- Dexterity I: Increases your Critical Damage and Healing done rating by 1% for every 2 pieces of Medium Armor equipped.
- Dexterity II: Increases your Critical Damage and Healing done rating by 1% for every piece of Medium Armor equipped.
- Dexterity III: Increases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped.
Dexterity increases your Critical Damage and Critical Healing for each piece of Medium Armor you are wearing.
Patch Notes[edit]
- This passive was changed to be approximately on par with the Spell Critical Rating gained by the Light Armor passive Prodigy.
- Fixed an issue where this passive ability was granting less Critical Strike Chance than intended.
- The following passives and player abilities now grant hybrid stats to help improve their viability and accessibility to off-meta builds, because we love them too:
- Agility: Now grants equal Weapon and Spell Damage.
- Balanced Warrior:
- Now grants 660/1320 Armor, rather than 1320/2640 Spell Resistance.
- Now grants equal Weapon and Spell Damage values.
- Brutal Carange's bonus: Now grants equal Weapon and Spell Damage values.
- Concentration: Now grants equal Offensive Penetration.
- Dexterity: Now increases Critical Damage and Healing Done per piece worn, up to 2% at the final rank, rather than Weapon Critical (as Prodigy now grants Weapon Critical as well)
- Flawless Dawnbreaker's bonus: Now grants equal Weapon and Spell Damage values.
- Prodigy: Now grants equal Critical Chance.
- Savage Strength: Now grants equal Weapon and Spell Damage values.
- Scaled Armor: Now grants 825/1650 Armor rather than 1320/3300 Spell Resistance.
- Slayer: Now grants equal Weapon and Spell Damage values.