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| |valign="top"|http://www.sacredwiki.org/images/Sacred_2/Skills/dualwield.gif | | |valign="top"|http://www.sacredwiki.org/images/Sacred_2/Skills/dualwield.gif |
− | |valign="top"|[[Sacred 2:Dual wield|Dual wield]]<br />Grants the ability to wield two one-handed (non-ranged) weapons. Both the chance to hit with each weapon and the Attack Speed are increased. | + | |valign="top"|[[Sacred 2:Dual wield|Dual wield]]<br />Grants the ability to wield two one-handed (non-ranged) weapons. Increases attack speed and chance to hit for both weapons. |
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Revision as of 06:22, 5 February 2009
As a champion of all forms of combat, the Shadow Warrior is proficient in hand-to-hand battles and has mastered powerful armed techniques. Having come into contact with the underworld in the past, he can also call upon fallen comrades to assist him.
Humans are former slaves of the Elves. They were entrusted to the Elves so that they might become
civilized, just as the Seraphim used to civilize the Elves. Currently, they do not have any power in
Ancaria. They are obedient laborers, assisting the Elves in building their palaces, erecting sacred
buildings for the High Priests and cultivating the fields. Frequently, an Elven Lord requires more troops
than T-Energy can provide. In these cases, he has no choice but to literally pluck Humans from the
fields. Each Elven Lord has a small group of Human elite fighters in order to drill and shape these
troops and lead them into battle: the Shadow Warriors.
The Shadow Warrior is an experienced fighter. He is well armored and his skills include proficiency in all available slashing, crushing and pole arm weapons. His self-discipline is renowned. Powered by all these attributes, he excels at battling T-Energy creatures.
When a Shadow Warrior falls in battle, he may be reanimated by an ancient magical spell, which will
render him undead, but even more powerful than before. The ritual of giving ‘life’ back to a Shadow
Warrior is potentially dangerous for the caster, as the summoned soul often has no desire to be
revived and will attempt to resist the reanimation. If the spell-caster makes just one small mistake, the Shadow Warrior will renounce the magic user, kill him, and then wander the lands of Ancaria, undead, with his own free will.
The Shadow Warrior
The Shadow Warrior has fulfilled his duty. He has fallen during battle for a High Elf Lord and has been
admitted to the Elysium. Knowing full well that he was one of the best of his trade, the High Elf Lord
decides to bring the Shadow Warrior back from the realm of the dead by using T-Energy in order to
secure his services beyond the boundaries of death itself. However, the conjuring ceremony goes
spectacularly wrong as the summoned soul successfully defies the spell caster. Enraged because he
has been torn away from the eternal paradise of the Elysium, he proceeds to kill everyone who
participated in the ceremony, freeing himself from the potential ties that might bind him.
With this freedom, the warrior has but one goal: to leave this world once more and return to the
Elysium; however, he is now a creature of T-Energy, rendering him unable to do so. His only choice is
to destroy the Great Machine in order to stop the stream of T-Energy. The T-Energy within him would
thus dissolve and end his unholy existence. If he were to die in his current form, he would be eternally
bound to the perdition of the T-Energy stream.
As a free creature, he must now make a choice. He can fight for peace in Ancaria and destroy the
Great Machine controlling all T-Energy within Ancaria, which would also drain the T-Energy within him
and therefore bring a tranquil end to his unholy life. Alternatively, he could seek revenge upon the
people who caused his misery and use the Great Machine to attain ultimate power and immortality.
Shadow Warrior Starting Attributes
Base starting attributes level 1, silver difficulty, no survival bonus, naked.
Shadow Warrior Skills
All skills in the left column below may be chosen as soon as a character reaches level two.
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All skills in the right column below may be chosen only after a Primary skill from the left column has reached level 5.
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Combat Art Skills:
[u]Primary:[/u]
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Astral Lord Lore Increases damage, critical chance, and cast speed for this aspect.
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Astral Lord Focus Improves regeneration and raises max Combat Art level for this aspect.
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[u]Secondary:[/u]
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Combat Discipline Increases damage and improves regeneration for Combos. Also increases the number of Combat Arts allowed in a combo.
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Concentration Improves regeneration for all Combat Arts, and allows the use of up to three simultaneous buffs when mastered.
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Offensive skills:
[u]Primary:[/u]
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Sword Weapons Increases attack speed, chance to hit, and max item level usable without penalties when wielding a sword.
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Hafted Weapons Increases attack speed, chance to hit, and max item level usable without penalties when wielding a hafted weapon.
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Pole Arms Increases attack speed, chance to hit, and max item level usable without penalties when wielding a pole arm.
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Tactics Lore Increases damage and chance for critical hits with all weapons.
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[u]Secondary:[/u]
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Ranged Weapons Increases attack speed, chance to hit, and max item level usable without penalties when wielding a ranged weapon.
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Dual wield Grants the ability to wield two one-handed (non-ranged) weapons. Increases attack speed and chance to hit for both weapons.
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Speed Lore Increases attack and defense, and run speed.
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Damage Lore Provides a better chance for applying "status effects" (e.g., burning with fire damage) on monsters.
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Defensive Skills:
[u]Primary:[/u]
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Shield Lore Still unknown; possibly increases defense and maximum item level without penalties.
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Armor Lore Improves resists, increases maximum item level without penalties, and decreases regeneration penalty from armors.
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Combat Reflexes Improves Evasion statistic (chance to dodge attacks), and reduces the chance of receiving a critical hit from an attack.
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[u]Secondary:[/u]
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Spell Resistance Increases resistance to spells and protection from spell-based critical hits.
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Toughness Improves resists and provides minimal % damage mitigation.
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Pacifism Reduces damage taken in PvP (all possible ramifications still unknown).
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General skills:
[u]Primary:[/u]
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Riding Grants the ability to ride better horses, reduces regeneration penalty while mounted, and unlocks special abilities.
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Blacksmith Allows the player to socket items and exclusive enhancements without having to use a Blacksmith.
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Divine Devotion Improves regeneration of the Divine Gift (God spell) and unlocks some additional attributes.
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[u]Secondary:[/u]
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Alchemy Enhances the effectiveness of all potions and allows use of certain consumables.
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Enhanced Perception Increases chance of "seeing" invisible monsters and "magical hiding places."
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Aspect
Death Warrior
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Aspect
Malevolent Champion
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Aspect
Astral Lord
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Special Mount: Hellhound
The Shadow Warrior has a special mount at his command: the Hellhound. It is slower than a horse,
but much stronger in close combat. When the Shadow Warrior rides the Hellhound, it is able to adopt
some of the fighting skills of the Shadow Warrior very effectively. It will attack with bites and kicks, and
‘Ruinous Onslaught’ will become far more devastating from atop the Hellhound.
The Hellhound will increase protection values for some combat arts while others will be more effective,
and it also provides increased mobility. In spectral form, the Hellhound becomes invisible, which can
provide many advantages for tactical approaches in battle. Therefore, the Hellhound is an
indispensable companion for the Shadow Warrior.
Caution! Pre-Release Information, may vary, be changed or be canceled. Must be verified after Demo or Full-Release!
Shadow Warrior Dark Path
Shadow Warrior Light Path