Difference between revisions of "Sacred 2:Item Modifiers"

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==Blue Mods==
 
==Blue Mods==
  
[[Sacred 2:Life Leeched per hit +X|Life Leeched per hit +X]]
 
* For every hit you do you gain the [b]"+X"[/b] amount of health from the opponent´s hitpoints. This effect stacks with no detrimental effects, and is often more useful than [b]"Life Leeched per hit +X%"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)
 
[[Sacred 2:Life Leeched per hit +X%|Life Leeched per hit +X%]]
 
* For every hit you do you gain [b]"+X%"[/b] amount of health from the opponent´s hitpoints. This effect stacks, but unknown if it has detrimental effects, and is often less useful than [b]"Life Leeched per hit +X"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)
 
 
[[Sacred 2:"Combat Art"  +X|"Combat Art"  +X]]
 
* Increases your current Combat Art(s) by a fixed amount. Please note that increasing your CA levels from buffs only halves the penalty than from reading CA Runes, while they do give the full bonus.
 
[[Sacred 2:"Weapon Skill" +X|"Weapon Skill" +X]]
 
* Increases your Weapon Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
 
[[Sacred 2:"CA Skill" +X|"CA Skill" +X]]
 
* Increases your CA Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
 
[[Sacred 2:"Skill Name" +X|"Skill Name" +X]]
 
* Increases your Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
 
 
[[Sacred 2:Absorption Warding Energy +X% (Bonus)|Absorption Warding Energy +X%]]  
 
[[Sacred 2:Absorption Warding Energy +X% (Bonus)|Absorption Warding Energy +X%]]  
 
* A bonus that increases the white base value of the same name
 
* A bonus that increases the white base value of the same name
 +
  
 
[[Sacred 2:Aspect: Name +X|Aspect: Name +X]]
 
[[Sacred 2:Aspect: Name +X|Aspect: Name +X]]
 +
*Increases the level of all Combat Arts within the Aspect.
 +
  
[[Sacred 2:Block Chance: Close Combat|Block Chance: Close Combat]]
+
[[Sacred 2:"Attribute Name" +X|"Attribute Name" +X]]
  
[[Sacred 2:Block Chance: Combat Arts +X%|Block Chance: Combat Arts +X%]]
 
  
[[Sacred 2:Block Chance: Root +X%|Block Chance: Root +X%]]
+
[[Sacred 2:Block Chance:|Block Chance]]
 +
* This page includes the family of item modifiers for Block Chance: Close Combat, Combat Arts, Knock Back, Root etc...
  
[[Sacred 2:Combat Values +X|Combat Values +X]]
 
  
[[Sacred 2:Visibility Range +X%|Visibility Range +X%]] - Increases the amount of map shroud the player uncovers.
+
[[Sacred 2:"CA Skill" +X|"CA Skill" +X]]
 +
* Increases your CA Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
  
[[Sacred 2:Opponent's defense value -X.X%|Opponent's defense value -X.X%]]
 
  
 
[[Sacred 2:Chance for critical hits +X%|Chance for critical hits +X%]] - Increases chance to land a critical hit.
 
[[Sacred 2:Chance for critical hits +X%|Chance for critical hits +X%]] - Increases chance to land a critical hit.
 +
  
 
[[Sacred 2:Chance to dismount opponent +X%|Chance to dismount opponent +X%]]
 
[[Sacred 2:Chance to dismount opponent +X%|Chance to dismount opponent +X%]]
 +
  
 
[[Sacred 2:Chance to evade: +X%|Chance to evade: +X%]]
 
[[Sacred 2:Chance to evade: +X%|Chance to evade: +X%]]
 
* lowers enemies base hit chance based on your '''base''' defense as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defense, excluding +X% defense, is considered your '''base''' defence.
 
* lowers enemies base hit chance based on your '''base''' defense as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defense, excluding +X% defense, is considered your '''base''' defence.
  
----
 
  
[[Sacred 2:Chance to inflict Open Wounds +X%|Chance to inflict Open Wounds +X%]] - A % chance to cause Physical Damage over Time.  The amount of damage over time is 50% of Physical damage dealt.
+
[[Sacred 2:Chance to knock back opponents +X%|Chance to knock back opponents +X%]]
 +
 
 +
 
 +
[[Sacred 2:Chance to inflict|Chance to inflict]] - Family of inflict modifiers below:
 +
 
 +
*[[Sacred 2:Chance to inflict#Open Wounds +X%|Chance to inflict Open Wounds +X%]] - A % chance to cause Physical Damage over Time.  The amount of damage over time is 50% of Physical damage dealt.
 +
 
 +
*[[Sacred 2:Chance to inflict#Deep Wounds +X%|Chance to inflict Deep Wounds +X%]] - Decreases enemies base health point value temporarily.
 +
 
 +
*[[Sacred 2:Chance to inflict#Serious Open Wounds +X%|Chance to inflict Serious Open Wounds +X%]] - Decreases enemies base health point value temporarily, and inflicts physical Damage over Time like Open Wounds.
 +
 
 +
*[[Sacred 2:Chance to inflict#Deadly Wounds +X%|Chance to inflict Deadly Wounds +X%]]
 +
 
 +
 
 +
[[Sacred 2:"Combat Art"  +X|"Combat Art"  +X]]
 +
* Increases your current Combat Art(s) by a fixed amount. Please note that increasing your Combat Art levels from items only halves the penalty than from reading Combat Art Runes, while they do give the full bonus.
 +
 
 +
 
 +
[[Sacred 2:Combat Values +X|Combat Values +X]]
 +
 
 +
 
 +
[[Sacred 2:Damage Conversion|Damage Conversion]] - Family of damage conversion modifiers below:
  
[[Sacred 2:Chance to inflict Deep Wounds +X%|Chance to inflict Deep Wounds +X%]] - Decreases enemies base health point value temporarily.
+
*[[Sacred 2:Damage Conversion#Physical to Fire +X%|Conversion Physical to Fire +X%]]
  
[[Sacred 2:Chance to inflict Serious Open Wounds +X%|Chance to inflict Serious Open Wounds +X%]] - Decreases enemies base health point value temporarily, and inflicts physical Damage over Time like Open Wounds.
+
*[[Sacred 2:Damage Conversion#Physical to Ice +X%|Conversion Physical to Ice +X%]]
  
[[Sacred 2:Chance to inflict Deadly Wounds +X%|Chance to inflict Deadly Wounds +X%]]
+
*[[Sacred 2:Damage Conversion#Physical to Magic +X%|Conversion Physical to Magic +X%]]
  
----
+
*[[Sacred 2:Damage Conversion#Physical to Poison +X%|Conversion Physical to Poison +X%]]
  
[[Sacred 2:Chance to knock back opponents +X%|Chance to knock back opponents +X%]]
 
  
 
[[Sacred 2:Detrimental magic effects -X%|Detrimental magic effects -X%]]
 
[[Sacred 2:Detrimental magic effects -X%|Detrimental magic effects -X%]]
  
[[Sacred 2:Spell Intensity +X%|Spell Intensity +X%]]  Improves the effectiveness of player spells on opponents.
 
  
[[Sacred 2:Spell Resistance +X%|Spell Resistance +X%]] Reduces the chance for opponent's spells to have an effect on player.
+
[[Sacred 2:Life Leeched per hit +X|Life Leeched per hit +X]]
 +
* For every hit you do you gain the [b]"+X"[/b] amount of health from the opponent´s hitpoints. This effect stacks with no detrimental effects, and is often more useful than [b]"Life Leeched per hit +X%"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)
 +
 
 +
 
 +
[[Sacred 2:Life Leeched per hit +X%|Life Leeched per hit +X%]]
 +
* For every hit you do you gain [b]"+X%"[/b] amount of health from the opponent´s hitpoints. This effect stacks, but unknown if it has detrimental effects, and is often less useful than [b]"Life Leeched per hit +X"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)
 +
 
 +
 
 +
[[Sacred 2:"Skill Name" +X|"Skill Name" +X]]
 +
* Increases your Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
 +
 
 +
 
 +
[[Sacred 2:Opponent's defense value -X.X%|Opponent's defense value -X.X%]]
 +
 
 +
 
 +
[[Sacred 2:Run Speed +X%|Run Speed +X%]]
 +
 
  
 
[[Sacred 2:Selling Price +X%|Selling Price +X%]] - This modifier increases the price of the item that has this modifier.
 
[[Sacred 2:Selling Price +X%|Selling Price +X%]] - This modifier increases the price of the item that has this modifier.
  
[[Sacred 2:"Attribute Name" +X|"Attribute Name" +X]]
 
  
[[Sacred 2:Conversion Physical to Fire +X%|Conversion Physical to Fire +X%]]
+
[[Sacred 2:Spell Intensity +X%|Spell Intensity +X%]]  Improves the effectiveness of player spells on opponents.
 +
 
 +
 
 +
[[Sacred 2:Spell Resistance +X%|Spell Resistance +X%]] Reduces the chance for opponent's spells to have an effect on player.
  
[[Sacred 2:Conversion Physical to Ice +X%|Conversion Physical to Ice +X%]]
 
  
[[Sacred 2:Conversion Physical to Magic +X%|Conversion Physical to Magic +X%]]
+
[[Sacred 2:Visibility Range +X%|Visibility Range +X%]] - Increases the amount of map shroud the player uncovers and detects enemies farther away.
  
[[Sacred 2:Conversion Physical to Poison +X%|Conversion Physical to Poison +X%]]
 
  
[[Sacred 2:Run Speed +X%|Run Speed +X%]]
+
[[Sacred 2:"Weapon Skill" +X|"Weapon Skill" +X]]
 +
* Increases your Weapon Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
  
 
==Yellow Mods==
 
==Yellow Mods==

Revision as of 16:24, 16 March 2009

White Mods

Absorption Warding Energy +X% - base value, not to be confused by the blue bonus of the same name

Armor +X type

Attack Value +X

Attack Speed +X%

Block Warding Energy +X

Casting Speed +X% - the item with the highest modifier of this type adds directly to your combat art execution speed, but not your attack speed. (confirmed for melee CA)

Defense Value +X

Max. Hitpoints +X

Max. Shield Energy: +X%

Shield Regeneration +X%

Speed

- Unlocks attack speed or casting speed with the appropriate skill, e.g. armor lore, sword lore.

Regeneration Penalty +X%

Blue Mods

Absorption Warding Energy +X%

  • A bonus that increases the white base value of the same name


Aspect: Name +X

  • Increases the level of all Combat Arts within the Aspect.


"Attribute Name" +X


Block Chance

  • This page includes the family of item modifiers for Block Chance: Close Combat, Combat Arts, Knock Back, Root etc...


"CA Skill" +X

  • Increases your CA Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.


Chance for critical hits +X% - Increases chance to land a critical hit.


Chance to dismount opponent +X%


Chance to evade: +X%

  • lowers enemies base hit chance based on your base defense as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defense, excluding +X% defense, is considered your base defence.


Chance to knock back opponents +X%


Chance to inflict - Family of inflict modifiers below:


"Combat Art" +X

  • Increases your current Combat Art(s) by a fixed amount. Please note that increasing your Combat Art levels from items only halves the penalty than from reading Combat Art Runes, while they do give the full bonus.


Combat Values +X


Damage Conversion - Family of damage conversion modifiers below:


Detrimental magic effects -X%


Life Leeched per hit +X

  • For every hit you do you gain the [b]"+X"[/b] amount of health from the opponent´s hitpoints. This effect stacks with no detrimental effects, and is often more useful than [b]"Life Leeched per hit +X%"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)


Life Leeched per hit +X%

  • For every hit you do you gain [b]"+X%"[/b] amount of health from the opponent´s hitpoints. This effect stacks, but unknown if it has detrimental effects, and is often less useful than [b]"Life Leeched per hit +X"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)


"Skill Name" +X

  • Increases your Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.


Opponent's defense value -X.X%


Run Speed +X%


Selling Price +X% - This modifier increases the price of the item that has this modifier.


Spell Intensity +X% Improves the effectiveness of player spells on opponents.


Spell Resistance +X% Reduces the chance for opponent's spells to have an effect on player.


Visibility Range +X% - Increases the amount of map shroud the player uncovers and detects enemies farther away.


"Weapon Skill" +X

  • Increases your Weapon Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.

Yellow Mods

All Skills +X - Raises all skills by that amount.

Armor: Physical +X%

Chance to find valuables +X%

Chance to fear opponents away +X%

Chance for critical hits +X% - Raises chance for critical hits by that amount.

Opponent's chance to burn(You) +X%

Chance to halve Regeneration time +X% - reduces the final regeneration time of a Combat Art by 50%.


Gold Mods

Cannot Evade +X%

  • Indicates the chance that your opponent cannot evade your attack, ignores values such as attack/defense/evade. Does [b]not[/b] ignore the opponent's chance to reflect.

Combat Art Range +X%

  • Increases the radius on AOE type combat arts. does not seem to have an effect on minimum casting distance.

Faster Increase of Survival Bonus +X%


Opponent's chance to reflect -X%

  • Reduces the chance for an opponent to reflect the amount of damage caused back to you.

Regeneration Penalty from Buffs -X%

  • Reduces the regeneration penalty applied to all combat arts caused by active Buff(s).

Damage Mods

Chance for Burn +X%

Chance for Freeze +X% Chance to freeze is a 25% slow down of walk and attack speed.

Chance for Poison +X%

Chance for Weaken +X% Weaken will reduce statistics by 20%.

Damage +X%

Damage: Physical +X.X%

Damage: Poison +X%

Damage of enraged players +X% (The more damage you suffer the more damage you deal)

Damage over time: Physical -X% (done to you by enemy)

Damage over time: Magic -X% (done to you by enemy)

Opponent's armor: Physical -X%

Opponent's attack value -X%

Opponent's chance to evade -X%

Opponent level for deathblow +X% (When the opponent's HP falls below this threshold you deal double damage)