Interesting facts on the map. Sacred, background, game world, map, regions of ankaria All tasks on the map of ankaria sacred

Sacred (in Russia known as Prince of darkness) is a fantasy role-playing computer game from the German company Ascaron. The first of the Sacred series of games The game takes place in the Sacred universe - the continent of Ancaria, during which the player, choosing one of the proposed characters, travels around the mainland, performing various tasks.

The game was originally released for Microsoft Windows, and in 2008 for Linux.

Background

A sorcerer has come to the world ... His name is Shaddar, or rather, this is part of his nickname, in the language of the dark elves, meaning "wanderer of shadows." He comes from a noble family - one of his ancestors was King Morgast I, who drowned the country in the blood of a fratricidal war. Shaddar moved even further: not content with hereditary wealth, he decided to subjugate the forces of Darkness, for which he sacrificed his own sister. However, the kingdom's magic community did not sleep and decided that Shaddar should be burned at the stake, and the sooner the better. But King Valorian I replaced the death penalty with exile.

Several centuries have passed since then, during which Shaddar amassed his strength somewhere in the southern deserts, terrifying the orcs, goblins and ogres. He rebuilt his castle Shaddar-Nur in the lifeless rocks, began to recruit an army of goblins subordinate to his magical will, improve his art in the field of black magic and look for a way to the kingdom of the dead. Shaddar needed to get there alive and return back, simultaneously making an alliance with the demon Sakkara, a descendant of the demon lord Vorganar, who was killed by the Seraphim sent by the forces of light in ancient times, when the Darkness made a previous attempt to take over the world. Now history will repeat itself ...

Game world

Map

The map (game area) in Sacred is quite extensive. The whole world of Ancaria is divided into many regions, differing from each other in relief, climate, nature, flora and fauna; of particular importance are the prevailing types of resistance among the creatures living in a given area. In many regions, there are various settlements: from trading posts and villages to large towns and cities.

There is a vast sea in the south of Ancaria; adjacent to it is the entire Lower Hell and the Ankarian deserts. There are many islands in this sea (especially along the coast), but only the islands of Crab, Malorca, Pirates, Vulcan, Treasure (and the latter is only a demoness) and two islands near the coast are available, on which ghouls and cave fish can walk. Ice and snow are located in the southeast and northwest. Forests are located in the west, north and east. In the center there is a forest-steppe.

Regions of Ancaria

  • Central Region: As the name suggests, occupies the center of the Ancaria map. The relief is mainly of a flat type, but with frequent hills and cliffs, in the north of the region there are large plateaus, the climate is temperate, the territory is covered with mixed forests and meadows, there are large rivers and lakes, mountainous areas border the region from the north, south and west. This largest region is widely populated by people, there are many settlements (the largest cities are in this region). Among the enemies are mainly people, orcs and goblins, magicians, forest animals, occasionally flying monsters - these opponents are dominated by physical and fiery resistance. In the west of the Central Region, on the plains of Tir Hadar, there are 2 non-human settlements: an orc village and a wood elf village. The role of enemies is played by forest animals and large groups of ice elves - physical and magical resistance prevail here. The region is home to four of the ten dragons of Ancaria.
  • Swamp: East of the map: low-lying flat terrain with a lot of water, but shallow springs predominate, which do not interfere with movement. The vegetation, respectively, is marsh, there are many humid subtropical forests (in the north of the region, in the Zhurag-Nar valley, ordinary mixed forests), there are even extensive mangroves (Azzchabrat swamp). Small human settlements predominate, but there is one large city (Mistdale), in the aforementioned Zhurag-Nar valley there is a huge underground settlement of dark elves. Opponents include undead goblins, dark elves, magicians, energy creatures and various swamp monsters, arachnids are especially common - all creatures in the region have increased poisonous resistance. In the swamps, you can meet three dragons, one of them is peaceful, giving quests.
  • Eastern Desert: Located in the south of the Ancaria map. A plain with small dunes, surrounded by mountains on three sides, in the south there is a sea coast and one island, as well as the mouth of the only river here, which originates far in the mountains. Tropical climate, almost no vegetation. There are several orc settlements (only one inhabited) and two human settlements. To the north and west, orcs and ogres, and to the south and east, undead and cavefish are the hostile inhabitants of the area; accordingly, orcs have strong physical resistance, and undead and fish - poisonous. One dragon lives in this desert.
  • Western Desert: Lies, respectively, to the west of the Eastern Desert through a large mountain range with a gorge, in the south it also has access to the sea. This region is noticeably smaller than the previous ones, like all subsequent regions of Ancaria. It is also a plain, but with large irregularities in the relief in the south and north. Water bodies are absent at all, as well as vegetation, with the exception of small areas near the coast, the climate is tropical. In the south and in the north, there are destroyed human and orc settlements. Orcs, as opponents, are found in the north of the region. The rest of the area was filled with undead. Enemy resistances are the same as in the Eastern Desert.
  • Volcanic region: A small mountainous area occupies the plateau in the southwest of Ancaria. Instead of rivers, lava flows are widespread here, which literally penetrate the entire terrestrial part of the region. People settled in local caves, they are practically cut off from the outside world. In dungeons, people, and on the surface, various monsters and flying creatures are opponents of the character, these mobs are dominated by fire and physical resistance. A fire dragon has settled in one of the caves.
  • Shaddar-Nur: The region occupying the southeast of the map is divided into two parts: the western part is a desert, and the eastern part is a mountainous country with taiga vegetation. With the exception of the mountain ranges that surround the region on all sides, leaving only a narrow pass in the west connecting Shaddar-Nur with the Eastern Desert, the western part has a flat relief. There is no vegetation, only in the north-east of the desert there is a small oasis, which also contains the only reservoir in the region. The eastern part has a very complex rugged relief, only in the north turning into a flat surface, where the tower of Shaddar, the main villain of the Ankarian campaign, stands. A large cave connects both parts of the region. The desert part of Shaddar-Nur is inhabited by evil mages, harpies and giant spiders with increased magic resistance. The cave and mountainous part of the region is home to orcs, trolls, shaddar-rim and energetic creatures with strong physical resistance. At the aforementioned narrow isthmus lies the skeleton of a dragon (what he does there is completely incomprehensible).
  • Northern Region: The name implies that this region is located in the north of Ancaria, has a subarctic climate and a sparse northern flora, making its way through the snow cover. The area is a broken narrow mountain gorge, divided in the middle by the grandiose monastery of the seraphim, carved into the rock. This region, like Shaddar-Nur, is devoid of human settlements. The southern part of the gorge is occupied by a frozen river bed. Local opponents such as wolves, giants, snow goblins and ice lizards have great magic resistance. A dragon can be found in the very north of the region.
  • Between Mascarell and Timberton, there is the entrance of the river tributary into the river, but in a way impossible on Earth: an acute angle to the side from which this river flows. On Earth, rivers enter rivers in the direction of the current.
  • In the Dwarven Ruins on one of the islands, you can see three lakes arranged in the form of a smile, as well as a concrete slab in the form of a nose. This is an image of an emoticon.
  • If you fly south from the southern coast of the desert in the flight of a demon, you can see a waterfall that pours water from the sea into a black, unoccupied infinite space of pixels.
  • If you fly to the northeast from Malorca, the hero will see land where, according to the general map, the interior of the continent of Ancaria is located (on the German map of Ancaria, this place is marked as "Sommenbrillen" - "sunglasses", which is a reference to the mini-quest on Malorca where the reward is sunglasses used as a helmet).

Portals

In Ancaria, there is a whole system of portals that allow you to quickly move around the map. To do this, you need to "open" them - go under the arch or along the portal slab. A similar system exists in the Dungeons, but there are much fewer portals and they do not have an arch. V single player the systems are not interconnected, you can get from Ankaria to the Dungeons or vice versa only by completing the main storyline, or, when playing for the Demoness, fly over the strait between the Pirate Islands and Nomad Nur. In multiplayer, there is an additional portal on Vault Island (near Silver Creek) connecting both systems.

In addition, there is also a network of two-way portals that are not related to each other:

  • Bellevue - Monastery of the Seraphim (automatically opened);
  • fortifications of orcs - Urkenburg (unlocked after completing the "Wilbur" story mission);
  • Drakenden - cemetery east of Mistdale (opens after picking up the key after killing the dragon north of Drakenden);
  • Western Desert - Frosward (appears after raising the key after killing the dragon in the Frosward area);
  • lava fields - the area south of Bravesbury (appears after raising the key after killing the dragon in the caves of the volcanic region);
  • a cave to the north of the castle "Crow's Rock" - an island east of the Fairy Crossroads (appears if you approach the place and wait until the wizard opens it, or after killing the wizard himself).

Characters (edit)

Characters (edit)

  • Gladiator- melee fighter. Perfectly owns almost any type of weapon.
  • Battle Mage- Handles both magic and weaponry with swords well. Recommended for experienced players. After all, not every skill will be useful to the magician. It is better for beginners not to resort to the magician right away. A number of weapons have been created for him that only he can use (wands, staves, etc.).
  • Wood elf- an exceptionally ranged fighter, using pretty good elf magic as support. He is poorly equipped with melee weapons, which, however, is compensated by excellent archery and crossbow shooting. The character is unambiguously simple, and beginners will immediately be able to master all the intricacies of archery.
  • Dark Elf is a melee fighter using the skills and attacks of the dark elves. An interesting and strong character. But some of his abilities are unambiguously overestimated, and some are not used at all. His weapon is very powerful, because it usually attacks not only with physical damage, but also with poison. A number of weapons have been created for him that can only be used by him.
  • Seraphim- a descendant of a mystical angel. He owns the so-called heavenly magic, which, when pumped, gives a very good effect. Excellent swordsmanship, can shoot well from a bow.
  • Vampiress- during the day - a rather strong warrior, at night - a mighty vampire. An interesting and challenging character. However, if you develop your own combat technique, she will be an unrivaled warrior.

Developer: Ascaron Entertainment
Publisher: Koch Media
Localization: Akella
Official site of the game: http://www.sacred-game.com

System requirements


Minimum:


Pentium-III 800 MHz
256 MB RAM
16 MB video card compatible with DirectX 8.0
Sound card compatible with DirectX 8.1
8x CD-ROM / DVD-ROM
1.6 GB of free disk space

Recommended:

Windows 98, Windows Me, Windows XP, or Windows 2000
Pentium 4 1.4 GHz
512 MB RAM
64 MB video card compatible with DirectX 9.0
Sound Card compatible with DirectX 9.0
16x CD-ROM / DVD-ROM
1.6 GB of free disk space

Introduction

Let's take a look at the current situation with role-playing games. Market development trends show that, on the one hand, role-playing games are recognized to gradually become a simulator of real life - it is not for nothing that the heroes of many of them have to, for example, take care of their full stomach, and there is nothing to say about multiplayer role-playing games on the Internet - they simulate real life , communication, work, leisure ... On the other hand, "role-playing elements", no matter how insignificant they are, bring uniqueness to the game, allow you to emphasize the individuality of the player and his hero, therefore they are increasingly integrated into games of other genres. Now a game of almost any genre (even a strategy, even a shooter) without role-playing elements is no longer a game, while "real" RPGs come out less and less often, they are replaced by simplified arcades and action games with role-playing elements, and it is these games that have received the name " hack & slash "are gaining major popularity. Among other things, games of this "simplified" genre also have very simplified controls and gameplay aimed only at "Possessing" (with a capital letter!) Possessing things, gold, etc., and, one might say, almost do not require the participation of the player, and, therefore, will appeal to a very wide range of users.

In the same "Dungeon Siege", one of the games of this genre, there was a button "collect all the things lying around." They say that in "DS II" there will be a special button "collect all the items around and sell them in the nearest store", as well as "go to the nearest cave and kill all the monsters there." Only these two function keys will be used in the game. They also say that the second part of "DS" already has a working title " The game Plays You! ". All this, of course, is a joke. However, as you know, every joke has some truth. And this is half the problem. The love of many players (or what else?) To their electronic Alter-ego, sometimes unhealthy , has spawned a new wave of "role-playing" games. Those RPGs that used to belong to the genre of "hack & slash" have now evolved into a new genre-tamagotchi - "Love your hero", in which it is the hero, not the plot or atmosphere of the game, that is the center of everything Thus, there were "munchkins" (munchkin) - lovers of "pumping" their game character to transcendental heights, to attach the latest junk to him, and get unprecedented pleasure from it. You have met them more than once. With the names "Diablo", " Dungeon Siege "etc., their eyes flash with unhealthy fire, and they begin to measure the levels of their heroes, or offer to buy their rocked level 99 necromancer to play on the B-net ....

Well, now the saddest thing. Haven't you heard? The other day, all the munchkins were given a ticket to paradise. It's called "Sacred". In order to unambiguously characterize this game, one sentence will be enough. In addition to the traditional simplified statistics of the character, and a bunch of things to put on the character, we are offered a screen of charts for the development of his characteristics and abilities (!!!). I'm not kidding. Now you can visually trace how and with what increase your hero's development proceeded at different stages, and then boast of the clarified facts to your friends. However, this is all nonsense. The main thing is the monsters that respawn constantly and without stopping. That is, you cleared, say, some grove, ran to the store to get rid of the contents of the heavy backpack, returned to the forest, and there again a crowd of goblins, and even three times worse than the previous ones (the levels and number of monsters, as well as the quality of things, which of them "drop out" grow with your levels). Thus, the gameplay reaches a new level, and a shocking fact opens up before us: moving forward along the storyline generally becomes a secondary issue and not even obligatory! Personally, after visiting the first three cities (this is the first half hour of the game), I hung around for a long time in their vicinity, not moving on, and doing banal hunt for monsters and ... of course, Munchkinism. This behavior is also facilitated by the constant appearance of a huge number of side assignments in cities (and sometimes there are "timed" assignments). There was simply no point in going forward.

An abundance of non-plot tasks (hundreds), a huge "open" game world, with a mass of non-plot locations, you can move around on your own horse (!), Six really DIFFERENT characters for the game, interesting combat system, thousands of magical and ordinary things that you can attach to your hero ... Do you really need to know something else about this game? There is not much to say about graphics and sound. The engine is a standard "3D characters on 2D rendered backgrounds" solution. The game supports one single working resolution equal to 1024x768 pixels (which is quite small), but at the same time there are two zoom modes, so at least there are no problems with functionality.






The picture is "not a fountain", but also not entirely awful: good animation, acceptable spell effects, complex and beautiful models of monsters and characters. The sound matches the graphic design - nothing outstanding, but pleasant in places. The atmosphere of the game turned out to be somewhat peculiar (in the spirit of old games), and this is most likely because the Germans made the game. The German version of the game appeared at the end of February, and the English version went to print not so long ago. The rights to publish "Sacred" on the territory of Russia were acquired by the company "Akella" - in the Russian version the game will be called "Prince of Darkness". The name change suggests that the game will most likely be translated into Russian. However, full compatibility of all localized versions is promised. Our game should appear in the very near future.

Plot

Are you still here and not in the store? Then I ask: why do you need a plot? For this kind of games, and even more so for "Sacred", it is actually not needed, that is, it is not needed at all. After all, it only distracts from the noble cause of Acquisition and Development. I would even say that the only serious miscalculation of the developers when creating "Sacred" can be called the introduction of the plot into the game, the waste of money and time on it. It would be better to pay more attention to the game world and game testing. What difference does it make why we came to this world and why it needs to be saved? After all, it is clear that his salvation is least of all included in our plans. Vaughn "C & C: Generals" was completely without a plot - and nothing, forgiven her. However, so be it. I'll tell you how it all started.

Once upon a time there was a dark and evil magician named Shaddar. He was descended from the dark elves, which made it even more vicious and darker. I will also note that his entire legendary family was distinguished by bloodthirstiness, participating in all large and small feuds - you can read about this in a variety of books, which can often be found in chests. Shaddar did not even spare his own sister, and put her under the knife when one of his dark rituals needed her flesh and blood - thus he prolonged his life. In a word, he was a notorious villain, but there were good fellows (Mages from Mistdale) who managed to catch the necromancer and intended to burn him for sins at the stake, like Joan of Arc. But then the local ruler Valorian I intervened in the matter. , who decided to simply banish the wizard to hell, which was done. Thus, Shaddar went to wander through the southern deserts. But the black magician, do not be a fool, did not waste time in vain, but spent him in search of the gate to the Kingdom of Death, where he was going enter into a criminal conspiracy with a Demon named Sakkara, a descendant of the Demon Lord Worganars, in order to, as you might have guessed, take over the world. to serve the master, he was at large, and now encroaches on the freedom and happiness of civilians. henchmen, and shove them back into the local Underworld, so this time it certainly won't be the case. Not without our help, of course.

In a word, we have such a wonderful, unpretentious, cloned storyteller about the local Diabla, the "read and forget" systems. However, despite this, everyone is happy and satisfied for obvious reasons. It is worth adding here only that all six characters begin their journey in different places of the Kingdom of Ancaria, and in various ways find themselves drawn into a confusion with the Demon. But this is, perhaps, all that can be said about the plot of the game.

Role-playing system

Characters (edit)




There are six characters in the game in total, and at the very beginning of the game we can choose any of them. In parentheses, I note that during generation, you cannot change the initial statistics of a character, you can only give him a name. So, we are offered three male and three female character... Some of them can use spells in combat, some can use special techniques. They are different for each of the six characters.

Gladiator(Gladiator) - A tough giant who prefers to solve all problems with fists and brute force. Prefers to engage in close combat with bulky weapons such as clubs, axes, two-handed swords, and more. Has a large number of special techniques associated with various methods of using edged weapons or even fists. In fact, it is analogous to the Barbarian from "Diablo II".

Battle Mage(Battlemage) - this role may seem a little unusual to you due to the fact that the local magician, in contrast to the traditional "suffocate", in addition to using spells, excellently fights with swords in close combat. The arsenal of spells of the Battle Mage is represented by elemental schools (fire, water, and so on), and replaces it with special fighting techniques, since in battle a mage can only use knives, daggers and swords.

Dark Elf(Dark Elf) - represents a kind of ninja, silent assassin, martial arts master. In addition to traditional daggers, two-handed and ordinary swords, axes and spears, the Elf can use his claws and fight without weapons. This character uses special techniques.

Wood Elf(Wood Elf) - this heroine is equally adept at both ranged weapons and nature magic, mostly defensive. Since her main specialty is bows, in close combat, she can only use daggers and one-handed swords. But magical bows and a good set of spells make the elven warrior a very dangerous foe.

Seraphim(Seraphim) is the first of the unconventional (or groundbreaking) character classes that the developers are so proud of. Seraphim is of divine origin, and the gods grant her magical powers. Like the Battle Mage, she easily combines the ability to fight in close combat with remarkable magical abilities. Usually, in battle, Seraphima has time to greatly weaken the enemies before they can get to her, and when this happens, they risk trying a solid arsenal of melee weapons. Seraphima possesses both special techniques and magic spells, and can use any type of swords, axes, spears and flails in battle, as well as bows and claws. As usual, this "multiclass" character means a lack of professionalism in at least one of the classes.

Vampire(Vampiress) - the second of the "unconventional" and, in my opinion, the most interesting character. A vampire is two characters in one at once. Her usual state is Knight, but using her ability she can transform into a Vampire. At night, she can remain a Vampire as long as she wants, and during the day - only for a while, depending on the development of this ability. At the same time, the abilities of the two "forms" of the Vampire are different. In the form of a Warrior, she can fight in melee and ranged combat, use any type of weapon and a number of special techniques. In the form of a vampire, she fights with claws and only in close combat, but she gets a huge bonus to attacks and a lot of special moves, such as, for example, the ability to fight several opponents at once, as well as spells. And of course, the Vampire is able to drink the blood of her enemies, restoring her vitality.

Character screen



The character screen consists of five parts: the inventory (aka the statistics panel), the "combat skill" screen, the "combo" screen, the journal screen, and the map. As usual, let's take a closer look at each of the screens.

Inventory and statistics


Here we see a standard "checkered" field, consisting of 8x20 cells. There is no scrolling, so the maximum amount of things your hero can carry is limited to this space. For example, a drink occupies one cell in the inventory, a sword - three to five, armor - six, and so on. Everything here is absolutely banal. There is an inventory sorting button similar to the one in "Dungeon Siege". The character doll consists of the following slots:

Helmet
Armor
Bracers
Gloves
Belt
Knee pads
Boots
Two amulets
Four rings
Two different slots for weapons and shields (remember that some characters can fight with two one-handed swords, axes, etc.).

Above the doll is the character statistics panel. It consists of two parts: "Attributes" and "Skills". In total, the hero has six attributes:

Power
Resistance
Luck
Charisma
Spell regeneration
Health regeneration

As you level up, you can increase any of the attributes by one (the value of skills increases by two points each time). In addition, the character has several more indicators: Attack, Defense, Accuracy, Damage, Resistance, and so on. They increase automatically when the character level rises, when using magic items or when learning special skills. Skills in "Sacred" are very different - from exotic, such as riding (without this skill, you will not be able to ride a fast, but zealous horse), to commonplace, such as possession of weapons or magic. Each of the six characters has a different set of them, but I did not notice any particularly remarkable and unusual among them. In general, the role-playing system "Sacred", in my opinion, can be called quite extensive (for "hack & slash"), but does not contain anything unusual. You may be surprised only by the character's lack of "magical attributes", as well as mana. We will just talk about this now.

Combat Mastery Screen


"Combat skill" is understood as a variety of special techniques used by the character in battle, and various magic spells. Therefore, they are all on the same screen and work according to the same principle - after using a technique or a spell will take some time to "recharge" - therefore there is no concept of "mana". The recharge time and the "power" of the technique (or spell) will depend on the development of certain skills and attributes of your hero. It is clear that each of the six characters has a different set of techniques and / or spells. Master new types of combat skills, or develop old ones, your hero will be able to find or buy special runes. Mastering new types of combat skills is NOT connected in ANY way with character development.

Combo

On this screen we see four runes, each of which can contain up to four combined techniques. Combined techniques are sequences of special blows and / or magic spells that the hero can use in battle. To create a combo rune, you will need to find a special martial arts master who, for an exorbitant fee, will compose it for you from your chosen techniques and spells. The cost of drawing up a rune will depend on the quantity and quality of the martial arts used in it - with each step it increases exponentially.

Magazine

Here we see four tabs:

Under the first one, all the tasks received by our characters are displayed. There is a list of them on the left, and plot tasks are displayed in large print, and non-plot ones in small print, and on the right - their detailed description.

Under the second - some information about your character: a description of his class, combat skills, skills, as well as a list of quest items.

Under the third - entertaining information from the life of the Kingdom of Ancaria: history, bestiary, geographical information, and most importantly - culinary recipes... I have never been able to grasp their high significance.

Under the fourth is the notorious screen with graphs and statistics. Here you can see the number of killed enemies, the number of deaths (in case of death, the hero will respawn in the nearest city), the percentage of the game world exploration, information about defeated enemies and a few more indicators. The graph in relation to time shows the growth curve of the character's experience, his indicators, as well as the gold accumulated by him.


Map

The terrain map in "Sacred" can work in three modes, but none of them I would call convenient. The first mode is activated with the "Tab" key. When you press and hold it, a "transparent" map opens, on which only tasks and characters are displayed - in white - key, red - enemies, green - the rest. The global map of the entire kingdom is opened by pressing the "M" key. On it we see schematic designations of all game objects- story quests (large book), side quests (small book), shops (bag), forges (hammer), stables (shaft), portals, and so on. By clicking on any area, we can see it detailed map, with all the houses, trees, characters and more. This map is the most convenient for local orientation. The first, "transparent" card is not very informative, while the other two occupy the entire screen and therefore have little functionality. This is perhaps one of the weak points of the game.

Game world

The Kingdom of Ancaria is divided into sixteen regions with different graphic design. The central lands of the country are typical pastoral fantasy landscapes, with forests, fields, meadows, as well as castles and medieval-style villages. In the south of the kingdom, defending the borders from the orcs, the Settlers are trying to survive. Further south - only the lands belonging to the orcs, where dragons are said to live, and there is also the magic tower of the sorcerer Shaddar. Having gone to the west, the traveler will first meet the rich villas of the local nobility, but, going further, he risks getting lost in the impenetrable Ancient forests, in the thickets of which, according to legend, an abandoned fortress is hidden. In the north of the kingdom, your path will be blocked by eternal ice, among which is the ancient temple of Seraphim. In the east, you will encounter rocky deserts, forests and swamps - not the most the best place for adventure. These lands are inhabited by all sorts of monsters of all kinds and stripes, as well as fugitive magicians. At the same time, developed human settlements are practically absent due to the remoteness from the capital.


This is, in short, a description of the "Sacred" world. The developers tried to do everything to make their game world seem alive, but, it seems to me, they did not quite succeed. Despite the fact that almost all locations are densely populated, if not NPCs or monsters (which, moreover, constantly respawn), then at least bunnies and squirrels, for some reason they all seem fake, inanimate. Many game events, whether due to errors in scripts, or due to something else, look very illogical. For some reason, orcs and goblins are rushing right along the main square of the town, without touching anyone except our hero, and no one cares about it. In one of the side assignments, the customer for some reason sends us to a distant cave to look for a lost "architect", another - to the cemetery for a "helper", and so on. This is somehow too absurd. Or is it so raving about the job generator? In a word, the game world of "Sacred" is a bit inanimate, schematic, as if it represents only oceans of monsters, among which sometimes there are islands-shops and nothing more ... However, maybe I demand too much.


At the same time, "Sacred" compares favorably with its diablo-like counterparts, if only by the fact that it has a huge, full-fledged Game World, and not a narrow corridor from the "New Game" inscription to the final credits, divided into chapters. And let's not forget about the myriad of simplest (go there, kill him) side quests that randomly arise in cities, and it will become clear that the game has every chance of becoming a multiplayer hit, it's a pity that the number of players in one game cannot be more than sixteen. Perhaps this number will be further increased by patches that developers are releasing in batches (three have already been released). In addition, the very structure of the game world - huge, without downloads (!) And chapters, connected together by numerous teleports - allows us to speak of a serious step towards improving multiplayer role play within the genre.

Among other things, without fear of sounding wrong, you can state the following. The game definitely carries some groundbreaking features and also takes a lot of good stuff from its predecessors. In addition to the examples already described above, you can also consider the possibility of riding horses and fighting while sitting in the saddle. After all, horses and other donkeys are definitely good, because it is still unknown what is closer to life - the AD&D dialogue system using hero statistics, or donkeys carrying luggage. In the game, you can buy or catch wild horses in order to quickly move them around the game world. After buying a horse, an icon will appear next to the character's portrait, allowing you to whistle to call the horse if it is not on the same screen with your hero, as well as sit in the saddle or dismount. On a horse, the hero can perform many special techniques and cast almost all spells (but to perform some, you still need to dismount), but at the same time you risk losing the horse, as it will be attacked by enemies. However, I can say that without a horse this huge world simply cannot be mastered. And now imagine a conversation with a friend that happens literally according to Turgenev: "I got, they say, a black horse of Arab blood. Speed ​​is such and such, endurance is such and such, the color is blue-black!" To which you can get a completely reasonable answer about purchasing a new bridle for your beloved mare, increasing it, mare, abilities, such as running speed, etc. You can buy such a bridle for your horse in almost any store.

Sometimes, the authors appease Munchkin so frankly and even vulgarly that it becomes even disgusting. Take five beverage bottles as an example. From the "usual" we will meet only a drink that restores health. One of the drinks for some time does not allow the undead to respawn, the other temporarily allows the hero to gain more experience from killing enemies, the third is an antidote, the fourth will temporarily maximize the performance of the weapon and increase accuracy. Buttons for using drinks are placed on the main panel. Do not forget about the practice of making magic items in forges. If you bring an item with slots to the blacksmith, he will offer you a choice of several runes with magic, which you can "solder" into the brought item for money. Everything is like "Diablo II", only you do not need to search for magic stones yourself. Well, here I will say that often temporary allies will join you, who will fight completely independently, but you can view their statistics and give them weapons and armor, which they will leave on the ground in case of leaving or death. Not too interesting, but still ...

You must be prepared for the fact that the main playing time (ninety five percent) is battles.


Battles in "Sacred" can be called arcade on the one hand, and tactical on the other. Arcade because, as in the good old days, we are invited to "call out" enemies to death, on the other hand, the introduction of a large number of special techniques, spells, combined hits and various drinks, introduces a tactical element into the game. In both cases, a competent and careful implementation of the control mechanisms and interface is required. With this, the game is more or less in order. The authors declare that the game has implemented the most user-friendly interface, such that the player could concentrate on the game events, and not on the management, and here I probably agree with them. This is facilitated by the large number of function keys - I did not find only the "get off the horse" key. Function keys will help you quickly switch slots with weapons, spells and techniques, apply drinks. Although the interface of the game can be called quite complex, but at the initial stages of the game you will often come across rather detailed screen tips, but still, many things remain incomprehensible without a guide.

Conclusion

Among the obvious disadvantages can be called only a two-dimensional graphics engine, because people have long been accustomed to 3D. And yet (in addition to petty quibbles, from the global) - the question of the flexibility of the engine and the possibility of modifying it, creating new modules, maps, things and everything else. At first glance, the game is not all right with this - at least I did not find anything like that in the menu. Among the advantages of the game - in five minutes a new level of gameplay within the hack & slash tamagotchi genre, thanks to a huge number of new ideas. In addition, while remaining within the framework of the banal "hack & slash", "Sacred" introduced a lot of purely role-playing things into it, for example, the richest game world worthy of a "normal" RPG, a large number of side tasks, a factual component of the game world, statistics, and also the present different characters for the game, a myriad of things and an overt focus on the munchkins. And this is only a small part of the charms offered to us - the rest must be seen with our own eyes, felt. The game is solely for the sake of pumping the hero - the so-called "character-oriented gameplay". We will not even raise the issue of multiplayer - it exists, and it was only for the sake of it that everything was conceived. The developers call their game either a role-playing game or an "adventure", however, they openly admit that they were guided by action lovers, in addition, without a moment's hesitation, they rejected the established canons, and openly admit that for whom they made the game. Munchkin lives in each of us, so "Sacred" can be called "a game for one and all" ...

EVOLUTION OF SACRED GAMES
The word Sacred translated from English means "holy, sacred" and the series of games, according to the intentions of the creators, should become sacred among gamers, but it has not won success with everyone. It is known that the founder of the Action / RPG genre is the Diablo series of games, which to this day is considered cult. Sacred came out at a very opportune moment in March 2004, when RPG fans were tired of playing Diablo 2 and yearned for something new. The wisdom of the developers was confirmed in the Sacred game itself. It collected all the best from Diablo and significantly improved, so if it was released by Blizzard, it would be called Diablo game 3. The game had the following features:
- a huge game world (sacred lands) - extremely beautiful, colorful, diverse, which is perfectly displayed on the Sacred map, which not only makes it possible to understand where you are, but also to show how many percent of the world of Ancaria you have explored;
- a very large number of main and additional quests that make the game very interesting;
- the system for pumping a sacred character, although it was distinguished by the need to look for runes of skills, was nevertheless organic and thoughtful, due to which the pumping of characters in the game became much more interesting than in other games of the genre;
- the ability to ride horses has significantly accelerated the movement of the player;
- sacred things are very diverse, and there is also an opportunity to collect complete things, which makes hunting for them a very interesting activity (but Diablo had it much more recklessly);
- good graphics sacred corresponded to the requirements of the time;

Due to this, in the first year after release, 1.8 million copies of the game were sold, which is a very good indicator. The main drawback of the game is numerous glitches, which the patch for the game Sacred ( latest version sacred patch 1.8.26, but a prepatch may be needed). Now a little about the plot:

The game Sacred takes place on the continent of Ancaria. The population of Ancaria is under the yoke of bandits, goblins, orcs, evil spirits and followers of the cult of Sakkara. It is the head of this cult, the magician Shaddar, who will become your main enemy in the epic battle. In the world of Ancaria, you will meet heroes with a pure heart, wise rulers, traitors and powerful sorcerers, whose souls have long been in darkness.

Sacred heroes are represented by the following classes: gladiator (melee), seraphim (divine magic), wood elf (archer, magic), dark elf (martial arts and traps), battle mage (elemental magic), vampires (warrior and vampire).

As already mentioned, the game won over fans who were clamoring for a sequel. And it appeared. In 2005, the sacred underworld addon appeared. Which not only added time to the game, but also introduced some innovations:
- added 2 new classes of sacred heroes - Demones (demonic magic) and Dwarf (warrior-engineer);
- added new story quests, almost all monsters are new;
- added new regions - Dwarven Ruins, Mushroom Hill, Embalming Forest, Hell's Ridge, Dryad Forest, Valley of Tears, N'Aquali, Islands;

The addon turned out to be successful, allowing players to extend the pleasure of being in the world of Sacred. Thus, the Ascaron company had every reason to create the second part, which appeared in November 2008 and was called Sacred 2: Fallen Angel (Russian Sacred 2: Fallen Angel). Unfortunately for the developers, the game did not turn out to be as successful as its predecessor. What has changed in the game?
- the game received modern and highly demanding graphics that met the requirements of the time, but some elements of the game world were made poorly;
- the system of characters was changed (of the old, only Seraphim remained);
- the game world has become larger and more diverse;
- there are a lot of quests in the game (about 600), and some of the main ones are very small .;
- special animals for Sacred 2 heroes have been added;
- a huge number of bugs were added in the initial version of Sacred Fallen Angel :)

The game takes place 2000 years before the plot of the game Sacred Prince of Darkness. The world of Ancaria stands on the edge of an abyss: strife between races, bandits, mutated animals, undead, all this destroys all the good that was in Ancaria. It is your hero who will have to regain control of the world over T-energy or subjugate it to himself ... The choice is up to the player.

After the game was released, Ascaron started releasing patches for Sacred 2, the first of which was released almost the next day after the game was released. Anyway, in my view, the game Sacred 2 Fallen Angel is one of the best at the moment in its genre (in terms of total indicators). To somehow rehabilitate themselves in 2009, the developers released the Sacred 2 Ice add-on and blood(Rus. Sacred 2: Ice and Blood). The add-on made the following changes:
- added about 30 hours of game time;
- added a new character Drakomag;
- new things have appeared in the game, including complete ones;
- new locations and several other pleasant things were added;

Later, for the second series of games, the Sacred Gold Edition was created, which contained the main game Sacred 2 and the Ice and Blood expansion. For this edition, patches were not needed, all the more, the Sacred 2 crack was not needed, and from the very beginning the Drakomag character was available. Although this edition has bugs, their number is negligible compared to the original. If you decide to play Sacred 2, then it is best to download the game Sacred 2: Gold Edition.

The game in Sacred online is very diverse - from going through a company on a local network and ending with just exploring the world and fighting online on the World Wide Web. True, for the latter, you need to find a key for Sacred 2 (pirated or licensed).

For all games in the series, there are sacred codes that can give you immortality, money, runes suitable for your character, rare items, and additional experience. There are also Sacred 2 mods, which are mainly aimed at changing the player's interface and changing character models (from makeup to appearance). I highly recommend downloading the Sacred 2 mod for fonts, because without it it is almost impossible to make out something.

For the game Sacred, the site (that is, ours) will offer you detailed walkthrough games of the series, sacred secrets, descriptions of heroes, recommendations for pumping and much that will make the game more interesting and enjoyable.

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 the other titans of game creation, Westwood, beginning the pursuit. However, both Nox and later clones only timidly stood on the sidelines, having no chance of winning. Blizzard, meanwhile, released Diablo 2 to the masses, further breaking away from their pursuers. Until recently, their timid attempts to even get closer to the foot of the throne looked rather pathetic. Meanwhile, the real threat appeared imperceptibly, from where it was not expected at all: from the polls carried away by Settlers in Germany. And she was called - Sacred ...

Difficult management

In fact, it is not too difficult, but in the pursuit of "bigger, better, bigger" the creators of the game unwittingly complicated the extremely simple interface of Diablo 2. Therefore, it is 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 hotkeys. And they were taken care of in full - the keyboard is “crammed” no worse than in some flight simulator. So read the sidebar carefully.

The left mouse button, according to all the laws of similar games, is used to move the character and enemy attacks, the right one - to use special attacks and spells. The mouse roller, as expected, is responsible for zooming in / out to the scene. On the right are the faces of your hero and those accompanying him. On them you can find out only about the state of their health. Well, by clicking on the face, you can withdraw the weapon from the subordinate, giving him the best in return. Keep in mind that the escorts use mostly the simplest of weapons, so it will not work to sell a powerful bow to a frail shooter.

Below is a modest panel, on which there are five keys corresponding to five types of bubbles and five main buttons (which are wonderfully duplicated by hot keys) - a backpack, game properties, collecting things, a map and a magazine.

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

It is important: weapon slots differ in that you can put in them both 2 units of one-handed weapons, as well as a weapon and a shield. Only for this you need to put 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 provides an opportunity to learn a little more about your skills, abilities and spells. And at the same time, enlighten about the time of the game, the speed of pumping and the characteristics of the 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 terrain map (key Tab). The first will allow you not to pick up each dropped item manually, the second - to simplify the problem of where else you need to go.

Embrace the immensity!

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

It is interesting: It is better to save up performance points and not invest 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 the glasses come in handy. However, the game has a loose check system, and you can “accelerate” with rings and amulets to the desired characteristics, and, taking an object, take them out. At the same time, much-needed gloves or belt will not fall back into the backpack.

Attention! For the first time in the arena!

Specifications

You can find out about the characteristics by opening your backpack. In this case, 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 poison damage. Dexterity also increases defense and ranged weapon damage. Recovery of health (physical regeneration) accelerates the recovery of life and affects endurance. Recovery of the spirit (mental regeneration) increases the damage from spells and speeds up their recovery time. High charisma (charisma) will allow you not only to lower prices from merchants, but also much easier to tolerate poisonous bites. Slightly below the abilities, you can see the state of your health (maximum and general), attack and defense (plus right there general description the last monster you killed), damage from normal and special hits, and indicators of resistances. Naturally, attack is a chance to hit the enemy, and defense is a chance that you will not be hit. Resistances - a decrease in one or another type of damage, and different types of damage should always be borne in mind, because the same weapon can simultaneously inflict all types of damage (physical, fire, magic and poisonous). Well, don't forget about attack speed and movement speed. Any goblin will easily catch up with a slow enemy, and the one who hits faster has a great chance of winning.

Capabilities

Abilities - a set of improvements to characteristics, at the very beginning there are only 2 of them, but with an increase in levels, the hero gets the opportunity to choose and learn new abilities. New abilities can be obtained at 3, 6, 12, 20, 30, 50 levels. There is a total of 13 abilities to choose from (the first 2 are automatically attached). In the already selected abilities, you can invest additional points, improving them. The number of points received depends on the number of new abilities received - at the 2nd level 1 point, from the 6th - 2 points, from the 12th - 3 points, and so on. In general, the abilities of various heroes are similar and differ mainly only in the level at which they appear. The value of the ability cannot be greater than the character's level.

Knowledge of magic (Magic lore), knowledge of weapons (Weapon lore). Increased damage done by magic or conventional weapons (affects all types of magic or weapons at once).

Meditation Increases the efficiency of spirit recovery.

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 is increased.

Riding. The skill allows you to ride horses with a level greater than 1.

Sword Lore, Staff lore, Ranged combat, Ax lore, Long-handled weapons, Dual wielding, no combat weapons (Unarmed combat), possession of blades (blade combat). The skill increases the attack characteristics and attack speed of the selected type of weapon. Pick one favorite skill and use it to the fullest.

Agility. The skill increases the characteristics of attack and defense.

Trade Skill makes trading more profitable for you. Goofy ability, never take it.

Addition (Constitution). Increases the recovery of hit points and increases the efficiency of health recovery.

Disarming. In hand-to-hand combat with an opponent, it becomes possible to sometimes knock the weapon out of hands - from 1.1% from 1 skill to 99% from 90 skill. Don't have enough money? It is enough to take this skill and not invest a single point in it again. And only pick up what falls out of the enemy during battles ...

Shield protection (Parrying). The protection characteristic is increased. If you use a shield, then the protective effect of it also increases.

Armor. All resistances and movement speed increase.

Bloodlust. Increase the speed of casting a spell and the speed of recovery in the state of a vampire.

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

Vampirism. Acceleration of the recovery of all combat abilities in the form of a vampire.

Knowledge of traps (Trap Lore). Accelerating the cooldown of trap-related abilities.

Ballistics. The effect is similar to the knowledge of traps, but half as weak. In addition, an increase in the attack speed of traps. As if bypassing the limitation of the level of ability (2 skills on one topic).

Special Abilities

Special abilities are where the heroes are completely different from each other. Each of the heroes has its own number of these abilities, and most of them are divided into 2 “spheres”. The peculiarity of the abilities is that after using them, it must take some time to recover. 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 some characteristics and abilities, the cooldown can be reduced. Also, the acceleration of recovery gradually occurs with increasing levels.

Special abilities are not purchased. Runes for them can be found only 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 the time of its recovery will increase. If this is a frequently used ability, then it is better, to the detriment of its power, to leave the cooldown at 3-5 seconds.

When using abilities, the master of combinations becomes the most necessary person. You can exchange runes you do not need for other heroes with him and make combinations of abilities for their best use.

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

Helpers, loafers and pests

The world in which you have to arrange justice is by no means empty. It is flooded with crowds of various enemies, eager to rip the scalp off our hero. But no less crowds - simple civilians, suffering severely in anticipation of a running hero who could be given a task. Some are even willing to join for a while. But only for a while - the rest of the time the hero has to save forests, fields and cities in splendid isolation.

The regular Job Dispensers will go first on the list. Although the tasks of the main line are handed out by people who are even quite unusual - you meet them once, and more they do not come across on the way. But others can be distinguished by the cunning neighborhood of exclamation and question marks above the head. The completed task is handed over to the employer, but now only an exclamation mark will remain above his head.

Two girls under the window.

Besides employers, there are also just workers. These are combination masters, blacksmiths, traders and horse traders. The first ones for money make combinations from the combat skills or spells you have that are applied with one click. The effect of them can be incredibly deadly, but they recharge even more than the sum of the stacked spells would recharge. Although sometimes it is necessary - for example, to quickly cast a group of auras or long-acting spells combining by the effect. In addition, the master of combinations is engaged in the exchange of martial arts and magic runes 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. The latter, although more expensive, allows you to get the desired rune, and not something that is not needed at all.

It is important: if you have improved the rune, then the combination with its participation needs to be updated. However, the combination masters take it inexpensively.

The blacksmith does not fix things. He improves these very things. Exactly as many times as the item can have improvement slots. Not free, of course, but it's often worth it. All improvements are foreseen in advance, but if you find some particularly rare items, the blacksmith will tense up and go beyond the long and strictly prescribed rules. The only bad thing is that there are few such improvement items.

It is important: neither the blacksmith nor the master of combinations will just work for you. In order to start using them, there are two additional tasks. In the first, you need to find a blacksmith (given in the starting village), in the second, you need to find a spell book for the master of combinations (given in the Silver Creek settlement). Be sure to complete these tasks so that you can then use the services of artisans to the fullest.

With such a breath, you need to brush your teeth more often!

Sellers, who differ from other citizens in golden bags over their heads, are engaged in buying up what you do not need and selling what you need. Horse traders only buy horses from you. To buy a horse, you need to choose from the ones you like directly. Moreover, if the horse is not available to you due to low riding skill, then the image of the horseshoe on the horse will be crossed out.

Enemies you will come across are different. Both humans and monsters. Moreover, the latter can be humanoid (like goblins), and beasts, and fabulous, such as dragons. Most tend to walk in packs, although truly strong monsters prefer to live alone. If you happen to encounter a pack, then the leader of this very pack will be prompted by a red circle under your feet with thorns sticking out from him in all directions. And the more pronounced these thorns, the stronger the leader.

Judging by the spiked circle - clearly the leader.

It is interesting: the habitats of monsters are unpredictable. Some can live on their favorite patch forever, renewing themselves as soon as you leave, having cleared the territory. But others, after their destruction, die out without a trace. However, more often than not, monsters will be updated on popular roads and routes.

And finally, partners. You cannot hire them here. They can only join for the duration of your assignment. But! Companions during random missions are mortal. But the fighters who joined you during the missions of the main line live happily ever after. That is, of course, they die too. But, after lying on the grass and resting, they are reborn and begin to destroy the enemy with renewed vigor (and most importantly - with full health). But what the teammates liked the most about this game is that they can't get lost or get left behind. The lagging partner makes a spatial leap and very soon it will be possible to observe how he, bored, awaits your approach. Nice, however.

The more faithful companions include the horse. She will never leave you. Except when it is destroyed before you. This can happen, so buy saddles for your horses that will 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 even an equestrian smears much more often than a foot one. In addition, horsemen are not allowed to enter dungeons and buildings. But how fast they run!

It is interesting: the equestrian can use the following trick. Horses tend to run somewhat faster than monsters. And if, after clicking the left mouse button on the monster, go forward, then our rider will automatically shoot at the selected target while moving until it is killed. Moreover, he will shoot at the nearest target, so that before the death of the initially selected monster, several deaths of more nimble enemies may occur.

From houses to rings ...

In Diablo 2, it became possible to live and fight outside the dungeons, although once getting there you could not hope 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-storey (although no one lives in them), and the largest mansions have acquired small cellars where monsters breed and breed. Separately, it is worth mentioning such a structure as the amphitheater, where gladiators frolic. And any other hero can earn extra money by fighting there with wild animals. It is enough to go to the organizer of the games and agree to the task, during which you need to destroy 3 opponents.

Instead of magic of movement in Ankaria, there are two types of magic portals. The first ones are connected into a single magic system, which allows you to move to any included portal of this system (yes, you must first reach 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.

Diablo 2 retains a well-established system of rare items and outfits. So, rare things are called yellow, magic - blue, and unique - bright orange. There are also specific things for each type of hero. They will not only have the names of a characteristic color, but also the second line signed the hero class that 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 be combined into a set that will enhance one or another characteristic. Then in the upper left corner of the “doll” a circle will appear, which is responsible for those additional characteristics, and the hero will begin to “glow” with a color similar to the light of the bubble.

The battle is in full swing.

From the same sources, legs grow in ultra-rare sets of armor and weapons. Their color is the same for everyone (green) and the composition of these kits can be seen in the same circle (that is, 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 the errors in the game (or is it so conceived?), Only armor is taken into account in the kit, and the weapon, as it were, is not considered the subject of the kit.

The weapon upgrade slots have also been preserved. Only now they are not engaged in by anyone who has found 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 some items from the assembled sets somewhere, there is a “bank” chest in the center of each village. I came to a new city - and your good has already arrived here ahead of you.

The most significant change in this area is the unique character “dolls” for each character. Generally speaking, everyone is entitled to a helmet, shoulder pads, cuirass, handcuffs, gloves, leggings, boots, and a set of rings and amulets. But to whom the shoulder pads will not be enough, whom they hang with rings. So see the “bundling” of the heroes below.

Bubbles are now easier to use. They no longer need to be sorted by cells - the current bubbles have the same size and, if a certain type remains, then 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 fast recovery of abilities. The second and third bubbles do not last long, so they need to be applied in the right place and on time. Ability recovery vial needed only to recover from combinations. It has no effect on single spells or abilities.

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

They fought for Ancaria

This game cannot exist without heroes. And even if not all of them turned out to be bright and easily distinguishable from others. But they tried. And now you have to find out where they are strong or, conversely, weak.

Gladiator

A simple fighter that does not stand out in any way. He doesn't like horses, so he prefers to walk. Almost not according to him - he immediately hits the forehead, and he does not especially need a weapon, easily killing anyone with weighted mittens. In magic, he is a complete layman, but he is well versed in axes, fighting with two hands and combat mittens, and, if necessary, can master all other weapons. But, in view of the fact that axes or combat gloves are more characteristic of gladiators, he prefers them. In clothing, gloves, usually equipped with blades and protruding from the cell, can be noted, as well as a gladiator's belt, which is twice as wide as usual. Of the trinkets, he can attach 2 rings and an amulet to himself.

The gladiator's abilities are great - initially familiar with the knowledge of weapons and concentration. Very soon he learns possession of an ax, possession of a weapon in two hands, combat without weapons, attack at a distance, possession of a sword, addition, armor and agility. Later, to his already extensive knowledge, he can add a rider, disarmament, possession of a long weapon, shield protection and a merchant.

Special Abilities

He was not trained in magic, so the gladiator had to master a few powerful blows, both with his hands and feet. Beauty for the sake of ability are divided into "ordinary", which can be found in other warriors, and "unusual", peculiar only to him.

Swipe(Hard hit). A very strong blow to the enemy. The only one of the main blows that is applied even from a knight.

Series (Attack). For some reason, his series of blows stops after the death of the second opponent. It's a pity, the blows are harder than those of other heroes.

Kick kick (Combat kick). Can kick the enemy out of the battle for a while, throwing him back and at the same time damaging his health.

Many hits (Multi-hit). A circular blow, in which it catches everyone who inadvertently turns up under the ax.

Well, let's go to 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 foot only.

Awe. A passive aura that knocks enemies back.

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

Back-breaker. You can't do this with a horse. And the process is as follows - the enemy is caught and his back breaks. After that, the enemy can only lie down and rest.

Courage (Heroic courage). A fairly long-lasting aura that allows the gladiator to temporarily increase his attack and defense.

Fist of the gods. For such an action, it is necessary to prepare for a long time, but the result is impressive - the gladiator with his fist inflicts huge damage on enemies right in front of him. If this is a trifle, then it happened that a whole flock of goblins flew away dead after that. Also only for pedestrians.

Dagger stare. An aura that damages all enemies around 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 prettier to him, axes or combat gloves. Axes are stronger on their own, but when fighting with a weapon in two hands, there is a small error in the game. For axes, the total damage will be halved, and misses / hits will be counted separately for each hand. But combat gloves pierce the blow entirely, and usually both fall. So think about it ... The rest of the choice of abilities is simple - take everything except possession of one or another weapon.

It is interesting: for the gladiator, a very interesting item was discovered - an amulet that allows you to kill an enemy who is lower than the gladiator, just by looking at this enemy. Great picture - goblins fall in bundles around a jogging gladiator. There is information that the same things can be for other heroes, but the level of such items is very high, and others have not been encountered.

Honestly, the gladiator will only have enough series and strong blow... Although you can make a combination of auras and apply them as needed. They work very well against strong opponents fist of the gods and spinbreaker, although you should not spend them on everyone.

Seraphim

A graceful, lightly dressed girl, well-versed in both the art of using swords and magic. And one sword is usually not enough for her, give two. But as an option, she can take some kind of spear or halberd - the seraphim woman is also a craftswoman to fight with them. In magic, she has a set for all occasions.

As abilities, to begin with, he has knowledge of magic and knowledge of weapons, later he receives meditation, heavenly magic, knowledge of long weapons, knowledge of a sword, addition, protection of a shield and a rider. Still later, two-handed weaponry, armor, ranged attack, agility, and a merchant appear in succession.

In clothes, it differs the greatest deviations 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 there was a second "body" armor in the form of blades. Such an active way to protect your back. Well, there are only 2 rings, but there is only one amulet.

Special Abilities

The set here is great, and there is plenty to choose from. Let's start with the already familiar combat abilities. In them, the seraphim manifests himself as a connoisseur of oriental martial arts. But she doesn't seem to look like a Chinese woman ...

Hard hit. Just an enhanced blow to the enemy.

Series (Attack). A series of blows that can kill several enemies at once (after the death of one, it switches to another). A very strong choice (especially since there is from the very beginning). Equestrian cannot be used - yes, such cunning somersaults on a horse cannot be tricked.

Kick kick (Combat kick). A young karateka in an exponential jump from a meter and then drops the enemy to the ground, giving herself time to work on others. The horse is out of business again. Moreover, in all the following combat abilities, it will not come in handy either.

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

Boomerang (Hunter-Seeker). If you throw the weapon correctly, then it will definitely return. Hitting someone along the way.

Combat jump. Kicking option. More painful, but no knockout. Easily jumps over half a map. If during the flight you switch to many blows then the audience's applause is guaranteed.

Many hits (Multi-hit). One roundabout, although the results of one round turn out to be more painful than a roundabout.

BFG (BeeEffGee). Hello Quakers! After casting this spell, a spear appears, hurling energy balls every second. It will not seem a little to the enemies, since the shooting continues for half a minute and longer.

The magic of the seraphim is extremely diverse, although, as usual, not everything is recommended for use.

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

Energy bolt. The only magic that requires a state on foot. Reminiscent of two-handed pistol shooting. Each shot deals a certain amount of normal and physical damage. They smear it godlessly ...

Light (Light). An aura that deals magical damage whirling around undead.

Conversion. For a while, one of the enemies goes over to the side of the seraphim.

Rotating blades of light. Blades revolve around the seraph, damaging the enemy.

Irritation. Arranges hallucinations to the selected enemy, after which he does not attack for a while. It takes too long to read, therefore it is applicable only as a warning against strong monsters.

Divine light (Celestial light). And this column of light deals magic damage to all enemies. Lasts for a while.

A powerful blow with physical (more 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 overwhelmed by the choice. From the abilities you need to immediately choose whether we are going to thin out the ranks of the enemy with a sword or spears. It is better to add a weapon in two hands to the first, and the second is self-sufficient. Necessarily need heavenly magic (to speed up the 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 eliminate bosses. All jumps and turntables are either slow or unstable, and BFG smears more often than hits. Magic needs the power of faith and irritation, the rest of the spells are best laid out according to the developing situation (a lot of undead or archers).

In general, the impression of a seraph is a typical hand-to-hand combatant who uses magic to facilitate slicing an opponent into small pieces.

Wood Elf

She looks like a stereotyped girl with a bow. That is - a skilled worker to hit the squirrel from afar exactly in the eye. Of course, this is an integral part of the wood elf, after all, bows are her weapons (although they will try to convince us that she is extremely dexterous with a dagger in close combat), but she also knows how to use magic, called the moon. The peculiarity of this magic is in its protective orientation and the summoning of very powerful assistants. Of the clothes, the elf fundamentally does not recognize shoulder pads, but she loves jewelry, possessing at once two cells of amulets and four cells of rings.

Initially, he has the abilities of agility and knowledge of weapons, and already at the very first increase he gets a choice between knowledge of magic, meditation, moon magic, attack at a distance, concentration, a rider and a long weapon. Next, a merchant, sword possession, armor, disarmament and shield protection are opened. Although of the latter, only disarmament is of interest.

Special Abilities

Abilities are divided equally - into lunar magic and combat. And since there are 16 of them, then there are 8 for each sphere. Naturally, they do not intersect with each other, and their restoration takes place separately. Combat abilities seem to be primary, while moon magic is frankly subsidiary.

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

Knockback arrow. Drops opponent to the ground, knocking him out.

Penetraiting arrow. A homing arrow, flying in circles for a few seconds after the shot and striking everyone who inadvertently got in its way.

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

The hares are attacking!

Multiple arrow. Fan of arrows (1 per level). Scattering and striking enemies standing around. Unfortunately, the damage is divided in proportion to the number of arrows. The ability lasts for a while.

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

Hard Hit. Just a very strong (and always accurate) blow or shot. Best shooters recommendations.

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

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

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

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

Thickets of Slowing (Plant cage). They stop the enemy on whom they were applied. They interact well with the previous spell.

Call of the ancestors. 3 ghosts accompanying you for 25 seconds and attacking any enemy at this time (physical and slightly magical damage). Best of all go in a combination of several such spells - a crowd of ours against a crowd of the enemy.

Recuperation. Just a cure.

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

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

How to play?

Of the abilities, the first to choose are concentration, attack at a distance 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 even to try to train her to work with swords and long weapons. Hence the main special abilities - swipe and piercing arrow... It is quite applicable and spider arrow... Magic is needed unicorns(a 5th level spell will give you a 25th level companion, which is very powerful), acceleration and the call of the ancestors... The latter goes well in a quad combination when you need to urgently defend against the 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 a distance. If you greatly reduce the recovery of special abilities, then you can achieve almost constant shooting with strong blows, as a result, the movement in the terrain will be fast, and the enemy will begin to fall from one hit. It is better not to get involved in large hand-to-hand fighting - they will knock on the head for nothing, for nothing. Moreover, the elf is best suited to riding a horse - she gets it from her best of all. And that means - took aim at one of the enemies and roll around.

Dark Elf

The most original fighter, practicing the use of traps in battle. A martial arts specialist, an assassin and, as practice shows, the most powerful fighter in the game. Often even absent from the battlefield, giving his traps the right to deal with the enemy. He is conservative in clothes, differing from the usual scheme only in that there are 4 rings, and there is only one amulet. But he invented his own kind of weapon - the blades of the dark elf, which he owns perfectly. They usually do a little physical damage, but they are very poisonous (but you can also find good blades with fire damage).

From the very beginning I learned the use of blades and concentration. Later he will master the knowledge of traps, ballistics, knowledge of weapons, wielding a weapon in two hands, addition, agility, disarmament and rider. Even later, he can learn unarmed combat, armor, sword skills, shield protection and a merchant.

Special Abilities

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

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

Arrow protection (Pak-Dain). Reflection of enemy arrows, and even with increased damage from them.

Sudden fury (Sudden fury). A circular blow, you can do it only while on foot.

Mongoose (Mongoose). Leap very far from the crowd of the enemy. Goofy skill.

Protection from magic (Pak-Nakor). Once in the society of sorcerers, we return back their own spells, and even strengthen them.

Revenge. Powerful attack against the targeted enemy.

Behind 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 at their expense that the dark elf is so strong. All traps are not disposable, but last for a while.

Confusion. The elf mixes hallucinogens into his ammunition. And, once in the zone of action of disorder, the enemies are lost and cannot figure out what to do. As a result, they can both stupidly roam and destroy each other.

Adrenaline. This is not a trap, but a “bubble”. The elf drinks it himself and increases his defense.

Poison mist. Anyone who tries to go through a cloud of this muck will be poisoned and physically (this is the last from where they beat their heads against the trees from poisoning, or what?).

Explosive charge. An ordinary bomb. The enemy gets hit by fire and a blast wave.

Battle fog. Nothing to see. Enemies sit quietly and wait. Moreover, they do not react to blows to the heads and other parts of the body - nothing is visible!

Testosterone (Testosterone). Another bubble, this time raising the attack.

Bottomless pit. A real mine. It can be put in anticipation of guests and will strongly apply them as soon as they inadvertently step on it. True, they will not wait forever, time is limited. But it is best to lay them as a surprise before fighting a crowd of the enemy. A hot and poisonous meeting will be provided for him.

How to play?

The dark elf is considered the most powerful fighter for a reason. Although he hardly uses his fighting abilities. The main thing for him is to acquire blades and put them in both hands, and then there will only be a little help for himself 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 is a lot of enemy, you can mine passage through the abyss of hell... And then the enticed crowd will be severely crippled before entering the battle. Well, in very bad places - a combination of adrenaline, testosterone, soul catcher and one of the defenses (from magic or arrows). Do not even look at the fact that this monstrous structure takes a long time to be restored - it is only in case of emergency. In general, why do you store your yellow bubbles? After all, they are just needed to restore the longest combinations.

The hardest part for a dark elf is the choice of abilities. He has as many as 3 absolutely necessary abilities (knowledge of traps, wielding a weapon in two hands and disarming). But, having learned all of them to level 12, he becomes truly invincible.

Magician

There are already enough mixtures of a magician and a warrior. But the real magician has not yet existed. Here he is. And real magicians, despite all the assurances about their excellent swordsmanship, still do not like edged weapons. And they have no special combat-oriented abilities - only 20 spells. And if we take into account the health, which does not allow to conduct long hostilities in conditions when the enemy hits hard and painfully on the head, then it becomes clear that the main method of a combat magician is exhausting the enemy with a long run. And in between, the rapid use of magic. In clothing, the battle mage adheres to the same principles as the wood elf.

The powers of a magician begin naturally with the knowledge of magic and meditation. And very soon he can choose between earth, fire, water and air magic, and the knowledge of a sword or staff, an attack from a distance, knowledge of a weapon or a rider. Later, he can learn agility, merchant, addition, disarming, and shield defense.

Special Abilities

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

Fireball (Fireball). A fireball that strikes the enemy with fire and, somewhat less, magic. It flies nearby, often smears, but it can injure two at once with a successful hit. But there is from the very beginning.

Flameskin. This is an aura that allows you to block some of the enemy's strikes, increases resistance to fire, and those who do reach you will receive minor fire damage.

Purgatory. A small speck that will crawl around you, looking for an enemy. Something like a temporary assistant. Small 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 pass to the ground.

Meteor storm. Several meteorites (1st level - 3, 2nd - 5, then 1 is added) fall to the ground, inflicting heavy normal damage on those they hit, and a little fire.

Right behind the earth is the opposite element, air.

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

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

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

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

After the 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.

Shards of ice (Ice shards). A fan of fragments that hit the enemy with magic and physically. The higher the level, the more fragments and the further they fly.

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

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

In addition to the spells pre-assigned to the spheres, there are also spells that have not entered anywhere. But this does not mean that they are useless.

Spiritual healing. Conventional treatment, nothing more.

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

Ghost meadow. Acceleration of the restoration of the spirit.

Equilibrium (Reiki). Acceleration of health recovery.

How to play?

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 provided with another revival far from the scene.

The most successful bunch - ice ring, slowing down the enemy, after which the fast processing of the frozen shards of ice... 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 of there and will beat the magician, as before). Another good bundle - gust and ice shards... The enemy is thrown back, after which fragments are fanning over him - the damaging effect is much higher. Well, the combination of balance and a ghost meadow works very well - a magician will not hurt either. Sometimes you need petrification, as a means against strong opponents, and a fireball to which skeletons are susceptible.

Which ability to choose? As you can see from the selected spells, air and water are more valuable. Just do not choose the possession of weapons, the magician does not know how to fight them.

THIRD PAGE

A vampire

In the normal state, this girl fights well with enemies with a sword, but there is also a secret state in which she takes the form of a vampire. In this form, she no longer uses weapons and armor, only hands are enough, and the body itself becomes the protection. And even if she does not stay in the form of a vampire for long, an incredible amount of things can be done during this time. Moreover, new, vampire, abilities appear. The only difference between a set of clothes for a vampire is that she has only one amulet with all 4 rings. Everything else is no different from the standards.

From birth she is familiar with vampirism and knowledge of weapons, a little later she learns armor, possession of an ax and a sword, bloodthirstiness, concentration, addition, disarmament, protection with a shield. Over time, he can learn a rider, agility, long weapon wielding, a merchant, and attack from a distance.

Special Abilities

Abilities are common and vampire. True, the former do not disappear when the shape changes, but rather intensify and begin to recover faster. And in the slots of quick use, the abilities change slightly. But to deal with this is a real deal. The main thing is to understand how everything happens.

Turn into vampire. Turning into a vampire is short-lived. But you can not stay in this form for long. Get new levels of this ability and you will enjoy the strength and dexterity of this girl's second incarnation for longer.

Mind control. If there are too many enemies, then it's a good idea to lure one over to our side. Yes, just as fair. Mind and time control only work for a dismounted vampire.

Wolf call. One wolf is not the most serious help. Well, there’s nothing to use them, call bats.

Time control. The vampire does not jump or teleport - she slows down time and quietly moves from place to place. But the essence is the same - being away from enemies means more health.

Quick claws (Whirling claws). Already familiar to us, a circular blow, endowing all opponents with damage. All subsequent normal blows (except for the death claws) are performed only on foot.

Claws of death. A strong blow will not be good for those who fall under it. Although for others, this blow looks prettier.

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

Combat kick. Kicking and knocking an opponent - vampires can do that too.

These abilities only unlock in the form of a vampire. There will be little time for detailed study, but it is in them that the power of a real vampire is.

Blood bite. The usual vampire healing method is to drain 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 at this time do not stop beating.

Master bite. But this is a little better - the bitten one becomes an assistant for a short time. Especially effective against horse archers.

Where's Drizzt?

Fatal jump (Claw jump). Jumping dashingly, the vampire scatters enemies to the sides and damages them a little. A strange trick.

Blood kiss. With this bite, the enemy becomes so bad that the characteristics decrease for a while and health deteriorates a little. Another strange method to make it unclear what. You cannot kiss the enemy from a horse.

Awakening from death (Awaken dead). We raise the corpse of the enemy 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 its human form. Enemies are distracted by them only in this way.

Scary bats (Bats: confusion). They bite a little weaker, but they wonderfully confuse the enemy. And he no longer knows whom to attack.

Bats guard (Bats: guard). And these mice act mainly against magicians or archers, being the first to choose them from the crowd.

How to play?

Transformation into a vampire.

You won't be able to stay in the form of a vampire all the time, so you will have to improve your combat skills. And all the same familiar to us death claws and gutting claws... And even after turning into a vampire, these abilities will not remain without work. 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 not bad to lure someone over to your side. And if someone strong died - then raise this strong man from the dead, recruiting him into your team. All jumps and bites are not about us.

The best weapon for a vampire is a sword. However, there is still such a thing as skulls. All other heroes do not have very great chances of finding a powerful battle skull, but a vampire will easily do this by going to the cemetery. And although the skull cannot be enhanced by abilities, some copies will be much better than any sword without any abilities.

It is interesting: skulls are most often found in cemeteries. Moreover, the vampire, unlike others, finds only skeletons in cemeteries, and no more than one in the grave. Conclusion - ransack all the surrounding cemeteries with a novice vampire and you can get a very powerful weapon for the first time.

Go far...

Before starting my trip to Ancaria, I will linger a little on the tasks and the process of completing them. There are three types of tasks - basic, additional and random. When performing the first, progress along the storyline occurs. And in the magazine they are marked with “suns”, which are replaced by check marks upon completion. Additional tasks are those tasks that will always be in the game. Often their implementation somehow improves life (for example, help in finding a book for a combination master). Usually, the place to get them is the same (although the places of completion may vary), and they are given by people with a name (as opposed to random tasks given by farmers, nobles, etc.). Random tasks only give experience and money. They can appear anywhere, and usually consist in the destruction of some strong monster. But there can be quite 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 assignment? Non-main tasks need to be selected in the journal, and there can be only one main task. In this case, the direction to the main task will be highlighted on the minimap with a yellow arrow at the edge of the minimap. The selected non-core mission will be indicated by a blue arrow. The very place of the task will be shown in blue or yellow books. After completion, the booklet will change color to green. After completing the assignment, even if they give you experience on the spot and announce that everything is over, still bypass all interested parties. It is not uncommon for you to be given an extra bonus or a good item.

It is important: even after numerous patches, the game still has not completely got rid of errors. One of them is the “loss” of the given monsters or quest errors if you recruit a lot of quests at once. Therefore, try not to take more than two additional or random tasks, if you do not go wasted.

If during the game you die, then nothing really terrible happens. Things and comrades remain with you, the horse waits at the place of death, and you resurrect at the place of the last completed task along the main line. Usually convenient. But sometimes it can be so far away ...

How it all began

It all began with the dark elf Shaddar. Born into a noble family, he eventually began to get involved 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 mages of the Misdale Enclave sentenced him to death by burning. However, the ruler Valorian turned out to be a kind-hearted man and replaced the execution with exile. Since then, the insane magician went into the desert sands, and for a long time goblins, trolls and orcs talked about the terrible magician inhabiting the Dark Tower. The goal of the wizard was to find the gates to the kingdom of the Dead and to let the demon Sakkar into the world of the living. And it looks like he got his way ...

Act I. Path of Destiny

No comment...

The beginning will be different for all heroes. The magician will have to pass the test by destroying the monster; dark and wood elves- bring a letter to the city of Bellevue; vampiru - to take the wanderer there; seraphim - to deal with a group of robbers; the gladiator - to survive the battle in the arena. But, in the end, their paths cross when any of the heroes comes to the commandant Romata in the city of Bellevue. He will tell you about the 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 they will give you a new order - to release Wilbur, the prince's assistant, who was engaged in espionage in the ranks of the orcs. However, the entire road to the city is crowded with crowds of orcs and goblins, and if you step aside, you can run into a flock of level 20 enemies, which will be superfluous for you for now. Although you can just run along the road, but it is better to go there, simultaneously destroying flocks of enemies. The city itself also does not shine with tranquility, the goblins have set up camps right under the fences and do not hesitate to wander the city streets. Immediately upon entering the city, you can see a portal that must be turned on.

The orcs guarding Wilbur are quite strong, and it's better not to mess with their leader, the hero of level 2-3. Wilbur immediately joins you and offers to take him to Urkenburgh, to the prince. During his career, Vilbur learned a lot about the orcs and would like to inform the knowledgeable people about it.

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 road to Urkenburg is not easy. Along the way, you will encounter quite not weak orcs and goblins, but usually they are located not in packs, but one by one, 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 DeMordrey. 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 reckoned with. To help, the prince will transfer you to the place where you freed Wilbur. After that, 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 to life.

Next, I would recommend heading to Mascarel. There is not only another portal, but also a wonderful area for pumping. The monsters there are the closest in level to you, which means that runes will often drop from them. Which you can't buy for any money - that's not for sale, that's all.

From there, having pumped well, go to Faerie Crossing. There you will meet representatives of DeMordrey, who will ask you to destroy the apostates on the other side of the bridge. Considering that you will have to destroy them in any case, extra experience will not hurt. But then it's better to go not in a straight line anyway, but to turn into Timberton. This wonderful place not only has several side quests, but also another portal. And now you can also visit the Crow's rock castle. This is a nice city with a lot of merchants. The Baron is very kind and sends you to one of his elite squads who can help you. But for some reason the detachment not only does not want to help, but itself attacks you. We have to destroy them. Please note that you will not be able to get to the squad in a straight line, you need to go through the cave, which is located next to the town of Wolfdale. It is very convenient that there is another portal next to the mercenaries.

After the battle, Vilbur either dies or leaves us, and asks to inform the prince of the betrayal. Then the game goes to the second chapter.

If we go back to the baron, he will only laugh at our naivety and try to finish what his squad began ...

Act II. For the crown

It's time to hurry up to warn the prince of the betrayal. We teleport to Mascarel, and from there it is a stone's throw to Porto draco. There is no one in the passage, but you learn that the prince was going to destroy the army of orcs in the south. Onward through the desert.

However, this is also a betrayal. You will only find a field with dead soldiers, among whom will be the dying Treville. He will ask to bring water. There will be a small lake nearby, on the shore of which a flask will lie. Briefly revived, Treville informs that Baroness Vilya of Mascarel can tell where the prince is now. Don't forget to open the 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 from the enemy, and take the baroness out through a secret passage. Here in the game there is interesting moment- about the name of the city, you can find out only after you lead the baroness 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 hero in the main line, never completely dies. Just supply it with an onion - there will be more benefits.

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

However, the city is blocked by an impudent orc, who declares that he will only let the cool ones. And in order to become such, you need to kill a dragon near the city. The dragon is big, and you obviously won't be able to miss it. The biggest problem is that the dragon is accompanied by a bunch of skeletons and liches. Therefore, you will first have to destroy this escort, and only then deal with the dragon itself.

After killing the dragon, enter the city and immediately look for the portal (in the center of the city). Not everyone is happy to see us, and the number of those who are dissatisfied will have to be reduced. As a result, in one way or another, you will receive a demon horn from the shaman and finish the second act.

Act III. Blood trail

The task is completed, it's time to find the prince. Only now he is no longer in the same place - he went to the capital in the Braverock castle. The easiest way to get there is through the portal to 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 in combinations.

So, the prince found himself even further than expected. Even in the capital, he has no peace, everywhere they want to kill. Therefore, the prince arranged his residence in the sewers. Fortunately, although the population in the sewers is not very aggressive. Yes, don't forget to activate the portal in the city.

And here is the prince. And the sorceress next to him. This inventive woman will invite you to travel from the Seraph Monastery in Icecreek dale. They have already saved the world, so they should know how to do it. Fortunately, this time the magician is going to join our expedition. We jump into the portal next to Wolfdale and head straight north from it. This is already the land of giants and strong monsters, I hope you pumped well before climbing here.

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

The artifacts are collected - it's time for the demon.

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

The air element is very close - in the Frostgaard ice palace. It is protected, of course, by the ice dragon and flocks of other ice creatures. If by this time you have acquired a fire weapon, then it will be very useful to you. In order to find the element of fire, you need to jump into the desert (where Treville died) and go to Alkazaba noc Draco. Lava fields and a fiery dragon are provided for us. Fire protection comes in handy here.

With such blows, the third act will soon end.

To go much further to the remaining elements. Go to the portal to 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 uncounted quantities of poisoners. In Zhurag-nar is the element of earth, and in Verag-nar is the element of water. And if to find the element of earth it is enough to clear the dungeon from the enemy, then for the element of water you need to clear one more dungeon from a pair of dragons and turn the lever that drains the passage into the dungeon with the element of water.

Everything? No. It turns out that the fifth element is missing. And the sorceress sends us in search of him. Without leaving the land of the dark elves, we pass into the city of Mystdale castle. From it you have to go to the east, where you will find an unusual portal of pressure action, which takes us to the desert. And from there, a long hike through the dungeons (and constant exits from them) will lead to the Shaddar-nur fortress. The last portal is located not far from it.

The castle is run by some ogre, who is very worried about the fact that harmful demons have wound up in the basement and are exterminating supplies like rats. The ogre promises anything to the one who harnesses this attack (and we want our fifth element). Destroy the demons, since they do not represent anything serious, and get the things that you were promised. Everything, you can return to the sorceress, to the sewers. True, the kindest can escort the ogre to his native village. But this is an additional task.

The prince you return to will immediately be inspired and join you in assisting you in killing DeModray (who did I kill then?). We go out 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, here, too, enemies will harm us, but ... In the forge, the artifact will finally be collected and offered to fight the demon. The ritual here is as follows - we put the artifact on a pedestal, destroy the demon's horn. The demon takes offense and comes to beat us. But the artifact weakens him greatly (if he hits the weakened one like that, then how does he hit at full strength?), And the demon becomes easier to destroy. Although this battle is not for the weak. But I will give one piece of advice - if you do not let the demon near you, then it is quite possible to survive.

After the death of the demon, we take the defiled artifact and return to the palace. However, here a surprise awaits us - the sneaky Shaddar comes, kills all our friends and takes away the artifact. There is only one way out - to destroy the pest.

Act IV. The Heritage of the Ancestors

He is very upset. And defeated.

There are not many tasks in the fourth act - only one. Destroy Shaddar.

If the portal to Shaddad-nur is open, then we go through it. To begin with, you will have to fight for a long time against Shaddar's assistants - good protection from magic will not hurt. But the fight against the magician himself was not impressed - the demon was much stronger. Well, we saved the world once again!

Mouse or keyboard?

Of course, there are a lot of actions in the game. And trying to do everything with just one mouse is not enough time. Or get tired of the monotony. To make life easier and speed up actions - hotkeys.

The left mouse button pairs very well with the key Shift... With such an alliance, clicking on the horse means dismounting, on an object in the inventory - throwing it away or immediately selling it. Buy quickly thing can by clicking on it with the right mouse button. And here are the individual keys:

I- backpack

F- special abilities

C- combination screen

L- magazine

M- World map

Tab- minimap (hold down the key)

Space- drink a bottle of treatment

Q- drink a vial of undead death

W- drink a bottle of experience increase

E- drink an antidote

R- drink a recovery potion

1-5 - weapon slots

6-0 - cells of special abilities or spells.

Moments, moments ...

There is a fairly reasonable balance in the game between the power of special abilities and spells, and the speed of their application. If you want a more powerful effect, the recovery time will be longer. There are two ways out: do not overestimate the level of the spell and pay attention to abilities that accelerate recovery.

The first option is very relevant for spells that require quick use. For example, there are enough powerful special abilities that cause direct damage. If they recover for 6-7 seconds, then in battle they will not be of any use. Better to let the damage be 20% lower, but the cooldown will only last 2 seconds (maximum 3). That is, it is better to save extra runes for the future, when the cooldown decreases. Of course, for auras, you don't have to be limited by the duration of the recovery. Moreover, by combining them, you can use them in a "pack", and, if necessary, restore with recovery potions.

The second option does not exclude the first (it is better to combine them), but with due attention to such abilities as concentration or meditation, it will allow you to quickly restore even the slowest special abilities and spells.

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