Secrets in the underworld sacred. Sacred: passage, game description, secrets and tips. Local tank

You go to the city of Porto Valum (there are 2 more statues), go through the whole city and go all the way into the rocks, then walk along the rocks to the forest, there will be a passage (into the forest), walk along it (it will take a long time to walk), walk as much until the dead end there you will find a GOLDEN DRAGON, he guards a bunch of gold and a bunch of different things, kill him and you can collect all this. Purchase bottles of healing before you go.

In the city of Oasis Ail-Tar, after completing the task of rescuing the colonists with one of the soldiers (standing not far from the magician), you can drink for which he gives you the experience you can drink for a long time. (works in network, possibly in single)

If you wander along the seashore in the sands, towards the dark castle, then very soon we will find ourselves on a small pier, where there is a boat on which we will get to the island of drunken orcs. After we tease and piss them off by running through their things, then we knock them down! (Although for some reason they killed themselves by hitting each other). And then, a grateful orc, at the pier, gives us the Neo Glasses from the Matrix. Maybe he will give others something else! Haven't tried it anymore!

The game has such an interesting bug with runes of magic: it doesn't matter how many runes you have in your inventory, at least one at least 4.
You need to go to the combinator and make a quick save. Then click on the combinator and in the rune exchange screen, transfer the runes to him [transfer, but do not change them immediately to some other rune] and press the fast load button, after loading you will have runes in your inventory and + those few pieces that you shifted to the combinator, so you multiply the runes of magic by 2 times and you can do it indefinitely until you get bored.

Get started new game, select one of the heroes and click on improvisation.
Your choice of seven heroes pumped up to level 37.

In Porto Valum, you can take on the task: "bring a lock of hair, it seems, to a lonely soldier from his beloved." After completing this task, you can click on it until the hand is swollen and feed on experience.

Go to a new game with any hero and take the rune from the chest and then import the hero, go to the new game and select the imported hero and again take the rune from the chest, do as much as you like (until you get bored).

In the city of Faeries Crossing, before reaching the bridge, turn left, after reaching the clearing, turn to the lower left corner and walk along the narrow, barely visible path. Go to the cave at the end of your path and you will see a mini-game, that same PeckMen. Collect bubbles, run from the blue muzzles (they do 600 damage and even give birth to poison.), However, you will not get anything for this. A trifle, but nice.

Walk to the right along the coast of the desert. Having reached the mountains (by the way, they start where you need to go to get Neo's points.), Follow the right, without leaving them, very soon you will come across a burnt-down building, where a couple of evil priests offend the seraphim and we, as heroes, must To save her, unfortunately we cannot do this and the seraphim, folding his wings, falls to the ground. After talking with him, he evaporates and remains from him, you will never guess what .. JEDI LIGHT SWORD !, and the book of Ancaria (though I did not understand why it is needed).

In short, the game has a lot of gags left by the developers. Here are some of them:
1) If you open graves, you often come across cool inscriptions like:
"I" ll be back. Governor of California ". :)
2) Start a multiplayer game and go down the tower to the portal room. Choose the one that is located in an area where there are trees and a little snow. There are very cool monsters there, but this is not a problem if you pump the hero to level 70 (see the advice above). If you go there along the path to the north, you find yourself in a cave dark elves... There are several pens with wolves. Look carefully, one of them has a very long and unusual name :)))
3) There is a weapon that allows you to kill animals. So one time I came across a hare - a hero!
4) The game contains notorious characters from the Lord of the Rings.

There is a joke in the game! If you start as a sorcerer, then to the right of the place of appearance there is a stone and if you poke at it, then a mad hare will jump out, which will immediately begin to bite%)

If you get your hands on a weapon that can kill ordinary animals (I've already found about five of them), then you can take it in your hand, and then remove it and all the animals, including the toothy wolves, will become harmless animals. Although if you are wearing boots (+4 to kill weak opponents in sight) and a sword (+3 to kill weak opponents in sight), many opponents are not afraid of you, not to mention poor wolves, - the walking plague is just, not hero.

I found a book stand next to the seller. If you click on it, then the GameBox computer console falls out. I don’t know what to do with her!

GameBox consoles are not lying around in certain places (which is a pity). I found one right at the northern exit of Silver Creek, another was found somewhere in the desert, and all different: football, action. And you can't do anything with them, it's just EasterEggs from the creators of the game :-)
Yes, advice for the future, never take more than three quests, otherwise they will start to glitch.

Once you find and kill the golden dragon, you will see enchanted treasures behind it. Collect them, then save, and load again: "And lo and behold!" - they reappeared, do it until you get bored (I found a couple of collectibles this way).

If you need money at the beginning of the game, then when you save the blacksmith, and he tells you that you need to kill a bunch of goblins, kill them and go to him, he will have an exclamation mark above his head - a sign of a completed task. If you click on it with the mouse, it will give you a sword, which costs about 2,000 gold, but after clicking the exclamation mark will not disappear, and you can click on it forever, and for each click one sword will drop out, the cost of which I indicated.

Go to Fairy Creek Town. You need to go into the forest, to the left of the city, and walk to the freed maid, and then go straight down to the forest. Although it looks like there is no path, you must move down and reach the dungeon. There are two types of balls: Yellow fixed ones give experience points, and blue ones move and take 400 health points away.

At the blacksmith, rings and amulets, as well as magic runes, can be inserted into the "leaky" things.

When you wet the Dragonis Mortis (Dragon), drive him into a corner and stand under his stomach so that he does not burn you with fire, and when he has 1 millimeters of health left, then drink the mentor's eleksir.

Glitch: Raging rabbits.
Playing as a magician, go to the first stone near the circle of the dead and click on it with the mouse, an aggressive rabbit will appear. You can repeat it indefinitely.

"Fairy Spring" I still do not understand where it is.
If you play as a gladiator, you can find the Sword and Mask of Jasonon (see the movie Fredi vs Jason). The mask is in the "pacmen" dungeon and is visible only to the Gladiator. And only the Seraphim can find the Jedi sword.

Another dragon.
We go deep into the forest to the left of the mascarel and there the dark elves decide the dragon, but break off we finish off the dragon, and there is treasure!

In the game you can find things that allow you to kill animals. So if you find such clothes (any), then put on, take off and put on again. Wolves will become very meek, but they will often start to come across next to you, there are heroes too. But the hares will simply go berserk: if you remove him, he will attack. And there are just monsters: ~ 100 hp, ~ 30 damage, there are also heroes (there are a lot of them).

Unfortunately, I don't remember exactly where, but somewhere not far from Porto vallum, in an abandoned house, you can find the x - box prefix. It is not expensive and there is no sense from it!

If you play as a vampire - ransack all the cemeteries. It's great to stock up on strong weapons (it's strong only for beginners).

In the game, there is a kind of notification that the player has used the codes, when the hero is exported, his ears, tail, and paws of a rabbit grow.

On the "Mountain of Crows" in the corral with horses there is a gate in the fence, go further and there will be a passage. There are a lot of DeMondry soldiers in the "cave" (you can go there for pumping). There will be a teleporter that will take you to the dragon island, which some residents talk about. This dragon is stronger than the dragon near Port Valum, although at a lower level!

To the west of the city, where the dragon gives quests, there is a secret path, walking along it, you will go out to the clearing, and there is a hockey mask and an old macheto (mask protection 1010 +400 magician +300 poison, and macheto 400 - 500 +150 - 200phiz) but that's only for the gladiator.

Not only weaker opponents die from the property "Weaker opponents die on visual contact".
I have 19 units on my armor + 10 units of a sword - monsters 5-6 levels older are dying. It is very convenient to get dirty.

A nice bug has been found in the game.
We approach the seller and make a quick save (F9). Then we put the item to the seller. When asked yes or no, we do not answer anything and press fast boot (F8). After that we press no and voila we already have two such things.

When creating a game, the developers, instead of catching glitches, sat and inserted various secrets into the game, funny and not so ...

In this section, we will try to collect all the known secrets. The developers promise to add secret locations, etc. with each new patch, so the section will be updated all the time ...

8 Dragons of Ancaria
In the world of Ancaria, you can find 8 dragons, 7 of which are warlike and you can kill them, the eighth is friendly, from him you will receive a number of quests. See details at page dedicated to finding dragons.

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

Jedi Laser Sword
When playing as Seraphim, you have the opportunity to get a real Jedi laser sword. First you need to free a seraphim captured by black magicians near Bellevue. This seraphim is being held in a cave east of the old mansion in which the vampiress begins his game. Then go to Horad-Nur and go from it to the east, through the bed of the dried-up river, go south, to the rocks, and again to the east along them. You will see a burned down building, in which you will find a dying seraphim, after whose death you will get a laser sword.

Pacman-Level
In Fairy Crossing town, go north behind the blacksmith's house and head west. When you reach the forest, look for a barely noticeable path leading to the southwest. At the end of the trail you will find a cave that contains a Pacman mini-game. Collect the yellow balls, they add experience, and the blue ones should be avoided, because they do damage ...

Tristram
Exit Mistdale Castle and follow the river bank northeast. Moving in this way to the source of the river, you will find the village of Tristram, familiar to you from the first Diablo.

Jason's things
North of the village of Drakenden (the one where the peaceful dragon lives), there is a well-camouflaged path through the forest that leads to a clearing containing Jason's hockey mask and machete from the movie Friday the 13th. They can only be used by the Gladiator.

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

Note: only works when playing as Vampiress

Torvin's grave
Map
You can come to the grave in two ways:
1.through dungeon 73 southwest of South Hedgeton
2.via dungeon 76, located west of the dragon, named Sssilith, Swamp Dragon
Then, once you find yourself in an area with a small lake, find a tree (red circle) - there will be a grave under it, in which you are guaranteed to find Torvin's Mace.
Additionally, in the same place, you can complete a secret quest:
Raise the sword (green circle) and take it to the lake, where the forest shooter Arogarn will be waiting for you.

Note: the secret quest can only be completed by completing the Forest Shooter Arogarn quest - southwest of Bellevue - not far from the Dark Elf and Forest Elf respawn.

Hidden grave
Map 1 | Map 2
Vertically up from Mascarelle, there is an island. Near the island there is a quest "Boris from Garfield". Then across the island and across the river to the left. Then up the river, so that the river is on the right, until the forest appears. And through the forest up and to the left there is an invisible path that leads to the grave. There is an ax and a bow, and a name and 2 dates are written on the grave.
Note: Only exists since 1.8 (Sacred PLUS).

Since Sacred Underworld

Babylon 5
Screenshot | Screenshot 2 | Map
This Easter egg from the movie Babylon 5, at the bottom of the cave lies the Shadow Cruiser. Found in the Dryad Forest. It is an elevator leading to the cave. If you approach the cruiser, he will instantly kill you, as evidenced by the inscription in the next room.

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

Forest Trader 2
Map
In the location Underworld "a" Embalming Forest "there is another hidden merchant. He hides in the house near the gate leading to the task of the Green Hell Bar and represents the undead, his name is Mick the swift (pirate).

Your grave
There is one of the many graves in the Khaduk settlement.It is notable for the fact that your name is carved on the tombstone. Whether the content will be interesting.

Arkanoid
Screenshot | Screenshot 2 | Map
The Dryad Forest is known to have two portals. Through the one that is located to the north (with an arch) you get into the room where the merchant stands, and the arkanoid is arranged in the room. You can play it. How? - easy to guess. The win is experience. (100 per hit ball). Sometimes the portal does not open, if this happened, then you need to go through the entire quest "The Way of the Warrior" and jump through the passage into the portal and teleport to the Dryad Forest.

Mountain cemetery
Screenshot | Screenshot 2 | Map
In the north of the Volcano Island there is an entrance to the caves in the form of a stone gazebo. The way there is very, very simple - only a blind person can not notice it. The route is marked on the map, and its "secret" part is actually a straight line among dense thickets of trees. We go into the cave. The undead are falling on us and we quickly clear the dungeon from enemies. There are a great many graves in Ancaria and the Undergrounds, and less and less often we open new ones. But in vain! After opening the graves in this dungeon, bosses like the Forest God, etc. will fall on you. And in the northern part of the dungeons, heroes also crawl out of the graves (Dark Elf or Elf, etc.)

Re: Secrets from the game

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

Jedi Laser Sword
When playing as Seraphima, you have the opportunity to get a real Jedi laser sword. First you need to free a seraphim captured by black magicians near Bellevue. This seraphim is being held in a cave east of the old mansion where the vampiress begins. Then go to Horad-Nur and go from it to the east, through the bed of the dried-up river, go south, to the rocks, and again to the east along them. You will see a burned down building, in which you will find a dying seraphim, after whose death you will get a laser sword.

Pacman-Level
In Fairy Crossing town, go north behind the blacksmith's house and head west. When you reach the forest, look for a barely noticeable path leading to the southwest. At the end of the trail you will find a cave that contains a Pacman mini-game. Collect the yellow balls, they add experience, and the blue ones should be avoided, because they do damage ...

Tristram
Exit Mistdale Castle and follow the river bank northeast. Walking in this way to the source of the river, you will find the village of Tristram, well known to you from the first Diablo

Jason's things
North of the village of Drakenden (the one where the peaceful dragon lives), there is a well-camouflaged path through the forest that leads to a clearing containing Jason's hockey mask and machete from the movie Friday the 13th. They can only be used by the Gladiator.

Vampire queen
Going to the "Call of Ascaron" tavern, which is located south of Brayvrok and, passing to the upper right corner, you can talk to a man named Lucius, then kill him and pick up the key that will open the entrance to the dungeon X6. further passing to the dungeon X7 - you can fight the Vampire Queen.
Note: only works when playing as Vampiress

Torvin's grave
You can come to the grave in two ways:
1.through dungeon 73 southwest of South Hedgeton
2.via dungeon 76, located west of the dragon, named Sssilith, Swamp Dragon
Then, once you find yourself in an area with a small lake, find a tree (red circle) - there will be a grave under it, in which you are guaranteed to find Torvin's Mace.
Additionally, in the same place, you can complete a secret quest:
Raise the sword (green circle) and take it to the lake, where the forest shooter Arogarn will be waiting for you.
Note: the secret quest can only be completed by completing the Forest Shooter Arogarn quest - southwest of Bellevue - not far from the Dark Elf and Forest Elf respawn.

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

Note: Only exists since 1.8 (Sacred PLUS).

Blizzard once created a legendary game called Diablo. And envy came to 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 complicated, 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. Please note that the escorts use mostly the simplest of weapons, so it will not work to sell a powerful bow to a frail shooter.

At the bottom there 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 weapon, and 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 has the 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 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 the 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!

Characteristics

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 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. 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 a general description of the last monster you killed), damage from normal and special hits, and resistance indicators. Naturally, attack is a chance to hit the enemy, and defense is a chance that you will not be hit. Resistance - a decrease in one or another type of damage, and different kinds damage should always be borne in mind, because the same weapon can inflict all types of damage at the same time (physical, fire, magical and poisonous). Well, don't forget about attack speed and movement speed. Any goblin will easily catch up with a slow enemy, and the one who hits faster has a great chance of winning.

Capabilities

Abilities are a set of characteristics improvements, 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. In total, there is a choice of 13 abilities (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. The 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 anymore. 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 from 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 the 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. At the same time, when using a spell or ability, recovery will occur for all abilities of the sphere (but for different spheres, recovery 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. With him, you can exchange runes you do not need for other heroes 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 - ordinary 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 especially 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 one you need to find a blacksmith (given in the starting village), in the second one - find a spell book for the master of combinations (given out 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. At the same time, 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 (such as goblins), and beasts, and fabulous, such as dragons. Most are in the habit of walking 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 jump 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 he kills it. 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 with wild animals there. 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 the magic of movement in Ancaria, there are two types of magic portals. The first ones are connected into a single magic system, which allows you to move to any enabled 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 items for each type of hero. They will not only have 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 defense against fire), then together they will be combined into a kit that will enhance one or another characteristic. Then a circle will appear in the upper left corner of the “doll”, 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 the armor is taken into account in the kit, and the weapon, as it were, is, but the item of the kit is not considered.

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, and 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 sufficient, whom they hang with rings. So see the “bundling” of the heroes below.

The use of bubbles has been simplified. 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 on the ground you can find "treasures". 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 especially does not 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 fighting gloves, 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 can be noted, usually equipped with blades and protruding from the cell, 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 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.

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). He can kick the enemy out of the battle for a while, throwing him back and simultaneously spoiling 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.

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How to play?

The main thing when playing 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 ... Otherwise, the choice of abilities is simple - take everything except possession of one or another weapon.

It is interesting: a very interesting item was discovered for the gladiator - 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, for a start, 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. Even 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 are 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 magic 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. 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.

From combat, the choice is extremely small - series, as the main means of harassing the enemy and quadruple in combination swipe to kill 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 the seraph is a typical hand-to-hand combatant, using magic to facilitate cutting the enemy into small pieces.

Wood Elf

She looks like a stereotyped girl with a bow. That is - a skilled worker to beat a 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 clever 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 strong 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 - 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. Further, the 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 moon magic and fighting. 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 appear 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, then 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 quite 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, causing 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 down (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 constantly 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 through 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 fights - they will knock on the head for nothing, for nothing. Moreover, the elf is best suited to riding a horse - she gets it better than anyone else. 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 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 for equestrian use.

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 one-time use, but work 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 blast.

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 attach 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 the battle with a crowd of the enemy. A hot and poisonous meeting will be provided for him.

How to play?

The dark elf is not for nothing considered the most powerful fighter. Although he hardly uses his fighting abilities. The main thing for him is to acquire blades and put them in both hands, and then 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 thing 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 there was still no real magician. 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 you take into account the health that does not allow you to lead long fighting in conditions when the enemy hits hard and painfully on the head, it will become clear that the main method of a combat magician is to exhaust 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. Moreover, 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 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.

Immediately 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 some amount of poison damage. At the same time, 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 from 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, as soon as possible, he needs to acquire all possible spells, 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 ghost meadow works very well - the 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

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, but during this time you can do an incredible amount of things. 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 the rider, agility, long weapon wielding, the 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 profitable business. 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 - 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 out 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 do not stop beating at this time.

Master bite. But this is a little better - bitten on a short time becomes an assistant. 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 fighting 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 summon 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 instances 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 that are 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 a tailor for him. Needless to say, the tailor was standing on the other side of the bridge.

How do I find the location of the task? 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-primary 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 go around 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 wizard's goal was to find the gates to the kingdom of the Dead and let the demon Sakkar into the world of the living. And it looks like he got his way ...

Act I. Path of Destiny

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The beginning will be different for all heroes. The magician will have to pass the test by destroying the monster; dark and 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 you will be given 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 move further to the side, 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 needs to be turned on.

The orcs guarding Wilbur are quite strong, and it's better not to mess with their leader, a level 2-3 hero. Wilbur immediately joins you and offers to take him to Urkenburgh, to the prince. During his career, Wilbur 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 meet already quite not weak orcs and goblins, but usually they are located not in packs, but one by one, which makes it easier to destroy the problem.

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 unnecessarily 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 additional tasks but also another portal. And now you can go to 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 there will be a 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. Do not 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. There is an interesting moment in the game - you can learn about the name of the city only after you take the baroness out through a secret passage. And after rescuing her, head to the Tyr-fasul fortress, located in the forests north of Mascarel. The Baroness is quite capable of helping you and, like any hero in the main line, never completely dies. Just supply it with an onion - there will be more benefits.

The prince is extremely happy to save 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 only lets 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 dissatisfied people 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.

Seraphim lament that the last time they saved the world 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 first you have to clear it of unwanted guests. Don't forget to open the portal next to the monastery.

The artifacts have been collected - it's time 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 packs 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. Move 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 uncountable quantities of poisoners. In Zhurag-nar there is the element of earth, and in Verag-nar there is 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 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 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, we 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 a horse means dismounting, on an object in inventory - throwing it away or immediately selling it. You can quickly buy a thing by right-clicking on it. And here are the individual keys:

I- backpack

F- special abilities

C- combination screen

L- Journal

M- World map

Tab- minimap (you need to hold the key)

Space- drink a bottle of treatment

Q- drink a vial of undead death

W- drink a bottle of experience increase

E- drink 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 they will not be of any use in battle. 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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/ What secrets can be found in the Sacred game?

What secrets can be found in the Sacred game?

04/11/2014

In Sacred, secrets can be found almost everywhere, and almost all of them are created so that the player can get a unique item or just to cheer up after meeting famous characters from other books, films or games. Let's take a look at some of them:

  1. Sacred Secrets, Unusual Tomb

    Following from Silver Creek to Porto Vallum, a small settlement can be found. You should not go into it, it is better to immediately go to the southeast of it. You will notice a grave near the turn. Be careful, because the zombie boss will come out of it and attack you. Destroy it to get the rare weapon "Arwen's Swift Sword". Also, with a small probability, two runes can fall.

  2. Sacred secrets, hidden grave

    Reach Mascarelle and move upward from it until you find yourself on the island. Climb over the rivulet that runs there and continue along the bank so that the river is on your right hand. Soon you will find yourself near the forest, go deeper and find a barely noticeable path trodden on the upper left. On it you can get to the desired grave, which contains a unique ax.

  3. Sacred secrets, Dragons of Ancaria

    There are 8 majestic dragons in the world of Ancaria, of which only one is friendly and can issue a line of quests. If you successfully cope with them, then dragon treasures will be received as a reward.



 
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