Difference between revisions of "Sacred 2:Item Modifiers"

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White Modifiers are calculated first, before Blue, Yellow or Gold Modifiers.  As such, white-text values are usually considered the "base" value for most statistics.
 
White Modifiers are calculated first, before Blue, Yellow or Gold Modifiers.  As such, white-text values are usually considered the "base" value for most statistics.
 
{| class="sacred sortable"
 
{| class="sacred sortable"
|style="width: 13%;"|
 
 
|-
 
|-
 
! Modifier !! Effect
 
! Modifier !! Effect
 
|-
 
|-
| '''[[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]] +X%''' || A base statistic of [[Sacred 2:Energy Shields|Energy Shields]].  This determines the proportion of [[Sacred 2:Damage|damage]] that will be dealt to the energy shield, rather than character [[Sacred 2:Max. Hitpoints|health points]].  This white-text modifier is the base value, which can be increased by the blue bonus of the same name.
+
| '''[[Sacred 2:Absorption Warding Energy|Absorption Warding Energy]] +X%''' || A base statistic of [[Sacred 2:Energy Shields|Energy Shields]].  This determines the proportion of [[Sacred 2:Damage|damage]] that will be dealt to the energy shield, rather than character [[Sacred 2:Max. Hitpoints|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 [[Sacred 2:Damage Types|damage type]] by a static amount.
 
| '''Armor Type +X''' || Increases protection against a certain [[Sacred 2:Damage Types|damage type]] by a static amount.
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|-
 
|-
 
|}
 
|}
 +
  
 
==Blue Mods==
 
==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.
 
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
 
|-
 
|-
 
| '''[[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 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]].
 
|-
 
|-
 
| '''[[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.
 
| '''[[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.
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| '''Block Chance +X%''' || Adds a percent chance to block all types of blockable attacks (see below for types).
 
| '''Block Chance +X%''' || Adds a percent chance to block all types of blockable attacks (see below for types).
 
|-
 
|-
| '''[[Sacred 2:Block chance: Close Combat|Block chance: Close Combat]] +X%''' || Adds a percent chance to block close combat attacks used against the player.
+
| '''[[Sacred 2:Block chance: Close Combat|Block Chance: Close Combat]] +X%''' || Adds a percent chance to block close combat attacks used against the player.
 
|-
 
|-
| '''[[Sacred 2:Block chance: Combat Arts|Block chance: Combat Arts]] +X%''' || Adds a percent chance to block [[Sacred 2:Combat Arts|Combat Arts]] used against the player.
+
| '''[[Sacred 2:Block chance: Combat Arts|Block Chance: Combat Arts]] +X%''' || Adds a percent chance to block [[Sacred 2:Combat Arts|Combat Arts]] used against the player.
 
|-
 
|-
| '''[[Sacred 2:Block chance: Knock back|Block chance: Knock back]] +X%''' || Adds a percent chance to block knock back effects used against the player.
+
| '''[[Sacred 2:Block chance: Knock back|Block Chance: Knock back]] +X%''' || Adds a percent chance to block knock back effects used against the player.
 
|-
 
|-
| '''[[Sacred 2:Block chance: Projectiles|Block chance: Projectiles]] +X%''' || Adds a percent chance to block projectile attacks used against the player.
+
| '''[[Sacred 2:Block chance: Projectiles|Block Chance: Projectiles]] +X%''' || Adds a percent chance to block projectile attacks used against the player.
 
|-
 
|-
| '''[[Sacred 2:Block chance: Ranged|Block chance: Ranged]] +X%''' || Adds a percent chance to block ranged attacks used against the player.
+
| '''[[Sacred 2:Block chance: Ranged|Block Chance: Ranged]] +X%''' || Adds a percent chance to block ranged attacks used against the player.
 
|-
 
|-
| '''[[Sacred 2:Block chance: Root|Block chance: Root]] +X%''' || Adds a percent chance to block rooting effects used against the player.
+
| '''[[Sacred 2:Block chance: Root|Block Chance: Root]] +X%''' || Adds a percent chance to block rooting effects used against the player.
 
|-
 
|-
| '''[[Sacred 2:Block chance: Stun|Block chance: Stun]] +X%''' || Adds a percent chance to block stun effects used against the player.
+
| '''[[Sacred 2:Block chance: Stun|Block Chance: Stun]] +X%''' || Adds a percent chance to block stun effects used against the player.
 
|-
 
|-
 
| '''[[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.
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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%''' || 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%''' || Adds 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 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 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.
 
| '''[[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.
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|-
 
|-
 
| '''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]].
 
| '''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]].
|-
 
| '''[[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]].
 
 
|-
 
|-
 
| '''[[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.  
 
| '''[[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.  
 
|-
 
|-
| '''Combat Values +X''' || Shows when you do not have the necessary [[Sacred 2:Skills|skill]] to unlock the modifier.
+
| '''Combat Values +X''' || Shows when the player does not have the necessary [[Sacred 2:Skills|skill]] to unlock the modifier.
 
|-
 
|-
| '''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]].
+
| '''Conversion Damage to Fire +X%''' || Converts a percentage of [[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]].
 
|-
 
|-
| '''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]].
+
| '''Conversion Damage to Ice +X%''' || Converts a percentage of [[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]].
 
|-
 
|-
| '''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]].
+
| '''Conversion Damage to Magic +X%''' || Converts a percentage of [[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]].
 
|-
 
|-
| '''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]].
+
| '''Conversion Damage to Poison +X%''' || Converts a percentage of [[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]].
 
|-
 
|-
| '''[[Sacred 2:Defense Value X%|Defense Value +X%]]'''  || Increases your base [[Sacred 2:Defense Value|Defense Value]] by a percentage.
+
| '''[[Sacred 2:Defense Value X%|Defense Value +X%]]'''  || Increases the player's base [[Sacred 2:Defense Value|Defense Value]] by a percentage.
 
|-
 
|-
| '''[[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]].
+
| '''[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] -X%''' || Reduces the impact of detrimental magic 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]].
 
|-
 
|-
 
| '''[[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.
 
| '''[[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.
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| '''[[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.)
 
| '''[[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.)
 
|-
 
|-
| '''[[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.
+
| '''[[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.) The '''"+X"''' damage is extra, non-resistable damage.
 
|-
 
|-
 
| '''[[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.
 
| '''[[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.
 
|-
 
|-
| '''"[[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.
+
| '''[[Sacred 2:Offensive Skills|Offensive Skills]] +X''' || 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:Offensive Skills|Offensive Skills]] +X''' || Increases [[Sacred 2:Offensive Skills|Offensive Skills]] by a static 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 the player's ranged attacks will be reflected back by enemies who have ranged reflection.
 
| '''[[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.
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|-
 
|-
 
| '''[[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.
 
| '''[[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.
 +
|-
 +
| '''[[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.
 
|-
 
|-
 
| '''[[Sacred 2:Spell Intensity|Spell Intensity]] +X%''' || Improves the effectiveness of player spells on opponents.
 
| '''[[Sacred 2:Spell Intensity|Spell Intensity]] +X%''' || Improves the effectiveness of player spells on opponents.
 
|-
 
|-
| '''[[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: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.  This value can be improved by this modifier even if the player hasn't learned the skill of the same name ([[Sacred 2:Spell Resistance|Spell Resistance]]).
 
|-
 
|-
 
| '''[[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: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.
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==Yellow Mods==
 
==Yellow Mods==
 +
Yellow modifiers are calculated after White and Blue modifiers, but before Gold modifiers.
 +
{| class="sacred sortable"
 +
|-
 +
! Modifier !! Effect
 +
|-
 +
| '''[[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]].
 +
|-
 +
| '''[[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.
 +
|-
 +
| '''[[Sacred 2:Chance for critical hits|Chance for Critical Hits]] +X%''' || Increases chance for critical hits by a percentage.
 +
|-
 +
| '''[[Sacred 2:Chance to fear opponents away|Chance to Fear Opponents Away]] +X%''' || 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]] +X%''' || 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]] +X%'''  || 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]] +X%''' || Adds a percent chance to reflect opponents' [[Sacred 2:Combat Arts|Combat Art]] attacks.  The attack is blocked from affecting the player and instead is inflicted on the opponent.
 +
|-
 +
| '''[[Sacred 2:Chance to reflect: Close Combat|Chance to Reflect: Close Combat]] +X%''' || Adds a percent chance to reflect opponents' close combat attacks.  The attack is blocked from affecting the player and instead is inflicted on the opponent.
 +
|-
 +
| '''[[Sacred 2:Chance to reflect: Projectiles|Chance to Reflect: Projectiles]] +X%''' ||  Adds a chance to reflect opponents' projectile attacks, such as boulders thrown by Trolls.
 +
|-
 +
| '''[[Sacred 2:Chance to reflect: Stun|Chance to Reflect: Stun]] +X%''' ||  Adds a chance to reflect stun effects.
 +
|-
 +
| '''[[Sacred 2:Damage of enraged players|Damage of Enraged Players]] +X%''' || Adds damage proportional to the amount of the character's health below 100%.  From 0% bonus at 100% health up to the full X% when the character's health is 25% or less.
 +
|-
 +
| '''[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] +X%''' ||  Increases the chance of inflicting poison/weaken/slow/burn against opponents if the player is doing the appropriate elemental damage. May also affect the duration/chance for the other Detrimental Magic Effects: Stun, Root, and Open/Deadly/Deep/Serious Wounds.
 +
|-
 +
| '''[[Sacred 2:Experience per kill|Experience per kill]] +X%''' || Increase the experience for each enemy killed by a percentage.  Does not affect quest experience.
 +
|-
 +
| '''[[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.) The '''"+X"''' damage is extra, non-resistable damage.
 +
|-
 +
| '''[[Sacred 2:Max. Hitpoints |Max. Hitpoints]] +X''' || Increases the player's total hit points by a static amount.
 +
|-
 +
| '''[[Sacred 2:Opponent level for death blow|Opponent Level for Death Blow]] +X%''' ||  When the opponent's health falls below this threshold the player deals double damage.
 +
|}
  
'''[[Sacred 2:All combat arts |All combat arts]] +X ''' - Raises all [[Sacred 2:Combat Arts|Combat Arts]] by specified amount.
 
 
 
'''[[Sacred 2:All Skills|All Skills]] +X''' - Raises all [[Sacred 2:Skills |Skills]] by specified amount.
 
 
 
'''[[Sacred 2:Chance for critical hits|Chance for critical hits]] +X%''' - Raises chance for critical hits by specified amount.
 
 
 
'''[[Sacred 2:Chance to fear opponents away|Chance to fear opponents away]] +X%''' Adds a 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]] +X%'''''' Increases the quality of items dropped by enemies or found in chests.
 
 
 
[[Sacred 2:Chance to halve regeneration time|'''Chance to halve regeneration time''']] '''+X%''' - Reduces the final regeneration time of a Combat Art by 50%.
 
 
 
''Reflection:''
 
*'''[[Sacred 2:Chance to reflect: Combat Arts|Chance to reflect: Combat Arts]]''' '''+X%''' Adds a chance to reflect Combat Art attacks
 
 
*'''[[Sacred 2:Chance to reflect: Close Combat|Chance to reflect: Close Combat]]''' '''+X%''' Adds a chance to reflect close combat attacks
 
 
*'''[[Sacred 2:Chance to reflect: Projectiles|Chance to reflect: Projectiles]]''' '''+X%''' Adds a chance to reflect projectile attacks, such as boulders thrown by Ogres.
 
 
*'''[[Sacred 2:Chance to reflect: Stun|Chance to reflect: Stun]]''' '''+X%''' Adds a chance to reflect stun attacks
 
 
 
'''[[Sacred 2:Damage of enraged players|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.
 
 
 
'''[[Sacred 2:Detrimental magic effects|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.
 
 
 
'''[[Sacred 2:Experience per kill|Experience per kill]] +X%''' Adds x% experience for each enemy killed.  Does not affect "quest experience".
 
 
 
'''[[Sacred 2:Life leeched per hit|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.
 
 
 
'''[[Sacred 2:Opponent level for death blow|Opponent level for death blow]] +X%''' - When the opponent's health falls below this threshold you deal double damage.
 
 
 
[[Sacred 2:Max. Hitpoints  |'''Max. Hitpoints ''']]'''+X''' Increases your maximal amount of hit points by X amount.
 
  
 
==Gold Mods==
 
==Gold Mods==

Revision as of 08:05, 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.
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.
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.


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 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.
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 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 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 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.
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 the player does not have the necessary skill to unlock the modifier.
Conversion Damage to Fire +X% Converts a percentage of 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 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 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 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 the player's base Defense Value by a percentage.
Detrimental Magic Effects -X% Reduces the impact of detrimental magic 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.) The "+X" damage is extra, non-resistable damage.
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.
Offensive Skills +X Increases all learned Offensive Skills by a static amount. Does not apply 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.
"Skill Name" +X Increases the specified Skill by a static amount. Does not apply towards Mastery of the skill.
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. This value can be improved by this modifier even if the player hasn't learned the skill of the same name (Spell Resistance).
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

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

Modifier Effect
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.
All Skills +X Increases all skills by a static amount. Does not contribute toward Mastery of Skills.
Chance for Critical Hits +X% Increases chance for critical hits by a percentage.
Chance to Fear Opponents Away +X% Adds a percent 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% Adds a percent chance that, after a Combat Art is executed, the regeneration time will reduced by 50%.
Chance to Reflect: Combat Arts +X% Adds a percent chance to reflect opponents' Combat Art attacks. The attack is blocked from affecting the player and instead is inflicted on the opponent.
Chance to Reflect: Close Combat +X% Adds a percent chance to reflect opponents' close combat attacks. The attack is blocked from affecting the player and instead is inflicted on the opponent.
Chance to Reflect: Projectiles +X% Adds a chance to reflect opponents' projectile attacks, such as boulders thrown by Trolls.
Chance to Reflect: Stun +X% Adds a chance to reflect stun effects.
Damage of Enraged Players +X% Adds damage proportional to the amount of the character's health below 100%. From 0% bonus at 100% health up to the full X% when the character's health is 25% or less.
Detrimental Magic Effects +X% Increases the chance of inflicting poison/weaken/slow/burn against opponents if the player is doing the appropriate elemental damage. May also affect the duration/chance for the other Detrimental Magic Effects: Stun, Root, and Open/Deadly/Deep/Serious Wounds.
Experience per kill +X% Increase the experience for each enemy killed by a percentage. Does not affect quest experience.
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.) The "+X" damage is extra, non-resistable damage.
Max. Hitpoints +X Increases the player's total hit points by a static amount.
Opponent Level for Death Blow +X% When the opponent's health falls below this threshold the player deals 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 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.