Sacred 2:Dragon Mage
Contents
Path
Can choose Light or Shadow path
The Story
The Dragon Mage is part of a cloak-and-dagger dragon cult from a remote part of the world. The members of this cult are not only respected but also accepted by dragons and live together with them in a community. Only a chosen few are granted the honour of being instructed by the dragons for training in the ancient dragon magic. A magic that comes from a dimension beyond this world. This energy can take on the powerful T-Energy, which is the source of all life and all magic on Ancaria.
Only the most powerful who complete this training are capable of assuming the form of a dragon and of using the concentrated power of dragon magic. Only they have the privilege of being allowed to carry the title “Dragon Mage”.
Dragon Mage Starting Attributes
Base starting attributes level 1, silver difficulty, no survival bonus, naked.
Strength | Stamina | Vitality | Dexterity | Intelligence | Willpower | Hitpoints |
23 | 26 | 24 | 21 | 29 | 27 | ??? |
Dragon Magic
Dragon Berserk
Turn into a "dragon berserk", attack extend the transformation time. A player cannot talk to NPCs or use merchants, smiths or runemasters while in this form. Gives +% attack.
Dragon Form
Turn into a dragon, can cast certain fire spells & gains a % armour & a % attack/defence bonus.
Dragon Strike
Calls a dragon for aerial attacks (dragon flies over & casts a massive fireball doing AoE DoT fire damage.
Eternal Fire
Ignites an enemy & easily jumps over to nearby enemies (like VD, but does fire DoT).
Familiar
The mage summons a small dragon familiar which increases his stats (Increases Intelligence, Health Points and Willpower) (buff)
Elemental Magic
Destroyer
Summons stone spirits that attack nearby enemies & explode (summons ~4 minions that run to a random monster & explode doing damage).
Gust of Wind
A strong gust of wind can damage, stun or knock back enemies.
Magic Barrier
Summons a protective barrier of earth and stone.
Protector
Calls an earth elemental protector (buff)
Tornado
Unleashes a small tornado that moves towards the enemies.
Mentalism
Combat Trance
Combat Trance reduces the caster's combat art cooldown and protects him from effect damage and stuns.
Energy Blaze
Magic energy damages and burns enemies in the area of effect. (Starting Combat Art)
Maelstrom
Enemies are slowed and weakened in the area of effect, missiles are slowed (casts a massive dome over the targetted area).
Mind Strike
A mental blow that deals more damage to armored targets and slows the regeneration for their combat arts.
Runes of Protection
(buff) A magic armour that offers protection from melee attacks and spells (+physical armour, Block Chance: Combat Arts & chance to stun the target).