Sacred 2:Secondary Damage Effects

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Secondary damage effects are a type of Detrimental magic effects which a player can inflict on an enemy by using a weapon with the particular elemental damage, or Forging particular Damage Types within their weapons, or by using a Combat Art that has the chosen element as it's main damage type or even with a mix of damage types in the Combat Art:

Chunk of Lava.png Chunk of Lava
Converts a percentage of Physical damage into elemental (Fire) damage which increases the Chance for Burn
Poison Fang.png Poison Fang
Converts a percentage of physical damage into elemental (Poison) damage which increases the Chance for Poison
Magic Pearl.png Magic Pearl
Converts a percentage of physical damage into elemental (Magic) damage which increases the Chance for Weaken
Ice Crystal.png Ice Crystal
Converts a percentage of physical damage into elemental (Ice) damage which increases the Chance for Freeze

Having no damage converter socketed into a weapon will increase the weapon's Chance to Inflict Open Wounds, which is the Secondary Damage Effect (and Detrimental Magic Effect) of Physical damage. If successful, the effect of Open Wounds is Physical Damage over Time. Forging damage converters into a weapon will actually lower the Chance to Inflict Open Wounds, as the weapon will then have a percentage of its physical damage converted into another element.


  • Only one similar Secondary Damage Effect can be active on a monster at a time. The next time it is triggered, it will reset the timer.
  • These secondary effects can also be forged within armor using jewelry, but the relevant elemental damage needs to be done in order to inflict the secondary effect. For example, if a ring with +% chance to burn is worn or forged into an item, nothing will happen unless the player is also doing some fire damage. The higher the chance for secondary effects on the material used to change the weapon's damage type, as well as the higher the percentage of the chance to inflict a damage type forged within armor, the better chance a player has to inflict effects.
  • Different effects may be inflicted upon enemies simultaneously. For example, a player who is dual wielding a weapon which does fire damage and a weapon which does poison damage, will have the chance to inflict both of the secondary damage effects which are Chance for Burn and Chance for Poison.
  • Spell casters have a chance to cause secondary damage effects as well. In the example of a High Elf casting a Fireball spell, the initial elemental composition of the fireball is almost all fire element. Each hit against an enemy creates a chance that Chance for Burn will be triggered.


In order to resist Secondary Damage Effects, players should look for items with the following modifiers:

  • Opponent's Chance to Burn/Poison/Inflict Open Wounds/Freeze/Weak - X%: Reduces the chance that opponents will hurt the player.
  • Damage over Time: Fire/Damage over Time: Physical/Damage over Time: Poison -X%: Reduces effect duration (as well as total damage: for example, if incoming DoT was to inflict 250 damage for 5 seconds it would be decreased by "Damage over time:x -65%" to two seconds - 250 damage dealt by the first pulse and 187 damage a second later, summing up to 437 damage which is 35% of initial 1250).
  • Detrimental Magic Effects -X%: Reduces effect duration (as well as total damage).
  • Spell Resistance skill mastery reduces effect duration (as well as total damage).
  • Armor can reduce flat elemental damage, which inflicts burning/poisoning/wounding status: if character's armor absorbs 75% incoming damage, periodic damage caused by Secondary damage Effect will also inflict 75% less damage).
  • Damage Mitigation: Fire +X% modifier protects twice - first Damage Mitigation reduces incoming flat damage (periodic damage depends on how much damage the character has received), secondly DM reduces damage from incoming periodic damage (open wounds, burn, poison). For example, 50% Damage Mitigation reduces damage over time at 50%, and then another 50 %, a total of 75% mitigation. Modifier can stack with similar other without diminishing returns, so immunity can be achieved.
  • Recovery Elixir will also neutralize the damage from Burn/Poison/Open wound.
  • If the defender's willpower value is too much, the damage dealt by Secondary Damage Effects would be noticeably reduced. It works only against Spell Damage Based Combat Arts that deal flat damage and have a chance for Secondary Damage Effects. If an attack inflicts such effect (for example, Burn effect from a Dragon's fireball or Poison from Kobold Shaman's projectiles) then the duration of effect on highly resistant character would be reduced. Therefore the detrimental effect deals only some % of its original damage.

See Also

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