Gwynneth was an island in the Moonshae Isles and was the largest of the southern islands. The island was called Sarifal, mainly by its fey inhabitants, and they controlled most of the island. The former seat of House Kendrick, Caer Corwell was just a ruin by 1479 DR.
{{bottomLinkPreText}}{{bottomLinkText}} This page is based on a Wikipedia article written by contributors (read/edit).SeraphimThe Seraphim have always been the guardian angels of Ancaria. After centuries in silent retreat, they awaken again, with Claire leading the charge for her sisters against the evil Emperor Zane. Wielding her sword and divine powers with grace, she’s more than happy to leave the Sanctuary and take the fight to the enemy.SafiriInhabiting most of the islands in the Southern Sea, the Safiri are accomplished sailors and merchants. But pirates love to prey on the weak, which is where Marak comes in.
As a member of the Order of the Sun, he hunts corsairs and burns their ships to smithereens using his sun powers. But now the time has come to test his fire and mettle against a whole other kind of foe.AncarianThe great Ancarian kingdom was a sight to behold and a force to be reckoned with.
Now all that is remains is the dissipating dust of memories, and the tales Alithea heard of her royal heritage around the campfires of the scattered Resistance. A blacksmith and a master spearwoman, she puts her skills and powers of earth and nature up against the Ashen Empire, ready to reclaim the peace that was taken from her people.KhukuriThe Khukuri hail from the cold snowy peaks of the North.
Storytelling plays a big part in their rich culture, and Vajra is quite the weaver of tales, having performed feats with a bow few men have achieved or even seen. He lends his archery skills and mastery of ice to the Resistance, eager for his next great story.MalakimNo one really knows where the Malakhim come from or when they first appeared. Rumors of dark assassins grew as Ashen troops were decimated in remote areas of Ancaria. Then Kython appeared, bringing to the Resistance his skill with blood magic and vicious dual-wielded curved blades. Among the Resistance, there often pops a debate as to what's worse: the cut of Kython's weapons or the sting of his tongue. Edited February 23, 2014 by Ryanrocker. Well, if I ever play Sacred 3, I'd start with Malakhim too.
My favorite classes in the first Sacred were Wood Elf, Dark Elf and Battlemage (followed by Daemon and Vampiress), and this guy soungs like he is a Dark Elf with some Battlemage thrown in for a good measure. Besides, the others look more like standart ARPG classes you see everywhere.Though it's a bit early to decide which class looks more promising, as we are yet to see how they can be played. I hope the developers would show some gameplay videos or at least fresh screenshots, so we could see how much they improved the game since the previous demonstration. How long has class information been out? The reason why I ask is a guy got lost in my store about a week and a half ago, ended up in my office, heard me playing Sacred, and claimed to know all about Sacred 3. He claimed that he knew someone on 'the inside'.
At first, I thought 'yeah, sure, buddy. What's going on here is you were trying to take a peek at what kind of goodies the boss has in his office and got busted'.
But he told me about the races, and how instead of playing just a Seraphim, you specifically play Claire. I remember that specific name, because it's my best friend's name, I can't remember if he gave specific names of other characters.Dudes, if this guy was legit, then there are going to be some majorly bummed Sacred fans. He compared the new Sacred to 'Conan', the one for 360 and PS3, not the MMO.
Gone is the open world, gone are the legendary weapons and armor sets, gone is any semblance of customization. I liked Conan, but mostly because I loved the movies. I can't remember much else, because I was in a hurry to get him out of my office. I think there's still a demo of Conan on the 360 marketplace, I let my gold membership expire, though. But, maybe he was just full of it. The way I see it, everything is speculation until I see some ingame footage.
I know there's been a lot of skeptical talk about whether these new classes will live up to the kind of hero we expect from a Sacred game, and I am confident that Deep Silver is staying true to the essence of a Sacred character. We might be disappointed that they are all humans, upset over the fact that there's only five classes, or bothered by the more or less generic archetypes. I wasn't part of the big S1/Underworld crowd, so I can't offer tons of insight there, but I DID play one heck of a lot of Sacred 2. And every time I make a character in that game, I come up with a build. Across the 3 Combat Art Aspects you really had 3 options of how characters played - either a weapons user, magic user, or hybrid. Let's take the Seraphim for example: Exalted Warrior is your weapons, Celestial Magic is obviously your magic, and Revered Technology is your hybrid.
All the other classes share this similar setup (besides High Elf and Dragon Mage who are both mainly magic). And here's where I think we have a lot of hope.The information we have so far on all the classes in Sacred 3 list each one as having two aspects: a weapons and a magic one.Seraphim- sword and divine powersSafiri- heavy weapons and sun powersAncarian- spear user and nature powersKhukuri- bow user and frost powersMalakim- dual wielded blades and blood magicAs long as we are able to choose and modify a variety of Combat Arts that feel true to the characters they are creating for this version of Ancaria, I think this setup will go extremely well and be a very enjoyable experience. But if you read that list you might realize one thing - each class seems tied to a specific weapon type. In a way I think they may have gone along the same lines as Diablo 3 where each class has a specific kind of weapon that they can use. I know this hurts us hardcore fans and limits build creativity a lot, but it makes the game much more open to the public and doesn't intimidate players from giving the game a go. With the lack of information we have it's hard to form any conclusions about the game, but I know I'm excited to see what they give usP.S. I'll also try to keep this topic updated with any news that gets released, but someone will probably beat me to the punch.
But if you read that list you might realize one thing - each class seems tied to a specific weapon type. In a way I think they may have gone along the same lines as Diablo 3 where each class has a specific kind of weapon that they can use. I know this hurts us hardcore fans and limits build creativity a lot, but it makes the game much more open to the public and doesn't intimidate players from giving the game a go.Well, I do not really think that allowing some freedom in choosing your weapon is a concept that RPG players find intimidating. Having a preferable weapon type for a class is not a bad idea, but having it fixed and unchangeable is quite a limitation.Actually, Sacred 1 and 2 were quite novice-friendly - you could not spend an hour just on character creation alone like in Elder Scrolls or Neverwinter Nights series. Yet, previous Sacred games offered some depth beneath their unserious, joke-filled ARPG surface, and that is exactly what people in this community love them for. That is why many of us are sceptical about new game design and have some expectations and wishes for the new installment in the series. Sacred 1 and 2 were games that could have been played without giving them much thought (you do not have to be a veteran player nor a skilled strategist to successfully beat the game on Silver and Gold and have your share of good time with it).
At the same time, our guide section shows that people who were willing to pay attention to the game's mechanics could unearth enough information, game rules and formulaes to write a thesis about. Keeping that balance between simple and complex is a hard trick. I wonder if the new developers would manage it.As for Diablo 3, its simplification was not really something people wholeheartedly welcomed. The franchise lost quite a lot of fans because of the game's new mechanics.
Granted, the ones who stayed were more than enough to make a profit from this game, but that's Diablo, and its fan base was so huge that even if it was halved the remaining part would still be a big crowd. Sacred never was that popular, and outside its fan base game had a pretty bad reputation because of its bugs (those who could cope with bugs usually joined the fan base). I'm not sure how successful Sacred 3 can be if the game design would be completely different from what the fans want to see.That said, I still hope that Deep Silver finally breaks the suspicious silence and tells us more about what they did with this game. That setup they have with characters is not hopeless, it can be interesting if done right, if different characters offer noticeably different gameplay (unlike in Citadel) and if there is a variety of Combat Arts to use and abuse.
Cardlings was developed by Clockwork Chilli using WADE, our open-source game engine. The Cardlings client was developed entirely in the Chrome browser, using the WADE editor (a web app). It's free to use, feel free to make your own games with it. A digital board game where the cards in your hand become units and buildings on the board. With lots of different units and unique abilities for each unit, there are countless strategies to achieve your goals. All Reviews: 7 user reviews - Need more user reviews to generate a score Release Date. Find reviews, trailers, release dates, news, screenshots, walkthroughs, and more for Cardlings here on GameSpot. Cardlings.
But if you read that list you might realize one thing - each class seems tied to a specific weapon type. In a way I think they may have gone along the same lines as Diablo 3 where each class has a specific kind of weapon that they can use. I know this hurts us hardcore fans and limits build creativity a lot, but it makes the game much more open to the public and doesn't intimidate players from giving the game a go.Well, I do not really think that allowing some freedom in choosing your weapon is a concept that RPG players find intimidating. Having a preferable weapon type for a class is not a bad idea, but having it fixed and unchangeable is quite a limitation.Not sure if intimidate was the right word to use there, but I was trying to get at how streamlined it is. There's no need to think about choosing a weapon when the game makes you use the preset one for your class.
Many people who only have an hour or two of game time a day want to be in the action and the less items they have to consider the more game they can consume. I also understand that coming up with builds and choosing weapons for your builds are a BIG part of the gameplay for everyone else (myself included). I have lots of time on my hands, so picking my own weapon is something I'd expect from a deep RPG as you said. But if Deep Silver is trying to streamline the weapons system like Diablo, I don't think it will be that bad of a change. For us players that have sunk hundreds of hours into the game it will sure come as startling, but as long as everything is very distinct as you said I think it will turn out ok. But if you read that list you might realize one thing - each class seems tied to a specific weapon type.
In a way I think they may have gone along the same lines as Diablo 3 where each class has a specific kind of weapon that they can use. I know this hurts us hardcore fans and limits build creativity a lot, but it makes the game much more open to the public and doesn't intimidate players from giving the game a go.Well, I do not really think that allowing some freedom in choosing your weapon is a concept that RPG players find intimidating. Having a preferable weapon type for a class is not a bad idea, but having it fixed and unchangeable is quite a limitation.Not sure if intimidate was the right word to use there, but I was trying to get at how streamlined it is.
There's no need to think about choosing a weapon when the game makes you use the preset one for your class. Many people who only have an hour or two of game time a day want to be in the action and the less items they have to consider the more game they can consume. I also understand that coming up with builds and choosing weapons for your builds are a BIG part of the gameplay for everyone else (myself included). I have lots of time on my hands, so picking my own weapon is something I'd expect from a deep RPG as you said.
But if Deep Silver is trying to streamline the weapons system like Diablo, I don't think it will be that bad of a change. For us players that have sunk hundreds of hours into the game it will sure come as startling, but as long as everything is very distinct as you said I think it will turn out okTo be fair though, weapons in D3 are kind of meaningless.
The lack of Skills (sacred style, e.g. Sword lore, axe lore and so on) means that you basically end up picking whatever weapon has the most damage. That's completely removing any choice, not streamlining the choice (ok, that is a slight oversimplification, attack speed breakpoints and the like do play an important part in D3, but we are talking about a casual gamer). It comes down to weapon x's damage than weapon y?
If yes equip, if not sell. But doesn't it actually hurt the casual gamer when they pick up a new awesome axe of badassness and can't equip it because they are playing a bow only class?
Play sacred and it doesn't matter, except for class exclusives/1 hand limitations and the like. Sure, we all know that a ranger will benefit more from bows than a meat head gladiator, but if I want to have my glad use a bow then I can. And sacred has always been about this freedom of choice.Having said all this, we don't actually know how things are going to work, so we/I may be saying all of this for nothing, but there are my thoughts on the matter. As long as we are able to choose and modify a variety of Combat Arts that feel true to the characters they are creating for this version of Ancaria, I think this setup will go extremely well and be a very enjoyable experience.
But if you read that list you might realize one thing - each class seems tied to a specific weapon type. In a way I think they may have gone along the same lines as Diablo 3 where each class has a specific kind of weapon that they can use. I know this hurts us hardcore fans and limits build creativity a lot, but it makes the game much more open to the public and doesn't intimidate players from giving the game a go. With the lack of information we have it's hard to form any conclusions about the game, but I know I'm excited to see what they give usP.S. I'll also try to keep this topic updated with any news that gets released, but someone will probably beat me to the punchI'm with you on the CA's being important. I noticed as well, how they are making particular weapons Class oriented.this is probably their way of limiting but creating variety in the builds while keeping it interesting.Before, having a million options was the way to go. That was before, and the world at this was new.
People are looking for quick consumptive experience, and this new iteration of the game will have to find a way to appease what old school fans are looking for, hugely individual process of creativity versus an easily consumed process.I love the work you're putting into this thread Ryan, and everyone's feedback for you on it is our community at it's best.The reads on DArkMatters and SacredWiki have exploded in the last few days, everyone is looking for information plus analysis, and it looks like this community, as usual, will be at the forefront of it.gogo. Interesting point which I kinda have to agree. Given some of the people that venture these forums and some of the players I've known, Sacred's depth is exhaustive when you delve into it, but not all that intimidating. We know of wives who are not into gaming play this with success, and with help from the community, which I still consider one of the most civil I have ever seen, such people can only get better at these builds. Honestly, dedicated players in here have pretty much simplified everything to the extent that a casual can figure things out on his or her own. For those who are more serious gamers, a 'complex' system will not matter, and may even welcome it even if they're new to the game. That's what makes gamers gamers to begin with.
And then there's the replayability due to the fact we can experiment so much and push the builds through each set of difficulties. So streamlining to the extent it has seemingly been revealed is something I also see as unnecessary. I say seemingly, because no one here truly knows what has happened since the I initial reveal moons ago. Also gotta give them credit, their artists made a nice presentation of their characters. I just saw it announced that the Malakhim class is not going to be a part of the main game, but instead come with the paid day one DLC called 'Underworld', that also includes a quest about the Black Seraphim (they seem abusing familiar names). This DLC is conveniently included with the pre-order package.
Deep Silver seems to be going high and low trying to convince us to buy the game before the release, before any reviews or unofficial gameplay videos are published. It does not sound very promising to me. If this is true, it is for me another point why not to buy the game!Either they make a game which can be bought by everyone in a full package or they should keep it for an expansion pack. But I really don't like and will not support this kind of money policey to offer additional content or day one addons etc.If they are not able to make a proper calculation, maybe first they should do their homework before trying to make money this way.
For me this is a very bad mannour and does show what a game disgner or maybe better said a publisher those pay on respect to a community.But in the end, it is up to everyone himself what s/he will do or not do. For sure I will not be a day one buyer! The rest is up to the future and what I can see and hear about the game in the end.
Aside;The bow character is called 'Khukuri' if my short term memory serves me correct, (which it may or may not do.) A Khuk, Khukuri, Kukri, and other names are all about the traditional blade of Nepal, the curved forward short sword or machette looking thing many of you may know only from the movies. The British Gurkhas, a special forces unit recruited from India and area,( Nepal, Himalayas, etc,) uses their own version of the khukuri. The Gurkhas, and I'm wondering if I've spelled them correctly, from the Gorkhali, a region of I think Nepal recruited heavily for soldiers, (Gorkhas) it has been years since I thought of these things, were once feared across the globe. There are historical war picts of Gurkhas charging the enemy with nothing but these khukuris, having discarded their rifles. A man with a knife can reach you across a short distance quicker than you can level and aim a handgun. The people who guide the climbers to Everest, the Sherpas, use the khukuri as their do- everything blade.
A household will typically own one, being passed down, as the expense is too great for these poor people to do other wise. Kitchen, field, defense, home and construction, they depend upon this tool. The blade can be very small, or very large, say from 5' to sword length. Average 12' to 30' Their chopping ability relative to size is extraordinary.
I used to fell pine using khuks for much of my firewood during a time I lived in the mountains. The handle is made from wood or buffalo horn, and the inset of the blade near the bend a short distance from the handle has religious significance- the cho. Alan wake xbox 360 digital code. A proper khuk comes in a sheath made of wood and the leather from buffalo. They can't use cattle for religious reasons.
The persons trained since childhood to smith these blades are the Kamis. The class system of the East. The khukris typically come with two smaller tools, (the swiss army knife kit of the primitive world) one has flat sides for sharpening, the way you might use a steel, and the other with a edge, called a Karda, the accompanying short knife to the larger blade. I'm having trouble remembering what the sharpening tool is called. It does not remove metal, so much as re-aligns the micro metal on the edge. You can get more work out of the blade with this system before actually sharpening, which of course removes metal and shortens the length of service of the tool. These are people who must make their tools last.
The edge is convex, bowed, the most basic and strongest of edges. You can sharpen this edge using a flat river rock- again, thrift and function. There is a sweet spot on the blade, hardened, like the best part of a baseball bat, hitting the khuk on any other section of the blade risks the vibration, and is not nearly as effective as a cutting or chopping action.
The tip and other sections are much softer, they don't need to be hard, and a hardened tip would be dangerous should it break off and fly into a kid standing nearby. In this way, what is called differentially hardened today, the khukuri can withstand terrible strains and yet hold shape and still deliver use. Takes a licking and keeps on ticking.
My apologies to the professorial or historian who will see the clumsiness of my descriptions.Well, enough about the khuk- thought you might like some background. I'm hoping or assuming the bow character also has a khukuri, but who knows? I don't know why they'd call a bowman a kukri/khukuri for a character name. He should be swinging a 30' two pound khuk. So, why name a arrow person after a blade from Nepal?ps, the small sharpening tool with a khuk is called a chakma, wish I still had a memory like a human being. Edited April 7, 2014 by munk.