by Mer-Kil. He proposes to destroy the demon living in the world of Karnakh. After completing this mission, we go to the Grakk family. Having made our way through the swamps, we approach the village. The elder invites the hero to become his relative. We go to the shaman living near the Sacred Bridge. He performs the necessary ritual. After completing a series of tasks we find ourselves in the desert. Here we meet a man talking about the situation that has developed in the country. In order to seize power, the king's son decided to create a destructive weapon. But for this he needs a recipe, which we have to bring from the cave. Having completed the task, we look for the alchemist Assim in the desert, who, having read the scroll, asks to bring him the blood of a scorpion. It is necessary to create weapons. After completing the task, we go into the jungle. Here we look for a city and create holograms. The information on them suggests that the Machine the hero is interested in is invisible and located in a completely different place. We go by ship to the island to get the key. It is located in You can get it by killing the monsters on the island.

We go back and find ourselves at the castle, where the battle is raging. We defeat the enemies and go to the large hall in which there are computers. We go through four doors , in order to destroy 16 devices. We activate the holograms and destroy the blue platforms. Mission complete.

gold Edition

The continuation of the Sacred 2 series of games is Sacred 2: Gold Edition. The passage of quests is an intriguing story, side secrets and tasks of which the hero must unravel. To do this, the player chooses one of six characters. Walkthrough of Sacred 2: Gold edition includes complex spells, as well as breathtaking combat techniques. The hero has access to a large number of weapons and items. During the passage of Sacred 2: Gold Edition, everyone can independently select the necessary attributes for their character. This will allow you to create a unique hero. Sacred Gold can be completed on horseback. They can be purchased from sellers who sell in different parts of Ancaria. Horse riding in the game matches the character and greatly influences many aspects of his actions. Animals provide additional bonuses. In addition, they improve the combat skills of the heroes.

Sacred 3

All events that take place in this game take place, as in previous versions, in Ancaria. 1000 years have already passed since the actions described in the first part. During the passage of Sacred 3, we meet the main antagonist - Zane Ashen, the ruler of the Ash Empire. The villain is in search of an ancient artifact, the Heart of Ancaria, which he wants to take.

The main character, when passing Sacred 3, seeks to prevent him from doing this. Unlike previous games, the authors have endowed the warriors with improved intelligence, and it will be possible to act against enemies only by using certain skills or using interactive objects located on the map.

Ice and blood

The passage of Sacred 2: Ice Blood takes the player to a time that preceded the third part by 900 years. A new character has been added here - Dracomage, and the territory of Ancaria has expanded. It is not necessary to travel through these lands, although quests completed there will be recorded in Act 11.

Zombie Bob gives out tasks. First, he asks the hero to bring some leather belts and skins. He wants to sew a cape from this material. The hero will need to collect five leather belts, which will drop from Champions, and the same number of leather units, which can be obtained from Fire Horses. After successfully completing the task, sellers will come to the village. They will offer to buy a Fire Horse, as well as a Black or White Unicorn. In this version of the game, the characteristics of the riders are unremarkable.

We looked at the main stages of passing the game. Good luck!

Orc Resort Island

If you go from Khorad Nur south to the sea, and then all the way east to the cliff, you will find a narrow path leading to the pier. On the pier you will notice a boat on which you can get to the island where the orcs rest. The orc at the pier will ask us to rid him of annoying tourists. Stomp on the towels of these orc tourists and they will attack you. After you kill everyone, talk again with the orc on the pier and he will give you sunglasses as a gift.

Jedi Laser Sword

When playing as Seraphim, you have the opportunity to receive a real Jedi laser sword. First, you will need to free the seraphim captured by black magicians near Bellevue. This seraph is kept in a cave east of the old mansion in which the vampire begins the game. Then go to Khorad-Nur and go east from it, through the dry river bed, go south to the rocks, and again east along them. You will see a burnt building, in which you will find a dying seraphim, after whose death you will receive a laser sword.

Pacman-Level

In the town of Fairy Crossing, go north behind the blacksmith's house and turn west. When you reach the forest, look for a barely noticeable path leading to the southwest. At the end of the path you will find a cave containing a Pacman mini game. Collect yellow balls, they add experience, but you should avoid the blue ones, because... they cause damage...

Tristram

Exit Mistdale Castle and follow the river bank to the northeast. Having thus reached the source of the river, you will find the village of Tristram, familiar to you from the first Diablo.

Jason's things

To the north of the village of Drakenden (the one where the peaceful dragon lives) there is a well-camouflaged path in the forest leading to a clearing in which Jason's hockey mask and machete from the movie "Friday the 13th" lie. Only the Gladiator can use them.

Vampire Queen

By going to the Call of Ascaron tavern, which is located south of Braevrock and going to the upper right corner, you can talk to a man named Lucius, then kill him and pick up the key that will open the entrance to dungeon X6. further going to the X7 dungeon, you can fight the Vampire Queen.

Note: only works when playing as a Vampiress

Torvin's grave

You can reach the grave in two ways:

1. through dungeon 73, which is located southwest of South Hedgeton

2. through dungeon 76, located west of the dragon named Sssilith, the Swamp Dragon

Then, once you find yourself in an area with a small lake, find a tree (red circle) - under it there will be a grave in which you are guaranteed to find Torvin's Mace.

Additionally, in the same place, you can complete a secret quest:

pick up the sword (green circle) and take it to the lake, where the forest archer Arogarn will be waiting for you.

Note: you can complete the secret quest only by first completing the quest “Forest Shooter Arogarn” - southwest of Bellevue - not far from the respawn of the dark Elf and Wood Elf.

Hidden Grave

Vertically up from Mascarelle, there is an island. There is a quest "Boris from Garfield" near the island. Then across the island and across the river to the left. Then up the river, so that the river is on the right, until the forest appears. And up and to the left in the forest there is an invisible path that leads to the grave. There is an ax and a bow, and there is a name and 2 dates written on the grave.

Sacred Underworld

Babylon 5

This easter egg is from the movie Babylon 5, at the bottom of the cave lies the Shadow Cruiser. Found in the Dryad Forest. It is an elevator leading to the cave. If you approach the cruiser, it will kill you instantly, as evidenced by the inscription in the next room.

Forest Trader

In the location Underworld"a "Embalming Forest" there is a hidden merchant who is located in the forests; you can get to him through a small path through the forest. The merchant himself is unremarkable, but he will not be superfluous.

Forest Trader 2

In the location Underworld "a "Embalming Forest" there is another hidden merchant. He is hiding in a house near the gate leading to the completion of the Green Hell Rod quest and is an undead creature, his name is Mick the Swift (pirate).

Your grave

In the Haduk settlement there is a grave, when you try to open it, your character’s name is written on it; there is nothing remarkable in the grave.

Arkanoid

In the Dryad Forest, as you know, there are two portals. Through the one located to the north (with the arch) you enter the room where the merchant stands, and there is a arkanoid in the room. You can play it. How? - it’s easy to guess. The gain is experience. (100 per ball hit). Sometimes the portal does not open, if this happens, then you need to complete the “Path of War” quest and jump into the portal and teleport to the Dryad Forest.

Mountain Cemetery

In the north of Volcano Island there is an entrance to the caves in the form of a stone gazebo. The path there is very, very simple - only a blind person could miss it. The route is marked on the map, and its “secret” part is actually a straight line among dense thickets of trees. We go into the cave. The undead are falling on us and we quickly clear the dungeon of enemies. There are a great many graves in Ancaria and the Dungeons, and less and less often we discover new ones. But in vain! Once you open the graves in this dungeon, bosses like the Forest God and the like will rain down on you. And in the northern part of the dungeons, heroes (Dark Elf or Elf, etc.) crawl out of their graves.