Difference between revisions of "Sacred 2:Skills"
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=='''See also:'''== | =='''See also:'''== | ||
+ | *[[Sacred 2:Aspect Focus|Aspect Focus]] | ||
*[[Sacred 2:Aspect Lore|Aspect Lore]] | *[[Sacred 2:Aspect Lore|Aspect Lore]] | ||
*[http://darkmatters.org/forums/index.php?/topic/21664-aspect-lore-skills-the-hidden-effects/ Aspect Lore Skills - The Hidden Effects] | *[http://darkmatters.org/forums/index.php?/topic/21664-aspect-lore-skills-the-hidden-effects/ Aspect Lore Skills - The Hidden Effects] | ||
*[[Sacred 2:Skill Mastery |Skill Mastery]] | *[[Sacred 2:Skill Mastery |Skill Mastery]] | ||
*[[Sacred 2:Attributes|Attributes]] | *[[Sacred 2:Attributes|Attributes]] |
Revision as of 06:04, 21 May 2015
Contents
Skills improve the hero's characteristics in many different ways. Each character class has different 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. These abilities are very powerful and they should be chosen carefully depending on the character class and the preferred style of playing. Players can choose a maximum of ten skills.
- Players of all classes will receive a new skill choice at the levels: 2, 3, 5, 8, 12, 18, 25, 35, 50 and 65.
- One additional weapon slot and Combat Art slot are granted at the levels: 3, 5, 10 and 20
- Between level 1-4 One skill point is gained per level up.
- Between level 5-11 Two skill points are gained per level up.
- Between level 12-24 Three skill points are gained per level up.
- Between level 25-49 Four skill points are gained per level up.
- Between level 50-200 Five skill points are gained per level up.
- By leveling up, a player can gain a total of 911 skill points to spend on skills. ((3 * 1) + (7 * 2) + (13 * 3) + (25 * 4) + (151 * 5) = 911)
- 1 skill point is granted with each skill choice. Thus the total possible number of skill points is 911 + 10 = 921
- Similarly, a player can gain a total of 401 attribute points to spend on attributes. ((48 * 1) + (100 * 2) + (51 * 3) = 401).
- With the Community Patch installed, a player has an opportunity to gain skill and attribute points as a reward for certain side quests, thus increasing the maximum numbers of points that can be distributed.
- Currently, the only quest that gives skill and attribute points as a reward is Feed the Poor.
Combat Art Skills:
General Skills:
Ancient Magic - Increases damage for Spell Damage Based Combat Arts and reduces the opponent's damage resistances when mastered.
- Primary skill choice for: None
- Secondary skill choice for: Dragon Mage, Dryad, High Elf, Inquisitor, Shadow Warrior
- With Ice and Blood: Secondary skill choice for Seraphim
- With Community Patch: Secondary skill choice for Temple Guardian
Combat Discipline - Increases damage and improves regeneration for Combos. Also increases the number of Combat Arts allowed in a combo.
- Primary skill choice for: Inquisitor
- Secondary skill choice for: Dragon Mage, Dryad, High Elf, Shadow Warrior, Seraphim, Temple Guardian
Concentration - Improves regeneration for all Combat Arts, and allows the use of up to three simultaneous buffs when mastered.
- Primary skill choice for: Dragon Mage, Dryad, High Elf, Seraphim
- Secondary skill choice for: Inquisitor, Shadow Warrior, Temple Guardian
Aspect Skills:
All Primary aspect skills in the left column below may be chosen as soon as a character reaches level two. | All Secondary aspect skills in the right column below may be chosen only after a Primary skill from the left column has five "hard" skill points within it which are only given to a player upon gaining a new level. |
Dragon Mage
Primary:
|
Secondary:
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Dryad
Primary:
|
Secondary:
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High Elf
Primary:
|
Secondary:
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Inquisitor
Primary:
|
Secondary:
|
Seraphim
Primary:
|
Secondary:
|
Shadow Warrior
Primary:
|
Secondary:
The Shadow Warrior does not have any Secondary Aspect skills. |
Temple Guardian
Primary:
|
Secondary:
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Offensive Skills:Damage Lore - Provides a better chance for applying "status effects" (e.g., burning with fire damage) on monsters.
|
Defensive Skills:Armor Lore - Improves resistances, increases maximum item level without penalties, and decreases regeneration penalty from armor.
|
General Skills:
Alchemy - Enhances the effectiveness of all potions and allows use of certain consumables (Trophies).
- Primary skill choice for: Dragon Mage, Dryad
- Secondary skill choice for: High Elf, Inquisitor, Shadow Warrior, Seraphim
Bargaining - Item price is displayed in inventory, and merchants will offer more favorable prices and better items.
- Primary skill choice for: Dragon Mage, High Elf, Inquisitor
- Secondary skill choice for: Dryad, Seraphim, Temple Guardian
Blacksmith - Allows the player to socket items and exclusive enhancements without having to use a Blacksmith.
- Primary skill choice for: Shadow Warrior, Temple Guardian
- Secondary skill choice for: Inquisitor
Divine Devotion - Improves regeneration of the Divine Gift (God spell) and unlocks some additional attributes.
- Primary skill choice for: Dryad, High Elf, Inquisitor, Shadow Warrior, Seraphim
- Secondary skill choice for: Dragon Mage, Temple Guardian
Enhanced Perception - Increases chance of "seeing" invisible monsters and "magical hiding places."
- Primary skill choice for: Dragon Mage, Dryad, Seraphim, Temple Guardian
- Secondary skill choice for: High Elf, Shadow Warrior
Riding -
Grants the ability to ride better horses, reduces regeneration penalty while mounted, and unlocks special mount abilities (increased movement speed).
- Primary skill choice for: High Elf, Inquisitor, Shadow Warrior, Seraphim, Temple Guardian
- Secondary skill choice for: Dragon Mage, Dryad
Notes
Any investment to the skills has a linear diminishing returns: in other words, with the same absolute increase of the parameter, percentage increase with each attachment skill point is becoming less and less (excluding Bargaining skill, see corresponding section). This fact suggests that the most reasonable to allocate the available skill points between many different skills, as returns from such investments is 15-20% higher than if we invest all points in few skills. The best solution would be not to raise none of the skills above 75 till the moment when all of them reach this mark, and then distribute points for most necessary skills.
There is incredible low efficiency of return with the growth of skill above 150: to invest above 75 has meaning for Lore\Focus of specific school, "Bargaining", "Constitution" (HP are never too much), "Armor Lore" and "Shield Lore" (increases locked item modifiers, see corresponding section), also attention should be paid to the "Toughness" skill, as its "Damage Mitigation" directly added to other same bonuses, and on platinum and niobium "Damage Mitigation" option helps against the incoming damage better than armour (especially important against the bosses and Combat Arts of Champions, having a large amount of damage).