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Videogame: Sacred
Sacred is a Hack and Slash game in the vein of Diablo. It follows a hero(ine) as (s)he goes on a quest to defeat some giant demon, destroy the necromancer Shaddar, and save the lands of Ancaria by collecting the five elements. You probably won't notice that much, as you'll be a bit busy using the spells to destroy your enemies. There are six classes in the original (Gladiator, Seraphim, Vampiress, Battle Mage, Wood Elf and Dark Elf) with two more added by an expansion pack (Dwarf and Daemon). Each class has its own special abilities learned from runes found around the game world.

An expansion for the first game, Sacred Underworld was released in August 2005, and takes place shortly after the events of the main game. Both Shadarr and the Shakkara Demon have been defeated, but this victory did not come without a price. Prince Valor is dead, leaving Ancaria without a ruler. To make matters worse, a dark wizard named Anducar has rallied the demons of the Underworld (Sacred's equivalent of Hell) under his banner with the intention of invading and conquering Ancaria. With the help of Valor's lover and widow, Vilya, the heroes of Sacred must venture into the Underworld and defeat Anducar before his demonic legions destroy the world. Joining them are two new classes: the Daemoness, a female Demon who was betrayed by Anducar and now seeks vengeance, and the last of the Dwarves.

Sacred 2: Fallen Angel was released in June 2009, for PC, Xbox 360, and Playstation 3. Set 2000 years before the original Sacred, the Inquisition, a High Elven Corrupt Church, seeks to gain control of Ancaria's T Energy, a mysterious substance that grants great power, but runs the risk of turning its users into mindless mutants. To this end, they have launched invasions into the neighboring nations as they search for the Great Machine, a mystical artifact that is said to be the source of all T Energy, and will grant the one who controls it complete dominance over T Energy, and with it, all of Ancaria. However, not all are willing to let the Inquisition go unopposed, as a small but growing resistance movement has begun to form. In the middle of this brewing conflict comes you, one of six character classes, each with their own backstory and motives. Your character now faces a choice: Will you walk the path of Light, and fight to stop the Inquisition's nefarious schemes and destroy the Great Machine, forever ridding Ancaria of its corrupting presence; or will you walk the path of Shadow, and strive to take the Great Machine's power for your own, slaughtering anyone who stands in your way?

An expansion, Ice and Blood, was released shortly afterwards. This expansion holds two new areas: the Crystal Plane, a region with deep Seraphim heritage where hunters go to test their worth, and the Blood Forest, where a lovers quarrel Gone Horribly Wrong has transformed the once vibrant forest into a dangerous, mutated land where demons and undead fight a neverending battle for supremacy.

The game has a high level of customization, with the item manufacturing and skill systems allowing for many different paths for a character to explore.

Tragically, not long after Sacred 2 was released, developer Ascaron suddenly went bankrupt, causing the loss of the rights to export Ice and Blood to the US. Thankfully, German developer Deep Silver was able to acquire the IP, and has made both Ice and Blood and the international Gold Edition of Sacred 2 available for digital download.

A Spinoff, Sacred Citadel, was released by Deep Silver on April 17, 2013. It is a Beat 'em Up Sidescroller with Sacred-level of customization and loot drops.

A second sequel, Sacred 3, was released by Keen Games on August 1, 2014. Tone and gameplay changes have subjected the sequel to criticism of In Name Only.

The series provides examples of:

  • Abandoned Mine: The Gnarlstat mines were populated by Dwarves before being massacred by the Dark Elves, who built their lair near the ruines and called it Zhurag-Nar.
  • Absurdly High Level Cap: 200.
  • Absurdly Spacious Sewer: The sewers under Braverock Castle. Bandits, monsters and even a secret vampire cult hide in multiple levels of tunnels. Have we mentioned that the castle is built over an ancient Dark Elven bastion called Mhurag-Nar whose basement is still intact?
  • A Child Shall Lead Them: Dyria D'Arquelyght, the Dryad queen from 2, is a little girl.
  • Action Girl: The Seraphim, the Wood Elf, the Vampiress, the Daemoness, the High Elf and the Dryad.
  • Aerith and Bob: You can find names like Victor next to more exotic ones like Vilya.
  • After the End: Both games, but most visibly the original, since it takes place thousand years after the sequel.
  • All There in the Manual: Both games have a substantial amount of ingame books. The first game contained mostly lore books which included several theories on the origins of the Seraphim and how Anducar became lord of the Underworld. The second game, in keeping with its Lighter and Softer nature, contains texts on the various gods of the world, descriptions of the various regions, and texts that are just plain silly, such as orcish cooking recipes.
  • Alternate World Map: Underworld discovers unexplored lands.
    • 2 features a version of Ancaria 1000 years before. It's implied that the events at the end of the game caused a cataclysm which altered the continent.
  • Ambiguously Brown: The Dryad and her tribe of dark-skinned jungle elves.
  • And Man Grew Proud: The backstory for the sequel.
  • Animate Dead: Many. The Vampiress, the Inquisitor and the Shadow Warrior can rise corpses as their minions for a time, and the latter can also gather permanently a bunch of skeletons.
  • Apathetic Citizens: The player character is asked to do all sort of tasks in the town, ranging to bring back a chicken to his owner, to kill a monster which lives in near ruins.
  • Arm Cannon: Temple Guardian's signature weapon. As a consequence, he can't wield two-handed weapons, but the cannon compensates it more than enough.
  • Artificial Stupidity: Escortees in 2 that wield melee weapons. which will always seek out the nearest enemy in a futile attempt to kill it...and by nearest, we really mean "anything within 10 yards." By contrast, escorts with ranged weapons are considerably more careful and tactical, but sadly these types are very rare compared to melee escorts.
    • Worse than the melee escortees are the civilian escortees, who have almost no sense of self-preservation, and are quite happy to stand within melee range of the monsters for no reason at all.
    • The undead skeletons summoned by the Shadow Warrior serve as a effective escort team, but they have the unfortunate tendency to roam freely and attack the farthest enemy within a even bigger scope. In general, they don't bother to follow great plans.
  • The Atoner: The Vampiress, the Dark Elf and the Daemoness.
  • Autobots, Rock Out!: The soundtrack for Sacred 2 was done by Blind Guardian.
  • Ax-Crazy: The Vampiress was one before biting a Seraphim, whose blood made her retrieve part of her humanity.
    • The Shadow aligned High Elf has shades of it.
  • Backpack Cannon: The Dwarf has one.
  • Back-to-Back Badasses: Laurelinad and Maegalcarwen during their chase.
  • Badass: Pretty much the entire hero cast.
  • Bad-Guy Bar: 2 has a werewolf inn.
  • Battle Couple: The Dark Elf and the Wood Elf.
  • Beauty Is Never Tarnished: Subverted in some instances. The characters show blood and wounds if they are hit unarmored.
  • Beehive Barrier: The Temple Guardian has one.
  • BFG: A skill for the Seraphim in both games summons one of these. The 2 version is a watered down version of the first.
  • Big Bad: The first game has two. First is the Sakkara Demon that was summoned in the intro, and then it's Shaddar, the Not Quite Dead evil wizard who summoned the Demon in the first place. Underworld has Anducar. The sequel has High Inquisitor Nimonuil. The Gatebreaker in Citadel.
  • Big Bad Wannabe: DeMordrey, who uses the chaos created by the real Big Bad to claim the throne of Ancaria.
  • Big Creepy-Crawlies: Underworld adds several of these, including titanic flies, giant hornets, giant mire worms, giant insect larvae (that look more like millipedes), and monster resembling giant woodlice and giant quadruped locusts.
  • Bittersweet Ending: Underworld. Anducar and his demonic hordes are defeated, but Vilya dies tragically after being completely broken in every possible way. On the plus side, the ending cinematic shows her soul reuniting with the soul of her beloved Valor.
    • Citadel ends with the Gatebreaker destroyed and the Ashe Empire forced into retreat, but the Seraphim are in disarray and their leader goes into self-imposed exile in shame due to her inability to save the Citadel, and the narrator states that the Empire is far from finished. However, at the same time, the heroes' actions have inspired an organized resistance that is quickly growing in number. Oh, and the Grimmoc Mama escapes with an apparently valuable Seraphim artifact.
  • Black Mage: The Battle Mage. The Inquisitor is a more straight example.
  • Blade Below the Shoulder: The Temple Guardian can extend blades from his arm. Certain hand weapons from the original game have this configuration.
  • Body Horror: The T-Mutants.
  • Boisterous Bruiser: The Dwarf and slightly less the Gladiator.
  • Bonus Boss: Given that it's an open world, each game has tons, mainly Dragons.
  • Bottomless Magazines: The Dwarf cannon never runs out of ammunition. Also the Temple Guardian's Arm Cannon, being an enery weapon.
  • Brainwashed and Crazy: Mishirla in Ice and Blood.
  • Breaking the Fourth Wall: In Sacred 2 the Player Characters will sometimes complain to/about the player for letting the game idle. Also doubles as Continue Your Mission, Dammit!. Not to mention certain Enemy Chatter.
  • Break the Cutie: Vilya in Underworld.
  • Burn the Witch!: Baron DeMordrey and his inquisitors regularly burn witches and mages.
  • Came Back Wrong: The Shadow Warrior.
    • The Garema were a race of Japanese-style green-skinned pygmies who dwelled in the southern jungle and battled the Dryads before being anhiliated. The Dryads pitied on them and embalmed the fallen Garema, who would eventually return as the even more vicious undead Nuk-nuks.
  • Combat Tentacles: The Wood Elf, the Dryad and the Inquisitor can summon some.
    • The Shadow Warrior can summon a flying spectral hand.
  • Corrupt Church: The Inquisition in 2.
  • Corrupt Corporate Executive: Tybosso DeElfici in 2.
  • Cosmetic Award: In the sequel.
  • Covers Always Lie: Sacred 2 cover shows the Temple Guardian and the Dryad in the good guys side and the Shadow Warrior and the High Elf in the opposite, while the game intro shows the Temple Guardian, the Dryad and the Shadow Warrior teaming in the good side. Technically, neither of them is canon, as you can freely choose your character's path.
  • Crate Expectations
  • Darker and Edgier: The whole story of the expansion. It is entirely set in Hell Underworld
  • Dark Is Not Evil: A good-aligned Shadow Warrior.
    • Vampiress, Daemoness and Dark Elf from the first game also qualify.
  • Damage-Increasing Debuff: Many spells.
  • Damage Over Time: Poison damage.
  • Daywalking Vampire: The Vampiress can freely walk around in sunlight while in her human form. Even if she is in vampire form during day, she is just mildly damaged.
  • Deadpan Snarker: The Battle Mage has some snarky dialogue.
  • Demon Slaying: There are demons among the enemies of this game. One of them is particularly big.
  • Difficulty Spike: There is a world of difference between Bronze and Silver settings, especially in the first game. And then you unlock Gold and beyond...
  • Does Not Like Shoes:
    • Most Dryad people walk around barefoot, giving their Earthy Barefoot Character status. Not the one controlled by the player, however.
    • The Inquisitor is barefoot in his default attire, probably due to his monkish nature.
    • The Dwarf wears footwraps in his default apperance.
    • Technically, the Daemoness also count, as she has hooved feet.
  • Doing In the Wizard: In Sacred, some in-game books explain that Seraphim and dragons are genetically related and tell some religious legends about their origin, claiming Seraphim were created by the goddess Sofia to fight the Worganar demons. Later, in a special quest, a Seraphim is cornered in the desert by demons and cultists and dies muttering "it's all lies", leaving you a lightsaber and a book. The book contains a strange text about the origin of the Seraphim which uncannily fits the first source... replacing holy magic with sci-fi technology. Whether this book is canon or just Easter Egg material is open to debate.
    • Sacred 2 lampshades this, as one of the magic classes used by the Seraphim is called "Revered Technology". It's unclear if this refers to the mentioned story or is just regular Magitek.
  • Driven to Madness: Vilya in Underworld.
  • Dual Wielding: Some characters can have this ability.
  • Dub Name Change: In the Spanish version, the prince Valor becames the prince Vorian, Alcalata becames Angalydd and Anducar becames Handukar.
    • Oddly enough, the Spanish version of 2 has Nelyas the dryad shaman going unnamed during his apperance, only named "Dryad Shaman".
  • Easter Egg: For some reason, Ancaria has a Shadow Vessel, Camp Crystal Lake, Tristram and lightsabers.
  • Eerie Pale-Skinned Brunette: The Vampiress in her vampire form.
  • Enemy Chatter: Mostly in 2.
  • Enemy Summoner: Goblin and Kobold shamans can summon warriors of their respectives races.
  • Escort Mission: Many in both games. They range from surprisingly easy to hair-tearingly difficult.
  • Eternal Equinox
  • Everything's Better with Cows: Zombie cows, nothing less.
  • Evil Counterpart: In the sequel, The Seraphim's character quest revolves around an undead "Dark Seraphim".
    • Not to mention the Inquisitor to the Seraphim.
  • Evil Versus Evil: In 2, we have Orcs, Goblins and Ogres versus Kobolds and Trolls. Pass the Popcorn.
  • Expy: The Inquisitor has many allusions to Darth Vader. In fact, one of the additions of the Community Patch is Vader's helmet as an unique helmet for the Inqusitor.
  • Failure Is the Only Option: The sequel's infamous "Henry" quest.
  • Fallen Angel: Only in name, in the second game.
  • Fantastic Racism: In 2, the High Elves consider themselves the best race in Ancaria and look down on everyone else, and the playable High Elf displays a haughty attitude towards the other races even in the Light campaign, while the Inquisitor will coldly tell Human enemies to "get out of the sun". Most Humans hate the High Elves for enslaving most of them. Both races despise the Orcs as bloodthirsty savages, who in turn hate the more civilized races for being "weak". Most of the Seraphim have become distant and aloof towards the mortal races, and even the playable Seraphim exhibits some of this behavior.
    • In the original, Commander Romata (the man who officially starts the main quest regardless of character) is openly leery and suspicious of the Dark Elf and Daemoness, and the Dwarf will occasionally scornfully remark how much of Ancaria's architecture pales in comparison to his people's.
  • Fireballs: The Battle Mage has a fireball spell.
  • Forever War: In the sequel, the Cursed Forest revolves around one of these.
  • The Fundamentalist: The Inquisitor and maybe the Seraphim.
  • Get on the Boat: You need to get a boat in the southern pier to go to the Mal-Orc-A island.
  • Giant Spider: Ranging from the Tarantula Gravis(about the size of a rabbit) to the Tarantula Mortis (about the size of a small house).
  • Gratuitous German: The Goblins occasionally shout (hard to understand) german phrases. Mostly a side effect of sloppy localization, though — the game was developed in Germany.
  • Grave Humor: Oh yes.
  • Green Aesop: The Dryads in general. Her entire race is really big on nature and the preservation there of, and her class quests represent that. Light side Dryad's try to preserve both nature and the lives of others, while Shadow aligned Dryads are... considerably more brutal.
    • Arguably, this is the entire point of T-Energy. Everyone sees it as a wonderous energy source capable of nearly everything, but in reality its a highly volatile substance that turns its users into mindless mutants and can even mutate the environment. It also arguably draws a parallel to real life fossil fuels.
  • Grid Inventory: A Diablo-like version.
  • Guide Dang It:
    • The method to get the best reward from Underworld's "Book of Wisdom" quest is never hinted at, and was in fact discovered by accident. It requires killing all three of the book's guardians at exactly the same moment.
    • A handful of quests in the second game can automatically fail depending on decisions made during a quest chain, or even if certain quests are accepted and/or completed in the wrong order.
  • Guys Smash, Girls Shoot: Most of the female characters definitely avert this, but in the Dark Elf/Wood Elf team, he slices and she shoots.
  • Hard Mode Perks: Like in Diablo, higher difficulty means better drop. Also, experience bonus.
  • Heel-Face Turn: Shaddar in Underworld.
    • Technically the Daemoness, who is betrayed by Underworld's Big Bad and exiled to Ancaria. Same with the Vampiress and her regained humanity.
  • Heroic Fantasy: The game takes place in a world called Ancaria.
  • Heroic Sacrifice: Liosolath in 2.
  • Heroic Comedic Sociopath: Even if played on the side of Light, Shadow Warriors have some pretty bloodthirsty dialogue.
  • Hit-and-Run Tactics: Running away is a recommendable tactic when the player finds gigantic melees. In some places, it's more than recommendable.
  • Holy Hand Grenade: Seraphim's powers, specially in the second game.
  • Hospitality for Heroes: The reward for some of the quests.
  • Human Sacrifice: The Dark Elves commonly sacrificy whoever they can get their hands on. And they drink their blood as passage rite.
  • I Hate You, Vampire Dad: The Vampiress towards the vampire queen who turned her into a monster.
  • Impossible Item Drop: A little goblin dropping a giant axe isn't something you see every day.
  • Inexplicable Treasure Chests: A quest comprise a drunken soldier named Avengarius giving you a treasure map which leads you to a cave with a well-filled treasure chest. The soldier mentions the treasure as the pay of his old legion, but neither he or you know how did it end in the cave.
  • In Love with the Mark: The Dark Elf (the killer) and the Wood Elf (the mark).
  • In the Hood: The Battle Mage and the Inquisitor.
  • In-Universe Game Clock: Ancaria has a normal day/night cycle. It normally affects only visibility, although the sunlight causes damage to the Vampiress if she is in her vampire form.
  • Invading Refugees: A horde of orcs invading the human kingdoms? Bad. A horde of undead heralding the arrival of a powerful demon to Ancaria, displacing the orcs from their homeland in the process? Worse.
  • It Runs in the Family: According to 2, the Demordrey line has been doing the "Smug Snake Evil Overlord" routine for over 2000 years.
    • The first game has a sidequest given by two cousins of Demordrey, who eventually turn to be traitors.
  • Jerk Ass: Necromancer Siliar in 2.
  • Kick the Dog: Most of the Shadow aligned characters get one in their intros.
    • The Inquisitor poisons his partner in order to take full credit for the success of their mission, then massacres the tavern he's in because "they're witnesses".
    • The High Elf kills her rival student in what was supposed to be a friendly duel, and then when her teacher scolds her for lack of restraint, she kills ''him'' too.
    • The Temple Guardian butchers the two hapless adventurers that accidentally activated him. (to be fair, they attacked first)
    • The Shadow Warrior is pretty much a near-mindless pawn of the Inquisition, and his first task is to murder a hapless man as a "test drive".
  • Kleptomaniac Hero: You can steal a lot of items in chests and barrels located inside houses and even stores. Their dwellers won't react if you do so in front of them.
  • Laser-Guided Amnesia: We never found where the Dwarf comes from, as he doesn't remember it. He seems to know Gnarlstat and the Dwarven Ruins, but his past isn't revelated.
  • Last of His Kind: The Dwarf claims to be the last dwarf alive.
  • Lava Adds Awesome: The Ascaron's Call tavern has a lava pit in its hall. Yes, a tavern.
  • Left-Justified Fantasy Map: Somehow averted. Ancaria has the ocean in the underside and not in the left, although the coast ascends to the left.
  • Leg Cannon: The Temple Guardian has a spell that fire energy from his legs while levitating.
  • Level Grinding: Not so much as in other Hack and Slash games, because most of the monsters are generated with a level relative to yours. However, that doesn't mean that you don't grind. Rune Grinding is important for your skills.
  • Lighter and Softer: The second game and its expansion have considerably more lighthearted humor and moments than the original.
  • Loads And Loads Of Sidequests: Sacred 2 has a shedload of them: there's loads of people you can talk to that will give you quests. It's around the 400 ballpark in total.
  • Looks Like She Is Enjoying It: The Vampiress yells out some sugerent screams while fighting.
  • Lost Technology: The Dwarven ruins in Underworld.
  • Made of Explodium: the Inquisitor has a spell to made corpses explode, in a naturally gruesome way.
  • Magic Knight: The Seraphim most prominently, but the Battle Mage and Inquisitor also qualify.
  • Magitek: Loads and loads.
  • The Man Behind the Man: The Abishai of Dissention in Ice And Blood's Cursed Forest arc.
  • The Mario: The Seraphim.
  • Mentor Occupational Hazard: Nelyas the dryad shaman has a very short screen time.
  • Might Makes Right: The Inquisitor's mindset in a nutshell.
  • Mind Rape: In Underworld, Anducar does this to Vilya throughout the game, ultimately driving her insane.
  • Money Spider: All the enemies drop gold.
  • Mundane Made Awesome: Completing the Blind Guardian sidequest rewards you with the instruments of each band member as powerful Legendary weapons. The two guitarists' guitars are two-handed swords, the drummer's drumstick and cymbal are a sword and shield, and the lead singer's microphone is a magic staff.
  • My Species Doth Protest Too Much:
    • Not so much in the first game, but in the second game, there's at least one friendly member of each enemy race.
    • The three heroes from Always Chaotic Evil races in the first game qualify - The Dark Elf assassin turns on his own people after falling in love with one of his targets, the Vampiress awakens to the cause of good after drinking Seraphim blood, and the Daemoness assists the forces of good while on her quest for revenge against Anducar. There's also a Dark Elf priestess who will help you until you finish the quest she gives you.
  • No Export for You: When Ascaron, the developer company, went under, the rights to localize the sequel's expansion in the U.S. went with them. Thankfully, the international version of the expansion is still purchasable.
  • No Good Deed Goes Unpunished: Before the story of the game, the Vampiress was a female human warrior who found a confined vampire queen in the Mhurag-Nar dungeons and spared her life out of mercy, but the vampire betrayed her and turned her into a one of her race. Later the Vampiress find her in the Braverock Castle sewers and takes the opportunity to retaliate.
  • No Name Given: The heroes are only referred by their nature title.
    • Laurelinad (the Dark Elf) and Maegalcarwen (the Wood Elf) are the exception. Also, a grave mentions a Gladiator named Hendrikus conversing with a Battle Mage.
  • Non-Human Undead: Undead cows, undead horses, undead goblins, undead trolls, an undead dragon...
  • Non Indicative Name: Sacred 2:Fallen Angel features no literal Fallen Angel at all. Only the Dark Seraphim in Seraphim's side quest can be considered one.
  • Not Quite Dead: Shaddar in the first game.
  • Not So Extinct: Played with the Dwarves. Apparently absent from 2, they appeared 2000 years after and laboured for Anducar to build his fortress in the Depths of Death, then he annihilated them. Some Dwarves eventually made it to the upper world where they came to rescue the Seraphim from the Dark Elven. But then the Dark Elven massacred the Dwarves... except one.
  • Obvious Beta: The first game had an absurd amount of glitches and bugs. Even after several patches, they were still plentiful. Thankfully, the sequel was handled much better, even if it is a little rough around the edges.
  • Obviously Evil: Baron Demordrey and his servants.
  • One-Man Army: Each hero has to slay loads and loads of enemies in his path.
  • Our Elves Are Better: Just about all the common varieties of fantasy elves make an appearance in one game or another.
    • Specially in 2, where you can find from technologically advanced High Elves to tribal, indigenous Wood Elves (here called Dryads).
  • Our Daemons Are Different: The Daemon player class in the expansion. Could also be a case of My Species Doth Protest Too Much.
  • Our Dwarves Are All the Same: An almost Steam Punk technologically advanced but otherwise stereotypical version.
  • Our Gargoyles Rock: Artificial monsters created by attaching evil spirits to stone statues.
  • Our Ghosts Are Different: Sacred ghosts range from traditional human spirits to bizarre, ghoul-like entities.
  • Our Giants Are Bigger: Ancaria has a race of gigantic, mostly blue-skinned humanoids that roam the snows. They are nastier enough to assault the Seraphim monastery.
    • Interestingly, the trolls from 2 are identical to those giants, while the troll race in Sacred is a completely different one.
  • Our Orcs Are Different: More like the Blizzard variation.
  • Our Seraphim Are Different: A holy order formed by human-like female angels who wear revelating suits and kick ass in plenty.
    • Also following a sidequest about a Seraphim who was researching their history reveals a document detailing their creation. They are half-human hybrids, enhanced with cybernetics created by a space empire. The energy beam from the sky is infact a kill sat still hanging in orbit fully functional after several thousand years.
  • Our Vampires Are Different: Although not very common in Ancaria. In three games, only two vampires have appeared in the story and the second one was responsible for the creation of the first one.
  • Pet the Dog:
    • Shadow-aligned characters are still capable of performing good deeds in certain sidequests. In particular, the Inquisitor's character quest revolves around him protecting and caring for a young lady who is heavily implied to be his daughter.
    • In one Community Patch quest, if you choose to side with a Seraphim goddess (light side) instead of her witch imposter (shadow) with a Shadow aligned character, the goddess will muse that there may be some hidden good in you after all. Your character, however, insists they only sided with her for the reward.
    • The trolls in 2 are said to ally to the kobolds because they mistake them as their troll sons.
  • Physical Heaven: Sacred 2 has a Seraphim fortress in the northern islands.
  • Physical Hell: A quest leads you to the orcish underworld, which seems to be a deep cave system.
  • Religion of Evil: The Shakkara Cult in the first game. The Inquisition in the sequel.
  • La Résistance: The Crown soldiers after the Demordrey takeover.
    • Also the Resistance against the Inquisition in Sacred 2.
  • Robot Buddy: The Temple Guardian.
  • Ruins for Ruins' Sake: The jungle ruins in 2. It is never clear who built them, and theories (even in-game) range from ancient Elven to Garema folks.
  • Sacrificial Lion: Wilbur and Reginald Treville.
  • Saving the World: Of course.
  • Schizo Tech: Averted in the first game, which had a decidedly standard medieval fantasy setting, but played straight in the sequel (which takes place two thousand years in the past).
  • Science Fantasy: Particularly in 2.
  • Sequel Hook: Citadel has a few. The Gatebreaker says outright just before he dies that his death will not stop the Ashen Empire for long, plus the Grimmocs escape with a Seraphim artifact.
  • Sequence Breaking: Arguably. In the first game, when starting a new game after finishing the single player campaign, the player has access to all the portals that were activated over the course of the previous playthrough, which gives premature access to various regions and occasional side effects. With Ice and Blood, depending on what point in the main story you're at when you head to either of the new regions, its possible to obtain your class mount before doing the quest that would normally grant it. In both games, areas can be accessed out of order through the teleportation and flying abilities of some character classes.
  • Shout-Out:
  • Smug Snake:
    • Baron DeMordrey in 2.
    • From the same game, Tybosso DeElfeci, a High Elf Corrupt Corporate Executive and slaver whose misdeeds are involved in three class quests.
  • The Sneaky Guy: Rocheford, in Gladiator's campaign.
  • Starcrossed Lovers: Laurelinad the Dark Elf and Maegalcarwen the Wood Elf. At the end of the game, the player-controlled dark elf can find Maegalcarwen set to being sacrificed again in Zhurag-Nar. Most of the time she dies before you can rescue her, but if you are skillful, you can kill the captors fast enough to save the wood elf. She hasn't dialogue box, however.
  • Stripperiffic: Female heroes, mainly the Seraphim, the High Elf and the Dryad, tend to wear... revealing outfit.
  • Taken for Granite: One of the Battle Mage's spells.
  • Take Your Time: Played mostly straight in the original aside from certain sidequest. Played completely straight in 2.
  • The Team Benefactor: Commander Romata.
  • Timed Mission: The first game has some. Thankfully, the time limits are (mostly) fairly reasonable.
  • Throwing Your Sword Always Works: The Gladiator can throw his weapon to the opponent. Naturally, he loses it.
    • The Seraphim has a boomerang version of it, in which the weapon returns to her hands.
  • Transformation Is a Free Action: Subverted with the Vampiress transformation. Your enemies can attack you while she is turning a vampire.
  • Universal Poison
  • Unwitting Pawn: The hero to Shafeera a.k.a. Shaddar.
  • Urban Segregation: The Crow's Rock Castle has a hideous slum district.
  • Voluntary Shapeshifting: Part of the Vampiress and Daemon's power set.
  • We Buy Anything: The shopkeepers buy you anything.
  • Where It All Began: In 2, the Seraphim's final battle with the Dark Seraphim takes place in the cave where you first encountered her at the beginning of the quest chain.
  • Wide Open Sandbox
  • X Meets Y: Sometimes described as Diablo meets The Elder Scrolls.
  • Villain Protagonist: While any character doing the second game's evil campaign counts, special mention goes to the Inquisitor, who can only play the evil campaign.
  • Wake-Up Call Boss: Rocksnore in Citadel.

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RevenantAction RPGThrone of Darkness
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RygarFantasy Video GamesSacrifice
RisenHumble BundleSaints Row 2

alternative title(s): Sacred
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