Sacred:Item Modifiers

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Item Modifiers


Attack Speed

Attack Speed: +XX

This will increase the speed of a melee swing or of an arrow shot and thereby increase the number of attacks you can perform within a given amount of time.

Banish Undead

Banish Undead: +XX

This modifier prevents Skeletons from resurrecting as they do when playing a Campaign game. Typically Skeletons will resurrect 2 or 3 times. With banish Undead you gain XX chance that you will destroy them on the first kill. In Online Multi Play and LAN they always die on the first kill. Undead do not resurrect in Multi-Play.

Chance for open wounds

Chance for open wounds: +XX%

This modifier adds to you character's attacks the chance to inflict this modifier upon it's enemy. If your character inflicts "Open Wounds" on it's enemy what will happen is that for a duration of time the enemy will appear much like it is poisoned. The enemy will incur a wound that causes damage over time. Although Open Wounds generally tend to cause small damage it is possible to inflict Open Wounds upon your enemy that are very high in damage. The initial blow that causes an Open Wound is the basis for the resulting damage of an Open Wound. If the attack that causes an Open Wound is very very high in damage then so to will the Open Wound that comes from it. It is also possible to stack many opens wounds on a single enemy which will result in many damage numbers flying up around the enemy suffering from the several Open Wounds. The higher the % chance you have the greater success you will have with this modifier.

Chance of finding special items

Chance of finding special items: +XX

Chance to gain gold by hitting opponent

Chance to gain gold by hitting opponent

Chance to land a critical hit

Chance to land a critical hit: XX Each hit has a percentage chance to do 2-4 times the normal damage.

Chance to trap flying opponents

Chance to trap flying opponents: +XX%

Damage received reduces gold, saving health

Damage received reduces gold, saving health: XX% Each hit has a percentage chance for all of the damage to be taken from your gold rather than your health.

Defense; vs. Ranged fighters +XX% to Defense

Defense; vs. Ranged fighters +XX% to Defense

Each hit drains own life energy

Each hit drains own life energy: XX%

Each hit draws life from opponent

Each hit draws life from opponent: XX%

Enemies die on sight

Enemies die on sight: XX%

Enemies at a certain level or lower die when within range. It is possible to increase this mod to over 100% which means you can kill enemies that are higher level than you. It has a max enemy level of 100. Any increases over this monster level will have no effect. You do not gain experience while killing with this mod and several enemies are immune. Examples are Dragons, Big Spiders, several large type monsters (Sakkaras, Cerebropods, Ogres, Shadow Guards) and most heroes/champions.

Experience gained from monsters

Experience gained from monsters: +XX%

Extended Day

Extended Day: +XX%

Extended Night

Extended Night: +XX%

Far Sight

Far Sight: +XX

Find Additional Potions

Find Additional Potions: +XX%

For attack and defense

For attack and defense: +XX%

Increased light radius

Increased light radius: +XX

Increase All Damage Types

Increase All Damage Types: XX%

Percent to all resistances

Percent to all resistances: +XX%

Regeneration Special Move

Regeneration Special Move: +XX%

Regeneration Spells

Regeneration Spells: +XX%

Resist Stun

Resist Stun: +XX

Shock Opponent

Shock Opponent: +XX

Speed

Speed: +XX

Spell Resistance

Spell Resistance: +XX

Split

Split: XX%

To all combat arts

To all combat arts: +XX

To all magic spells

To all magic spells: +XX

To all skills

To all skills: +XX

vs. {Race} Increases All Damage Types +xx%

The increase to damage is dependant on the type of enemy you are fighting. If you are fighting the enemy type stated by the modifier then the indicated damage increase will be applied to the damage you do to that enemy type. See Amarri´s Girdle of Bewitchment item for example.
vs. {Demons} Increases All Damage Types +93%

vs. {Race} Weapon Damage {Type} +xx% {Attribute}

{Race} Weapon Damage {Elemental Type}: +XX% {Attribute} A percentage of character attribute is added to base damage of for a certain elemental type. May or may not be racist damage on type of monster. Takes a few forms.

An example from Ring of Daemonfear unique ring:

  • vs. Undead Weapon Damage Fire: +19% Dexterity

Wounds Increase Damage Dealt

Wounds Increase Damage Dealt: +XX%