Difference between revisions of "Sacred 2:Strength"
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Increases [[Sacred 2:Attack Value|Attack Value]] as well as basic damage for [[Sacred 2: Strength Based Weapons| strength based, close range (melee) weapons]] with the exception of [[Sacred 2:Dexterity Based Weapons|Dexterity Based Weapons]] such as [[Sacred 2:Daggers|Daggers]], [[Sacred 2:Ranged Weapons|Ranged Weapons]], [[Sacred 2:Short Swords|Short Swords]], [[Sacred 2: Poles|Blunt Polearms]] and [[Sacred 2:Magic Staffs|Magic Staffs]]. | Increases [[Sacred 2:Attack Value|Attack Value]] as well as basic damage for [[Sacred 2: Strength Based Weapons| strength based, close range (melee) weapons]] with the exception of [[Sacred 2:Dexterity Based Weapons|Dexterity Based Weapons]] such as [[Sacred 2:Daggers|Daggers]], [[Sacred 2:Ranged Weapons|Ranged Weapons]], [[Sacred 2:Short Swords|Short Swords]], [[Sacred 2: Poles|Blunt Polearms]] and [[Sacred 2:Magic Staffs|Magic Staffs]]. | ||
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Revision as of 23:49, 6 November 2011
Increases Attack Value as well as basic damage for strength based, close range (melee) weapons with the exception of Dexterity Based Weapons such as Daggers, Ranged Weapons, Short Swords, Blunt Polearms and Magic Staffs. Attack Value +XX Weapon Damage +XX Strength Based Weapons
Note
NotesThe 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. |