Sacred:Skills

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The Skills

Skills improve the hero's characteristics in many different ways. Each character class has different skills and starts adventuring with 2 requisite 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. As a hero develops they will be able to learn up to 6 additional skills; a new skill is available at each of the following levels: 3, 6, 12, 20, 30 and 50. These abilities are very powerful and they should be chosen carefully depending on the character class and the preferred style of playing. There are a total of 32 skills and each character has access to 15. By editing the Configuration File (Settings.cfg) entry for Default Skills from 1 to 0, new characters will be able to chose the two starting skills at level one.


Skill Availability Table by Character

Level 1 Magic Lore Weapon Lore Weapon Lore Weapon Lore Weapon Lore Magic Lore Weapon Lore Agility
Meditation Magic Lore Concentration Constitution Concentration Weapon Lore Vampirism Weapon Lore
Fire Magic Meditation Trap Lore Weapon Technology Axe Lore Meditation Constitution Magic Lore
Earth Magic Dual Wielding Ballistics Dwarven Lore Dual Wielding Concentration Bloodlust Meditation
Water Magic Axe Lore Blade Combat Axe Lore Unarmed Combat Heavenly Magic Concentration Moon Magic
Air Magic Hell Power Dual Wielding Trading Ranged Combat Long-handled Weapons Sword Lore Ranged Combat
Weapon Lore Sword Lore Constitution Armor Sword Lore Sword Lore Axe Lore Concentration
Sword Lore Constitution Agility Ranged Combat Constitution Constitution Armor Constitution
Level 3 Long-handled Weapons Concentration Disarming Concentration Armor Parrying Parrying Riding
Riding Long-handled Weapons Riding Parrying Agility Riding Disarming Long-handled Weapons
Level 6 Agility Agility Unarmed Combat Unarmed Combat Riding Dual Wielding Riding Trading
Level 12 Trading Riding Armor Sword Lore Disarming Armor Agility Sword Lore
Level 20 Constitution Armor Sword Lore Forge Lore Long-handled Weapons Ranged Combat Long-handled Weapons Armor
Level 30 Disarming Parrying Parrying Disarming Parrying Agility Trading Disarming
Level 50 Parrying Disarming Trading Agility Trading Trading Ranged Combat Parrying


Damage enhancing skills

These skills will increase weapon or spell damage.


[size=4]Weapon Lore[/size]

Weapon Lore is a skill that is available to all classes, although it is most useful for melee characters.

Each skill point allocated to Weapon Lore increases the following stats:

Skill level 1 5 10 15 20 30 51 75 100 150 200
Value of x: 12 39 69 94 115 150 200 236 261


The Weapon Lore skill will stack with item bonuses (e.g. a sword with +31% Physical Damage and level 10 Weapon Lore will result in 31+69 = 100% total Weapon Bonus to the weapon base physical damage).



[size=4]Magic Lore[/size]

Magic Lore is a skill available to character classes that are able to perform spells.

The skill increases the damage dealt by all types of magic spells by a percentage (physical, magical, fire, poison).


Skill level 1 5 10 15 20 30 51 75 100 150 200
Spell Damage +%: 11 39 69 94 115 150 199 236 261


Available for: Battle Mage, Daemon, Seraphim, Wood Elf




Ability enhancing skills

Mainly defensive, these skills increase defense rating, armor values and maximum health points.


[size=4]Agility[/size]

Agility improves both Defense (lower chance to get hit) and Attack Rating (higher chance to hit) values, making combat much easier.

The skill is best suited for characters that do not use a shield (since it provides almost the same defense bonus as Parrying). Of course, the skill stacks with item bonuses and the Parrying skill.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 7 24 43 58 71 93 125 147 163
Defense +%: 13 44 77 105 129 168 225 266 294


Available for: All classes



[size=4]Armor[/size]

Increased levels of Armor provide greater resistance by enabling more effective use of equipment, and also permit increased movement speed by reducing the encumbrances imposed.

Armor reduces the damage taken when hit by increasing each resistance (physical, magical, fire, poison). Additionally, some equipment carries a minimum armor level to be equipped.

Wearing armor with specific resistances and damages can imbue the wearer with an armor glow which confers additional protection in the form of a resistance bonus. (15% per element)

Movement speed penalties from armor a with higher level than the character level are reduced.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Physical Resistance +%: 12 47 84 116 143 186 250 296 328
Elemental Resistance +%: 12 39 69 94 115 150 200 236 261
Movement Speed +%: 1 2 3 4 5 7 10 11 12


Available for: Daemon, Dark Elf, Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf



[size=4]Constitution[/size]

Increases maximum health and improves its regeneration rate. This skill can make a character twice as durable with little investment. Constitution will not improve combat arts regeneration time.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Health +%: 4 22 42 59 73 96 130 154 171
Physical Regeneration +%: 6 27 49 69 85 111 150 177 197


Available for: All classes



[size=4]Parrying[/size]

Greatly increases a character's defense rating making him harder to hit. Attacks can be parried (deflected) with weapons and shields.

The skill stacks with Agility and bonuses from items.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Defense without shield +%: 15 49 86 117 144 187 250 295 327
Defense with shield +%: 26 76 131 178 217 281 375 442 490


Available for: All classes




Weapon focus skills

Choosing a weapon skill will allow the character to reach the maximum attack speed of 220. While the game lists the attack speed bonus as a percentage the values are actually just added to the character's attack speed. The skills also improve the attack rating increasing the chance to hit. Some weapons require skill points in their weapon type in order to be used.


[size=4]Axe Lore[/size]

Axe Lore increases the chance to hit and attack speed of attacks made with axes. Additionally, certain axes carry a minimum Axe Lore requirement in order to be wielded. This skill may be chosen beginning with the skill selection at level 3.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dwarf, Daemon, Gladiator, Vampiress



[size=4]Blade Combat[/size]

Increases the attack speed and chance to hit of attacks executed with Dark Elven blade weapons.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dark Elf



[size=4]Long-handled Weapons[/size]

Long-handled Weapons is both a skill and a classification of weapon type.

The skill enables a character to better utilize weapons of this type by increasing the chance to hit and attack speed.

The weapon types that are considered long-handled are:

  • Polearms
  • Spears
  • Staves, or Staffs (most, but not all - some staves are short and/or one-handed)

The depiction of a weapon will indicate if the skill Long-handled Weapons will benefit its use.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage, Daemon, Gladiator, Seraphim, Vampiress, Wood Elf



[size=4]Ranged Combat[/size]

Ranged Combat allow faster and more effective attacks with bows, crossbows & firearms (Dwarf only). Additionally, some weapons carry a minimum skill requirement, and as such cannot be used without Ranged Combat.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf



[size=4]Sword Lore[/size]

Sword Lore increases the chance to hit and attack speed of attacks made with swords. Additionally, certain swords carry a minimum skill requirement in order to be wielded. Swords can be both one-handed and two-handed.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 9 29 52 70 86 112 150 177 196
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: All classes



[size=4]Dual Wielding[/size]

Enables the wielding of two one-handed weapons during combat, also increases attack speed and chance to hit.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 12 39 69 94 115 150 200 236 261
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Daemon, Dark Elf, Gladiator, Seraphim



[size=4]Unarmed Combat[/size]

Increases the attack speed and chance to hit of hand to hand attacks (with bare hands or combat gauntlets).


Skill level 1 5 10 15 20 30 51 75 100 150 200
Attack +%: 12 39 69 94 115 150 200 236 261
Attack Speed +: 6 19 34 47 57 75 100 118 130


Available for: Dark Elf, Dwarf, Gladiator




Combat Arts regeneration skills

These skills provide a great improvement in Combat Arts regeneration rate.


[size=4]Concentration[/size]

Improves the regeneration rate of all combat arts.

To maximize Combat Art regeneration spread points as evenly as possible between Physical Regeneration (attribute), Concentration (skill) and Regeneration Special Move (from items) as these three modifiers multiply.


Affected combat arts:


Concentration only works for the Vampiress while in knight form. Vampirism replaces Concentration when in vampire form.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Special Move +%: 12 54 99 138 170 223 300 355 394


Available for: Daemon, Dark Elf, Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf



[size=4]Meditation[/size]

The skill is available to character classes that are able to cast spells. It improves the regeneration rate for all spells.

Contrary to what the game description says Meditation does not increase Mental Regeneration. There are 4 factors when calculating spell regeneration: Mental Regeneration (attribute), Meditation (skill), Regeneration Spells (from items) and a magic skill (e.g. Fire Magic, Heavenly Magic). Meditation and Regeneration Spells add to each other and them multiply with the remaining two factors. (the higher the Regeneration Spells bonus from items the smaller the impact the Meditation skill will have, this makes magic skills like Fire Magic more powerful than Meditation at higher levels). Hybrid characters that rely on combat arts more than spells could skip the Meditation skill.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Mental Regeneration +%: 12 54 99 138 170 223 300 355 394


Available for: Battle Mage, Daemon, Seraphim, Wood Elf



[size=4]Dwarven Lore[/size]

Improves the Dwarf's Weapon Technology combat arts regeneration rate.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Dwarven Lore +%: 12 54 99 138 170 223 300 355 394


Available for: Dwarf



[size=4]Trap Lore[/size]

Improves the regeneration rate of trap-laying abilities.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Trap Lore +%: 12 54 99 138 170 223 300 355 394


Available for: Dark Elf



[size=4]Vampirism[/size]

Vampirism is a skill available to the Vampiress. It shortens the regeneration rate of all combat arts while in vampire form. It also reduces the damage taken in vampire form during daytime.


In knight form Concentration is used instead of Vampirism for combat arts regeneration.

It should clearly be distinguished from Vampire Transformation, one of the Vampiress Runes or CAs.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Vampirism +%: 12 54 99 138 170 223 300 355 394


Available for: Vampiress




"Spell" enhancing skills

While they provide a decent regeneration bonus the main reason to take one of these skills is the reduction in casting animation time. 51 points will shorten animations by 50%.


[size=4]Air Magic[/size]

Improves the regeneration rate and the casting time of air magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Air Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



[size=4]Earth Magic[/size]

Improves the regeneration rate and the casting time of earth magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Earth Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



[size=4]Fire Magic[/size]

Improves the regeneration rate and the casting time of fire magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Fire Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



[size=4]Water Magic[/size]

Improves the regeneration rate and the casting time of water magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Water Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Battle Mage



[size=4]Heavenly Magic[/size]

Heavenly Magic improves spell regeneration and casting time for the Seraphim's spells.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Heavenly Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Seraphim



[size=4]Hell Power[/size]

Improves the regeneration rate and casting times of Daemon spells.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Hellpower +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Daemon



[size=4]Moon Magic[/size]

Improves the regeneration rate and the casting time of the Wood Elf's Moon Magic.

Affected spells:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Moon Magic +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Wood Elf



[size=4]Ballistics[/size]

Improves the regeneration rate and casting time for traps.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Ballistics +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Dark Elf



[size=4]Bloodlust[/size]

Bloodlust improves the regeneration rate and casting speed of vampire arts or ('spells' available only in vampire form)

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Bloodlust +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Vampiress



[size=4]Weapon Technology[/size]

Improves the regeneration rate and the casting time for Weapon Technology combat arts.

Affected combat arts:


Skill level 1 5 10 15 20 30 51 75 100 150 200
Regeneration Weapon Technology +%: 6 19 34 47 57 75 100 118 130
Casting Animation Speed +%: 6 19 34 47 57 75 100 118 130


Available for: Dwarf




Other skills

[size=4]Riding[/size]

Allows more effective use of Mounts. Some horses require the riding skill.

With Riding chosen as a skill, the character will gain the following bonuses:

  • Higher level/better quality mounts can be ridden (also depends on character level)
  • Mount's charge attack does more damage
  • Mount's charge attack lasts longer
  • Attack rating on horseback is improved


Skill level 1 5 10 15 20 30 51 75 100 150 200
Charge damage +%: 102 107 114 120 126 136 155 170 183
Duration of Charge: 10.1 10.5 10.9 11.3 11.7 12.3 13.4 14.3 15.0
Attack %: 67 75 82 88 93 99 108 114 118


Available for: Battle Mage, Daemon, Dark Elf, Gladiator, Seraphim, Vampiress, Wood Elf



[size=4]Disarming[/size]

Gives a chance to disarm opponents in combat with physical attacks. That causes the enemy to drop their weapon, doing less damage. If an enemy have multiple weapons, each of them is disarmed individually.

The chance to disarm will drop at every level up. For best results the skill should be kept at a high level to balance out this drop.

The Battle Mage also can disarm opponents with the Whirlwind spell. This spell can have a way higher chance to disarm that the disarming skill and also can mke the enemies drop their helmet and armor. Bonuses from Disarming and Whirlwind do not stack.

Available for: Battle Mage, Daemon, Dark Elf, Dwarf, Gladiator, Vampiress, Wood Elf



[size=4]Forge Lore[/size]

Forge Lore is a skill available only to Dwarves. It replicates the ability of the Smith to forge enhancements into weapons and armor.

As the level of lore increases, the dwarf becomes more skilled - able to forge better enhancements to equipment and to also work with higher quality items. Additionally, the cost in gold is reduced. The dwarf has the ability to insert all of the same types of items the Smith is able to (amulets, rings, runes and the special items such as Scale of a Dragon or the Orbus Dracos - Full. Additionally, the Dwarf can also forge:

  • Attack
  • Defense
  • Resistance and Special Item Find

The maximum item level increases with the character and skill level, but the exact formula is still unknown.


Skill level 1 5 10 15 20 30 51 75 100 150 200
Improved forge on: 20 20 20 20 60 60 60 100 140
Costs %: 1.25 1.19 1.12 1.06 1.01 0.92 0.77 0.65 0.56


Available for: Dwarf



[size=4]Trading[/size]


With the Trading skill, Merchants will sell items at a discount and buy items at a higher price. They are also more likely to offer higher quality items.


Available for: Battle Mage, Dark Elf, Dwarf, Gladiator, Seraphim, Vampiress, Wood Elf




External links

Combat Arts and Spell Regeneration Fomulae