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  • Increases the amount of total experience a character receives per kill. == Availability of ''Experience per kill +X%'' as [[Sacred 2:Item Modifiers|Item Modifier]] ==
    904 bytes (121 words) - 12:34, 20 July 2010

Page text matches

  • *[[Sacred 2:Experience per kill|Experience per kill]]
    280 bytes (33 words) - 05:46, 30 October 2013
  • *[[Sacred 2:Experience per kill|Experience per kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
    419 bytes (52 words) - 02:30, 8 May 2014
  • *[[Sacred 2:Experience per kill|Experience per kill]]
    418 bytes (51 words) - 13:40, 4 February 2015
  • *[[Sacred 2:Experience per kill|Experience per kill]]
    388 bytes (48 words) - 04:18, 30 March 2014
  • Increases the amount of total experience a character receives per kill. == Availability of ''Experience per kill +X%'' as [[Sacred 2:Item Modifiers|Item Modifier]] ==
    904 bytes (121 words) - 12:34, 20 July 2010
  • *[[Sacred 2:Experience per kill|Experience per kill]]
    381 bytes (46 words) - 04:18, 30 March 2014
  • *[[Sacred 2:Experience per kill|Experience per kill]]
    373 bytes (46 words) - 09:13, 7 May 2014
  • *[[Sacred 2:Experience per kill|Experience per kill]]
    261 bytes (33 words) - 22:22, 17 September 2013
  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] ...ain]]. Although not as stellar as comparable batteries, the experience per kill item modifier might be attractive to players looking to level faster.
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
    288 bytes (35 words) - 08:52, 18 October 2013
  • Each character gains experience for every kill made and (few and random) for completing quests. ...nce to a new level, allowing it to improve it's skills and attributes. The experience required to reach the next level increases with each level obtained, making
    406 bytes (62 words) - 10:25, 19 July 2023
  • *[[Sacred 2:Experience per kill|Experience per kill]] ...st Chain]]. Although not as stellar as comparable axes, the experience per kill item modifier might be attractive to players looking to level faster.
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X% *Although not as stellar as comparable swords, the experience per kill item modifier might be attractive to players looking to level faster.
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
    762 bytes (93 words) - 18:26, 14 May 2014
  • *[[Sacred 2:Experience per kill|Experience per kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]] *[[Sacred 2:Life leeched per hit|Life leeched per hit]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
    361 bytes (41 words) - 19:31, 13 January 2017
  • *[[Sacred 2:Experience per kill|Experience per kill]]
    566 bytes (75 words) - 09:47, 15 January 2017
  • *[[Sacred 2:Experience per kill|Experience per kill]] +X% ...in Quest]]. Although not as stellar as comparable bows, the experience per kill item modifier might be attractive to players looking to level faster.
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
    406 bytes (51 words) - 07:11, 14 January 2017
  • *[[Sacred 2:Experience per kill|Experience per kill]] +X% ...t Chain]]. Although not as stellar as comparable clubs, the experience per kill item modifier might be attractive to players looking to level faster.
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
    963 bytes (119 words) - 20:46, 30 March 2014
  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X% *[[Sacred 2:Life leeched per hit|Life leeched per hit]] +X
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  • *[[Sacred 2:Experience per kill|Experience per kill]] * Although not as stellar as comparable staffs, the experience per kill item modifier might be attractive to players looking to level faster.
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
    364 bytes (41 words) - 12:24, 14 January 2017
  • *[[Sacred 2:Experience per kill|Experience per kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]]
    373 bytes (39 words) - 15:16, 14 January 2017
  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (requires the [[Sacred 2:Enhanced Perception|Enhanced Perception]] skill *[[Sacred 2:Experience per kill|Experience per kill]] (requires the [[Sacred 2:Enhanced Perception|Enhanced Perception]] skill
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • ...ions|Potions]] of the Mentor increase the amount of [[Sacred 2:Experience |experience]] a player receives. ...0be">__</span> '''Effect:''' [[Sacred 2:Experience per kill|Experience per kill]] +50%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • ...om one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on ...="cellborderlc" align="left"|[[Sacred 2:Experience per kill|Experience Per Kill]]
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  • *[[Sacred 2:Experience per kill|Experience per kill]] +X%
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  • *[[Sacred 2:Experience per kill/es|Experiencia por muerte]]
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  • * '''Quest Objective:''' Kill 10 [[Sacred 2:Rabbit|Rabbits]] * '''Reward:''' [[Sacred 2:Experience|Experience]], [[Sacred 2:Gold |Gold]]
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  • * [[Sacred 2:Experience per kill|Experience per kill]] (Shoulders) ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • ...rease the [[Sacred 2:Chance for Burn|chance to ignite]] enemies (20% +0.2% per CA level). ...n (+10% [[Sacred 2:Experience per kill|Experience per kill]]). ''Overrides experience bonuses from [[Sacred 2:Potion of the Mentor|Potion of the Mentor]]! Mento
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  • *[[Sacred 2:Experience per kill/es|Experiencia por muerte]]
    811 bytes (107 words) - 22:44, 12 September 2013
  • *[[Sacred 2:Experience per Kill/es|Experiencia por muerte]]
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  • == Experience Basics == ...ributes|Attributes]] to be increased through the allocation of points. The experience required to reach the next level increases with each level obtained, making
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  • *[[Sacred 2:Experience per kill/es|Experiencia por muerte]]
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  • ...cred 2:Healing|Heals]] party members within area of effect. (8hp/s + 2hp/s per CA level [[Sacred 2:Hitpoint Regeneration|hitpoint regeneration]]) ....2% per CA level increase in [[Sacred 2:Experience per kill|experience per kill]])
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  • *[[Sacred 2:Experience per Kill/es|Experiencia por muerte]]
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  • * [[Sacred 2:Experience per kill|Experience per kill]] (Shoulders) * [[Sacred 2:Regeneration per hit|Regeneration per hit]] (Gloves)
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Greaves) *[[Sacred 2:Life leeched per hit|Life leeched per hit]] (Arm)
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  • ...ription will give about a 30 second buff with a 100% [[Sacred 2:Experience|experience]] bonus in every difficulty. The player can try luring as many mobs as poss ...he character already has any [[Sacred 2:Experience per kill|Experience per kill]] +X% gear equipped neither hero statues nor combat arts will provide their
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  • * [[Sacred 2:Experience per kill|Experience per kill]] (First Dagger)
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  • * [[Sacred 2:Experience per kill|Experience per kill]] (Shoulders) ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • * [[Sacred 2:Experience per kill|Experience per kill]] + X% (Blowpipe)
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  • Note that Bronze server dropped sets will normally have 1 slot per item. * (Helm) [[Sacred 2:Experience per kill|Experience per kill]]
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  • * [[Sacred 2:Experience per kill|Experience per kill]] (Helm) ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X% (Helmet)
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  • * [[Sacred 2:Experience per kill|Experience per kill +X%]] (Helmet) * [[Sacred 2:Life leeched per hit|Life leeched per hit +X]] (Sword)
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X% (Helmet)
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X% (Helmet)
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Helm) *[[Sacred 2:Regeneration per hit|Regeneration per hit]] (Gloves)
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  • * [[Sacred 2:Experience per kill|Experience per kill]] (Legs) ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X% (Helmet)
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X% (Helmet)
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  • * [[Sacred 2:Experience per kill|Experience per kill]] + X% (Twinkle)
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  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] (Shoulders) *[[Sacred 2:Experience per kill|Experience per kill]] (Battery)
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X% (Head) * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +X s (Gloves)
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Chest) *[[Sacred 2:Life leeched per hit|Life leeched per hit]] (Chest)
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  • *[[Sacred 2:Life leeched per hit|Life leeched per hit]] (Legs) *[[Sacred 2:Experience per kill|Experience per kill]] (Boots)
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Helm) ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • * (Helm) [[Sacred 2:Experience per kill|Experience per kill +%]] ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • Potions of the Mentor increase the amount of experience that you get. ...0be">__</span> '''Effect:''' [[Sacred 2:Experience per kill|Experience per kill]] +50%
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  • ...="cellborderlc" align="left"|[[Sacred 2:Experience per kill|Experience per kill]]
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  • * (Hood) [[Sacred 2:Experience per kill|Experience per kill]] ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Belt)
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Helm) ...m one level to another. This is because some stats increase at a fraction per level up. The server difficulty being played on will also have an effect on
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  • * [[Sacred 2:Experience per kill|Experience per kill]] +X% (Helmet)
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  • * [[Sacred 2:Damage over time: Fire|Fire Damage Over Time]]: 5.4 per second * '''Fright''' - Adds a chance to scare targets into fleeing. (30% + 0.5% per Combat Art level [[Sacred 2:Chance to fear opponents away|Chance to fear op
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  • * '''Scorch''' - Increases the base fire damage inflicted by 32 + 16 per level. * '''Ignite''' - Increases the spread speed of the Firestorm by 25% + 0.1% per level.
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  • * The damage dealt per hit &ndash; How hard do you hit? === Experience ===
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  • ...your main attack. When you get if on decent level, you get several arrows per shot and best part is that those arrows tries to seek into were ever neares ...small damage and hits allways on foes. On later levels you will be able to kill things faster than Dagger Stare can even reach them.
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  • ...s|character class]]. All the items have the same modifiers: experience per kill, chance for deadly wounds, and two gold sockets, with the exception of the
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  • * The [[Sacred 2:Damage|damage]] dealt per hit &ndash; How hard do you hit? ...d of the power curve while remaining there indefinitely and receiving good experience regarding the same chosen monster. It is impossible to go and craft a ''pe
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  • * '''Reward:''' [[Sacred 2:Gold|Gold]], [[Sacred 2:Experience|Experience]] * Kill Kobolds to collect 10 '''Kobold Heads'''
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  • ...on|Hitpoint Regeneration]]/s''' || Increases rate of hitpoint regeneration per second by a percentage, which is active even in combat without [[Sacred 2:C |'''[[Sacred 2:Regeneration per hit|Regeneration Per Hit]]'''||Every successful hit reduces the regeneration time of any [[Sacre
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  • * Cooldown decreases by 0.2 seconds per CA level ...injured before the damage output of Viperish Disease increases. (1% + 0.2% per CA level (?))
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  • * '''Reward:''' [[Sacred 2:Gold|Gold]], [[Sacred 2:Experience|Experience]] * Kill Kobolds to collect 10 '''Kobold Heads'''
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  • *[[Sacred 2:Experience|Experience]] *[[Sacred 2:Experience per kill|Experience per kill]]
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  • ...Potion last twice as long, but it won't give you twice the experience per kill.
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  • You will want a character who can do everything on his own - kill quickly, level up quickly, have nice equipment and be fun to play. I think ...you're pumping in pyro, you will have nice homing fireballs now that will kill just about anything. In addition to that, you may start seeing that you're
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  • ...ficant at higher levels, that dual wielding two of those will allow you to kill everything very fast even with only one hard point in the dual wield skill. ...percentage (+%), reduction of regeneration time and a decent regeneration per hit, which now in Ice and Blood works perfectly.
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  • ...since around level 80. I can't recall any time that I had a heart jumping experience. I was constantly selling all my potions off because I just wasn't needing ...o up the damage. Prior to this survivability is more important than damage per second.
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  • ...nd the Wiki and Dark Matters, and being totally invincible but not able to kill a boss (running from elites, etc). I decided to giver one last chance, arm ...(5th Mastery) - My main reason for taking this was for the Experience per Kill and Chance to Find Valuables mods found on equipment.
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  • ...Chance to mutate target into either a chicken (1xp per kill) or a T-mutant, TG Primal Mutation (mutieren) ..._rel Gives a bonus to caster's experience per kill, SW Augmenting Guidon (standarte)
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  • +exp - +% experience * Devastation - Increases the change for critical hits. (9.8% + 0.2% per CA level increased chance)
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  • [[Sacred 2: Life leeched per hit/es |''' Absorber vida ''']] '''+X'''- Por cada golpe recibes la cantida '''[[Sacred 2: Regeneration per hit/es| Regeneración por golpe]] ''' '''+X s''' – Cada golpe reduce el t
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  • ...increase XP per kill by x10 to accelerate the testing (more on my testing experience later). I borrowed many parts from many builds(Most of them pre-Ice and Blo Eagerness- Increased damage per second
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  • * Regeneration per Hit finally working in the AddOn made me considering to restart my melee-el * Getting experience with speed lore and dexterity as main attribute for defense
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  • Our main CA. The skeletons summoned will keep us from harm and kill our opponents. Only drawback is they are someone autonomous. They attack wh ...inally happens). You'll need this to resurrect opponents as your skeletons kill them.
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  • ...time will grow into powerful AOEs creating a jaw dropping column of green experience points on your screen. ...tion (top) - Converts more damage to the least resisted element. (50% + 5% per CA level converted / 100% increase from base value)
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  • I'm a big fan of soldats. This guy has far more experience at this game than I do and his research into the mechanics of this game is ...f these down by using concentration potions combined with the stat "+regen per hit" in your gear.
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  • ...rune unless recharge gets slower than animation. Factoring in regeneration per hit also. ...ntagion mod is not good. Tough enemies make strong rallied souls so if you kill a champion why not cast this?
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  • First of all: I'm not gonna use my CA's to kill monsters. I'm gonna focus on my weapon for killing. Make it 100% to hit, cr ...fe. Keeping the pet alive is more important than using the pet to actually kill mobs. You can forget about that.
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  • ...t able to flip +2 and occasionally +3 to all skills jewelry) so most of my experience with this build is slightly skewered because of this. However it's nothing ...table with seeing and the orc champs were starting to take a bit longer to kill and hitting harder than I would have liked. I didn't die on this guy but it
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  • ...ild, which has been tested in singleplayer to level 150 using a 10% modded experience file, and is currently at level 41 in ClosedNet. This is a fun to play Ser * Premonition - Further increase attack value. (12.5% + 2.5% per CA level increase)
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  • ...ttle for heavy AOE and strong defense when we can also have the ability to kill bosses in 10 hits? what? 10 hits too much, how about 6? 5? no? then what? '''Can't One-Shot Champs''' - Even though she can kill bosses in the blink of an eye, she can't seem to be able to one-shot most c
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  • *'''Exp''': Abbreviation for [[Sacred 2:Experience|Experience]] ...haracter kills opponents, and allows passage to the next level when enough experience points are earned.
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  • ...DoT from the Garganthropods tail attack in niob did 18000 points of damage per tick to the dryad (no -dots smithed, etc). Without Constitution that could ...health pool. Know that if you don't take this, there are attacks that can kill players outright, if they ever get passed said defenses, usually in the for
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  • * Sources of "Experience per Kill" on items, potions, statues, and spells now stack instead of overriding one * Shadow Warrior’s Scything Sweep should no longer be able to kill allies when gold mod “Hurl” is taken.
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