Sacred 2:Item Modifiers

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Players may see the same modifier multiple times on this page. Modifiers are calculated in this order: White, Blue, Yellow, Gold. These colors simply refer to the color of the text. This is important when considering modifiers with the same name but with different colors.

For example, Absorption Warding Energy can appear as both a White and a Blue modifier. If the player has items giving a White value of +20% and a Blue value of +20%, they are not simply added together. The Blue value is applied to the White value (20% of 20 = 4), making the final bonus the player receives +24%.


White Item Modifiers

White Modifiers are calculated first, before Blue, Yellow or Gold Modifiers. As such, white-text values are usually considered the "base" value for most statistics.


Modifier Effect
Absorption Warding Energy A base statistic of Energy Shields that determines the proportion of damage done to the energy shield, rather than health points.
Armor Type Increases protection against a certain damage type by a static amount.
Attack Value Increases attack value by a static amount.
Attack Speed Increases attack speed by a percentage.
Block Chance Adds a percent chance to block all types of blockable attacks (see below for types).
Block Chance: Close Combat Adds a percent chance to block close combat attacks used against the player.
Block Chance: Combat Arts Adds a percent chance to block Combat Arts used against the player.
Block Chance: Knock back Adds a percent chance to block knock back effects used against the player.
Block Chance: Projectiles Adds a percent chance to block projectile attacks used against the player.
Block Chance: Ranged Adds a percent chance to block ranged attacks used against the player.
Block Chance: Root Adds a percent chance to block rooting effects used against the player.
Block Chance: Stun Adds a percent chance to block stun effects used against the player.
Block Warding Energy Increases Energy Shields' "thickness" - the amount of damage that is ignored completely when the player is hit by an enemy.
Chance to Pierce Adds a percent chance that the player's projectiles will pierce their target and continue on to hit other opponents behind the first.
Casting Speed Adds a percentage increase directly to the player's Combat Art execution speed, but not attack speed. (confirmed for melee CA)
Defense Value Increases the player's ranged defense value by a static amount.
Max. Shield Energy Increases the energy points of the player's Energy Shields by a percentage. Energy points are like hitpoints for Energy Shields.
Ranged Defense Value Increases the player's defense value by a static amount. Applies only to ranged attacks.
Regeneration Penalty Positive figures increase the amount of time Combat Arts will take to regenerate, negative figures will reduce the amount of time. Armor has a white-text Regeneration Penalty modifier.
Shield Regeneration Increases the regeneration rate of Energy Shields.
Speed Unlocks attack speed or casting speed with the appropriate skill, e.g., Sword Weapons.

Blue Item Modifiers

Blue Modifiers are calculated after White Modifiers, but before Yellow and Gold Modifiers. Blue Modifiers are the most numerous type found on items.


Modifier Effect
Absorption Warding Energy Increases the white-text base value of the same name.
Absorption Warding Energy (opponent) Reduces the Absorption Warding Energy value of the target enemy, allowing a greater portion of incoming damage to be inflicted on health points.
All Combat Arts 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 Increases all skills by a static amount. Does not contribute toward Mastery of Skills.
Armor Increases the player's armor value for all damage types by a percentage.
Aspect: "Name" Increases all Combat Arts in the specified Aspect by a static amount.
Attack Value Increases attack value by a percentage.
"Attribute Name" Increases the specified attribute by a static amount.
Block Chance Adds a percent chance to block all types of blockable attacks (see below for types).
Block Chance: Close Combat Adds a percent chance to block close combat attacks used against the player.
Block Chance: Combat Arts Adds a percent chance to block Combat Arts used against the player.
Block Chance: Knock back Adds a percent chance to block knock back effects used against the player.
Block Chance: Projectiles Adds a percent chance to block projectile attacks used against the player.
Block Chance: Ranged Adds a percent chance to block ranged attacks used against the player.
Block Chance: Root Adds a percent chance to block rooting effects used against the player.
Block Chance: Stun Adds a percent chance to block stun effects used against the player.
Chance for Critical Hits Increases the chance to land a critical hit by a percentage.
Chance That Opponents Cannot Evade Attacks 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 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 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 Lowers enemies' base hit chance based on a player's base defense.
Chance to Find Valuables Increases the quality of items dropped by enemies or found in chests.
Chance to Knock Back Opponents Adds a percent chance to knock back enemies with sucessful hits. Applies to weapon, spell-based and DoT attacks.
Chance to Slow Opponents by 25% Adds a percent chance that the enemy will have their movement and attack speed reduced by 25%.
Chance to Unseat Opponent Has no effect, since the ability to unseat a mounted opponent was not implemented, was removed in Ice and Blood.
Combat Art Skills Increases Combat Art Skills by a static amount. 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 Shows when the player does not have the necessary skill to unlock the modifier.
Conversion Damage to Fire Converts a percentage of damage from physical to fire. This is done by socketing a Chunk of Lava into the damage converter slot on a weapon.
Conversion Damage to Ice 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 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 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 Increases the player's base Defense Value by a percentage.
Defensive Skills Increases all learned Defensive Skills by a static amount. Does not apply towards Mastery of the skills.
Detrimental Magic Effects Reduces the impact of detrimental magic effects by a percentage. This refers to the amount of time stunned, rooted, etc. as well as the various elemental Secondary Damage Effects.
Hitpoint Regeneration/s Increases rate of hitpoint regeneration per second by a percentage, which is active even in combat without Constitution Mastery.
Light range meters Increases the size of the circle of light at the character's feet. Useful for seeing at night or in dark places. Does not affect the percent of world explored or amount of fog of war cleared on the GUI map or minimap.
Offensive Skills Increases all learned Offensive Skills by a static amount. Does not apply towards Mastery of the skills.
Opponent's Chance to Evade Increases the player's chance to hit by reducing the enemy's evasion statistic.
Opponent's Chance to Reflect Ranged Damage Reduces the chance that the player's ranged attacks will be reflected back by enemies who have ranged reflection.
Opponent's Attack Value Decreases the opponent's chance to hit the player by directly reducing the opponent's attack value.
Opponent's Defense Value Increases the player's chance to hit by directly reducing the opponent's defense value.
Regeneration Per Hit Every successful hit reduces the regeneration time of any Combat Arts that are still regenerating by "X" amount of time.
Regeneration Time Reduces the regeneration time for all Combat Arts.
Run Speed Increases the un-mounted run speed of the player's character by a percentage, up to the run speed cap of 150%. It will stack with all other sources of this mod.
Selling Price 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" Increases the specified Skill by a static amount. Does not apply towards Mastery of the skill.
Spell Intensity Improves the effectiveness of player spells on opponents.
Spell Resistance Increases the player's spell resistance value by a percentage.
Visibility Range Increases the amount of fog of war the player uncovers on the GUI Map and minimap and detects enemies farther away.

Yellow Item modifiers

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


Modifier Effect
All Combat Arts Increases all current Combat Arts by a static amount. 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 Increases all skills by a static amount. Does not contribute toward Mastery of Skills.
Chance for Critical Hits Increases chance for critical hits by a percentage.
Chance to Fear Opponents Away Adds a percent chance that an enemy will flee in fear of the character. Duration varies by enemy type.
Chance to Find Valuables Increases the quality of items dropped by enemies or found in chests.
Chance to Halve Regeneration Time Adds a percent chance that, after a Combat Art is executed, the regeneration time will reduced by 50%.
Chance to Reflect: Combat Arts Adds a percent chance to reflect opponents' Combat Art attacks. The attack is blocked from affecting the player and instead is inflicted on the opponent.
Chance to Reflect: Close Combat 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 Adds a chance to reflect opponents' projectile attacks, such as boulders thrown by Trolls.
Chance to Reflect: Ranged Adds a percent chance to reflect opponents' ranged attacks. The attack is blocked from affecting the player and instead is inflicted on the opponent.
Chance to Reflect: Stun Adds a chance to reflect stun effects.
Combat Art Skills 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.
Damage Increases damage for all weapons and spells. Applies to all 5 element types.
Damage of Enraged Players Adds damage proportional to the amount of the character's health below 100%. From 0% bonus at 100% health up to the full X% when the character's health is 25% or less.
Defensive Skills Increases all learned Defensive Skills by a static amount. Does not apply towards Mastery of the skills.
Detrimental Magic Effects 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 Increase the experience for each enemy killed by a percentage. Does not affect quest experience.
Life leeched Per Hit For every successful hit, the player gains the "+X" amount of health from the opponent´s hitpoints.
Max. Hitpoints Increases the player's total hit points by a static amount.
Offensive Skills Increases all learned Offensive Skills by a static amount. Does not apply towards Mastery of the skills.
Opponent Level for Death Blow When the opponent's health falls below this threshold the player deals double damage.
Regeneration Time: Reduces the regeneration time for all Combat Arts.
Regeneration Time: "Aspect Name" Reduces the regeneration time for all Combat Arts within a single Aspect.
"Skill Name" Increases the specified Skill by a static amount. Does not apply towards Mastery of the skill.

Gold Item Modifiers

Gold modifiers are calculated last, after all White, Blue, and Yellow item modifiers have been applied.


Modifier Effect
Chance for Double Hit Adds a percent chance that a single hit animation will be performed twice.
Combat Art Range Increases the radius on Area-of-Effect type combat arts. Does not seem to have an effect on minimum casting distance.
Faster Increase of Survival Bonus Directly raises the player's Survival Bonus. Contrary to the name of this modifier, it does not increase the rate the player gains their Survival Bonus. Instead, it directly and instantly increases the player's Survival Bonus by the specified percentage. In the Community Patch, the name of this modifier is changed to "Survival Bonus" to more accurately describe what it does.
Leech Life From Opponents 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" 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 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" 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.
Opponent's Chance to Reflect Melee Damage Reduces the chance for an opponent to reflect damage caused in close combat back to the player by a percentage.
Opponent's Chance to Reflect Ranged Damage Reduces the chance for an opponent to reflect damage caused in ranged combat back to the player by a percentage.
Regeneration Penalty from Buffs Reduces the regeneration penalty applied to all Combat Arts caused by active Buff(s) by a percentage.
Regeneration Time Reduces the regeneration time for all Combat Arts.


Damage Item Modifiers

Individual damage modifiers are color-coded according to their respective damage type. The text for fire is red, ice is blue, magic is purple, poison is green, and physical is yellow.


Modifier Effect
Damage: Fire Increases any fire damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Ice Increases any ice damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Magic Increases any magic damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Poison Increases any poison damage done by the player's weapons, spells, and combat arts by a percentage.
Damage: Physical Increases any physical damage done by the player's weapons, spells, and combat arts by a percentage.
Chance to Burn Increases the player's chance to Burn enemies by a percentage. Burn is Damage over Time. Duration is 5 seconds.
Chance to Freeze Increases the player's chance to Freeze enemies by a percentage. Freeze is a 25% slow down of movement and attack speed.
Chance to Poison Increases the player's chance to Poison enemies by a percentage. Poison is Damage over Time. Duration is 3 seconds.
Chance to Weaken Increases the player's chance to Weaken enemies by a percentage. Weaken will reduce statistics by 20%.
Chance to Inflict Deep Wounds Adds a percent chance to decrease enemies' base health point value temporarily (roughly 8%). Note: May appear as a blue or gold mod.
Chance to Inflict Deadly Wounds Gives a percent chance to decrease enemies' base health point value temporarily (roughly 20%), making it essentially a much stronger version of Deep Wounds. Note: May appear as a blue or gold mod.
Chance to Inflict Open Wounds Adds a percent chance to cause Physical Damage over Time. The amount of damage over time is 50% of Physical damage dealt. Note: Appears as a blue mod.
Chance to Inflict Serious Open Wounds Adds a percent chance to decrease enemies' base health point value temporarily, and inflicts Physical Damage over Time.
Opponent's armor: Physical Directly reduces the amount of physical armor (resistance) of the targeted enemy. Applies only to weapon damage.

Armor/Resistance Item Modifiers

Individual armor modifiers are color-coded according to their respective damage type. The text for fire is red, ice is blue, magic is purple, poison is green, and physical is yellow.


Modifier Effect
Armor: Fire Increases the player's fire armor by a percentage.
Armor: Ice Increases the player's ice armor by a percentage.
Armor: Magic Increases the player's magic armor by a percentage.
Armor: Poison Increases the player's poison armor by a percentage.
Armor: Physical Increases the player's physical armor by a percentage.
Damage Mitigation: Fire Increases the percent of fire damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Ice Increases the percent of ice damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Magic Increases the percent of magic damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Poison Increases the percent of poison damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage Mitigation: Physical Increases the percent of physical damage that is completely ignored (mitigated) before all other damage calculations are made.
Damage over Time: Fire Reduces the effect of fire DoT's on the player by a percentage.
Damage over Time: Ice Reduces the effect of ice DoT's on the player by a percentage.
Damage over Time: Magic Reduces the effect of magic DoT's on the player by a percentage.
Damage over Time: Poison Reduces the effect of poison DoT's on the player by a percentage.
Damage over Time: Physical Reduces the effect of physical DoT's (Open Wounds or Serious Open Wounds) on the player by a percentage.
Opponent's Chance to Burn Reduces the chance an opponent can Burn the player by a percentage.
Opponent's Chance to Freeze Reduces the chance an opponent can Freeze the player by a percentage.
Opponent's Chance to Poison Reduces the chance an opponent can Poison the player by a percentage.
Opponent's Chance to Weaken Reduces the chance an opponent can Weaken the player by a percentage.
Opponent's Chance to Wound Reduces the chance an opponent can Wound the player by a percentage.