Sacred:Guide to Armor Glow and Resistance Bonuses, Modified by Myles from an old test thread in Sacred Official Forum

From SacredWiki
Jump to navigation Jump to search

Published at DarkMatters for review and discussion

Armor Glow and Resistance Bonuses

Armor Glow/ Resistance Bonuses?

Armor Glow The visual representation of resistance bonus(es). i.e. A vivid color change in how your character looks when you acquire one or more of the resistance bonus(es).

Resistance Bonuses There are four resistance types: physical, fire, magic and poison. When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a selected resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of armor glow: physical, fire, magic and poison.

Glow Points Requirement

Explanation: In order to acquire a resistance bonus and its glow, one needs to collect enough points, and these points are known as "glow points". The requirement is as shown below:

[color=orange]Physical[/color] : 8 glow points

[color=red]Fire :[/color] 6 glow points

[color=blue]Magic :[/color] 6 glow points

[color=green]Poison :[/color] 6 glow points

Sadly, there is no in game counter to keep track of your glow points. These numbers are gotten from testing. i.e. you have to keep track of the glow points yourself.

How to Get a Glow Point?

  • 1) 1 point from an armor with a dominant resistance.
  • 2) 1 point from a weapon with a dominant damage.
  • 3) 2 points from an item (armor/weapon) with a dominant resistance and a dominant damage.
  • 4) 1 point from a jewelry with a dominant damage/resistance.
  • 5) 0 point from an item with more than a single dominant damage or/and dominant resistance.

Explanation for 1)

A boot with only poison resistance will give you one glow point in poison.

Explanation for 2)

A weapon with 100 physical damage, 50 fire damage will give you one glow point in physical.

Explanation for 3)

How to get 2 points from an item? The power of socketing.

We know that weapon only spawn with damage, armor with resistance.

So the trick here is to socket the opposite (damage vs. resistance) into a socket. Thus, socket resistance to weapon, socket damage to armor.

Explanation for 4)

Jeweleries have either damage or resistance (but never both), and they cannot have socket, so only one point is possible.

Explanation for 5)

Note that on the topic of Armor Glows, only the maximum damage/resistance comes into play.

So on a sword with 50-70 physical and 10-70 fire damage, only the 70 maximum on both are counted. And this sword will yield no glow point since it has two dominant damages.

Socket comes into play on this as well. If you have a helm with 30 fire resistances, it yields a glow point for fire. But if you socket a ring with 30 physical resistances into the helm, the helm will no longer yield any glow point. To expand even further, if you socket yes another ring with 10 poison damage into this helm (with the ring), the helm now yields a glow point for poison.

Possible Glow Points for a Character

Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.

Battlemage : 24

Daemon : 25

Dark Elf : 25

Dwarf : 25

Gladiator : 23

Seraphim : 21

Vampiress : 25

Wood Elf : 24

How Many Glows Can You Have?

Four Glows?

With all of the above, this is now a simple math problem. Recall that we need 8 for physical, 6 for fire, 6 for magic, and 6 for poison.

So in order to have all four glows we will need:

8 + 6 + 6 + 6 = 26 glow points

Conclusion: It is impossible for any character to have all four glows at a time.

Three Glows?

But all the characters can have up to three glows, any three glows:

[color=orange]Physical[/color], [color=red]Fire[/color], [color=blue]Magic:[/color] 8 + 6 + 6 = 20 points

Physical, Fire, Poison: 8 + 6 + 6 = 20 points

Physical, Magic, Poison: 8 + 6 + 6 = 20 points

Fire, Magic, Poison: 6 + 6 + 6 = 18 points

6) Worth It to Keep Track and Maintain Three Glows?

Probably not, except for the super cool look and maybe pure casters.

1) There are WE runes with +15% to all resistances.

2) At later character levels vendors start selling jewelry with higher bonuses.

3) Basically you will always get an armor glow of some sort on your character just because class-specific armor and weapons tend to bear certain dominant resistance or damage type. You will probably unwillingly get physical glow on melee fighters and magical - on casters.

4) Going mono-elemental damage is more efficient than multi-elemental, so by having a lot of similar-type damage on your weapons, jewelry and socketable items you will win a distinct armor glow (not three, even not two).

5) its a good idea to concentrate on resistances against the damage type used by deadly monsters, i.e. fire and poison. Getting a third glow is associated with going multi-elemental or sacrificing damage rings for resistance-bearing rings and amulets.

Thus having three glows is generally a bad idea, except for pure casters who do not benefit from damage ring.