Sacred 2:Leech life from opponents
This is a rare modifier which can only be found upon certain types of weapons and as a bonus to certain Set Items. When using this modifier, for each successful hit, a player will gain the "+X%" amount of health from the enemy's hitpoints while inflicting the same amount of damage. The damage is unresisted. This modifier will have no effect if the character is already at full health. The effect can stack with the same modifier from different sources, eg. weapons and armor bonus together.
This modifier is also one of the most powerful damage modifiers in the game, and can kill a boss in a small number of successful hits as the damage being dealt by this modifier scales upwards infinitely as a percentage of an enemy's total initial hitpoints. This modifier will calculate the amount of damage for all hits against the same enemy from the initial hitpoints of the monster being targeted and will continue to deal out that initial damage until the enemy is killed. The only thing that can reduce the damage done by % Life leech is if the target's max HP is reduced by status effects such as Weaken. This results in that largest percentage of damage calculated (initial) being used for every consecutive further hit against that same enemy until killed. The percentages usually to be found on weapons or armor have less use against weaker, normal enemies than against champions or bosses due to the larger number of hitpoints of these more difficult enemies which add to the amount of damage and hitpoints being drawn back to the player from the enemy that is leeched by this modifier. The damage of % Life Leech is based upon the maximum Health Points of the enemy spawns with a single player in the server. The increase of Health Points with more players in the server has no effect upon the damage of the %Life Leech.
Note: On the console version, the Additional Damage displayed on the screen is 1/1000th the expected value, plus or minus 1. The Additional Damage values appear to accurately reflect the Leech Life damage inflicted, while Leech Life healing functions correctly. The effect of this is that on the consoles Leech Life is purely defensive, since the damage inflicted is negligible.
- See also: Sacred 2:Life leeched per hit
Availability of Leech life from opponents +X% as Item Modifier using Bargaining
If a character has a high level of Bargaining, it becomes possible to shop Life Leech % weapons at the merchant. These weapons will not appear regardless of Bargaining level, until the character reaches level 10, as this is the lowest level that these modifiers will spawn. This level minimum is on both consoles and PC. To have a good chance of getting these weapons, it is ideal to have bargaining at 3 times your character level or more. For example, a level 10 character should have level 30 bargaining to have a good chance at finding these weapons.
Availability of Leech life from opponents +X% as Item Modifier
It can be found on the following Legendary weapons as item modifier:
The following Unique:
The following Unlock Weapon:
This mod can also be found or bought upon the following types of weapons:
It is also available on the following sets as a full set item bonus as a gold modifier:
- Detheya's Agility (Dryad)
- Revelation of the Seraphim (Seraphim)
- Combat Modules CC10 (Temple Guardian)
- Kanka's Relics (Shadow Warrior's set added with the Community Patch)
This modifier is available on the following unlock items as a gold modifier:
Leech life from opponents +X% as Enemy Combat Art
The following enemies possess this very rare modifier as combat art, which makes them extremely dangerous. They are to be approached or run away from with all possible caution:
- Draconic Dragonfly (relatively weak compared to the others)
- Flying Eye (aka Demonic Eye, strongest %Life Leech attack in the game, can leech up to 1/3rd of the player's health with a single attack on higher levels)
- Some demon variants (specifically Mages and Elites)
Energy Shields are a very good defensive option against % Life Leech enemies. The damage remains based purely off of the character's maximum Hit Points but the damage still gets split between the Shield and Hit Points, so a powerful shield can absorb a very noticeable portion of this otherwise unmitigable damage. Available only to the Temple Guardian and Seraphim.