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  • {{S2frame|[[File:Regen per hit.jpg|400px]]|none}} ...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:
    2 KB (372 words) - 20:59, 21 October 2013

Page text matches

  • * [[Sacred 2:Life leeched per hit| Life leeched per hit]] +X * [[Sacred 2:Regeneration per hit| Regeneration per hit]] +X
    527 bytes (76 words) - 11:55, 2 January 2017
  • * [[Sacred 2:Regeneration per hit|Regeneration Per Hit]] +X * [[Sacred 2:Life leeched per hit |Life Leeched Per Hit]] +X
    397 bytes (49 words) - 07:36, 7 January 2017
  • *[[Sacred 2:Regeneration Time:|Regeneration Time]] -X% *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    964 bytes (118 words) - 22:12, 25 September 2016
  • ...ffect:''' [[Sacred 2:Regeneration per hit|Regeneration per hit]]. Reduces regeneration time of Combat Arts by a flat amount every time a player hits an enemy. ...s="skillslc" align="left"|[[Sacred 2:Regeneration per hit|Regeneration per hit]]
    2 KB (268 words) - 02:46, 11 September 2013
  • *[[Sacred 2:Life leeched per hit|Life leeched per hit]] *[[Sacred 2:Regeneration Time:|Regeneration Time]]: [[Sacred 2:Celestial Magic|Celestial Magic]]
    443 bytes (54 words) - 12:31, 16 January 2017
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]]
    880 bytes (108 words) - 06:11, 10 January 2014
  • *[[Sacred 2:Life leeched per hit|Life leeched per hit]] +X *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
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  • * [[Sacred 2:Chance to halve regeneration time|Chance to halve regeneration time]] +X% * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    468 bytes (58 words) - 19:54, 1 December 2016
  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +Xs
    337 bytes (39 words) - 02:39, 3 January 2017
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]]
    394 bytes (47 words) - 07:09, 14 January 2017
  • {{S2frame|[[File:Regen per hit.jpg|400px]]|none}} ...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:
    2 KB (372 words) - 20:59, 21 October 2013
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    1,005 bytes (127 words) - 02:14, 17 February 2016
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    1 KB (139 words) - 23:26, 25 September 2016
  • * [[Sacred 2:Regeneration per hit|Regeneration Per Hit]] +X
    413 bytes (51 words) - 07:44, 7 January 2017
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]]
    389 bytes (45 words) - 08:46, 13 January 2017
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]]
    377 bytes (45 words) - 15:00, 14 January 2017
  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]]
    667 bytes (88 words) - 03:34, 11 January 2017
  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] -X% * [[Sacred 2:Life leeched per hit|Life leeched per hit]] +X
    543 bytes (66 words) - 19:49, 1 December 2016
  • *[[Sacred 2:Chance for Double Hit|Chance for Double Hit]] +X% *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    2 KB (213 words) - 23:19, 15 February 2016
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    1 KB (161 words) - 19:48, 18 February 2016
  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    1 KB (145 words) - 02:09, 2 January 2017
  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +X%
    492 bytes (66 words) - 03:44, 2 January 2017
  • * [[Sacred 2:Chance to halve regeneration time|Chance to Halve Regeneration Time]] (Helm) * [[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] (Helm)
    4 KB (507 words) - 18:39, 14 January 2017
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    2 KB (205 words) - 06:01, 16 February 2016
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    1 KB (203 words) - 16:58, 13 February 2016
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    1 KB (210 words) - 14:50, 9 December 2014
  • *[[Sacred 2:Chance for Double Hit/es|Posibilidad de golpe doble]] *[[Sacred 2:Regeneration per hit/es|Regeneración por golpe]]
    872 bytes (119 words) - 23:24, 12 September 2013
  • ...abilities and significantly increases weapon damage, speed, and chance to hit.<br /> * Total [[Sacred 2:Damage|Damage]]: +1% per level
    2 KB (243 words) - 03:00, 5 January 2020
  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
    2 KB (242 words) - 17:57, 18 February 2016
  • * Duration: 12.0s + 0.15s per CA level * Length: 5.7 meters (increases 0.05 meters per CA level)
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  • * [[Sacred 2:Multi Hit|Multi Hit]] Combat Art that attacks a single foe several times, and auto-targets addi ...Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 32% + 8% per level.
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  • * [[Sacred 2:Multi Hit|Multi Hit]] Combat Art that attacks a single foe several times, and auto-targets addi ...Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 32% + 8% per level.
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  • * [[Sacred 2:Life leeched per hit|Life leeched per hit]]: 60 * [[Sacred 2:Chance to inflict Open Wounds|Chance for Bleeding]]: 30% + 1% per level
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  • ...Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 22% + 6% per level. * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]]: 10 + 10 per level.
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  • ...ypes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 40% + 10% per level. * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]]: 40 + 35 per level.
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  • *[[Sacred 2:Regeneration per hit/es|Regeneración por golpe]]
    663 bytes (85 words) - 00:48, 16 September 2013
  • ...al|Physical]] damage converted to [[Sacred 2:Poison|Poison]]: 33.0% + 0.2% per level. ...ypes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 40% + 10% per level.
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  • * [[Sacred 2:Chance for Double Hit|Chance for Double Hit +X%]] (Sword) * [[Sacred 2:Chance to halve regeneration time|Chance to halve regeneration time +X%]] (Arms)
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  • * A single-target hard hit weapon attack. ...ypes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 40% + 10% per level
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  • * [[Sacred 2:Multi Hit|Multi Hit]] Combat Art that attacks a single foe several times, and auto-targets addi * Adds weapon magic damage (4 + 2 per level)
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  • * A single-target hard hit weapon attack. ...ypes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 40% + 10% per level.
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  • * [[Sacred 2:Multi Hit|Multi Hit]] Combat Art that attacks a single foe several times, and auto-targets addi * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 4.9 seconds
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  • ...Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 25% + 7% per level. * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]]: 20 + 25 per level.
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  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
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  • ...ypes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 20% + 10% per level * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]]: 20 + 25 per level
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  • ...red 2:Fire|Fire]] [[Sacred 2:Damage|Damage]] to the equipped weapon: 6 + 4 per level * Increases all inflicted fire damage by 18% + 2% per level
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +40% ...ck Value X%|attack]] and [[Sacred 2:Defense Value X%|defense]] by 25% + 5% per level.
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  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +X (Staff) * [[Sacred 2:Life leeched per hit|Life leeched per hit]] +X (Staff)
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  • * [[Sacred 2:Chance to halve regeneration time|Chance to halve regeneration time]] (Belt) * [[Sacred 2:Experience per kill|Experience per kill]] (Shoulders)
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  • ...[[Sacred 2:Fire|fire]] and [[Sacred 2:Ice|cold]] weapon damage (5.0 + 0.2 per level) ...ypes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 20% + 10% per level
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  • * Adds base fire weapon damage (5 + 0.4 per level). * Chance for knockback: 25% + 0.5% per level.
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  • * [[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] (Belt) * [[Sacred 2:Life leeched per hit|Life leeched per hit]] (Gloves)
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  • * Each hit charges up damage: 15% + 0.5% per level * [[Sacred 2:Chance for critical hits|Chance for Critical Hits]]: 15% + 0.5% per level
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  • * [[Sacred 2:Life leeched per hit|Life leeched per hit]] (Helm) * [[Sacred 2:Regeneration Time:|Regeneration Time]]: [[Sacred 2:Celestial Magic|Celestial Magic]] (Helm)
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  • ...es all damage types of the equipped [[Sacred 2:Weapons|weapon]]: 20% + 14% per level ...s an innate bonus to base [[Sacred 2:Attack Value|attack rating]]: 20 + 35 per level
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  • *[[Sacred 2:Regeneration per hit/es|Regeneración por golpe]]
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  • ...ce to reflect: Close Combat|Chance to Reflect Close Combat]]: 30.8% + 0.8% per level * Chance to Reflect Roots: 35.2% + 0.5% per level
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  • ...acred 2:Leech life from opponents|Leech Life from Opponents]]: 0.5% + 0.1% per level ...s with level, by level 100 it will hit once a second, by level 200 it will hit twice a second).
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  • * Paladin leaps to the target location and delivers a hit. ...Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 36% + 9% per level.
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  • * Valkyrie has a "Hard Hit" attack with boosted damage and attack that she will use every 10 seconds o * Chance to get an [[Sacred 2:Amazon Trophy|enemy trophy]]: 5% + 1% per level
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.5 seconds ...2:Chance to stun opponents|chance to stun]] opponents briefly. (20% + 0.2% per Combat Art level chance)
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  • * Weapon hit that instantly teleports to the target enemy ...ypes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 20% + 10% per level
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  • * A single-target hard hit weapon attack. ...pes|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 25% + 7.5% per level
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  • * Hits per second: 0.8 + 0.02 per level * Duration: 7.0s + 0.02s per level
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  • ...'s attributes ([[Sacred 2:Chance for Weaken|Weaken effect]]): -9.8% + 0.1% per CA level * Enemy [[Sacred 2:Run Speed|Speed]]: -50% + 0.3% per CA level
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  • ...ts]] have, which should not be confused with [[Sacred 2:Regeneration Time:|Regeneration Time]]. ...is added to regen time to determine the total duration of the Combat Art's regeneration timer, but it is usually fixed and is not affected by any of the same facto
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Greaves) *[[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] (Belt)
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  • * [[Sacred 2:Chance for Burn|Chance for Burn]]: 50% + 0.1% per level * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 12.0 seconds
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.4 seconds ...d 2:Damage over time: Physical|physical damage over time]]). (19.7% + 0.3% per CA level chance)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds ...nock back opponents|Chance to knock opponents back]] slightly. (30% + 0.3% per CA level chance)
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  • *[[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] (Armor) *[[Sacred 2:Regeneration per hit|Regeneration per hit]] (Shoulders)
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  • * Base [[Sacred 2:Defense Value|Defense Rating]]: 10 + 5 per level * [[Sacred 2:Defense Value X%|Defense Rating]]: 25% + 5% per level
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 3.0 seconds ...the chance that opponents cannot evade or parry incoming hits. (30% + 0.2% per CA level [[Sacred 2:Chance that opponents cannot evade attacks|chance oppon
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  • *[[Sacred 2:Experience per kill|Experience per kill]] (Helm) *[[Sacred 2:Regeneration Time:|Regeneration Time:]] [[Sacred 2:Gruesome Inquisition|Gruesome Inquisition]] (Shoulders,
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  • * Recharges combat arts: 5.0% ([[Sacred 2:Regeneration per hit|Regen per hit]] effect, actually means 0.5 seconds) * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 4.4 seconds ...The spectral hand inflicts additional [[Sacred 2:Ice|ice]] damage. (4 + 1 per CA level, modified by [[Sacred 2:Astral Lord Lore|Astral Lord Lore]])
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  • * Hits up to 3 enemies per cast * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.9 seconds
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  • * Pulses once per second for the duration. * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.0 seconds
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  • * Hits per second: 3.0 + 0.04 per level * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 13.0 seconds
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +66.6% * '''Enhancement''' - Inflicts more [[Sacred 2:Damage|damage]]. (8 + 2 per CA level [[Sacred 2:Physical|physical]] damage)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 7.5 seconds * '''Dynamic''' - Increases the base magic damage inflicted by 26 + 10 per level.
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  • * [[Sacred 2:Multi Hit|Multi Hit]] Combat Art that attacks a single foe several times, and auto-targets addi * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds
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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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  • * Duration: 3.5 seconds + 0.05 seconds per level * [[Sacred 2:Regeneration per hit|Regenerates combat arts]] by 0.2s with each pulse
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 12.0 seconds ...'Spark''' - Further increases the chance to weaken opponents by 15% + 0.5% per level.
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  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] (Sword) ...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:Regeneration Time:|Regeneration Time]]: 6.5 seconds * '''Torture''' - Adds damage over time. (42 + 21 per CA level [[Sacred 2:Damage over time: Ice|ice damage over time]] (+damage m
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  • |A rapid shot with bullets. These have a chance to hit an additional opponent who is near the initial target. The fired bullet has * Chance for Additional Hit: 70.0% (Bullet will bounce to another opponent)
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  • ...Types|damage types]] of the equipped [[Sacred 2:Weapons|weapon]]: 32% + 8% per level * Has an innate bonus to [[Sacred 2:Attack Value|attack rating]]: 20 + 25 per level
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  • * [[Sacred 2:Chance to halve regeneration time|Chance to halve regeneration time]] (Ring) * [[Sacred 2:Life leeched per hit|Life leeched per hit]] (Polearm)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +24.7% ...acred 2:Hitpoint Regeneration|hitpoint regeneration]] rate. (2hp/s + 2hp/s per CA level)
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  • * [[Sacred 2:Chance for Double Hit|Chance for Double Hit]] +X% (Axe) * [[Sacred 2:Life leeched per hit|Life leeched per hit]] +X (Ring)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.5 seconds ...red 2:Damage over time: Physical|physical damage over time]]). (50% + 0.5% per Combat Art level [[Sacred 2:Chance to inflict Open Wounds|chance to inflict
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  • * [[Sacred 2:Chance to halve regeneration time|Chance to halve regeneration time]] (Arms) * [[Sacred 2:Regeneration Time:#Cabalistic Voodoo|Regeneration Time: Cabalistic Voodoo]] (Belt)
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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:Chance for Poison|Chance to Poison]] Opponents: 50% + 0.1% per level * Chance for area splash damage: 50.0% + 0.1% per level
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 4.0 seconds ...0.5% per CA level [[Sacred 2:Chance to hit additional opponents|chance to hit addtional opponents]])
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  • ...ior launches himself into a state of battle frenzy, where every successful hit stores additional damage up to a maximum value. The amassed damage is relea * Stored damage per hit: 12.5% (gains 0.1% damage per CA level)
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  • * Grizzly can use a Freezing Hard Hit attack (boosted damage and attack rating, slows opponent movement speed) * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +34.6%
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  • * [[Sacred 2:Shield Regeneration|Shield Regeneration]]: 1.4 energy points per second * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +50%
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  • * Enemy Sensitivity to all Damage Types: 10% + 0.5% per level * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +50.0%
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +29.7% ...rease the [[Sacred 2:Chance for Burn|chance to ignite]] enemies (20% +0.2% per CA level).
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  • * [[Sacred 2:Intelligence|Intelligence]] Attribute: 20 + 10 per level * Chance to get an [[Sacred 2:Amazon Trophy|enemy trophy]]: 5.0% + 1.0% per level
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.5 seconds ...wounds]] ([[Sacred 2: Damage over Time|damage over time]]). (24.7% + 0.3% per Combat Art level chance)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 5.0 seconds ...l opponent. (80% + 0.1% per CA level chance for [[Sacred 2:Multi Hit|Multi Hit]])
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  • *[[Sacred 2:Regeneration per hit|Regeneration per hit]] +X
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  • * [[Sacred 2:Damage|Damage]]: 21-21 + 8 per CA level [[Sacred 2:Magic|Magic]] * [[Sacred 2:Damage over time: Magic|Magic Damage Over Time]]: 5.1/s + 2.0/s per CA level
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 8.5 seconds ...he [[Sacred 2:Chance for Freeze|chance to freeze]] opponents by 30% + 0.3% per level.
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 13.6 seconds * '''Scorch''' - Increases the base fire damage inflicted by 32 + 16 per level.
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  • * Percent of poison damage increases per CA level ...the opponent's [[Sacred 2:Armor|armor]] value for a brief period. (45 + 5 per Combat Art level [[Sacred 2:Opponent's armor: Physical| reduction to oppone
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  • ...re. Also, Battle Extension gives a "passive" [[Sacred 2: Chance for Double Hit|chance for double hits]] when in the active slot (but not being used). * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.8 seconds
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  • *[[Sacred 2:Regeneration Time:|Regeneration Time:]] [[Sacred 2:Nefarious Netherworld|Nefarious Netherworld]] (Helm) *[[Sacred 2:Experience per kill|Experience per kill]] (Chest)
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  • *[[Sacred 2:Regeneration Time:|Regeneration Time]]: [[Sacred 2:Devout Guardian|Devout Guardian]] (Helm) *[[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] (Belt)
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  • While active Sinister Predator increases the attack speed of and chance to hit with all [[Sacred 2:Ranged Weapons|ranged weapons]], and will also add a ch * Chance to get a [[Sacred 2:Shrunken Head|Shrunken Head]]: +4.8% (+0.2% per CA level)
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  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +X * [[Sacred 2:Life leeched per hit|Life leeched per hit]] +X
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of All Combat Arts: +45.0% * '''Rebound''' - Adds a chance to reflect magic damage. (20% + 2% per CA level [[Sacred 2:Chance to reflect: Combat Arts|chance to reflect combat
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  • * Projectiles: #3 (3 simultaneous shots per firing) * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 20.0s + 2.9s = 22.9s
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.0s + 13.3s = 19.3 seconds *'''Downpour''' - Increases the storm's damage frequency (+ 0.25 hits per second).
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.5 seconds ...to land [[Sacred 2:Chance for critical hits|critical hits]]. (19.8% + 0.2% per Combat Art level)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 3.5 seconds ...[[Sacred 2:Run Speed|movement speed]] of affected opponents. (14.8% + 0.2% per CA level / 75% increased base value)
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  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] (Gloves) * [[Sacred 2:Regeneration Time:|Regeneration Time: Mystic Stormite]] (Boots, Belt)
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  • * Hits per second: 0.5 ...ed|Attack Speed]] and [[Sacred 2:Casting Speed|Cast Speed]]: -29.0% + 0.5% per level
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  • ...2:Regeneration per hit|Partially regenerates combat arts]] by 1.0s + 0.01s per level * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 7.4 seconds
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.9s + 7.9s = 12.8 seconds ...[[Sacred 2:Chance to stun opponents|Chance to stun opponents]] (30% + 0.3% per level).
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +45.0% ...to reflect: Combat Arts|chance to reflect spell damage]] (30% + 1% chance per level).
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  • ...use again. The speed at which a combat art's timer resets is known as the Regeneration Time. ...l [[Sacred 2:Mounts|mounts]]. Players can counter this and decrease their regeneration time by investing in various [[Sacred 2:Skills|skills]], [[Sacred 2:Attribu
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  • ...eneration Time]]: 12.4s + 8.4s = 20.8 seconds (Cooldown decreases slightly per CA level) ...rm Force''' - Increases the base physical damage of the Tornado by 20 + 10 per level.
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  • * Distance between Thorns: -9.8% (Distance decreases per CA level. Thorns get closer together) * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 8.6s
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  • * Chance to stay cloaked while casting spells or ranged attacks: 10.0% + 5.0% per level * [[Sacred 2:Damage Mitigation|Damage Mitigation]] While Cloaked: 20% + 0.1% per level
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  • *[[Sacred 2:Regeneration Time:|Regeneration Time:]] 13.5 seconds ...fear opponents away|chance that opponents will flee in fear]] (50% + 0.5% per level).
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  • * Protector's level: 2 (increases by 0.8 per CA level) * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts +39.6%
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  • * Percent of Fire damage increases per CA level * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 3.0 seconds
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  • * Percent of Fire damage increases per CA level * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 8.5 seconds
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  • * [[Sacred 2:Experience per kill|Experience per kill]] + X% (Blowpipe) * [[Sacred 2:Chance to hit additional opponents|Chance to hit additional opponents]] + X% (Blowpipe)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 5.5 seconds ...s [[Sacred 2:Run Speed|movement speed]] of affected opponents. (50% + 0.5% per CA level decrease)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.5 seconds ...the [[Sacred 2:Chance for Burn|chance to burn opponents]] by 59.7% + 0.3% per level.
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  • ...life from opponents]] and [[Sacred 2:Regeneration per hit|Regeneration per hit]] can be triggered. * All weapon ''Chance to Hit'' [[Sacred 2:Item Modifiers|item modifiers]] are applied:
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  • * [[Sacred 2:Life leeched per hit| Life leeched per hit]] +X (Amulet) * [[Sacred 2:Regeneration per hit| Regeneration per hit]] +X (Amulet)
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  • * Magic Damage to Undead and Demons: 46 + 15 per level * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.1 seconds
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] [[Sacred 2:Celestial Magic|Celestial Magic]] (Helm) * [[Sacred 2:Life leeched per hit|Life leeched per hit]] (Arms)
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  • * Doppelganger Level: 2 (+1 per CA level) * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 120.0s + 2.1s = 122.1 seconds
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 60.0s + 4.9s = 64.9 seconds * Each successful hit increases duration by 1 second
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 30.0s + 0.9s = 30.9 seconds ...- Chance to escape [[Sacred 2:Block chance: Root|root]] spells. (50% + 2% per CA level chance)
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  • ...ide a secondary effect of [[Sacred 2:Life leeched per hit|Life Leeched per hit]] for all characters. |class="cellborder"| '''[[Sacred 2:Life leeched per hit|Life Leeched per hit]]'''
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  • ''The Hitpoints, Chance to hit, Damage and Armor noted above of the Banshee are dependent on the level of ...rous because they inflict [[Sacred 2:Life leeched per hit|Life leeched per hit]] which can't be resisted, so squishy characters should keep clear of his a
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  • ...ide a secondary effect of [[Sacred 2:Life leeched per hit|Life Leeched per hit]] for all characters. |class="cellborder"| '''[[Sacred 2:Life leeched per hit|Life Leeched per hit]]'''
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  • ..., which help him to cover distances fast and renders him more difficult to hit. While he is levitating, the jet nozzles emit pulses and cause severe area * [[Sacred 2:Defense Value X%|Defense Value]]: +50.0% (increases +20% per CA level)
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  • * [[Sacred 2:Damage|Damage]]: 90 + 45 per CA level [[Sacred 2:Physical|Physical]] * [[Sacred 2:Chance to knock back opponents|Knocks back]] any enemy hit by the gust
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  • ...Time:|Regeneration Time]]: 3.9s + 8.9s = 12.9 seconds (Cooldown decreases per CA level). ...at''' - Fire burns faster (reduces time between damage pulses) (+0.34 hits per second).
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  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] +X% ...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:Regeneration Time:|Regeneration Time:]] 6.0 seconds ...nal [[Sacred 2:Damage over time: Fire|fire damage over time]]. (25% + 0.3% per Combat Art level [[Sacred 2: Chance for Burn|chance for burn]])
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 6.0 seconds ...ably decreases target's [[Sacred 2:Run Speed|movement speed]]. (30% + 0.1% per CA level decrease)
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  • ** Magic damage receives additional boost of +2% damage per level * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.1 seconds
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  • ...ell with 73% Physical and 27% Ice Damage. Percent of Ice damage increases per Combat Art level. * Opponent's Movement Speed: -23.0%. Movement Penalty will increase per Combat Art level
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +40.0% * '''Momentum''' - Increases the golem's attack speed by 40% + 0.2% per level.
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +45% ...Further increase [[Sacred 2:Attack Value X%|attack value]]. (12.5% + 2.5% per Combat Art level increase)
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  • * [[Sacred 2:Damage over time: Fire|Fire Damage Over Time]]: 5.4 per second * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 9.0 seconds
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  • * [[Sacred 2:Shield Regeneration|Shield Regeneration]]: 8.2 energy points per second * [[Sacred 2:Regeneration Time:|Regeneration Time]] of All Combat Arts: +45.0%
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  • * Damage Frequency: 1.0 per second * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 8.1 seconds
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 5.0 seconds ...also be knocked back. (39° + 1° per CA level increased cone / 260% + 6.7% per CA level increase from base value)
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  • ==Shield Point Regeneration== ...er from empty to full at a rate of 1000/20 per second, or 50 shield points per second.
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  • * Boost to all Fire Damage: 50% + 2% per level * [[Sacred 2:Chance for Burn|Chance for Burning]]: 30% + 0.1% per level
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  • * [[Sacred 2:Chance to hit additional opponents|Chance to hit additional opponents]] +X% (Boots) ...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:Regeneration per hit|Regeneration per hit]] +Xs ...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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  • 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:Regeneration Time:|Regeneration Time:]] 3.4 seconds ...t additional opponents they will inflict damage upon impact. (12.5% + 0.2% per Combat Art level chance / +50% from base value)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds * '''Remedy''' - Increase healing effect. (increased by 10hp + 20hp per CA level)
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  • ...-hit) runes whitout seen any difference on regen time if you got enought [[Regeneration Special Move]] on your gear. It's better to keep regen time around 0,5s or ...t you really don't need it to survive, so don't read too many runes. Multi-hit provides anyways enought Attack rating and you hardly ever let foes come ne
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  • ''The Hitpoints, Chance to hit, Damage and Armor noted above of Frozenstein are dependent on the level of ...can see blue lines leeching energy from you each time it hits (about once per second).
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  • ...page]] : Double Attack (1a), Double Attack (2a) and Envenom (3a) => Double hit x2 + Poison Damage ...Perseverance (2b) and Sear (3b) => Increases attack and stored damage per hit + Duration + Fire Damage
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  • * [[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] +X/s (Helm) * [[Sacred 2:Regeneration per hit|Regeneration Per Hit]] +X (Gloves & Sword)
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  • * [[Sacred 2:Run Speed|Movement Speed]]: +60% + 0.2% per level * Duration: 9.0 seconds + 0.5 seconds per level
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  • * Enemies hit by Arctic Blast are pushed back * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 7.4 seconds
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  • * Duration 40.0 seconds +0.2s per CA level * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 10.0s + 8.0s = 18.0 seconds
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  • * Duration 40.0 seconds +0.2s per CA level * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 10.0s + 8.0s = 18.0 seconds
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  • * Distance between Thorns: -0.9% (Distance decreases per CA level. Thorns get closer together) * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 5.7s
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  • * [[Sacred 2:Chance for Double Hit|Chance for Double Hit]] +X% * [[Sacred 2:Life leeched per hit|Life leeched per hit]] +X
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 7.4 seconds ...ponents|chance to knockback enemies]] when the Barbarian lands (55% + 0.5% per level).
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds * '''Athletic''' - Decreases the [[Sacred 2:Regeneration Time:|regeneration time]] of Assailing Somersault. (20% decrease)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 5.0 seconds ...:Chance to inflict Deadly Wounds|Crushing Blow]] effect, 25% + 0.2% chance per level).
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 7.5 seconds ...- Adds a 50% chance to also [[Sacred 2:Chance to hit additional opponents|hit opponents next to the target]].
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  • *[[Sacred 2:Life leeched per hit|Life leeched per hit]] (Ring) *[[Sacred 2:Regeneration Penalty from Buffs|Regeneration Penalty from Buffs]] (Shield)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 7.0 seconds * '''Radiance''' - Increases the damage of Fist of the Heavens by 8% + 2% per level.
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  • * [[Sacred 2:Life leeched per hit|Life leeched per hit]] (Helm) * [[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]] (Belt)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 4.2 seconds ...ce that the damage will have a lasting effect on the target. (29.7% + 0.3% per CA level [[Sacred 2:Chance for Weaken|chance to weaken]]}
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  • ...f [[Sacred 2:Damage|damage]] that is ignored completely when the player is hit by an enemy. ...Adds a percent chance a single-target [[Sacred 2:Weapons|weapon]] hit will hit multiple opponents in range.
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  • * [[Sacred 2:Regeneration per hit|Regeneration per hit]] (Gloves) ...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:Regeneration Time:|Regeneration Time:]] 6.0 seconds * Duration of effect and damage increase per Combat Art level
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  • Increases inflicted damage, critical hit chance, and the execution speed of the Nature Summons Aspect of the [[Sacre * [[Sacred 2:Chance for critical hits|Critical Hit chance]] +Y%
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  • Note that Bronze server dropped sets will normally have 1 slot per item. * [[Sacred 2:Regeneration Time:|Regeneration Time]]: [[Sacred 2:Death Warrior|Death Warrior]] (Armor)
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  • Increases inflicted damage, critical hit chance, and the execution speed of the [[Sacred 2:Delphic Arcania|Delphic A * [[Sacred 2:Chance for critical hits|Critical Hit chance]] +Y%
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time]]: 15.0s + 4.2s = 19.2s * '''Anxiety''' - Chance that hit opponents will run away. (20% + 0.2% per CA level [[Sacred 2:Chance to fear opponents away|chance to fear opponents
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  • * 50% Physical and 50% Ice Damage. Percent of Ice damage increases per Combat Art level * Maximum Spread of Thorns: 182 degrees. Increases per Combat Art level.
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]] of all Combat Arts: +30.0% * '''Purge''' - Increases inflicted [[Sacred 2:Fire|fire]] damage. (18% + 2% per CA level fire damage)
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.0 seconds ...nts [[Sacred 2:Chance to fear opponents away|fleeing in fear]] (50% + 0.6% per level).
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  • | AR|| Attack Rating|| A Player's Chance to Hit an enemy | HP|| Health, Health points or hit points || The amount of life of a character has before he dies is measured
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  • ...msy to use in caves and at obstacles but can do nice damage and it reduces hit chance of opponents. Eternal fire lacks the damage boost from the lore in t ...mes to be used without recharging from a weapon. For this regeneration per hit design stamina is not needed and we can put all in vitality.
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  • ...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 |class="cellborderlc" align="left"|[[Sacred 2:Hitpoint Regeneration|Hitpoint Regeneration]]
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  • * Total [[Sacred 2:Damage|Damage]]: 11-11 [[Sacred 2:Magic|Magic]] per hit * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 6.0 seconds
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] 4.7 seconds ...the [[Sacred 2:Armor|armor resistances]] of affected opponents by 20% + 2% per level.
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  • ''The Hitpoints, Chance to hit, Damage and Armor noted above of Witchmoon are dependent on the level of Wi ...can see blue lines leeching energy from you each time it hits (about once per second).
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  • *Between level 1-49 One attribute point is gained per level up. *Between level 50-149 Two attribute points are gained per level up.
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  • |class="skillslc" align="left"|Critical Hit, +%: ...lous Execution|Callous Execution]] - Increases [[Sacred 2:Life leeched per hit|life leech]] damage from the "Draw Life" modification.
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  • * '''Effect:''' Increases regeneration rate of [[Sacred 2:Seraphim|Seraphim]] and [[Sacred 2:Temple Guardian|Templ |class="skillslc" align="left"|[[Sacred 2:Shield Regeneration|Shield Regeneration]]
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  • |Spears burst from the Temple Guardian's body and hit all opponents within their range. This Combat Art does melee range AoE ([[S * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.0 seconds
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time:]] [[Sacred 2:Astute Supremacy|Astute Supremacy]] +X% (Arms) * [[Sacred 2:Life leeched per hit|Life leeched per hit]] +X (Gloves)
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  • ...ction as Spell Damage Based Combat Arts. Their damage, casting speed, and regeneration are affected by the same skills and attributes as other damage spells in th ...2:Concentration|Concentration]] lowers their [[Sacred 2:Regeneration Time:|regeneration times]].
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  • ...cred:Life Leech|Life Leech]] on Niob and can kill EVERYTHING with just one Hit, except one sinlge Enemy. -> 100 Points here. Experienced Players only chose it and get the Rest per Boni.
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 6.5 seconds ...ents tumbling into other opponents will inflict more damage. (49.5% + 0.5% per Combat Art level increase)
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  • ''The Hitpoints, Chance to hit, Damage and Armor noted above of Ancient Kaa the Soulless are dependent on ...can see blue lines leeching energy from you each time it hits (about once per second).
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  • Injury to both you and your enemies is calculated in "hit points". Once your hit points (or your enemy's) are depleted, your (his) life is ended. Your curre * Your "To Hit" &ndash; How likely is it your blows will land?
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  • * [[Sacred 2:Regeneration Time:|Regeneration Time]]: 4.0 seconds * '''Encumber''' - Further slows down victims. (20% + 0.3% per Combat Art level / +100% from base value)
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  • Injury to both you and your enemies is calculated in "hit points". Once your hit points (or your enemy's) are depleted, your (his) life is ended. Your curre * Your "Chance To Hit" &ndash; How likely is it your blows will land?
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  • ...oking to get 150% as soon as possible. And at mastery we will get a double hit chance. ...'' We will need to get this up to level. It will be our third mastery. The regeneration penalty from the heavy armor will be maintained by keeping this at level un
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  • ...make your CAs stronger, BUT (there's always a BUT), it also increases the regeneration time for that CA. In the CA skill page, you'll note when you hover your mou ...uff (also belonging to the High Elf) has a spell modifier that reduces the regeneration penalty for Arrant Pyromancer spells. This way, you can modify the Fire Dem
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  • The RpH (regeneration per hit) is at 6 seconds and recharges the combination except the cooldown. When th ...n 10 seconds: 3*9*2 in 10 seconds = 5.4 shots a second. You have 4 seconds per tower creation you can fill with other combat arts.
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  • * Attack Value determine chance to hit ...fy - Increases the chance to reduce the opponent's attributes. (40% + 0.4% per CA level increased chance)
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  • Regeneration bonus and more damage for all CAs ...sible choices here. You can choose CR to reduce ennemie's melee chances to hit, or concentration to get 3 buffs after level 75.
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  • * [[Sacred 2:Cooldown|Cooldown]] + [[Sacred 2:Regeneration Time:|Regeneration Time:]] 15.0s + 4.9s = 19.9 seconds ...ral Lord Focus|Astral Lord Focus]] - reduces [[Sacred 2:Regeneration Time:|regeneration time]] and allows for [[Sacred 2:Highest Combat Art Level Without Penalty|h
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  • ...the battery projectile now has a 20% chance to cause [[Sacred 2:Chance to hit additional opponents|splash damage]]. *[[Sacred 2:Regeneration per hit|Regen per hit]]
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  • [[Sacred 2: Shield Regeneration +X%/es|''' Regeneración de escudo +X%''']] [[Sacred 2: Life leeched per hit/es |''' Absorber vida ''']] '''+X'''- Por cada golpe recibes la cantidad <b
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  • ...ell similar to Regeneration per hit which interrupts a player's Combat Art regeneration.
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  • *Between level 1-4 One skill point is gained per level up. *Between level 5-11 Two skill points are gained per level up.
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  • ...ch 2.40. Console and AddOn players should consider to use regeneration per hit to recharge combinations with successful weapon hits. ...can attach a full melee elf to an ice elf. There is more about the buildin hit chance of Magic Coup in this thread.
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  • * Regeneration per Hit finally working in the AddOn made me considering to restart my melee-elf ba ...urikens at bosses. But the idea to use regeneration per hit demands a 100% hit chance. I decided to go fully polearm.
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  • ...eases the amount of damage that the target receives by 1.2 times. Critical hit damage modifier is calculated before armor absorbtion, that means armor pro ...cant effect on the amount of damage the target receives (especially if the hit is low damage to start with), this can substantially increase the amount of
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  • ...iob with this build if you want but you will need to update your chance to hit jewels and also shop a % life leach weapon or else find one. Or the alterna ...ls will be the most important. Optionally you can take vitality until you hit the level where shadow veil is permanent.
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  • Increase maximum life points and life point regeneration. You can put points here from time to time. {Frost's note: in hardcore, you Improves regeneration and raises max Combat Art level for this aspect.
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  • ...are or push back his opponent away and need to chase it to inflict another hit. This is why I decided to set the following criteria for the weapons that w ...ng a caster needs: improvement of the combat art’s range, reduction of the regeneration times and additional casting speed, as well as 2 gold sockets.
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  • ...nt regeneration penalties. We will add a few points early on to combat the regeneration penalty of the armor and to let our TG move a little more quickly. Add poin ...ill be important for our defensively lacking character to have this health regeneration as soon as possible. We will get this skill to level 75 at 75 and let +All
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  • ...ffect (AoE). Single targets can be hit with every shard, and groups can be hit by a wide dispersal spray. * Devastation - Increases the change for critical hits. (9.8% + 0.2% per CA level increased chance)
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  • ...rating to strike the enemy often, better defensive rating in order to get hit less, faster attack and healing. Well, the [[Sacred 2:Shadow Warrior|Shadow ...the beginning. This is a frail build, based on damage, team play and good regeneration times. I know it combines a lot of aspects, but you're doing this for the g
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  • ''WARNING'': Memorizing or forging too many runes can cause a player's regeneration times to increase to an unsatisfactory level. ...t runes which is different from Sacred 1 is that rune values increase on a per game difficulty basis, as can see from the tables below. A rune found in a
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  • -> 100 Points here. Experienced Players only choose it and get the Rest per Boni. lvl 1: '''[[Sacred:Concentration|Concentration]]''' (for its Regeneration)
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  • ...our Exalted Warrior aspect. At mastery it provides a big jump in critical hit chance as well as damage. Keep this at character level until level 75. ...cter level. At mastery the armor bonus increases by a good amount and the regeneration penalty lowers even further. Keep this skill at character level until leve
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  • Constitution (75) for life, mastery for in-combat regeneration Combat Reflexes (75), for evade hit/critical
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  • ...HP regeneration Dramaticaly. Also at Mastery this skill increases your HP regeneration During Battle (a great little bonus ontop of the amazing amount of extra HP ...increases Damage of All Combat Art's in and out of Combos and Reduces the Regeneration time of Combat Arts in Combos. you wont be using Combos very much but the A
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  • ...ar now, but I always lacked the time. With the AddOn came regeneration per hit and playing a KungFu-Dryad should now be easier. So when my daughters asked ...at their malus and recharged with regeneration per hit. RpH is at half of regeneration time of ravaged impact because of its double hits. Edit: Beginning from lev
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  • Bronze: Premonition; Further increase attack value. (12.5% + 2.5% per CA level increase) Bronze: Aim - Increases the chance to land critical hits. (19.8% + 0.2% per CA level)
    11 KB (1,651 words) - 00:53, 18 August 2014
  • ...CA hits an additional target, y = number of additional targets that can be hit ...nce_doublehit (x+y*calvl)/10 percent chance for double hit
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  • ...ell as reducing the chance that my toon will get one-shotted by a critical hit as he pushes toward Niob. ...ert - either bronze mod is fine, I chose the hit chance increaser, to keep hit chance good for RpH. Hindsight says this might've been wrong.
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  • * SPECIAL MOVES, which need physical regeneration, and * COMBAT SPELLS which use mental regeneration.
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  • ...t arts, so that my kids can play on a horse without the frustrating bugged regeneration times. Horse-Combat Art's are spells and the character was made to test the ...y without concentration and play pure arcane. The idea was: an enemy can't hit what he cannot see. So now the character idea was done.
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  • ...o kill monsters. I'm gonna focus on my weapon for killing. Make it 100% to hit, critical every shot. By not having to watch and calculate all the other CA ...ou fire, it either hits or misses purely based on your to-hit-%. Not on to-hit-% PLUS target moving speed!
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  • ...tion (5th Mastery) - My main reason for taking this was for the Experience per Kill and Chance to Find Valuables mods found on equipment. ...e animation time is quite a bit longer as well, leading to a lower "damage per second" - aka kill speed.
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  • ...ry monsters. So I choose to give a little damage for high probability of a hit. ...with higher CA levels this thing is gonna pound bosses with so much damage per second it will be nothing but BIG GRINS!
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  • *Keep your regeneration time of Twisted Torment to under 0.5 seconds *Keep your regeneration time of Twisted Torment at 1.0 second
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  • *[[Sacred 2:Regeneration Time:|Regeneration Time]] -X% (bonus) ...have successfully forged a weapon that now has an extra +3 Life Leech Per Hit. (For more information about the properties of runes from different difficu
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  • This increases your HP and your regeneration greatly, and if you keep adding the odd point into it you'll soon become th ...to sell. To give you some idea about how good this build is, by the time I hit level 50, I had over 15,000,000 gold in my purse. Whats that? Sounds about
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  • ...good, but it doesn't kill a boss quickly, and you don't really want to get hit often. Clustering Maelstrom and Raving Thrust are useless vs. bosses. This ...oach the boss up close and slap a Dislodged spirit CA without even getting hit (provided his doppelganger didn't do it), or further debilitate the enemy w
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  • ...or absorbs incoming damage, Defense and Evade lowers the enemy's chance to hit you, Spell Resistance makes you sustain less damage from spells, Spell Inte A: Here's an excellent post that explains balancing damage/regeneration.
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  • ...hafted weapon. Research has been done that shows the increase in chance to hit by this skill(Hafted Weapons) does benefit Spectral Hand so you could get b ...paign and, as anyone who's ever been in that cave can tell you, these guys hit HARD. Now is a great time to boost your HP. You should also consider adding
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  • | Multi Hit (Fury) | Hard Hit (Revenge)
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  • Anyway, this is an excellent article on the regeneration fomula. And yes I should have fork it over sooner, but RL is RL. '''CA and Spell Regeneration times (by Telenochek and Covenant)'''
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  • ...ee attacks. If you are using a ranged weapon the attack will fire and may hit a nearby enemy. ...you have a ranged or melee weapon equipped. A player could use regen per hit equipment so that the connecting melee attacks that follow the CA will rech
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  • Per a quick discussion I had with Antitrust, I've decided to post this spiel on ...se: (any possible) combat arts, elemental damage and weapon types that you hit the monster with. This narrows down which item TYPE will be rolled on.
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  • ...ee attacks. If you are using a ranged weapon the attack will fire and may hit a nearby enemy. ...you have a ranged or melee weapon equipped. A player could use regen per hit equipment so that the connecting melee attacks that follow the CA will rech
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  • * '''Silver''' - Stun - Chance to stun opponents within range. (19.8% + 0.2% per CA level chance). ...'': Vulnerable - Increases the chance to land critical hits. (19.8% + 0.2% per CA level chance)
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  • *'''Attack Rating''': Calculates your chance to hit an opponent. Often abbreviated as AR. ...d 2:Item Modifiers|item modifier]] which affects the character's chance to hit
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  • ...cter will switch to a defensive stance which will reduce his chance to get hit. This will also slow your avatar's movement speed. ...ues|Hero of Ancaria statues]] give more [[Sacred 2:Experience|experience]] per victory. This temporary buff cannot be combined with the [[Sacred 2:Potion
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  • * Sources of "Experience per Kill" on items, potions, statues, and spells now stack instead of overridin * Corrected loading screen tips where "Cooldown" is used instead of "Regeneration Time"
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