Difference between revisions of "Sacred 2:Item Modifiers"

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==White Mods==
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{{Languages}}
'''Absorption Warding Energy +X%''' - A base statistic of [[Sacred 2:Energy Shields|Energy Shields]].  This determines the proportion of damage that will be dealt to the energy shield, rather than character health pointsIt can be modified by the blue bonus of the same name.  (Base value, not to be confused by the blue bonus of the same name.)
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__TOC__
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===Notes===
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*Item Modifiers are the special properties that appear, in various colors, on the many [[Sacred 2:Items|Items]] of Sacred 2Many [[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. 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 [[Sacred 2:Uniques Database|Unique]], [[Sacred 2:Set Items|Set]] and [[Sacred 2:Legendary Database|Legendary]] items, and as set bonuses.
  
'''Armor +X type'''
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*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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'''See Also:'''
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*[[Sacred 2:Item Prefix/Suffix List|Item Prefix/Suffix List]]
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*[[Sacred 2:Modifier Tier List|Modifier Tier List]]
 +
*[[Sacred 2:Influence that Skill Level has on Locked Item Modifiers.|Influence that Skill Level has on Locked 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.
  
'''Attack Value +X'''
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{| class="sacred" width="100%"
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|-
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!width="300px"|Modifier !!Effect
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|-
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|'''[[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]]''' || A base statistic of [[Sacred 2:Energy Shields|Energy Shields]] that determines the proportion of [[Sacred 2:Damage|damage]] done to the energy shield, rather than [[Sacred 2:Max. Hitpoints|health points]].
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|-
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| '''[[Sacred 2:Armor|Armor]] Type''' || Increases protection against a certain [[Sacred 2:Damage Types|damage type]] by a static amount.
 +
|-
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| '''[[Sacred 2:Attack Value|Attack Value]]''' || Increases attack value by a static amount.
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|-
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| '''[[Sacred 2:Attack Speed|Attack Speed]]''' || Increases attack speed by a percentage.
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|-
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| '''Block Chance''' || Adds a percent chance to block all types of blockable attacks (see below for types).
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|-
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| style=white-space:nowrap|'''[[Sacred 2:Block chance: Close Combat|Block Chance: Close Combat]]''' || Adds a percent chance to block close combat attacks used against the player.
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|-
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| '''[[Sacred 2:Block chance: Combat Arts|Block Chance: Combat Arts]]''' || Adds a percent chance to block [[Sacred 2:Combat Arts|Combat Arts]] used against the player.
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|-
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| '''[[Sacred 2:Block chance: Knock back|Block Chance: Knock back]]''' || Adds a percent chance to block knock back effects used against the player.
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|-
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| '''[[Sacred 2:Block chance: Projectiles|Block Chance: Projectiles]]''' || Adds a percent chance to block ranged attacks used against the player.
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|-
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| '''[[Sacred 2:Block chance: Root|Block Chance: Root]]''' || Adds a percent chance to block rooting effects used against the player.
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|-
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| '''[[Sacred 2:Block chance: Stun|Block Chance: Stun]]''' || Adds a percent chance to block stun effects used against the player.
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|-
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| '''[[Sacred 2:Block Warding Energy |Block Warding Energy ]]''' || Increases [[Sacred 2:Energy Shields|Energy Shields']] "thickness" - the amount of [[Sacred 2:Damage|damage]] that is ignored completely when the player is hit by an enemy.
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|-
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| '''[[Sacred 2:Casting Speed|Casting Speed]]''' ||  Adds a percentage increase directly to the player's [[Sacred 2:Combat Arts|Combat Art]] execution speed, but not [[Sacred 2: Attack Speed|attack speed]]. (confirmed for melee CA)
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|-
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| '''Chance for [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]]''' || Adds a percent chance to cause the secondary effect of any of the five [[Sacred 2:Damage Types|damage types]].
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|-
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| '''[[Sacred 2:Chance to hit additional opponents|Chance to Hit Additional Opponents]]''' || Adds a percent chance a single-target [[Sacred 2:Weapons|weapon]] hit will hit multiple opponents in range.
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|-
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| '''[[Sacred 2:Chance to pierce|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.
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|-
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| '''[[Sacred 2:Chance to stun opponents|Chance to Stun Opponents]]''' || Increases the player's chance to cause the Stun effect on opponents by a percentage.
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|-
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| '''[[Sacred 2:Damage against undead: Fire|Damage Against Undead: Fire]]''' || Increases [[Sacred 2:Fire|Fire]] [[Sacred 2:Damage|damage]] against [[Sacred 2:Undead|Undead]] opponents.
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|-
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| '''[[Sacred 2:Defense Value|Defense Value]]''' || Increases the player's ranged defense value by a static amount.
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|-
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| '''[[Sacred 2:Max. Shield Energy X%|Max. Shield Energy]]''' || Increases the energy points of the player's [[Sacred 2:Energy Shields|Energy Shields]] by a percentage.  Energy points are like hitpoints for Energy Shields.
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|-
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| '''[[Sacred 2:Ranged Defense Value|Ranged Defense Value]]''' || Increases the player's defense value by a static amount.  Applies only to ranged attacks.
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|-
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| '''[[Regeneration Penalty]]''' || Positive figures increase the amount of time [[Sacred 2:Combat Arts|Combat Arts]] will take to regenerate, negative figures will reduce the amount of time. 
 +
|-
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| '''[[Sacred 2:Shield Regeneration|Shield Regeneration]]''' || Increases the regeneration rate of [[Sacred 2:Energy Shields|Energy Shields]].
 +
|-
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| '''[[Sacred 2:Speed|Speed]]''' || Unlocks [[Sacred 2:Attack Speed|attack speed]] or [[Sacred 2:Casting Speed|casting speed]] with the appropriate [[Sacred 2:Skills|skill]], e.g., [[Sacred 2:Sword Weapons|Sword Weapons]].
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|}
  
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==Blue Item Modifiers==
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Blue Modifiers are calculated after White Modifiers, but before Yellow and Gold Modifiers.  Blue Modifiers are the most numerous type found on items.
  
'''Attack Speed +X%'''
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{| class="sacred" width="100%"
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|-
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!width="300px"|Modifier !!Effect
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|-
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|'''[[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]]''' || Increases the white-text base value of the same name.
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|-
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|'''[[Sacred 2:Absorption Warding Energy (opponent)|Absorption Warding Energy (opponent)]]''' || Reduces the Absorption Warding Energy value of the target enemy.
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|-
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| '''[[Sacred 2:All combat arts|All Combat Arts]]''' || Increases all current [[Sacred 2:Combat Arts|Combat Arts]] by a static amount.
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|-
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| '''[[Sacred 2:All Skills|All Skills]]''' || Increases all [[Sacred 2:Skills|skills]] by a static amount. 
 +
|-
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| '''[[Sacred 2:Armor|Armor]]''' || Increases the player's armor value for all [[Sacred 2:Damage Types|damage types]] by a percentage.
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|-
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| '''[[Sacred 2:Aspect: "Name"|Aspect: "Name"]]''' || Increases all [[Sacred 2:Combat Arts|Combat Arts]] in the specified [[Sacred 2:Aspects|Aspect]] by a static amount.
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|-
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| '''[[Sacred 2:Attack Value X%|Attack Value]]''' || Increases [[Sacred 2:Attack Value|attack value]] by a percentage.
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|-
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| '''"[[Sacred 2:Attributes|Attribute]] Name"''' || Increases the specified attribute by a static amount.
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|-
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| '''Block Chance''' || Adds a percent chance to block all types of blockable attacks (see below for types).
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|-
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|'''[[Sacred 2:Block chance: Close Combat|Block Chance: Close Combat]]''' || Adds a percent chance to block close combat attacks used against the player.
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|-
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| '''[[Sacred 2:Block chance: Combat Arts|Block Chance: Combat Arts]]''' || Adds a percent chance to block [[Sacred 2:Combat Arts|Combat Arts]] used against the player.
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|-
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| '''[[Sacred 2:Block chance: Knock back|Block Chance: Knock back]]''' || Adds a percent chance to block knock back effects used against the player.
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|-
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| '''[[Sacred 2:Block chance: Projectiles|Block Chance: Projectiles]]''' || Adds a percent chance to block ranged attacks used against the player.
 +
|-
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| '''[[Sacred 2:Block chance: Root|Block Chance: Root]]''' || Adds a percent chance to block rooting effects used against the player.
 +
|-
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| '''[[Sacred 2:Block chance: Stun|Block Chance: Stun]]''' || Adds a percent chance to block stun effects used against the player.
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|-
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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.
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|-
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| '''[[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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|-
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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.
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|-
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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.
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|-
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| '''[[Sacred 2:Chance to evade|Chance to Evade]]''' || Lowers enemies' base hit chance based on a player's  '''base''' defense.
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|-
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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.
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|-
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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.
 +
|-
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| '''[[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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|-
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| '''[[Sacred 2:Chance to Dismount Opponent|Chance to Unseat Opponent]]''' ||  Has no effect, since the ability to unseat a mounted opponent was not implemented, was removed in [[Sacred 2:Ice and Blood|Ice and Blood]].
 +
|-
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| '''[[Sacred 2:Combat Art Skills|Combat Art Skills]]''' ||  Increases Combat Art Skills by a static amount.
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|-
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| '''Combat Values''' || Shows when the player does not have the necessary [[Sacred 2:Skills|skill]] to unlock the modifier.
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|-
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| '''[[Sacred 2:Chunk of Lava|Conversion Damage to Fire]]''' || Converts a percentage of [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Fire|fire]]. 
 +
|-
 +
| '''[[Sacred 2:Ice Crystal|Conversion Damage to Ice]]''' || Converts a percentage of [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Ice|ice]].
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|-
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| '''[[Sacred 2:Magic Pearl|Conversion Damage to Magic]]''' || Converts a percentage of [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Magic|magic]].
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|-
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| '''[[Sacred 2:Poison Fang|Conversion Damage to Poison]]''' || Converts a percentage of [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Poison|poison]].
 +
|-
 +
| '''[[Sacred 2:Defense Value X%|Defense Value]]'''  || Increases the player's base [[Sacred 2:Defense Value|Defense Value]] by a percentage.
 +
|-
 +
| '''[[Sacred 2:Defensive Skills|Defensive Skills]]''' || Increases all learned Defensive [[Sacred 2:Skills|Skills]] by a static amount.
 +
|-
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| '''[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]]''' || Reduces the impact of detrimental magic effects by a percentage.
 +
|-
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| '''[[Sacred 2:Duration of potion effects|Duration of Potion Effects]]''' || Increases the duration of [[Sacred 2:Potions|potion]] effects by a percentage.
 +
|-
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| '''[[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]]/s''' || Increases rate of hitpoint regeneration per second by a percentage, which is active even in combat without [[Sacred 2:Constitution|Constitution]] Mastery.
 +
|-
 +
| '''[[Sacred 2:Light range|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. 
 +
|-
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| '''[[Sacred 2:Offensive Skills|Offensive Skills]]''' || Increases all learned Offensive [[Sacred 2:Skills|Skills]] by a static amount. Does not apply towards [[Sacred 2:Skill Mastery|Mastery]] of the skills.
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|-
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| '''[[Sacred 2:Opponent's chance to evade|Opponent's Chance to Evade]]'''  || Increases the player's chance to hit by reducing the enemy's evasion statistic.
 +
|-
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|'''[[Sacred 2:Opponent's chance to reflect ranged damage|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.
 +
|-
 +
| '''[[Sacred 2:Opponent's attack value|Opponent's Attack Value]]''' ||  Decreases the opponent's chance to hit the player by directly reducing the opponent's [[Sacred 2:Attack Value|attack value]].
 +
|-
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| '''[[Sacred 2:Opponent's defense value|Opponent's Defense Value]]''' ||  Increases the player's chance to hit by directly reducing the opponent's [[Sacred 2:Defense Value|defense value]].
 +
|-
 +
|'''[[Sacred 2:Regeneration per hit|Regeneration Per Hit]]'''||Every successful hit reduces the regeneration time of any [[Sacred 2:Combat Arts|Combat Arts]] that are still regenerating by "X" amount of time.
 +
|-
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|'''[[Sacred 2:Regeneration Time:|Regeneration Time]]''' || Reduces the regeneration time for all [[Sacred 2:Combat Arts|Combat Arts]].
 +
|-
 +
| '''[[Sacred 2:Run Speed|Run Speed]]''' || Increases the un-mounted run speed of the player's character by a percentage, up to the run speed cap of 150%.
 +
|-
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| '''[[Sacred 2:Selling price|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.
 +
|-
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| '''[[Sacred 2:Skill Name|"Skill Name"]]''' || Increases the specified [[Sacred 2:Skills|Skill]] by a static amount.
 +
|-
 +
| '''[[Sacred 2:Spell Intensity|Spell Intensity]]''' || Improves the effectiveness of player spells on opponents.
 +
|-
 +
| '''[[Sacred 2:Spell Resistance X%|Spell Resistance]]''' || Increases the player's spell resistance value by a percentage. 
 +
|-
 +
| '''[[Sacred 2:Visibility range|Visibility Range]]''' || Increases the amount of fog of war the player uncovers on the [[Sacred 2:GUI Map|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.
  
[[Sacred 2:Block Warding Energy +X|'''Block Warding Energy +X''']]
+
{| class="sacred" width="100%"
 +
|-
 +
!width="300px"|Modifier !!Effect
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|-
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|style="width:260px;"| '''[[Sacred 2:All combat arts |All Combat Arts]] ''' || Increases all current [[Sacred 2:Combat Arts|Combat Arts]] by a static amount.
 +
|-
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| '''[[Sacred 2:All Skills|All Skills]]''' || Increases all [[Sacred 2:Skills|skills]] by a static amount.  Does not contribute toward [[Sacred 2:Skill Mastery|Mastery]] of Skills.
 +
|-
 +
| '''[[Sacred 2:Chance to banish undead|Chance to Banish Undead]]''' || Increases the chance that an [[Sacred 2:Undead|undead]] enemy dies permanently when killed and does not resurrect.
 +
|-
 +
| '''[[Sacred 2:Chance for critical hits|Chance for Critical Hits]]''' || Increases chance for critical hits by a percentage.
 +
|-
 +
| '''[[Sacred 2:Chance to fear opponents away|Chance to Fear Opponents Away]]''' || Adds a percent chance that an enemy will flee in fear of the character.  Duration varies by enemy type.
 +
|-
 +
| '''[[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 halve regeneration time|Chance to Halve Regeneration Time]]'''  || Adds a percent chance that, after a [[Sacred 2:Combat Arts|Combat Art]] is executed, the regeneration time will reduced by 50%.
 +
|-
 +
| '''[[Sacred 2:Chance to reflect: Combat Arts|Chance to Reflect: Combat Arts]]''' || Adds a percent chance to reflect opponents' [[Sacred 2:Combat Arts|Combat Art]] 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 percent chance to reflect opponents' ranged weapon attacks.
 +
|-
 +
| '''[[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:Damage|Damage]]''' ||  Increases damage for all weapons and spells. Applies to all 5 element types.
 +
|-
 +
| '''[[Sacred 2:Damage of enraged players|Damage of Enraged Players]]''' || Adds damage proportional to the amount of the character's health below 100%. 
 +
|-
 +
| '''[[Sacred 2:Defensive Skills|Defensive Skills]]''' || Increases all learned Defensive [[Sacred 2:Skills|Skills]] by a static amount. Does not apply towards [[Sacred 2:Skill Mastery|Mastery]] of the skills.
 +
|-
 +
| '''[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]]''' || Reduces the impact of detrimental magic effects by a percentage.
 +
|-
 +
| '''[[Sacred 2:Direct Damage|Direct Damage]]''' || Gives a percentage bonus to all damage types on the equipped [[Sacred 2:Weapons|weapon]].
 +
|-
 +
| '''[[Sacred 2:Experience per kill|Experience per kill]]''' || Increases the [[Sacred 2:Experience|experience]] for each enemy killed by a percentage.  Does not affect quest experience.
 +
|-
 +
| '''[[Sacred 2:Life leeched per hit|Life leeched Per Hit]]''' || For every successful hit, the player gains the '''"+X"''' amount of health from the opponent´s hitpoints.
 +
|-
 +
| '''[[Sacred 2:Max. Hitpoints |Max. Hitpoints]]''' || Increases the player's total hit points by a static amount.
 +
|-
 +
| '''[[Sacred 2:Offensive Skills|Offensive Skills]]''' || Increases all learned Offensive [[Sacred 2:Skills|Skills]] by a static amount. Does not apply towards [[Sacred 2:Skill Mastery|Mastery]] of the skills.
 +
|-
 +
| '''[[Sacred 2:Opponent level for death blow|Opponent Level for Death Blow]]''' ||  When the opponent's health falls below this threshold the player deals double damage.
 +
|-
 +
|'''[[Sacred 2:Regeneration Time:|Regeneration Time:]]''' || Reduces the regeneration time for all [[Sacred 2:Combat Arts|Combat Arts]].
 +
|-
 +
|'''[[Sacred 2:Regeneration Time:|Regeneration Time:]] "Aspect Name"''' || Reduces the regeneration time for all [[Sacred 2:Combat Arts|Combat Arts]] within a single [[Sacred 2:Aspects|Aspect]].
 +
|-
 +
| '''[[Sacred 2:Skill Name|"Skill Name"]]''' || Increases the specified [[Sacred 2:Skills|Skill]] by a static amount. Does not apply towards [[Sacred 2:Skill Mastery|Mastery]] of the skill.
 +
|}
  
 +
==Gold Item Modifiers==
 +
Gold modifiers are calculated last, after all White, Blue, and Yellow item modifiers have been applied.
  
'''Chance to pierce +X%'''
+
{| class="sacred" width="100%"
 +
|-
 +
!width="300px"| Modifier !! Effect
 +
|-
 +
|style="width:260px;"|'''[[Sacred 2:Chance for Double Hit|Chance for Double Hit]]''' || Adds a percent chance that a single hit animation will be performed twice.
 +
|-
 +
| '''[[Sacred 2:Combat art range|Combat Art Range]]''' || Increases the radius on [[Sacred 2:Area of Effect|Area-of-Effect]] type [[Sacred 2:Combat Arts|combat arts]]. Does not seem to have an effect on minimum casting distance.
 +
|-
 +
| '''[[Sacred 2:Faster Increase of Survival Bonus|Faster Increase of Survival Bonus]]''' ||  Directly raises the player's [[Sacred 2:Survival Bonus|Survival Bonus]]. 
 +
|-
 +
| '''[[Sacred 2:Leech life from opponents |Leech Life From Opponents]]''' || For successful every hit the player does, the opponent takes X% of Additional Damage.
 +
|-
 +
| '''[[Sacred 2:Life leeched per hit |Life Leeched Per Hit]]''' || For every successful hit, the player gains the '''"+X"''' amount of health from the opponent´s hitpoints.
 +
|-
 +
| '''[[Sacred 2:Opponent's chance to reflect melee damage|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.
 +
|-
 +
| '''[[Sacred 2:Opponent's chance to reflect ranged damage|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.
 +
|-
 +
| '''[[Sacred 2:Regeneration Penalty from Buffs|Regeneration Penalty from Buffs]]''' || Reduces the regeneration penalty applied to all [[Sacred 2:Combat Arts|Combat Arts]] caused by active [[Sacred 2:Buff|Buff]](s) by a percentage.
 +
|-
 +
|'''[[Sacred 2:Regeneration Time:|Regeneration Time]]''' || Reduces the regeneration time for all [[Sacred 2:Combat Arts|Combat Arts]].
 +
|}
  
 +
==[[Sacred 2:Damage|Damage]] Item Modifiers==
 +
Individual damage modifiers are color-coded according to their respective [[Sacred 2:Damage Types|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.
  
[[Sacred 2:Casting Speed +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)
+
{| class="sacred" width="100%"
 +
|-
 +
!width="300px"|Modifier !!Effect
 +
|-
 +
| '''[[Sacred 2:Damage|Damage]]: Fire''' || Increases any [[Sacred 2:Fire|fire]] damage done by the player's [[Sacred 2:Weapons|weapons]], spells, and [[Sacred 2:Combat Arts|combat arts]] by a percentage.
 +
|-
 +
| '''[[Sacred 2:Damage|Damage]]: Ice''' || Increases any [[Sacred 2:Ice|ice]] damage done by the player's [[Sacred 2:Weapons|weapons]], spells, and [[Sacred 2:Combat Arts|combat arts]] by a percentage.
 +
|-  
 +
| '''[[Sacred 2:Damage|Damage]]: Magic''' || Increases any [[Sacred 2:Magic|magic]] damage done by the player's [[Sacred 2:Weapons|weapons]], spells, and [[Sacred 2:Combat Arts|combat arts]] by a percentage.
 +
|-
 +
| '''[[Sacred 2:Damage|Damage]]: Poison''' || Increases any [[Sacred 2:Poison|poison]] damage done by the player's [[Sacred 2:Weapons|weapons]], spells, and [[Sacred 2:Combat Arts|combat arts]] by a percentage.
 +
|-
 +
| '''[[Sacred 2:Damage|Damage]]: Physical''' || Increases any [[Sacred 2:Physical|physical]] damage done by the player's [[Sacred 2:Weapons|weapons]], spells, and [[Sacred 2:Combat Arts|combat arts]] by a percentage.
 +
|-
 +
| '''[[Sacred 2:Chance for Burn|Chance to Burn]]''' ||  Increases the player's chance to Burn enemies by a percentage.  Burn is [[Sacred 2:Damage over Time|Damage over Time]]. Duration is 5 seconds.
 +
|-
 +
| '''[[Sacred 2:Chance for Freeze|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.
 +
|-
 +
| '''[[Sacred 2:Chance for Poison|Chance to Poison]]''' || Increases the player's chance to Poison enemies by a percentage. Poison is [[Sacred 2:Damage over Time|Damage over Time]]. Duration is 3 seconds.
 +
|-
 +
| '''[[Sacred 2:Chance for Weaken|Chance to Weaken]]''' || Increases the player's chance to Weaken enemies by a percentage. Weaken will reduce statistics by 20%.
 +
|-
 +
| '''[[Sacred 2:Chance to inflict Deep Wounds|Chance to Inflict Deep Wounds]]''' || Adds a percent chance to decrease enemies' base health point value temporarily (roughly 8%).
 +
|-
 +
| '''[[Sacred 2:Chance to inflict Deadly Wounds|Chance to Inflict Deadly Wounds]]''' || Adds a percent chance to decrease enemies' base health point value temporarily.
 +
|-
 +
| '''[[Sacred 2:Chance to inflict Open Wounds|Chance to Inflict Open Wounds]]''' || Adds a percent chance to cause [[Sacred 2:Physical|Physical]] [[Sacred 2:Damage over Time|Damage over Time]].
 +
|-
 +
| '''[[Sacred 2:Chance to inflict Serious Open Wounds|Chance to Inflict Serious Open Wounds]]''' || Adds a percent chance to decrease enemies' base health point value temporarily, and inflicts [[Sacred 2:Physical|Physical]] [[Sacred 2:Damage over Time|Damage over Time]].
 +
|-
 +
| '''[[Sacred 2:Opponent's armor: Physical|Opponent's armor: Physical]]''' ||  Directly reduces the amount of physical armor (resistance) of the targeted enemy.  Applies only to [[Sacred 2:Weapons|weapon]] damage.
 +
|}
  
 +
==[[Sacred 2:Armor|Armor/Resistance]] Item Modifiers==
 +
Individual armor modifiers are color-coded according to their respective [[Sacred 2:Damage Types|damage type]]. The text for fire is red, ice is blue, magic is purple, poison is green, and physical is yellow.
  
'''Defense Value +X'''
+
{| class="sacred" width="100%"
 
+
|-
 
+
!width="300px"|Modifier !!Effect
[[Sacred 2:Max.  Hitpoints  +X|'''Max.  Hitpoints  +X''']]
+
|-
 
+
| '''[[Sacred 2:Armor|Armor]]: Fire''' || Increases the player's [[Sacred 2:Fire|fire]] armor by a percentage.
 
+
|-
[[Sacred 2:Max. Shield Energy +X%|'''Max. Shield Energy: +X%''']]
+
| '''[[Sacred 2:Armor|Armor]]: Ice''' ||  Increases the player's [[Sacred 2:Ice|ice]] armor by a percentage.
 
+
|-  
 
+
| '''[[Sacred 2:Armor|Armor]]: Magic''' || Increases the player's [[Sacred 2:Magic|magic]] armor by a percentage.
[[Sacred 2:Shield Regeneration +X%|'''Shield Regeneration +X%''']]
+
|-
 
+
| '''[[Sacred 2:Armor|Armor]]: Poison''' || Increases the player's [[Sacred 2:Poison|poison]] armor by a percentage.
 
+
|-
'''Speed''' - Unlocks attack speed or casting speed with the appropriate skill, e.g. armor lore, sword lore.
+
| '''[[Sacred 2:Armor|Armor]]: Physical''' || Increases the player's [[Sacred 2:Physical|physical]] armor by a percentage.
 
+
|-  
 
+
| '''[[Sacred 2:Damage Mitigation|Damage Mitigation]]: Fire''' || Increases the percent of [[Sacred 2:Fire|fire]] damage that is completely ignored (mitigated) before all other [[Sacred 2:Damage#Damage calculation|damage calculations]] are made.
'''Regeneration Penalty +X%'''
+
|-
 
+
| '''[[Sacred 2:Damage Mitigation|Damage Mitigation]]: Ice''' || Increases the percent of [[Sacred 2:Ice|ice]] damage that is completely ignored (mitigated) before all other [[Sacred 2:Damage#Damage calculation|damage calculations]] are made.
==Blue Mods==
+
|-
 
+
| '''[[Sacred 2:Damage Mitigation|Damage Mitigation]]: Magic''' || Increases the percent of [[Sacred 2:Magic|magic]] damage that is completely ignored (mitigated) before all other [[Sacred 2:Damage#Damage calculation|damage calculations]] are made.
'''Absorption Warding Energy +X%''' - A bonus that increases the white base value of the same name
+
|-
 
+
| '''[[Sacred 2:Damage Mitigation|Damage Mitigation]]: Poison''' || Increases the percent of [[Sacred 2:Poison|poison]] damage that is completely ignored (mitigated) before all other [[Sacred 2:Damage#Damage calculation|damage calculations]] are made.
 
+
|-
'''Armor: "Element Type" +X%'''
+
| '''[[Sacred 2:Damage Mitigation|Damage Mitigation]]: Physical''' || Increases the percent of [[Sacred 2:Physical|physical]] damage that is completely ignored (mitigated) before all other [[Sacred 2:Damage#Damage calculation|damage calculations]] are made.
 
+
|-  
 
+
| '''[[Sacred 2:Damage over time: Fire|Damage over Time: Fire]]''' || Reduces the effect of [[Sacred 2:Fire|fire]] DoT's on the player by a percentage.
'''Aspect: "Name" +X''' - Increases the level of all Combat Arts within the Aspect.  This modifier adds X levels to all Combat Arts in the appropriate aspect.  An added bonus of this modifier is that the recharge time of the affected Combat Arts is only increased by a fraction of the normal value.
+
|-  
Note: even using this mod the player can't raise a Combat Art over the level allowed by the specific Lore skill and have full effect of the raise.
+
| '''[[Sacred 2:Damage over time: Ice|Damage over Time: Ice]]''' || Reduces the effect of [[Sacred 2:Ice|ice]] DoT's on the player by a percentage.
 
+
|-
 
+
| '''[[Sacred 2:Damage over time: Magic|Damage over Time: Magic]]''' || Reduces the effect of [[Sacred 2:Magic|magic]] DoT's on the player by a percentage.
'''Attack Value +X%'''
+
|-
 
+
| '''[[Sacred 2:Damage over time: Poison|Damage over Time: Poison]]''' || Reduces the effect of [[Sacred 2:Poison|poison]] DoT's on the player by a percentage.
 
+
|-
'''"Attribute Name" +X'''
+
| '''[[Sacred 2:Damage over time: Physical|Damage over Time: Physical]]''' || Reduces the effect of [[Sacred 2:Physical|physical]] DoT's (Open Wounds or Serious Open Wounds) on the player by a percentage.
 
+
|-
 
+
| '''Opponent's [[Sacred 2:Chance for Burn|Chance to Burn]]''' || Reduces the chance an opponent can Burn the player by a percentage.
''Family of Block Chance modifiers:''
+
|-
 
+
| '''Opponent's [[Sacred 2:Chance for Freeze|Chance to Freeze]]''' || Reduces the chance an opponent can Freeze the player by a percentage.
*'''Block Chance:'''
+
|-
 
+
| '''Opponent's [[Sacred 2:Chance for Poison|Chance to Poison]]''' || Reduces the chance an opponent can Poison the player by a percentage.
*'''Block Chance: Close Combat'''
+
|-
 
+
| '''Opponent's [[Sacred 2:Chance for Weaken|Chance to Weaken]]''' || Reduces the chance an opponent can Weaken the player by a percentage.
*'''Block Chance: Combat Arts +X%'''
+
|-  
 
+
| '''Opponent's [[Sacred 2:Chance to inflict Open Wounds|Chance to Wound]]''' || Reduces the chance an opponent can Wound the player by a percentage.
*'''Block Chance: Root +X%'''
+
|-  
 
+
|}
 
 
'''Combat Art Skill +X''' - Increases your Combat Art 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.  This modifier adds X points to the indicated Aspect.
 
 
 
 
 
'''Chance for critical hits +X%''' - Increases chance to land a critical hit.
 
 
 
 
 
'''Chance that opponents cannot evade attacks +X%'''
 
 
 
 
 
'''Chance to dismount opponent +X%'''
 
 
 
 
 
'''Chance to disregard armor +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.
 
 
 
 
 
'''Chance to find valuables +X%'''
 
 
 
 
 
''Family of wounds modifiers:''
 
 
 
*[[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%''']]
 
 
 
 
 
'''Chance to knock back opponents +X%'''
 
 
 
 
 
'''Chance to Slow Opponents by 25% +X%'''
 
 
 
 
 
'''Chance to unseat opponent +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.
 
 
 
 
 
'''Combat Art Skills +X'''
 
 
 
 
 
'''Combat Values +X'''
 
 
 
 
 
''Damage Conversion:''
 
 
 
*'''Conversion Physical to Fire +X%'''
 
 
 
*'''Conversion Physical to Ice +X%'''
 
 
 
*'''Conversion Physical to Magic +X%'''
 
 
 
*'''Conversion Physical to Poison +X%'''
 
 
 
 
 
'''Detrimental magic effects -X%'''
 
 
 
 
 
'''Hitpoint Regeneration +x/s'''
 
 
 
 
 
[[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.)
 
 
 
 
 
'''Light Range +X m'''
 
 
 
 
 
[[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.
 
 
 
 
 
'''Offensive Skills +X'''
 
 
 
 
 
'''Opponent's Chance to reflect ranged damage -X%'''
 
 
 
 
 
'''Opponent's attack value -X%'''
 
 
 
 
 
'''Opponent's defense value -X%'''
 
 
 
 
 
'''Regeneration per hit +X s'''
 
 
 
 
 
[[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.
 
 
 
 
 
'''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.
 
 
 
 
 
[[Sacred 2:Visibility Range +X%|'''Visibility Range +X%''']] - Increases the amount of map shroud the player uncovers and detects enemies farther away.
 
 
 
 
 
[[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==
 
 
 
'''All Combat Arts +X''' - Raises all Combat Arts by specified amount.
 
 
 
 
 
'''All Skills +X''' - Raises all skills by that amount.
 
 
 
 
 
'''Chance for critical hits +X%''' - Raises chance for critical hits by that amount.
 
 
 
 
 
'''Chance to fear opponents away +X%'''
 
 
 
 
 
''''''Chance to find valuables +X%''''''
 
 
 
 
 
[[Sacred 2:Chance to halve Regeneration time +X%|'''Chance to halve Regeneration time +X%''']] - reduces the final regeneration time of a Combat Art by 50%.
 
 
 
 
 
''Reflection:''
 
*'''Chance to reflect: Close Combat'''
 
 
 
*'''Chance to reflect: Projectiles'''
 
 
 
*'''Chance to reflect: Ranged'''
 
 
 
*'''Chance to reflect: Stun'''
 
 
 
 
 
'''Damage of enraged players +X%'''
 
 
 
 
 
'''Detrimental magic effects +X%'''
 
 
 
 
 
'''Experience per kill +X%'''
 
 
 
 
 
'''Life leeched per hit +X'''
 
 
 
 
 
'''Opponent level for death blow +X%''' - When the opponent's health falls below this threshold you deal double damage.
 
 
 
==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.
 
 
 
 
 
[[Sacred 2:Combat Art Range +X%|'''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.
 
 
 
 
 
[[Sacred 2:Regeneration Penalty from Buffs -X%|'''Regeneration Penalty from Buffs -X%''']] - Reduces the regeneration penalty applied to all combat arts caused by active [[Sacred 2:Buff|Buff]](s).
 
 
 
==Damage Mods==
 
 
 
'''Block chance: Knock back +X%'''
 
 
 
 
 
''Detrimental Effects:''
 
*'''Chance for Burn +X%''' - Damage over time.
 
 
 
*'''Chance for Freeze +X%''' - Chance to freeze is a 25% slow down of walk and attack speed.
 
 
 
*'''Chance for Poison +X%''' - Damage over time.
 
 
 
*'''Chance for Weaken +X%''' - Weaken will reduce statistics by 20%.
 
 
 
 
 
'''Damage +X%'''  - Increases weapon and spell damage.
 
 
 
 
 
'''Damage: Physical +X%'''
 
 
 
 
 
'''Damage: Poison +X%'''
 
 
 
 
 
'''Opponent's armor: Physical -X%'''
 
 
 
 
 
'''Opponent's chance to evade -X%'''
 
 
 
 
 
'''Opponent level for deathblow +X%''' - When the opponent's health falls below this threshold you deal double damage.
 
 
 
 
 
'''Regeneration Time: -X%''' - Reduces the regeneration time for all combat arts.
 
 
 
==Resistance Mods==
 
 
 
'''Armor: Physical +X%'''
 
 
 
 
 
'''Damage over time: Physical -X%''' (done to you by enemy)
 
 
 
 
 
'''Damage over time: Magic -X%''' (done to you by enemy)
 
 
 
 
 
'''Opponent's attack value -X%'''
 

Latest revision as of 18:19, 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.