Difference between revisions of "Sacred 2:Intelligence"
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== [[Sacred 2:Intelligence |Intelligence]] == | == [[Sacred 2:Intelligence |Intelligence]] == | ||
− | Increases the chance that a [[Sacred 2: Spell Damage Based Combat Arts|spell]] hits the target with full force. Increases damage dealt by [[Sacred 2:Magic Staffs|Magic Staffs]] and [[Sacred 2: Spell Damage Based Combat Arts| | + | Increases the chance that a [[Sacred 2: Spell Damage Based Combat Arts|spell]] hits the target with full force. Increases damage dealt by [[Sacred 2:Magic Staffs|Magic Staffs]] and [[Sacred 2: Spell Damage Based Combat Arts|Spell Damage Based Combat Arts]]. |
'''Weapon Damage +XXX''' | '''Weapon Damage +XXX''' | ||
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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 [[Sacred 2:Intelligence|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. | 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 [[Sacred 2:Intelligence|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=== | ||
+ | *[[Sacred 2:Attributes|Attributes]] | ||
+ | *[[Sacred 2:Skills|Skills]] | ||
+ | *[[Sacred 2:Item Modifiers|Item Modifiers]] |
Revision as of 05:41, 13 January 2014
IntelligenceIncreases the chance that a spell hits the target with full force. Increases damage dealt by Magic Staffs and Spell Damage Based Combat Arts. 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 Based Weapons
Skill Lore | Weapon Type | Dryad | High Elf | Inquisitor | Seraphim | Shadow Warrior | Temple Guardian | Dragon Mage |
Magic Staffs | ||||||||
Mage Staffs | ||||||||
Two Handed Mage Staffs | X |
Uniques Modified by Intelligence | Legendaries Modified by Intelligence |
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.