Difference between revisions of "Sacred 2:Item Modifiers"

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*  Reduces the chance for an opponent to reflect the amount of damage caused back to you.
 
*  Reduces the chance for an opponent to reflect the amount of damage caused back to you.
  
 +
[[Sacred 2:Combat Art Range +X%|Combat Art Range +X%]]
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*  Increases the radius on AOE type combat arts. does not seem to have an effect on minimum casting distance.
  
 
==Damage Mods==
 
==Damage Mods==

Revision as of 02:12, 16 February 2009

White Mods

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

Block Warding Energy +X

Armor +X type

Attack Value +X

Attack 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)

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

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.)

"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.

"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.

"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.

"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.

Absorption Warding Energy +X%

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

Aspect: Name +X

Block Chance: Close Combat

Block Chance: Combat Arts +X%

Block Chance: Root +X%

Combat Values +X

Visibility Range +X% - Increases the amount of map shroud the player uncovers.

Opponent's defense value -X.X%

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 inflict Open Wounds +X% - A % chance to cause Physical Damage over Time. The amount of damage over time is 50% of Physical damage dealt.

Chance to inflict Deep Wounds +X% - Decreases enemies base health point value temporarily.

Chance to inflict Serious Open Wounds +X% - Decreases enemies base health point value temporarily, and inflicts physical Damage over Time like Open Wounds.

Chance to inflict Deadly Wounds +X%


Chance to knock back opponents +X%

Detrimental magic effects -X%

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.

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

"Attribute Name" +X

Conversion Physical to Fire +X%

Conversion Physical to Ice +X%

Conversion Physical to Magic +X%

Conversion Physical to Poison +X%

Run Speed +X%

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.

Opponent's chance to reflect -X%

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

Combat Art Range +X%

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

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)