Sacred 2:Dragon Mage

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Revision as of 15:18, 31 August 2009 by Gogoblender (talk | contribs) (Added content Combat Art names and descriptions, starting attributes, intro and picture)
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dm120.jpg

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 ???



Aspects and Combat Arts

Dragon Magic

Dragon Berserk - Turn into a "dragon berserk", attack extend the transformation time. Can't talk to NPCs or use merchants/smiths/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 (buff) - The mage summons a small dragon familiar which increases his stats (increases Int, HP & Willpower).

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 (buff) - Calls an earth elemental protector.

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 (starting CA) - Magic energy damages and burns enemies in the area of effect.

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 armoured targets and slows the regeneration fo 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).