Difference between revisions of "Sacred 2:Item Modifiers"

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(began putting modifiers in tables)
(→‎Blue Mods: put mods into table)
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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.
 
Blue Modifiers are calculated after White Modifiers, but before Yellow and Gold Modifiers.  Blue Modifiers are the most numerous type found on items.
 
{| class="sacred sortable"
 
{| class="sacred sortable"
 +
|style="width: 15%;"|
 
|-
 
|-
 
! Modifier !! Effect
 
! Modifier !! Effect
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| '''[[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]] +X%''' || Increases the white-text base value of the same name. It is added to the white-text mod of the same name in order to determine the amount of damage that is split between the player's [[Sacred 2:Max. Hitpoints|health]] and their [[Sacred 2:Energy Shields|energy shield]].
 
| '''[[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]] +X%''' || Increases the white-text base value of the same name. It is added to the white-text mod of the same name in order to determine the amount of damage that is split between the player's [[Sacred 2:Max. Hitpoints|health]] and their [[Sacred 2:Energy Shields|energy shield]].
 
|-
 
|-
| '''[[Sacred 2:All Skills|All Skills]] +X''' || Increases all [[Sacred 2:Skills|skills]] by a static amount.
+
| '''[[Sacred 2:All Skills|All Skills]] +X''' || Increases all [[Sacred 2:Skills|skills]] by a static amount.  Does not contribute toward [[Sacred 2:Skill Mastery|Mastery]] of Skills.
 
|-
 
|-
 
| '''Armor +X%''' || Increases the player's armor value for all [[Sacred 2:Damage Types|damage types]] by a percentage.
 
| '''Armor +X%''' || Increases the player's armor value for all [[Sacred 2:Damage Types|damage types]] by a percentage.
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| '''[[Sacred 2:Chance for critical hits|Chance for Critical Hits]] +X%''' || Increases the chance to land a critical hit by a percentage.
 
| '''[[Sacred 2:Chance for critical hits|Chance for Critical Hits]] +X%''' || Increases the chance to land a critical hit by a percentage.
 
|-
 
|-
| '''[[Sacred 2:Chance that opponents cannot evade attacks|Chance Opponents Cannot Evade Attack]] +X%''' || Gives a percent chance to hit an enemy regardless of the player's [[Sacred 2:Attack Value|attack rating]], or the defense, evasion, blocking or reflecting values of the enemy.
+
| '''[[Sacred 2:Chance that opponents cannot evade attacks|Chance Opponents Cannot Evade Attack]] +X%''' || Adds a percent chance to hit an enemy regardless of the player's [[Sacred 2:Attack Value|attack rating]], or the defense, evasion, blocking or reflecting values of the enemy.
 
|-
 
|-
 
| '''Chance to Dismount Opponent +X%''' || This mod was supposed to give the player a chance to dismount mounted opponents (e.g., [[Sacred 2:Goblin Boar Rider|Goblin Boar-riders]], [[Sacred 2:Wolf Rider|Kobold Wolf-riders]]), but it does not work and it was removed in [[Sacred 2:Ice and Blood|Ice and Blood]].
 
| '''Chance to Dismount Opponent +X%''' || This mod was supposed to give the player a chance to dismount mounted opponents (e.g., [[Sacred 2:Goblin Boar Rider|Goblin Boar-riders]], [[Sacred 2:Wolf Rider|Kobold Wolf-riders]]), but it does not work and it was removed in [[Sacred 2:Ice and Blood|Ice and Blood]].
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| '''[[Sacred 2:Chance to find valuables|Chance to Find Valuables]] +X%''' || 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]] +X%''' || Increases the quality of [[Sacred 2:Items|items]] dropped by enemies or found in chests.
 
|-
 
|-
| '''[[Sacred 2:Chance to inflict Open Wounds|Chance to Inflict Open Wounds]] +X%''' || Gives a percent chance to cause [[Sacred 2:Physical|Physical]] [[Sacred 2:Damage over Time|Damage over Time]].  The amount of damage over time is 50% of Physical damage dealt.
+
| '''[[Sacred 2:Chance to inflict Open Wounds|Chance to Inflict Open Wounds]] +X%''' || Adds a percent chance to cause [[Sacred 2:Physical|Physical]] [[Sacred 2:Damage over Time|Damage over Time]].  The amount of damage over time is 50% of Physical damage dealt.
 
|-
 
|-
| '''[[Sacred 2:Chance to inflict Deep Wounds|Chance to Inflict Deep Wounds]] +X%''' || Gives a percent chance to decrease enemies' base health point value temporarily (roughly 8%).
+
| '''[[Sacred 2:Chance to inflict Deep Wounds|Chance to Inflict Deep Wounds]] +X%''' || 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]] +X%''' || Gives a percent chance to decrease enemies' base health point value temporarily (roughly 20%), making it essentially a much stronger version of Deep Wounds.
 
| '''[[Sacred 2:Chance to inflict Deadly Wounds|Chance to Inflict Deadly Wounds]] +X%''' || Gives a percent chance to decrease enemies' base health point value temporarily (roughly 20%), making it essentially a much stronger version of Deep Wounds.
 
|-
 
|-
| '''[[Sacred 2:Chance to inflict Serious Open Wounds|Chance to Inflict Serious Open Wounds]] +X%''' || Gives 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]], making it essentially a combination of Deep Wounds and Open Wounds.
+
| '''[[Sacred 2:Chance to inflict Serious Open Wounds|Chance to Inflict Serious Open Wounds]] +X%''' || 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]], making it essentially a combination of Deep Wounds and Open Wounds.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Chance to knock back opponents|Chance to Knock Back Opponents]] +X%''' ||  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.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Chance to Slow Opponents by 25%|Chance to Slow Opponents by 25%]] +X%''' ||  Adds a percent chance that the enemy will have their movement and attack speed reduced by 25%.
 
|-
 
|-
| Example || Example
+
| '''Chance to Unseat Opponent +X%''' || 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]].
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:All combat arts|All Combat Arts]] +X''' || Increases all current [[Sacred 2:Combat Arts|Combat Arts]] by a static amount. Increasing Combat Art levels with items gives the full bonus to the Combat Art level with only half the regeneration time penalty compared to [[Sacred 2:Runes|Runes]].
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Combat Art Skills|Combat Art Skills]] +X''' ||  Increases Combat Art Skills by a static amount. Only affects [[Sacred 2:Aspects|Aspect]] skills, does not effect [[Sacred 2:Concentration|Concentration]], [[Sacred 2:Ancient Magic|Ancient Magic]], or [[Sacred 2:Combat Discipline|Combat Discipline]].  Does not contribute towards [[Sacred 2:Combat Art Modifications|Modification Points]] or [[Sacred 2:Skill Mastery|Mastery]] of the affected skills.
 
|-
 
|-
| Example || Example
+
| '''Combat Values +X''' || Shows when you do not have the necessary [[Sacred 2:Skills|skill]] to unlock the modifier.
 
|-
 
|-
| Example || Example
+
| '''Conversion Damage to Fire +X%''' || Converts a percentage of your [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Fire|fire]].  This is done by socketing a [[Sacred 2:Chunk of Lava|Chunk of Lava]] into the damage converter slot on a [[Sacred 2:Weapons|weapon]].
 
|-
 
|-
| Example || Example
+
| '''Conversion Damage to Ice +X%''' || Converts a percentage of your [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Ice|ice]]. This is done by socketing an [[Sacred 2:Ice Crystal|Ice Crystal]] into the damage converter slot on a [[Sacred 2:Weapons|weapon]].
 
|-
 
|-
| Example || Example
+
| '''Conversion Damage to Magic +X%''' || Converts a percentage of your [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Magic|magic]]. This is done by socketing a [[Sacred 2:Magic Pearl|Magic Pearl]] into the damage converter slot on a [[Sacred 2:Weapons|weapon]].
 
|-
 
|-
| Example || Example
+
| '''Conversion Damage to Poison +X%''' || Converts a percentage of your [[Sacred 2:Damage|damage]] from [[Sacred 2:Physical|physical]] to [[Sacred 2:Poison|poison]]. This is done by socketing a [[Sacred 2:Poison Fang|Poison Fang]] into the damage converter slot on a [[Sacred 2:Weapons|weapon]].
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Defense Value X%|Defense Value +X%]]'''  || Increases your base [[Sacred 2:Defense Value|Defense Value]] by a percentage.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] -X%''' || Reduces the impact of detrimental effects by a percentage.  This refers to the amount of time stunned, rooted, etc. as well as the various elemental [[Sacred 2:Secondary Damage Effects|Secondary Damage Effects]].
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] +X/s''' || Increases rate of hitpoint regeneration per second by a percentage, which is active even in combat without [[Sacred 2:Constitution|Constitution]] Mastery.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Leech life from opponents |Leech Life From Opponents]] +X%''' || For successful every hit the player 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 '''"Life Leeched Per Hit +X"''' since the percentage values are very low, except when fighting [[Sacred 2:Boss|bosses]] and mini-bosses. This only works with melee/ranged attacks and [[Sacred 2:Weapon Damage Based Combat Arts|weapon-based Combat Arts]]. [[Sacred 2:Hybrid Damage Based Combat Arts|Hybrid Combat Arts]] can also trigger it.  Does not work when using [[Sacred 2:Spell Damage Based Combat Arts|spells]] or [[Sacred 2:Secondary Damage Effects|secondary effects]] ([[Sacred 2:Chance for Burn|Burn]], [[Sacred 2:Chance for Poison|Poison]], etc.)
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Life leeched per hit |Life Leeched Per Hit]] +X''' || For every successful hit, the player gains the '''"+X"''' amount of health from the opponent´s hitpoints. This effect stacks with no diminishing returns, and is often more useful than <b>"Leech Life from Opponents +X%"</b> since the percentage values are very low, except when fighting [[Sacred 2:Boss|bosses]] and mini-bosses. This only works with melee/ranged attacks and [[Sacred 2:Weapon Damage Based Combat Arts|weapon-based Combat Arts]]. [[Sacred 2:Hybrid Damage Based Combat Arts|Hybrid Combat Arts]] can also trigger it. Does not work when using [[Sacred 2:Spell Damage Based Combat Arts|spells]] or [[Sacred 2:Secondary Damage Effects|secondary effects]] ([[Sacred 2:Chance for Burn|Burn]], [[Sacred 2:Chance for Poison|Poison]], etc.) It also does '''"+X"''' non-resistable damage to the target.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Light range|Light range]] +X meters''' || Increases the size of the circle of light at the character's feet.  Useful for seeing at night or in dark places.  Does not affect the percent of world explored or amount of fog of war cleared on the [[Sacred 2:GUI Map|GUI map]] or minimap.
 
|-
 
|-
| Example || Example
+
| '''"[[Sacred 2:"Skill Name" +X|Skill Name" +X]]''' || Increases the specified [[Sacred 2:Skills|Skill]] by a static amount. Does not apply towards [[Sacred 2:Skill Mastery|Mastery]] of the skill.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Offensive Skills|Offensive Skills]] +X''' || Increases [[Sacred 2:Offensive Skills|Offensive Skills]] by a static amount. Does not contribute towards Mastery of the skills.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Opponent's chance to reflect ranged damage|Opponent's Chance to Reflect Ranged Damage]] -X%''' ||  Reduces the chance that the player's ranged attacks will be reflected back by enemies who have ranged reflection.
 
|-
 
|-
| Example || Example
+
| '''Opponent's Attack Value -X%''' || Decreases the opponent's chance to hit the player by directly reducing the opponent's [[Sacred 2:Attack Value|attack value]].
 
|-
 
|-
| Example || Example
+
| '''Opponent's Defense Value -X%''' || Increases the player's chance to hit by directly reducing the opponent's [[Sacred 2:Defense Value|defense value]].
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Regeneration per hit|Regeneration Per Hit]] +X'''  || Every successful hit reduces the regeneration time of any [[Sacred 2:Combat Arts|Combat Arts]] that are still regenerating by "X" amount of time. [[Sacred 2:Spell Damage Based Combat Arts|Non-weapon-based combat arts]] cannot trigger this effect, but will have their regeneration time reduced, only weapon-based attacks (both "normal" hits and [[Sacred 2:Weapon Damage Based Combat Arts|weapon-based combat arts]]) can trigger this effect.  [[Sacred 2:Hybrid Damage Based Combat Arts|Hybrid Combat Arts]] can also trigger it. This effect does not reduce "cooldown" time in any way.  Only "regen" time may be reduced.  For example, if the combat art [[Sacred 2:Dashing Alacrity|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.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Run Speed|Run Speed]] +X%''' || Increases the un-mounted run speed of the player's character by a percentage, up to the run speed cap of 150%. It will stack with all other sources of this mod.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Selling price|Selling Price]] +X%'''|| Increases the sale and purchase price of the item that has this modifier.  The price increase applies '''only''' to the item with the modifier on it.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Spell Intensity|Spell Intensity]] +X%''' || Improves the effectiveness of player spells on opponents.
 
|-
 
|-
| Example || Example
+
| '''[[Sacred 2:Spell Resistance X%|Spell Resistance +X%]]''' || Increases the player's Spell Resistance value by a percentage.  Spell Resistance reduces the chance for opponent's spells to have an effect on player.
 +
|-
 +
| '''[[Sacred 2:Visibility range|Visibility Range]]+X%''' || 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.
 
|}
 
|}
 
 
'''[[Sacred 2:Chance to knock back opponents|Chance to knock back opponents]]'''  '''+X%''' Adds a chance to knock back enemies with sucessful hits.  Applies to weapon, spell-based and DoT attacks.
 
 
 
'''[[Sacred 2:Chance to Slow Opponents by 25%|Chance to Slow Opponents by 25%]] ''' '''+X%''' Adds X% chance that the enemy will have their movement and attack speed reduced 25%.
 
 
 
'''Chance to unseat opponent +X%''' - Has no effect, since the ability to unseat a mounted opponent was not implemented, was removed in Ice & Blood.
 
 
 
[[Sacred 2:All combat arts|'''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 regen time penalty than from reading Combat Art Runes, while they do give the full bonus to combat art level.
 
 
 
'''[[Sacred 2:Combat Art Skills|Combat Art Skills]] +X''' - Increases Combat Art Skills by a fixed amount. Does not contribute towards Mastery of the affected skills. Does not effect Concentration.
 
 
 
'''Combat Values +X''' Shows when you do not have the necessary skill to unlock the modifier.
 
 
''Damage Conversion:'' Converts X% of your damage from physical to the specified element type.
 
 
*'''Conversion to Fire +X%'''
 
 
*'''Conversion to Ice +X%'''
 
 
*'''Conversion to Magic +X%'''
 
 
*'''Conversion to Poison +X%'''
 
 
 
'''[[Sacred 2:Defense Value X%|Defense Value +X%]]''' Increases your Defense Value by x%
 
 
 
'''[[Sacred 2:Detrimental magic effects|Detrimental magic effects]] -X%''' Reduces the impact of detrimental effects (rooting, stunning, etc) by X%.  Typically refers to amount of time stunned, rooted, etc.
 
 
 
'''[[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]]''' '''+X/s''' Adds HP regeneration, which is active even in combat without Constitution Mastery.
 
 
 
[[Sacred 2:Life leeched per hit |'''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.
 
 
 
[[Sacred 2:Leech life from opponents |'''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.)
 
 
 
'''[[Sacred 2:Light range|Light range]] +X m''' Increases the size of the circle of light at your feet.
 
 
 
[[Sacred 2:"Skill Name" +X|'''"Skill Name" +X''']] - Increases your Skill by a fixed amount. Does not grant Mastery of the skill.
 
 
 
'''[[Sacred 2:Offensive Skills|Offensive Skills]] +X''' - Increases your [[Sacred 2:Offensive Skills|Offensive Skills]] by a fixed amount. Does not contribute towards Mastery of the skills.
 
 
 
'''[[Sacred 2:Opponent's chance to reflect ranged damage|Opponent's chance to reflect ranged damage]]''' -X% Reduces the chance that your ranged attacks will be reflected back to you by enemies who have ranged reflection.
 
 
 
'''Opponent's attack value -X%''' Increases your defense by directly reducing the opponent's attack.
 
 
 
'''Opponent's defense value -X%''' Increases your chance to hit by directly reducing the opponent's defense.
 
 
 
'''[[Sacred 2:Regeneration per hit|Regeneration per hit]] ''' '''+X''' - Every hit reduces the regeneration time of any [[Sacred 2:Combat Arts|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.
 
 
 
[[Sacred 2:Run Speed|'''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.
 
 
 
[[Sacred 2:Selling price |'''Selling price''']] '''+X%''' - This modifier increases the sale and purchase price of the item that has this modifier.
 
 
 
'''[[Sacred 2:Spell Intensity|Spell Intensity]] ''' +X%-  Improves the effectiveness of player spells on opponents.
 
 
 
'''[[Sacred 2:Spell Resistance X%|Spell Resistance +X%]]''' -  Reduces the chance for opponent's spells to have an effect on player.
 
 
 
[[Sacred 2:Visibility range|'''Visibility range''']]+X% - Increases the amount of map shroud the player uncovers and detects enemies farther away.
 
  
 
==Yellow Mods==
 
==Yellow Mods==

Revision as of 05:11, 9 October 2013

White Mods

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 +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. This white-text modifier is the base value, which can be increased by the blue bonus of the same name.
Armor Type +X Increases protection against a certain damage type by a static amount.
Attack Value +X Increases attack value by a static amount.
Attack Speed +X% Increases attack speed by a percentage.
Block Warding Energy +X Increases Energy Shields' "thickness" - the amount of damage that is ignored completely when the player is hit by an enemy.
Chance to Pierce +X% Adds a percent chance that the player's projectiles will pierce their target and continue on to hit other opponents behind the first.
Casting Speed +X% The item with the highest modifier of this type adds a percentage increase directly to the player's Combat Art execution speed, but not attack speed. (confirmed for melee CA)
Defense Value +X Increases defense value by a static amount.
Max. Shield Energy +X% Increases the energy points of the player's Energy Shields by a percentage. Energy points are like hitpoints for Energy Shields.
Shield Regeneration +X% Increases the regeneration rate of Energy Shields.
Speed +X% Unlocks attack speed or casting speed with the appropriate skill, e.g., Sword Weapons.
Regeneration Penalty +X% Positive figures increase the amount of time Combat Arts will take to regenerate, negative figures will reduce the amount of time. Every piece of Armor has a white-text Regeneration Penalty modifier.


Blue Mods

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 +X% Increases the white-text base value of the same name. It is added to the white-text mod of the same name in order to determine the amount of damage that is split between the player's health and their energy shield.
All Skills +X Increases all skills by a static amount. Does not contribute toward Mastery of Skills.
Armor +X% Increases the player's armor value for all damage types by a percentage.
Aspect: "Name" +X Increases all Combat Arts in the specified Aspect by a static amount.
Attack Value +X% Increases attack value by a percentage.
"Attribute Name" +X Increases the specified attribute by a static amount.
Block Chance +X% Adds a percent chance to block all types of blockable attacks (see below for types).
Block chance: Close Combat +X% Adds a percent chance to block close combat attacks used against the player.
Block chance: Combat Arts +X% Adds a percent chance to block Combat Arts used against the player.
Block chance: Knock back +X% Adds a percent chance to block knock back effects used against the player.
Block chance: Projectiles +X% Adds a percent chance to block projectile attacks used against the player.
Block chance: Ranged +X% Adds a percent chance to block ranged attacks used against the player.
Block chance: Root +X% Adds a percent chance to block rooting effects used against the player.
Block chance: Stun +X% Adds a percent chance to block stun effects used against the player.
Chance for Critical Hits +X% Increases the chance to land a critical hit by a percentage.
Chance Opponents Cannot Evade Attack +X% Adds a percent chance to hit an enemy regardless of the player's attack rating, or the defense, evasion, blocking or reflecting values of the enemy.
Chance to Dismount Opponent +X% This mod was supposed to give the player a chance to dismount mounted opponents (e.g., Goblin Boar-riders, Kobold Wolf-riders), but it does not work and it was removed in Ice and Blood.
Chance to Disregard Armor +X% Adds a percent chance to bypass the armor (resistances) of an enemy. This will allow an attack to inflict higher damage, as if the opponent had no resistances.
Chance to Evade +X% Lowers enemies' base hit chance based on a player's base defense as per this formula: new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or Combat Art that adds defense, excluding +X% Defense, is considered a player's base defense.
Chance to Find Valuables +X% Increases the quality of items dropped by enemies or found in chests.
Chance to Inflict Open Wounds +X% Adds a percent 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% Adds a percent chance to decrease enemies' base health point value temporarily (roughly 8%).
Chance to Inflict Deadly Wounds +X% Gives a percent chance to decrease enemies' base health point value temporarily (roughly 20%), making it essentially a much stronger version of Deep Wounds.
Chance to Inflict Serious Open Wounds +X% Adds a percent chance to decrease enemies' base health point value temporarily, and inflicts Physical Damage over Time, making it essentially a combination of Deep Wounds and Open Wounds.
Chance to Knock Back Opponents +X% Adds a percent chance to knock back enemies with sucessful hits. Applies to weapon, spell-based and DoT attacks.
Chance to Slow Opponents by 25% +X% Adds a percent chance that the enemy will have their movement and attack speed reduced by 25%.
Chance to Unseat Opponent +X% Has no effect, since the ability to unseat a mounted opponent was not implemented, was removed in Ice and Blood.
All Combat Arts +X Increases all current Combat Arts by a static amount. Increasing Combat Art levels with items gives the full bonus to the Combat Art level with only half the regeneration time penalty compared to Runes.
Combat Art Skills +X Increases Combat Art Skills by a static amount. Only affects Aspect skills, does not effect Concentration, Ancient Magic, or Combat Discipline. Does not contribute towards Modification Points or Mastery of the affected skills.
Combat Values +X Shows when you do not have the necessary skill to unlock the modifier.
Conversion Damage to Fire +X% Converts a percentage of your damage from physical to fire. This is done by socketing a Chunk of Lava into the damage converter slot on a weapon.
Conversion Damage to Ice +X% Converts a percentage of your damage from physical to ice. This is done by socketing an Ice Crystal into the damage converter slot on a weapon.
Conversion Damage to Magic +X% Converts a percentage of your damage from physical to magic. This is done by socketing a Magic Pearl into the damage converter slot on a weapon.
Conversion Damage to Poison +X% Converts a percentage of your damage from physical to poison. This is done by socketing a Poison Fang into the damage converter slot on a weapon.
Defense Value +X% Increases your base Defense Value by a percentage.
Detrimental Magic Effects -X% Reduces the impact of detrimental effects by a percentage. This refers to the amount of time stunned, rooted, etc. as well as the various elemental Secondary Damage Effects.
Hitpoint Regeneration +X/s Increases rate of hitpoint regeneration per second by a percentage, which is active even in combat without Constitution Mastery.
Leech Life From Opponents +X% For successful every hit the player 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 "Life Leeched Per Hit +X" 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. Hybrid Combat Arts can also trigger it. Does not work when using spells or secondary effects (Burn, Poison, etc.)
Life Leeched Per Hit +X For every successful hit, the player gains the "+X" amount of health from the opponent´s hitpoints. This effect stacks with no diminishing returns, and is often more useful than "Leech Life from Opponents +X%" 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. Hybrid Combat Arts can also trigger it. Does not work when using spells or secondary effects (Burn, Poison, etc.) It also does "+X" non-resistable damage to the target.
Light range +X meters Increases the size of the circle of light at the character's feet. Useful for seeing at night or in dark places. Does not affect the percent of world explored or amount of fog of war cleared on the GUI map or minimap.
"Skill Name" +X Increases the specified Skill by a static amount. Does not apply towards Mastery of the skill.
Offensive Skills +X Increases Offensive Skills by a static amount. Does not contribute towards Mastery of the skills.
Opponent's Chance to Reflect Ranged Damage -X% Reduces the chance that the player's ranged attacks will be reflected back by enemies who have ranged reflection.
Opponent's Attack Value -X% Decreases the opponent's chance to hit the player by directly reducing the opponent's attack value.
Opponent's Defense Value -X% Increases the player's chance to hit by directly reducing the opponent's defense value.
Regeneration Per Hit +X Every successful hit reduces the regeneration time of any Combat Arts that are still regenerating by "X" 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. Hybrid Combat Arts can also trigger it. 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 a percentage, up to the run speed cap of 150%. It will stack with all other sources of this mod.
Selling Price +X% Increases the sale and purchase price of the item that has this modifier. The price increase applies only to the item with the modifier on it.
Spell Intensity +X% Improves the effectiveness of player spells on opponents.
Spell Resistance +X% Increases the player's Spell Resistance value by a percentage. Spell Resistance reduces the chance for opponent's spells to have an effect on player.
Visibility Range+X% Increases the amount of fog of war the player uncovers on the GUI Map and minimap 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% Adds a chance that an enemy will flee in fear of the character. Duration varies by enemy type.


'Chance to find valuables +X%' Increases the quality of items dropped by enemies or found in chests.


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


Reflection:


Damage of enraged players +X% Adds damage proportional to the amount of the characters' health below 100%. From 0% bonus at 100% health up to the full X% when the characters health is 25% or less.


Detrimental magic effects +X% Increases the chance that you can poison/weaken/slow/burn opponents if you are doing the appropriate elemental damage. May also effect the chance for stun, open/deadly/serious wounds.


Experience per kill +X% Adds x% experience for each enemy killed. Does not affect "quest experience".


Life leeched per hit +X Leeches X HP from enemies and adds them to your own. This "damage" is over and above your normal weapon damage.


Opponent level for death blow +X% - When the opponent's health falls below this threshold you deal double damage.


Max. Hitpoints +X Increases your maximal amount of hit points by X amount.

Gold Mods

Cannot Evade +X% - Indicates the chance that your opponent cannot evade your attack, ignores values such as attack/defense/evade. Does not ignore the opponent's chance to reflect.


Chance for Double Hit +X% - Provides a percent chance that a single hit animation will be performed twice.


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% Directly raises your Survival Bonus by increasing the amount of time "in-combat".


Opponent's chance to reflect melee damage -X% Reduces the chance for an opponent to reflect the amount of damage caused in close combat back to you.


Opponent's chance to reflect ranged damage -X% Reduces the chance for an opponent to reflect the amount of damage caused in ranged combat back to you.


Regeneration Penalty from Buffs -X% - Reduces the regeneration penalty applied to all combat arts caused by active Buff(s).

Damage Mods

Detrimental magic effects:

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


Damage +X% - Increases weapon and spell damage. Applies to all 5 element types.

Damage: Physical +X%Applies to physical.

Damage: Magic +X%Applies to magic damage.

Damage: Fire +X%Applies to fire damage.

Damage: Poison +X%Applies to poison damage.


Opponent's armor: Physical -X% Directly reduces the amount of physical armour (resistance) of the targetted enemy. Applies only to weapon damage.


Opponent's chance to evade -X%. Increases your chance to hit the enemy by reducing its evasion calculation.


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% Increases a player's physical armour by X %

Armor: Magic +X% Increases a player's magic armour by X %

Armor: Poison +X% Increases a player's poison armour by X %

Armor: Fire +X% Increases a player's r fire armour by X %

Armor: Ice +X% Increases a player's ice armour by X %


Damage over time: Physical -X% Reduces physical DoT's (open wounds / serious open wounds) done to a player by enemy

Damage over time: Magic -X% Reduces magic DoT's done to a player by enemy

Damage over time: Fire -X% Reduces fire DoT's done to a player by enemy

Damage over time: Ice -X% Reduces ice DoT's done to a player by enemy

Damage over time: Poison -X% Reduces poison DoT's done to a player by enemy


Opponent's attack value -X% Increases a player's ability to avoid successful hits by directly reducing the enemy's attack value.