Difference between revisions of "Sacred 2:Item Modifiers"
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Revision as of 23:24, 26 March 2009
White Mods
Absorption Warding Energy +X% - A base statistic of Energy Shields. This determines the proportion of damage that will be dealt to the energy shield, rather than character health points. It can be modified by the blue bonus of the same name. (Base value, not to be confused by the blue bonus of the same name.)
Armor +X type
Attack Value +X
Attack Speed +X%
Casting Speed +X% - the item with the highest modifier of this type adds directly to your combat art execution speed, but not your attack speed. (confirmed for melee CA)
Defense Value +X
Speed - Unlocks attack speed or casting speed with the appropriate skill, e.g. armor lore, sword lore.
Regeneration Penalty +X%
Blue Mods
- A bonus that increases the white base value of the same name
- Increases the level of all Combat Arts within the Aspect.
Family of Block Chance modifiers:
- Increases your CA Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
Chance for critical hits +X% - Increases chance to land a critical hit.
Chance that opponents cannot evade attacks +X%
Chance to dismount opponent +X%
- lowers enemies base hit chance based on your base defense as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defense, excluding +X% defense, is considered your base defence.
Family of wounds modifiers:
- Chance to inflict Open Wounds +X% - A % chance to cause Physical Damage over Time. The amount of damage over time is 50% of Physical damage dealt.
- Chance to inflict Deep Wounds +X% - Decreases enemies base health point value temporarily.
- Chance to inflict Serious Open Wounds +X% - Decreases enemies base health point value temporarily, and inflicts physical Damage over Time like Open Wounds.
Chance to knock back opponents +X%
Chance to Slow Opponents by 25% +X%
- Increases your current Combat Art(s) by a fixed amount. Please note that increasing your Combat Art levels from items only halves the penalty than from reading Combat Art Runes, while they do give the full bonus.
Damage Conversion - Family of damage conversion modifiers below:
- For every hit you do you gain the [b]"+X"[/b] amount of health from the opponent´s hitpoints. This effect stacks with no detrimental effects, and is often more useful than [b]"Life Leeched per hit +X%"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)
- For every hit you do you gain [b]"+X%"[/b] amount of health from the opponent´s hitpoints. This effect stacks, but unknown if it has detrimental effects, and is often less useful than [b]"Life Leeched per hit +X"[/b] since the percentage values are very low, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)
- Increases your Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
Opponent's Chance to reflect ranged damage -X%
Selling Price +X% - This modifier increases the price of the item that has this modifier.
Spell Intensity +X% Improves the effectiveness of player spells on opponents.
Spell Resistance +X% Reduces the chance for opponent's spells to have an effect on player.
Visibility Range +X% - Increases the amount of map shroud the player uncovers and detects enemies farther away.
- Increases your Weapon Skill by a fixed amount. Please note that some skills gain the Mastery bonus when they reach 75 with buffs, this is a bug. The Mastery bonus should only go in effect when the base value of the skill is 75.
Yellow Mods
All Combat Arts +X - Raises all Combat Arts by specified amount.
All Skills +X - Raises all skills by that amount.
Chance for critical hits +X% - Raises chance for critical hits by that amount.
Chance to fear opponents away +X%
Chance to halve Regeneration time +X% - reduces the final regeneration time of a Combat Art by 50%.
Damage of enraged players +X%
Detrimental magic effects +X%
Experience per kill +X%
Life leeched per hit +X
Opponent's chance to burn(You) +X%
Opponent level for death blow +X% (The lower your health is the more damage you deal)
Gold Mods
- Indicates the chance that your opponent cannot evade your attack, ignores values such as attack/defense/evade. Does [b]not[/b] ignore the opponent's chance to reflect.
- Increases the radius on AOE type combat arts. does not seem to have an effect on minimum casting distance.
Faster Increase of Survival Bonus +X%
Opponent's chance to reflect -X%
- Reduces the chance for an opponent to reflect the amount of damage caused back to you.
Regeneration Penalty from Buffs -X%
- Reduces the regeneration penalty applied to all combat arts caused by active Buff(s).
Damage Mods
Block chance: Knock back +X%
Detrimental Effects:
- Chance for Burn +X% - Damage over time.
- Chance for Freeze +X% - Chance to freeze is a 25% slow down of walk and attack speed.
- Chance for Poison +X% - Damage over time.
- Chance for Weaken +X% - Weaken will reduce statistics by 20%.
Damage +X% - Increases weapon and spell damage.
Damage: Physical +X%
Damage: Poison +X%
Opponent's armor: Physical -X%
Opponent's chance to evade -X%
Opponent level for deathblow +X% - When the opponent's HP falls below this threshold you deal double damage.
Regeneration Time: -X% - Reduces the regeneration time for all combat arts.
Resistance Mods
Armor: Physical +X%
Damage over time: Physical -X% (done to you by enemy)
Damage over time: Magic -X% (done to you by enemy)
Opponent's attack value -X%