Sacred 2:Attributes
Base Attributes
- Base starting attributes level 1, silver difficulty, no survival bonus, naked.
- Attributes increase by a factor of 10% of the base starting value each level (Seraphim will gain 2.2 strength each level). The bonus to attributes from Survival Bonus is capped at 32,5-33%.
Strength Stamina Vitality Dexterity Intelligence Willpower Hitpoints Dragon Mage 23 26 24 21 29 27 140 Dryad 22 25 22 30 27 20 135 High Elf 17 25 20 20 35 25 130 Inquisitor 23 25 23 27 27 22 138 Seraphim 22 25 25 26 25 26 143 Shadow Warrior 27 26 28 21 22 26 151 Temple Guardian 27 25 22 24 26 25 135
- Between level 1-49 One attribute point is gained per level up.
- Between level 50-149 Two attribute points are gained per level up.
- Between level 150-200 Three attribute points are gained per level up.
401 points to divide.
StrengthIncreases 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 |
StaminaDecreases the general regeneration time of all combat arts. Average Combat Art Regeneration Time XXX.X% |
VitalityIncreases overall hitpoints and increases the regeneration rate of hitpoints. Hitpoints XXX Hitpoints Regeneration XX.X/s |
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 |
IntelligenceIncreases the chance that a spell hits the target with full force. Increases damage dealt by Magic Staffs and certain Combat Arts. Weapon Damage +XXX Combat Art Damage +XXX Spell Intensity +XXX |
WillpowerIncreases resistance against magic spells and additional damage effects (burn , poison , freeze , weaken). Spell Resistance +XXX |