Difference between revisions of "Sacred 2:Item Modifiers"

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(removed "block/reflect ranged" - duplicate of" block/reflect projectiles")
 
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*Item Modifiers are the special properties that appear, in various colors, on the many [[Sacred 2:Items|Items]] of Sacred 2.  Many [[Sacred 2:Skills|Skills]] and [[Sacred 2:Combat Arts|Combat Arts]] also offer some of the same modifiers listed here.
 
*Item Modifiers are the special properties that appear, in various colors, on the many [[Sacred 2:Items|Items]] of Sacred 2.  Many [[Sacred 2:Skills|Skills]] and [[Sacred 2:Combat Arts|Combat Arts]] also offer some of the same modifiers listed here.
  
*Players may see the same modifier multiple times on this page. Modifiers are calculated in this order: White, Blue, Yellow, Gold.  These colors simply refer to the color of the textThis is important when considering modifiers with the same name but with different colors. For example, [[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]] can appear as both a White and a Blue modifier.  If the player has items giving a White value of +20% and a Blue value of +20%, they are not simply added together to give a 40% bonus.  The White value is applied, and then the Blue value is applied.
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*Players may see the same modifier multiple times on this page. The text-color of the modifier generally corresponds with its rarityWith some exceptions, white modifiers can be found on normal or better items, blue modifiers appear on magic or better items, yellow appears on rares or better, and gold modifiers only show up on [[Sacred 2:Uniques Database|Unique]], [[Sacred 2:Set Items|Set]] and [[Sacred 2:Legendary Database|Legendary]] items, and as set bonuses.
  
 
*This list gives basic defintions of Item Modifiers.  For in-depth descriptions and information on availability, click a modifier's name to visit its page.
 
*This list gives basic defintions of Item Modifiers.  For in-depth descriptions and information on availability, click a modifier's name to visit its page.
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*[[Sacred 2:Item Prefix/Suffix List|Item Prefix/Suffix List]]
 
*[[Sacred 2:Item Prefix/Suffix List|Item Prefix/Suffix List]]
 
*[[Sacred 2:Modifier Tier List|Modifier Tier List]]
 
*[[Sacred 2:Modifier Tier List|Modifier Tier List]]
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*[[Sacred 2:Influence that Skill Level has on Locked Item Modifiers.|Influence that Skill Level has on Locked Item Modifiers]]
 
==White Item Modifiers==
 
==White Item Modifiers==
 
White Modifiers are calculated first, before Blue, Yellow or Gold Modifiers.  As such, white-text values are usually considered the "base" value for most statistics.
 
White Modifiers are calculated first, before Blue, Yellow or Gold Modifiers.  As such, white-text values are usually considered the "base" value for most statistics.
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| '''[[Sacred 2:Block chance: Stun|Block Chance: Stun]]''' || Adds a percent chance to block stun effects used against the player.
 
| '''[[Sacred 2:Block chance: Stun|Block Chance: Stun]]''' || Adds a percent chance to block stun effects used against the player.
 
|-  
 
|-  
| '''[[Sacred 2:Chance for critical hits|Chance for Critical Hits]]''' || Increases the chance to land a critical hit by a percentage.
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| '''[[Sacred 2:Chance for critical hits|Chance for Critical Hits]]''' || Increases the chance to land a critical hit by a percentage. Note: This Modifier does not affect Spell-based Combat Arts.
 
|-  
 
|-  
 
| '''[[Sacred 2:Chance that opponents cannot evade attacks|Chance That Opponents Cannot Evade Attacks]]''' || Adds a percent chance to hit an enemy regardless of the player's [[Sacred 2:Attack Value|attack rating]], etc.
 
| '''[[Sacred 2:Chance that opponents cannot evade attacks|Chance That Opponents Cannot Evade Attacks]]''' || Adds a percent chance to hit an enemy regardless of the player's [[Sacred 2:Attack Value|attack rating]], etc.
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| '''[[Sacred 2:Chance to Dismount Opponent|Chance to Dismount Opponent]]''' || This mod was supposed to give the player a chance to dismount mounted opponents.
 
| '''[[Sacred 2:Chance to Dismount Opponent|Chance to Dismount Opponent]]''' || This mod was supposed to give the player a chance to dismount mounted opponents.
 
|-  
 
|-  
| '''[[Sacred 2:Chance to disregard armor|Chance to Disregard Armor]]''' || Adds a percent chance to bypass the armor (resistances) of an enemy.
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| '''[[Sacred 2:Chance to disregard armor|Chance to Disregard Armor]]''' || Adds a percent chance to bypass the armor (resistances) of an enemy. Note: This Modifier does not affect Spell-based Combat Arts.
 
|-  
 
|-  
 
| '''[[Sacred 2:Chance to evade|Chance to Evade]]''' || Lowers enemies' base hit chance based on a player's  '''base''' defense.
 
| '''[[Sacred 2:Chance to evade|Chance to Evade]]''' || Lowers enemies' base hit chance based on a player's  '''base''' defense.
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| '''[[Sacred 2:Chance to find valuables|Chance to Find Valuables]]''' || Increases the quality of [[Sacred 2:Items|items]] dropped by enemies or found in chests.
 
| '''[[Sacred 2:Chance to find valuables|Chance to Find Valuables]]''' || Increases the quality of [[Sacred 2:Items|items]] dropped by enemies or found in chests.
 
|-  
 
|-  
| '''[[Sacred 2:Chance to knock back opponents|Chance to Knock Back Opponents]]''' ||  Adds a percent chance to knock back enemies with sucessful hits.  Applies to [[Sacred 2:Weapons|weapon]], [[Sacred 2:Spell Damage Based Combat Arts|spell-based]] and [[Sacred 2:Damage over Time|DoT]] attacks.
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| '''[[Sacred 2:Chance to knock back opponents|Chance to Knock Back Opponents]]''' ||  Adds a percent chance to knock back enemies with successful hits.  Applies to [[Sacred 2:Weapons|weapon]], [[Sacred 2:Spell Damage Based Combat Arts|spell-based]] and [[Sacred 2:Damage over Time|DoT]] attacks.
 
|-  
 
|-  
 
| '''[[Sacred 2:Chance to Slow Opponents by 25%|Chance to Slow Opponents by 25%]]''' ||  Adds a percent chance that the enemy will have their movement and attack speed reduced by 25%.
 
| '''[[Sacred 2:Chance to Slow Opponents by 25%|Chance to Slow Opponents by 25%]]''' ||  Adds a percent chance that the enemy will have their movement and attack speed reduced by 25%.
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| '''[[Sacred 2:Chance to reflect: Close Combat|Chance to Reflect: Close Combat]]''' || Adds a percent chance to reflect opponents' close combat attacks.   
 
| '''[[Sacred 2:Chance to reflect: Close Combat|Chance to Reflect: Close Combat]]''' || Adds a percent chance to reflect opponents' close combat attacks.   
 
|-  
 
|-  
| '''[[Sacred 2:Chance to reflect: Projectiles|Chance to Reflect: Projectiles]]''' ||  Adds a chance to reflect opponents' ranged weapon attacks.  
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| '''[[Sacred 2:Chance to reflect: Projectiles|Chance to Reflect: Projectiles]]''' ||  Adds a percent chance to reflect opponents' ranged weapon attacks.  
 
|-  
 
|-  
| '''[[Sacred 2:Chance to reflect: Stun|Chance to Reflect: Stun]]''' ||  Adds a chance to reflect stun effects.
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| '''[[Sacred 2:Chance to reflect: Stun|Chance to Reflect: Stun]]''' ||  Adds a percent chance to reflect stun effects.
 
|-  
 
|-  
 
| '''[[Sacred 2:Combat Art Skills|Combat Art Skills]]''' ||  Increases Combat Art Skills by a static amount.
 
| '''[[Sacred 2:Combat Art Skills|Combat Art Skills]]''' ||  Increases Combat Art Skills by a static amount.

Latest revision as of 22:19, 26 July 2019

Notes

  • Item Modifiers are the special properties that appear, in various colors, on the many Items of Sacred 2. Many Skills and Combat Arts also offer some of the same modifiers listed here.
  • Players may see the same modifier multiple times on this page. The text-color of the modifier generally corresponds with its rarity. With some exceptions, white modifiers can be found on normal or better items, blue modifiers appear on magic or better items, yellow appears on rares or better, and gold modifiers only show up on Unique, Set and Legendary items, and as set bonuses.
  • This list gives basic defintions of Item Modifiers. For in-depth descriptions and information on availability, click a modifier's name to visit its page.

See Also:

White Item Modifiers

White Modifiers are calculated first, before Blue, Yellow or Gold Modifiers. As such, white-text values are usually considered the "base" value for most statistics.

Modifier Effect
Absorption Warding Energy A base statistic of Energy Shields that determines the proportion of damage done to the energy shield, rather than health points.
Armor Type Increases protection against a certain damage type by a static amount.
Attack Value Increases attack value by a static amount.
Attack Speed Increases attack speed by a percentage.
Block Chance Adds a percent chance to block all types of blockable attacks (see below for types).
Block Chance: Close Combat Adds a percent chance to block close combat attacks used against the player.
Block Chance: Combat Arts Adds a percent chance to block Combat Arts used against the player.
Block Chance: Knock back Adds a percent chance to block knock back effects used against the player.
Block Chance: Projectiles Adds a percent chance to block ranged attacks used against the player.
Block Chance: Root Adds a percent chance to block rooting effects used against the player.
Block Chance: Stun Adds a percent chance to block stun effects used against the player.
Block Warding Energy Increases Energy Shields' "thickness" - the amount of damage that is ignored completely when the player is hit by an enemy.
Casting Speed Adds a percentage increase directly to the player's Combat Art execution speed, but not attack speed. (confirmed for melee CA)
Chance for Secondary Damage Effect Adds a percent chance to cause the secondary effect of any of the five damage types.
Chance to Hit Additional Opponents Adds a percent chance a single-target weapon hit will hit multiple opponents in range.
Chance to Pierce Adds a percent chance that the player's projectiles will pierce their target and continue on to hit other opponents behind the first.
Chance to Stun Opponents Increases the player's chance to cause the Stun effect on opponents by a percentage.
Damage Against Undead: Fire Increases Fire damage against Undead opponents.
Defense Value Increases the player's ranged defense value by a static amount.
Max. Shield Energy Increases the energy points of the player's Energy Shields by a percentage. Energy points are like hitpoints for Energy Shields.
Ranged Defense Value Increases the player's defense value by a static amount. Applies only to ranged attacks.
Regeneration Penalty Positive figures increase the amount of time Combat Arts will take to regenerate, negative figures will reduce the amount of time.
Shield Regeneration Increases the regeneration rate of Energy Shields.
Speed Unlocks attack speed or casting speed with the appropriate skill, e.g., Sword Weapons.

Blue Item Modifiers

Blue Modifiers are calculated after White Modifiers, but before Yellow and Gold Modifiers. Blue Modifiers are the most numerous type found on items.

Modifier Effect
Absorption Warding Energy Increases the white-text base value of the same name.
Absorption Warding Energy (opponent) Reduces the Absorption Warding Energy value of the target enemy.
All Combat Arts Increases all current Combat Arts by a static amount.
All Skills Increases all skills by a static amount.
Armor Increases the player's armor value for all damage types by a percentage.
Aspect: "Name" Increases all Combat Arts in the specified Aspect by a static amount.
Attack Value Increases attack value by a percentage.
"Attribute Name" Increases the specified attribute by a static amount.
Block Chance Adds a percent chance to block all types of blockable attacks (see below for types).
Block Chance: Close Combat Adds a percent chance to block close combat attacks used against the player.
Block Chance: Combat Arts Adds a percent chance to block Combat Arts used against the player.
Block Chance: Knock back Adds a percent chance to block knock back effects used against the player.
Block Chance: Projectiles Adds a percent chance to block ranged attacks used against the player.
Block Chance: Root Adds a percent chance to block rooting effects used against the player.
Block Chance: Stun Adds a percent chance to block stun effects used against the player.
Chance for Critical Hits Increases the chance to land a critical hit by a percentage. Note: This Modifier does not affect Spell-based Combat Arts.
Chance That Opponents Cannot Evade Attacks Adds a percent chance to hit an enemy regardless of the player's attack rating, etc.
Chance to Dismount Opponent This mod was supposed to give the player a chance to dismount mounted opponents.
Chance to Disregard Armor Adds a percent chance to bypass the armor (resistances) of an enemy. Note: This Modifier does not affect Spell-based Combat Arts.
Chance to Evade Lowers enemies' base hit chance based on a player's base defense.
Chance to Find Valuables Increases the quality of items dropped by enemies or found in chests.
Chance to Knock Back Opponents Adds a percent chance to knock back enemies with successful hits. Applies to weapon, spell-based and DoT attacks.
Chance to Slow Opponents by 25% Adds a percent chance that the enemy will have their movement and attack speed reduced by 25%.
Chance to Unseat Opponent Has no effect, since the ability to unseat a mounted opponent was not implemented, was removed in Ice and Blood.
Combat Art Skills Increases Combat Art Skills by a static amount.
Combat Values Shows when the player does not have the necessary skill to unlock the modifier.
Conversion Damage to Fire Converts a percentage of damage from physical to fire.
Conversion Damage to Ice Converts a percentage of damage from physical to ice.
Conversion Damage to Magic Converts a percentage of damage from physical to magic.
Conversion Damage to Poison Converts a percentage of damage from physical to poison.
Defense Value Increases the player's base Defense Value by a percentage.
Defensive Skills Increases all learned Defensive Skills by a static amount.
Detrimental Magic Effects Reduces the impact of detrimental magic effects by a percentage.
Duration of Potion Effects Increases the duration of potion effects by a percentage.
Hitpoint Regeneration/s Increases rate of hitpoint regeneration per second by a percentage, which is active even in combat without Constitution Mastery.
Light range meters Increases the size of the circle of light at the character's feet. Useful for seeing at night or in dark places.
Offensive Skills Increases all learned Offensive Skills by a static amount. Does not apply towards Mastery of the skills.
Opponent's Chance to Evade Increases the player's chance to hit by reducing the enemy's evasion statistic.
Opponent's Chance to Reflect Ranged Damage Reduces the chance that the player's ranged attacks will be reflected back by enemies who have ranged reflection.
Opponent's Attack Value Decreases the opponent's chance to hit the player by directly reducing the opponent's attack value.
Opponent's Defense Value Increases the player's chance to hit by directly reducing the opponent's defense value.
Regeneration Per Hit Every successful hit reduces the regeneration time of any Combat Arts that are still regenerating by "X" amount of time.
Regeneration Time Reduces the regeneration time for all Combat Arts.
Run Speed Increases the un-mounted run speed of the player's character by a percentage, up to the run speed cap of 150%.
Selling Price Increases the sale and purchase price of the item that has this modifier. Applies only to the item with the modifier on it.
"Skill Name" Increases the specified Skill by a static amount.
Spell Intensity Improves the effectiveness of player spells on opponents.
Spell Resistance Increases the player's spell resistance value by a percentage.
Visibility Range Increases the amount of fog of war the player uncovers on the GUI Map and minimap and detects enemies farther away.

Yellow Item modifiers

Yellow modifiers are calculated after White and Blue modifiers, but before Gold modifiers.

Modifier Effect
All Combat Arts Increases all current Combat Arts by a static amount.
All Skills Increases all skills by a static amount. Does not contribute toward Mastery of Skills.
Chance to Banish Undead Increases the chance that an undead enemy dies permanently when killed and does not resurrect.
Chance for Critical Hits Increases chance for critical hits by a percentage.
Chance to Fear Opponents Away Adds a percent chance that an enemy will flee in fear of the character. Duration varies by enemy type.
Chance to Find Valuables Increases the quality of items dropped by enemies or found in chests.
Chance to Halve Regeneration Time Adds a percent chance that, after a Combat Art is executed, the regeneration time will reduced by 50%.
Chance to Reflect: Combat Arts Adds a percent chance to reflect opponents' Combat Art attacks.
Chance to Reflect: Close Combat Adds a percent chance to reflect opponents' close combat attacks.
Chance to Reflect: Projectiles Adds a percent chance to reflect opponents' ranged weapon attacks.
Chance to Reflect: Stun Adds a percent chance to reflect stun effects.
Combat Art Skills Increases Combat Art Skills by a static amount.
Damage Increases damage for all weapons and spells. Applies to all 5 element types.
Damage of Enraged Players Adds damage proportional to the amount of the character's health below 100%.
Defensive Skills Increases all learned Defensive Skills by a static amount. Does not apply towards Mastery of the skills.
Detrimental Magic Effects Reduces the impact of detrimental magic effects by a percentage.
Direct Damage Gives a percentage bonus to all damage types on the equipped weapon.
Experience per kill Increases the experience for each enemy killed by a percentage. Does not affect quest experience.
Life leeched Per Hit For every successful hit, the player gains the "+X" amount of health from the opponent´s hitpoints.
Max. Hitpoints Increases the player's total hit points by a static amount.
Offensive Skills Increases all learned Offensive Skills by a static amount. Does not apply towards Mastery of the skills.
Opponent Level for Death Blow When the opponent's health falls below this threshold the player deals double damage.
Regeneration Time: Reduces the regeneration time for all Combat Arts.
Regeneration Time: "Aspect Name" Reduces the regeneration time for all Combat Arts within a single Aspect.
"Skill Name" Increases the specified Skill by a static amount. Does not apply towards Mastery of the skill.

Gold Item Modifiers

Gold modifiers are calculated last, after all White, Blue, and Yellow item modifiers have been applied.

Modifier Effect
Chance for Double Hit Adds a percent chance that a single hit animation will be performed twice.
Combat Art Range Increases the radius on Area-of-Effect type combat arts. Does not seem to have an effect on minimum casting distance.
Faster Increase of Survival Bonus Directly raises the player's Survival Bonus.
Leech Life From Opponents For successful every hit the player does, the opponent takes X% of Additional Damage.
Life Leeched Per Hit For every successful hit, the player gains the "+X" amount of health from the opponent´s hitpoints.
Opponent's Chance to Reflect Melee Damage Reduces the chance for an opponent to reflect damage caused in close combat back to the player by a percentage.
Opponent's Chance to Reflect Ranged Damage Reduces the chance for an opponent to reflect damage caused in ranged combat back to the player by a percentage.
Regeneration Penalty from Buffs Reduces the regeneration penalty applied to all Combat Arts caused by active Buff(s) by a percentage.
Regeneration Time Reduces the regeneration time for all Combat Arts.

Damage Item Modifiers

Individual damage modifiers are color-coded according to their respective damage type. The text for fire is red, ice is blue, magic is purple, poison is green, and physical is yellow.

  • Note: The 4 "Wounds" modifiers may appear as Blue or Gold text.
Modifier Effect
Damage: Fire Increases any fire damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Ice Increases any ice damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Magic Increases any magic damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Poison Increases any poison damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Physical Increases any physical damage done by the player's weapons, spells, and combat arts by a percentage.
Chance to Burn Increases the player's chance to Burn enemies by a percentage. Burn is Damage over Time. Duration is 5 seconds.
Chance to Freeze Increases the player's chance to Freeze enemies by a percentage. Freeze is a 25% slow down of movement and attack speed.
Chance to Poison Increases the player's chance to Poison enemies by a percentage. Poison is Damage over Time. Duration is 3 seconds.
Chance to Weaken Increases the player's chance to Weaken enemies by a percentage. Weaken will reduce statistics by 20%.
Chance to Inflict Deep Wounds Adds a percent chance to decrease enemies' base health point value temporarily (roughly 8%).
Chance to Inflict Deadly Wounds Adds a percent chance to decrease enemies' base health point value temporarily.
Chance to Inflict Open Wounds Adds a percent chance to cause Physical Damage over Time.
Chance to Inflict Serious Open Wounds Adds a percent chance to decrease enemies' base health point value temporarily, and inflicts Physical Damage over Time.
Opponent's armor: Physical Directly reduces the amount of physical armor (resistance) of the targeted enemy. Applies only to weapon damage.

Armor/Resistance Item Modifiers

Individual armor modifiers are color-coded according to their respective damage type. The text for fire is red, ice is blue, magic is purple, poison is green, and physical is yellow.

Modifier Effect
Armor: Fire Increases the player's fire armor by a percentage.
Armor: Ice Increases the player's ice armor by a percentage.
Armor: Magic Increases the player's magic armor by a percentage.
Armor: Poison Increases the player's poison armor by a percentage.
Armor: Physical Increases the player's physical armor by a percentage.
Damage Mitigation: Fire Increases the percent of fire damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Ice Increases the percent of ice damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Magic Increases the percent of magic damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Poison Increases the percent of poison damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Physical Increases the percent of physical damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage over Time: Fire Reduces the effect of fire DoT's on the player by a percentage.
Damage over Time: Ice Reduces the effect of ice DoT's on the player by a percentage.
Damage over Time: Magic Reduces the effect of magic DoT's on the player by a percentage.
Damage over Time: Poison Reduces the effect of poison DoT's on the player by a percentage.
Damage over Time: Physical Reduces the effect of physical DoT's (Open Wounds or Serious Open Wounds) on the player by a percentage.
Opponent's Chance to Burn Reduces the chance an opponent can Burn the player by a percentage.
Opponent's Chance to Freeze Reduces the chance an opponent can Freeze the player by a percentage.
Opponent's Chance to Poison Reduces the chance an opponent can Poison the player by a percentage.
Opponent's Chance to Weaken Reduces the chance an opponent can Weaken the player by a percentage.
Opponent's Chance to Wound Reduces the chance an opponent can Wound the player by a percentage.