- For Classes and Races, see Classes (Dungeon Siege II) and Races (Dungeon Siege II).
There are three Attributes in Dungeon Siege II -- strength, dexterity, and intelligence -- which they improve by fighting in battles.
Experience[]
Unlike on Dungeon Siege, the experience is now divided evenly across the entire group, regardless of who dealt how much damage. The experience gained in a particular class depends on the type of weapon (or magic) that the player has at the time of the damage.
- For example: if you choose the " Portal " spell for the warrior, and start inflicting damage on the other character, then the warrior will increase the skill of nature magic.
Also, the amount of experience gained does not depend on the size of the group, so single characters will have the same level as they would have traveling with companions.
Experience gain is highly dependent on the difference between the hero's level and enemy. This difference is approximately 5 levels in both directions. Thus, it is pointless for a level 25 character to attack creatures below level 20 and above 30 to gain experience.
Some spells stone fists and bloody assassins from the Broken World expansion allow XP to be split between the two classes at a ratio of 70% (melee and ranged) / 30% (nature / combat).
Attributes[]
The main attributes began to play a slightly lesser role, since now things do not require their high performance. The character now receives:
Each point of Strength adds:
- 2.50 to Health
- 0.05 to Mana
- 0.15-0.25 to Melee damage
Each point of Dexterity adds:
- 1.95 to Health
- 0.60 to Mana
- 0.15-0.25 to Ranged damage
Each point of Intelligence adds:
- 1.15 to Health
- 4.35 to Mana
Increasing the power will increase the mana cost of spells (depends on specific spells)
Attack speed[]
Depends on the type of weapon equipped by the character.
- Slow - 0.9
- Normal - 0.73
- Fast - 0.67
- Very fast - 0.625
These indicators are used in the formula for calculating damage per second:
DPS (damage per second) = (((Max Damage - Min Damage) / 2) + Min Damage) / Attack Speed
Resistance[]
All characters (and even enemies) have not only armor, but also resistance to various types of damage. If the armor only absorbs some of the physical damage, then the resistances directly cut a certain percentage of the incoming damage. The maximum indicator of any resistance is' 80%. It does not decrease when moving to another difficulty.
Physical stamina[]
- To melee attacks - reduces the damage that the player receives during any melee attacks.
- To ranged attacks - the same, but in ranged combat.
Magical Resilience[]
- To the fire - various fire attacks, explosions.
- To cold - attacks by ice and frost.
- To electricity - lightning and storms.
- To death - spells dark magicians, elves Vai'Kesh.
- Non-elemental magic - a rare type of damage that some enemies, as well as spells of nature mages, have.
Other parameters[]
- The parameters "steal health" and "steal mana" affect both the attacks of warriors and archers, and the spells of mages. Therefore, it is very important for the latter to get things with% to steal mana as early as possible.
- When determining the drop of magic items, the game uses the highest "chance of finding magic items" among all the characters in your group. It doesn't matter which party member delivers the killing blow or opens the chest.