Difference between revisions of "Sacred 2:Dexterity"

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== [[Sacred 2:Dexterity |Dexterity]] ==
 
== [[Sacred 2:Dexterity |Dexterity]] ==
  
Increases attack value slightly and defense value significantly. Increases damage dealt by close combat and ranged weapons.
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Increases [[Sacred 2:Attack Value|Attack Value]] slightly and [[Sacred 2:Defense Value|Defense Value]] significantly. Increases [[Sacred 2:Damage|Damage]] dealt by [[Sacred 2:Dexterity Based Weapons|Dexterity Based Weapons]] such as [[Sacred 2:Short Swords|Short Swords]], [[Sacred 2:Daggers|Daggers]], [[Sacred 2: Poles|Blunt Polearms]] and [[Sacred 2:Ranged Weapons|Ranged Weapons]].
  
 
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'''Weapon Damage +XXX'''
 
'''Weapon Damage +XXX'''
 
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== [[Sacred 2:Dexterity Based Weapons|Dexterity Based Weapons]] ==
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{{:Sacred 2:Dexterity Based Weapons}}
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===http://darkmatters.org/forums/style_images/mocha1.2/folder_post_icons/icon13.gif Note===
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The release of [[Sacred 2:Ice and Blood|Ice and Blood]] greatly impacted the effect of adding points to the attributes. Pre expansion, adding points to either [[Sacred 2:Strength|Strength]], [[Sacred 2:Dexterity|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, [[Sacred 2:Vitality|Vitality]] being a popular choice, as this directly increases a player's health.
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===See Also===
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*[[Sacred 2:Attributes|Attributes]]
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*[[Sacred 2:Skills|Skills]]
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*[[Sacred 2:Item Modifiers|Item Modifiers]]

Latest revision as of 01:39, 13 January 2014

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Dexterity

Increases Attack Value slightly and Defense Value significantly. Increases Damage dealt by Dexterity Based Weapons such as Short Swords, Daggers, Blunt Polearms and Ranged Weapons.

Attack Value +XXX

Defense Value +XXX

Weapon Damage +XXX

Dexterity Based Weapons

Skill Lore Weapon Type Dryad High Elf Inquisitor Seraphim Shadow Warrior Temple Guardian Dragon Mage
Pole Arms
Poles
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X
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Ranged Weapons
Blowguns
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X X X X X X
Energy Pistols X
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X
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X
Energy Weapons X X
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X X
Long Bows
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X
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X
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Short Bows
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X
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X
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Recurve Bows icon13.gif
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X
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X
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Throwing Daggers
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Throwing Stars
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Throwing Potions icon13.gif
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Sword Weapons
Daggers
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Short Swords
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Fist Weapons icon13.gif
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icon13.gif Note

  • Fist Weapons, Throwing Potions and Recurve Bows are formerly Lost Items that were reactivated in the Community Patch. Therefore they are only available with the CM Patch installed.


Uniques Modified by Dexterity

Blades

Swords

Poles

Ranged

Blowguns

Legendaries Modified by Dexterity


Set Items Modified by Dexterity


icon13.gif Note

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.


See Also