Sacred 2:Item Modifiers
White Mods
Absorption Warding Energy +X% - A base statistic of Energy Shields. This determines the proportion of damage that will be dealt to the energy shield, rather than character health points. It can be increased by the blue bonus of the same name. (The white-text mod is the base value, not to be confused by the blue bonus of the same name.)
Armor +X type
Attack Value +X
Attack Speed +X%
Chance to pierce +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)
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. It is added to the white-text mod of the same name in order to determin the amount of damage that is split between the player's health & the energy shield.
All Skills +X - Raises all skills by specified amount.
Armor: "Element Type" +X%
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 Focus skill and have full effect of the raise.
Attack Value +X%
"Attribute Name" +X
Family of Block Chance modifiers:
- Block Chance:
- Block Chance: Close Combat
- Block Chance: Combat Arts +X%
- Block Chance: Root +X%
- Block Chance: Ranged +X%
- Block Chance: Stun +X%
- Block Chance: Knock Back +X%
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 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 defense.
Family of wounds modifiers:
- 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 knock back opponents +X%
Chance to Slow Opponents by 25% +X%
Chance to unseat opponent +X% - Has no effect, since the ability to unseat a mounted opponent was not implemented
All combat arts +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 - Increases Combat Art Skills by a fixed amount. Does not contribute towards Mastery of the affected skills.
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
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 diminishing returns, 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/ranged attacks and weapon-based Combat Arts. Does not work when using spells or secondary effects (Burn, Poison, etc.) It also does [b]"+X"[/b] non-resistable damage to the target.
Leech life from opponents +X% - For every hit a character does, the opponent takes X% of Additional Damage (based on his maximum hitpoints, non-resistable), which are transferred to the character. This effect stacks, but unknown if it has diminishing returns, 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/ranged attacks and weapon-based Combat Arts. Does not work when using spells or secondary effects (Burn, Poison, etc.)
Light Range +X m
"Skill Name" +X - Increases your Skill by a fixed amount. Does not grant Mastery of the skill.
Offensive Skills +X - Increases your Offensive Skills by a fixed amount. Does not contribute towards Mastery of the skills.
Opponent's Chance to reflect ranged damage -X%
Opponent's attack value -X%
Opponent's defense value -X%
Regeneration per hit +X% - Every hit reduces the regeneration time of any Combat Arts that are still regenerating by this amount of time. Non-weapon-based combat arts cannot trigger this effect, but will have their regeneration time reduced, only weapon-based attacks (both "normal" hits and weapon-based combat arts) can trigger this effect. This effect does not reduce "cooldown" time in any way. Only "regen" time may be reduced. For example, if the combat art Dashing alacrity has a regen time of 2 seconds + a cooldown time of 30 seconds, only the 2 second regen time may be eliminated via regeneration per hit.
Run Speed +X% - Increases the un-mounted run speed of the player's character by [b]"+X%"[/b] up to the run speed cap of 150%. It will stack with all other sources of this mod.
Selling price +X% - This modifier increases the sale and purchase 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.
Yellow Mods
All combat arts +X - Raises all Combat Arts by specified amount.
All Skills +X - Raises all Skills by specified amount.
Chance for critical hits +X% - Raises chance for critical hits by specified amount.
Chance to fear opponents away +X%
'Chance to find valuables +X%'
Chance to halve Regeneration time +X% - Reduces the final regeneration time of a Combat Art by 50%.
Reflection:
Detrimental magic effects +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.
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
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 death blow +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%