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The light radius surrounding the player (which is usually a perfect circle on flat floors) is affected by the floor variations, which reveals slight differences in height and texture.
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Unlike in Diablo II there is no perspective effect to give a pseudo-3D movement to the user, so the environment looks very static and therefore two-dimensional.ĭespite the optical illusion the floor is in fact a three-dimensional plane, modelled to resemble slightly irregular natural ground. Each hero has different objectives along the way, but eventually, they all lead up to this one final quest.Īt the first glance, the graphics of Sacred looks like a mixture of 2D and 3D: the floors and walls are in 2D, while the player, monsters, and all objects that the player can interact with are in 3D.
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The heroes must find the five elements of Ancaria ( wind, fire, earth, water, void), and use them to defeat the monster. The conjuring went wrong, and the Sakkara demon is now loose in the world of Ancaria. Runes may be traded.Ī great Sakkara demon was conjured into existence by the necromancer Shaddar.
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Some character classes have identical skills, but the runes from one class cannot be used to advance skills in another class. To increase these skill levels, characters must find runes which correspond to those skills, a rather novel system in contrast to the more mainstream model of skill points. Throughout the game, the characters all receive different sub-quests.Įach character class is also restricted to a certain set of items, and has a different set of skills. The Dark Elf starts on a cliff with a Wood Elf companion. For example, the Gladiator starts in a colosseum, enslaved by his master, while the Seraphim starts in a church. The Daemon and Dwarf were additional characters added in the expansion Sacred Underworld and included in Sacred Gold.Įach character begins in a different part of Ancaria (the continent that Sacred takes place within), and with a different starting quest.
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