Difference between revisions of "Sacred 2:Skills"
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==='''[[Sacred 2:Dryad|Dryad]]'''=== | ==='''[[Sacred 2:Dryad|Dryad]]'''=== | ||
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==='''[[Sacred 2:High Elf|High Elf]]'''=== | ==='''[[Sacred 2:High Elf|High Elf]]'''=== | ||
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==='''[[Sacred 2:Inquisitor|Inquisitor]]'''=== | ==='''[[Sacred 2:Inquisitor|Inquisitor]]'''=== | ||
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==='''[[Sacred 2:Seraphim|Seraphim]]'''=== | ==='''[[Sacred 2:Seraphim|Seraphim]]'''=== | ||
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==='''[[Sacred 2:Shadow Warrior|Shadow Warrior]]'''=== | ==='''[[Sacred 2:Shadow Warrior|Shadow Warrior]]'''=== | ||
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==='''[[Sacred 2:Temple Guardian|Temple Guardian]]'''=== | ==='''[[Sacred 2:Temple Guardian|Temple Guardian]]'''=== | ||
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Revision as of 23:51, 15 November 2008
Contents
Skills improve the hero's characteristics in many different ways. Each character class has different skills. On reaching the next experience level, the player can distribute additional skill points in order to improve these existing skills. The number of skill points gained depends on the level of the hero. These abilities are very powerful and they should be chosen carefully depending on the character class and the preferred style of playing.
- Players of all classes will recieve a new skill choice at the levels: 2, 3, 5, 8, 12, 18, 25, 35, 50 and 65.
- One additional weapon slot and Combat Art slot are granted at the levels: 3, 11 and 25
- Between level 1-4 One skill point is gained per level up.
- Between level 5-11 Two skill points are gained per level up.
- Between level 12-24 Three skill points are gained per level up.
- Between level 25-49 Four skill points are gained per level up.
- Between level 50-200 Five skill points are gained per level up.
Combat Art Skills:
Ancient Magic - Increases damage for spells
Combat Discipline Increases damage and improves regeneration for Combos. Also increases the number of Combat Arts you can have in a combo
Concentration Gives an additional buff slot & improves regeneration for all Combat Arts
All skills in the left column below may be chosen as soon as a character reaches level two. | All skills in the right column below may be chosen only after a Primary skill from the left column has reached level 5. |
Dryad
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
High Elf
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
Inquisitor
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
Seraphim
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
Shadow Warrior
[u]Primary:[/u]
|
[u]Secondary:[/u] |
Temple Guardian
[u]Primary:[/u]
|
[u]Secondary:[/u]
|
Offensive skills:
Damage Lore - Provides a better chance for applying "status effects" (eg, burning with fire damage) on monsters
Dual wield - Allows you to wield two single-handed weapons
Hafted Weapons - Increases attack speed, chance to hit and max item level usable without penalties with these weapons
Magic Staffs -Increases attack speed, chance to hit and max item level usable without penalties with these weapons
Pole Arms - Increases attack speed, chance to hit and max item level usable without penalties with these weapons
Ranged Weapons - Increases attack speed, chance to hit and max item level usable without penalties with these weapons
Speed Lore - Increases attack and defense and run speed
Sword Weapons - Increases attack speed, chance to hit and max item level usable without penalties with these weapons
Tactics Lore - Increases damage with all weapons
Defensive Skills:
Armour Lore - Improves your resists and increases maximum item level without penalties
Combat Reflexes - Improves player's Evasion statistic (chance to dodge attacks) & reduces the chance that the character will get hit with a critical hit from a monster
Constitution - Increases health and health regeneration
Pacifism - Reduces damage taken in PvP (all possible ramifications still unknown)
Shield Lore - Still unknown, possibly increases defense and maximum item level without penalties
Spell Resistance - Increases your resistance to spells
Toughness - Improves your resists and provides minimal % damage mitigation
Warding Energy Lore - Increases shield energy (only available for Seraphiim and Temple Guardian) and damage absorption for Combat Arts that use/create a shield (Eg, Temple Guardian's T-Energy Shroud).
General skills:
Alchemy - Allows player to use certain consumables
Bargaining - Much like Trading in original Sacred, improves what merchants have to offer.
Blacksmith - Allows the player to socket items without having to use a Blacksmith
Divine Devotion - Improves regeneration of god-spell
Enhanced Perception - Gives the player a better chance of "seing" invisible monsters as well as "magical hiding places"
Riding - Improves player's mount's Combat Arts as well as the level of Mount allowed to be used by the player.