Sacred 2:Dexterity
DexterityIncreases 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 |
In the tooltip:
- Each point in Dexterity increases the Attack Value by 0.3. The total Attack Value is then rounded down.
- Each point in Dexterity increases the Defense Value by 1.
To learn how a character's natural Dexterity is calculated and see how the different characters compare, see this page: How is a character's natural Dexterity calculated?
Dexterity Based Weapons
Skill Lore | Weapon Type | Dryad | High Elf | Inquisitor | Seraphim | Shadow Warrior | Temple Guardian | Dragon Mage |
Pole Arms | ||||||||
Poles | X | |||||||
Ranged Weapons | ||||||||
Blowguns | X | X | X | X | X | X | ||
Energy Pistols | X | X | X | |||||
Energy Weapons | X | X | X | X | ||||
Long Bows | X | X | ||||||
Short Bows | X | X | ||||||
Recurve Bows | X | X | ||||||
Throwing Daggers | ||||||||
Throwing Stars | ||||||||
Throwing Potions | ||||||||
Sword Weapons | ||||||||
Daggers | ||||||||
Short Swords | ||||||||
Fist Weapons |
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.
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.