At the same time, her magic is relatively weak initially and as such, is recommended more for advanced and veteran players. No one can beat this character when it comes to bows and blowguns. She is also the ranged combat specialist among the character classes and starts off with a blowgun and a better than average dexterity value. Capricious Hunter, Cabalistic Voodoo, and Nature Weaver are the aspects used by the Dryad. While the High Elves work mainly with elemental magic, their enemies, the Dryads, focus on nature. In a fight she is dependent on the use of her combat arts, so playing her requires more strategy than that of a melee class. The High Elf's constitution is relatively weak and therefor she is easily wounded by melee attacks. Mystic Stormite, which grants her access to a number of ice-based spells, and Delphic Arcania which contains special protection spells such as a teleport spell and a banishing circle. Arrant Pyromancer which is especially useful for learning fire spells. Of all the character classes in Sacred 2, the High Elf comes the closest to being a "classic mage" She has three magic-based aspects at her command. His link to the undead allows him to call on fallen comrades to aid him in battle, including summoning up to four skeleton soldiers to fight along side him. His strikes are deadly and is especially a proficient killer in close quarters. He is able to use the largest swords and heaviest war axes and maces. The Shadow Warrior is a robust, hard to kill and skilled fighter, making him perfect for beginners. The Seraphim fights for the light and can only therefore only choose the Light Campagin and may not chose a dark God for her Divine Devotion spell.
Efficient buffs like Warding Energy comple the profile of a versatile, strong character class. Their aspects of Exalted Warrior, Celestial Magic and Revered Technology reflect a mix of offensive combat arts and solid protection spells. They can use most weapons and wear heavy armor. The Seraphim is an ideal all-around character well suited for beginners and veterans alike. There are 6 classes in the original Sacred 2, the expansion Fire and Ice adds another extra class: Seraphim Meaning, a Seraphin can only play through the Light campaign while an Inquisitor can only play through the Shadow campaign. Those two have their paths set and cannot follow the other. The player can choose whether their character follows the Light or Shadow path, except for Seraphim and Inquisitor. The game features a very-large, open-world map with two campaigns, one called "Light" and the other called "Shadow." Throughout the chosen campaign it will crossover with the other, in one example in the Light campaign you are asked to defend a town whilst in Shadow you are asked to attack that same town. Campaign A piece of the world map (explored areas lit) Versions: Currently out on the PC, PS3, and Xbox 360 as of May 12, 2009. The campaign selection you make will determine whether your story involves healing the land, or intensifying the chaos.
A force that mutates creatures, destroys cities, and renders entire regions uninhabitable. As these events unfold, the T-Energy goes increasingly out of control and changes into a destructive force. Other races take advantage of the distraction the conflict provides and try to gain control of the T-Energy themselves, so they can become the dominant and most powerful race. The nobility and clergy are each trying to gain control over the T-Energy.
A power struggle is raging between two factions within the High Elves. With this power, the High Elves quickly became the dominant race of Ancaria. However, over time as they lost interest in the world, they gave some of their control to the High Elves. It was originally solely under the control of the ancient race of Seraphim. A mysterious force called T-Energy is the source of all life and magic in Ancaria.