Weapon Damage +XXX
Combat Art Damage +XXX
Spell Intensity +XXX The value for spell intensity by default is equal to your Intelligence, equipment with +% Spell Intensity will increase this.
Intelligence defines a "+x% total damage" modifier for Spell Damage Based Combat Arts , which has extremely high values at low CA level but quickly decreases with the increase of CA level.
- For example, for a character with 1000 Intelligence bonus will be:
|Combat Art Level||Damage multiplier||Total damage|
|1||1 + 6.66||+ 666%|
|5||1 + 2.22||+ 222%|
|10||1 + 1||+ 100%|
|25||1 + 0.5||+ 50%|
|50||1 + 0.25||+ 25%|
|100||1 + 0.2||+ 20%|
- Intelligence also affects the chance for critical hit: each 50 points in Intelligence give +1% chance for critical hit. This value is simply added to the current chance the character has. For example, if the character has 20% chance for critical hit from skills and 1600 points in Intelligence, this character would have 20 + 1600/50 = 52% chance for critical hit as a result.
|Skill Lore||Weapon Type||Dryad||High Elf||Inquisitor||Seraphim||Shadow Warrior||Temple Guardian||Dragon Mage|
|Two Handed Mage Staffs||X|
|Uniques Modified by Intelligence||Legendaries Modified by Intelligence|
The release of Ice and Blood greatly impacted the effect of adding points to the attributes. Pre expansion, adding points to either Strength, Dexterity or Intelligence, would result in a significant increase of damage. After Ice and blood, the developers had balanced it so that this previous strategy of adding all allotted points to any single one of the attributes would only offer a very small increase in damage, much smaller than before, which resulted in players not opting to use Attribute points for damage increases as before, but more to other choices, Vitality being a popular choice, as this directly increases a player's health.