# Sacred 2:Toughness

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###

### **Toughness**

Adds a base resistance for each type of damage and reduces incoming damage.

- Armor per Damage Type + X (refer to table below)
- Opponents damage -X%

Skill level | 1 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 74 | 75 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 155 | 170 | 185 | 200 |

Armor: | 4 | 20 | 35 | 48 | 59 | 68 | 75 | 83 | 86 | 120 |
130 | 146 | 162 | 176 | 188 | 198 | 208 | 221 | 233 | 243 | 251 |

Damage Mitigation, %: | 0,4 | 2 | 3,5 | 4,8 | 5,9 | 6,8 | 7,5 | 8,3 | 8,6 | 12 |
13 | 14,6 | 16,2 | 17,6 | 18,8 | 19,8 | 20,8 | 22,1 | 23,3 | 24,3 | 25,1 |

(Full table contains old Fallen Angel values, see notes below).

### Notes

- This skill was buffed with the Ice & Blood exapansion release. The armor and mitigation values were 25% lower in Fallen Angel.
- The exact mitigation values might be a couple tenths off compared to in-game display due to the internal game rounding. But generally, the Damage Mitigation bonus is always equal to the Armor bonus/10.

### Mastery

- At Level 75 Toughness significantly improves damage reduction.

- Mastery of Toughness skill adds "Damage Mitigation: All Channels +x%" modifier which sums up with other damage mitigation modifiers the character has from equipment and CAs. If damage mitigation of particular damage type reaches 100% the character becomes immune to all damage of that time
**including DoT**.

### Properties

- Armor per Damage Type bonus is increased by Armor Lore.

### Breakpoints

- The bonuses are increased in steps as shown in the Toughness full table (contains original Fallen Angel values, refer to the Notes section above).

The **Armor per Damage Type bonus** at a given skill level x is given fairly precisely by the following formulas:

**153.15***(x+1.05)/(x+103.1) Pre-Mastery**300***(x-32.5)/(x+66) Mastery

The **Opponents' Damage reduction bonus** at a given skill level x is given fairly precisely by the following formulas:

**15.32***(x+1.05)/(x+103.1) Pre-Mastery**30***(x-32.5)/(x+66) Mastery

The bold marked numbers are the smallest upper bounds of this progression, which will never at any skill level be exceeded.

As an example, armor value at x=75: 75 is the first mastery level, so we take the mastery formula and we have

400*(75-32.5)/(75+66) = 400*42.5/141 = **90.42**

This value compared with the table value is a good example of the precision the formulas offer.