Difference between revisions of "Sacred 2:Item Modifiers"

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(wounds)
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[[Sacred 2:Regeneration Penalty +X%|Regeneration Penalty +X%]]
 
[[Sacred 2:Regeneration Penalty +X%|Regeneration Penalty +X%]]
 +
  
 
==Blue Mods==
 
==Blue Mods==
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* lowers enemies base hit chance based on your '''base''' defence as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defence, excluding +X% defence, is considered your '''base''' defence.
 
* lowers enemies base hit chance based on your '''base''' defence as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defence, excluding +X% defence, is considered your '''base''' defence.
  
[[Sacred 2:Chance to inflict open wounds +X%|Chance to inflict open wounds +X%]]
+
----
 +
 
 +
[[Sacred 2:Chance to inflict Open Wounds +X%|Chance to inflict Open Wounds +X%]] - chance for a physical Damage over Time, strength is based on the damage dealt by the wounding hit.
 +
 
 +
[[Sacred 2:Chance to inflict Deep Wounds +X%|Chance to inflict Deep Wounds +X%]] - Decreses enemies base hitpoint value temporarily.
  
[[Sacred 2:Chance to inflict deep wound +X%|Chance to inflict deep wound +X%]]
+
[[Sacred 2:Chance to inflict Serious Open Wounds +X%|Chance to inflict Serious Open Wounds +X%]] - Decreses enemies base hitpoint value temporarily, and inflicts physical DoT like Open Wounds.
* Decreses enemies base hitpoint value temporarily
 
  
[[Sacred 2:Chance to inflict serious wound +X%|Chance to inflict serious wound +X%]]
+
[[Sacred 2:Chance to inflict Deadly Wounds +X%|Chance to inflict Deadly Wounds +X%]]
  
[[Sacred 2:Chance to inflict deadly wound +X%|Chance to inflict deadly wound +X%]]
+
----
  
 
[[Sacred 2:Chance to knock back opponents +X%|Chance to knock back opponents +X%]]
 
[[Sacred 2:Chance to knock back opponents +X%|Chance to knock back opponents +X%]]
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[[Sacred 2:Run Speed +X%|Run Speed +X%]]
 
[[Sacred 2:Run Speed +X%|Run Speed +X%]]
 +
  
 
==Yellow Mods==
 
==Yellow Mods==
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[[Sacred 2:Opponent's chance to burn(You) +X%|Opponent's chance to burn(You) +X%]]
 
[[Sacred 2:Opponent's chance to burn(You) +X%|Opponent's chance to burn(You) +X%]]
 +
  
 
==Gold Mods==
 
==Gold Mods==
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[[Sacred 2:Opponent's chance to reflect -X%|Opponent's chance to reflect -X%]]
 
[[Sacred 2:Opponent's chance to reflect -X%|Opponent's chance to reflect -X%]]
 
*  Reduces the chance for an opponent to reflect the amount of damage caused back to you.
 
*  Reduces the chance for an opponent to reflect the amount of damage caused back to you.
 +
  
 
==Damage Mods==
 
==Damage Mods==

Revision as of 05:45, 5 February 2009

White Mods

Absorption Warding Energy +X% - base value, not to be confused by the blue bonus of the same name

Block Warding Energy +X

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

Max. Hitpoints +X

Max. Shield Energy: +X%

Shield Regeneration +X%

Speed

- Unlocks attack speed or casting speed with the appropriate skill, e.g. armor lore, sword lore.

Regeneration Penalty +X%


Blue Mods

Life Leeched per hit +X

  • For every hit you do you gain the [b]"+X"[/b] amount of health. 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. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)

Life Leeched per hit +X%

  • For every hit you do you gain [b]"+X%"[/b] amount of health from the damage that you dealt. 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. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)

"Combat Art" +X

  • Increases your current Combat Art(s) by a fixed amount. Please note that increasing your CA levels from buffs only halves the penalty than from reading CA Runes, while they do give the full bonus.

"Weapon Skill" +X

  • 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.

"CA Skill" +X

  • 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.

"Skill Name" +X

  • 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.

Absorption Warding Energy +X%

  • A bonus that increases the white base value of the same name

Aspect: Name +X

Block Chance: Close Combat

Block Chance: Combat Arts +X%

Block Chance: Root +X%

Combat Values +X

Visibility Range +X% - Increases the amount of map shroud the player uncovers.

Opponent's defense value -X.X%

Chance for critical hits +X% - Increases chance to land a critical hit.

Chance to dismount opponent +X%

Chance to evade: +X%

  • lowers enemies base hit chance based on your base defence as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defence, excluding +X% defence, is considered your base defence.

Chance to inflict Open Wounds +X% - chance for a physical Damage over Time, strength is based on the damage dealt by the wounding hit.

Chance to inflict Deep Wounds +X% - Decreses enemies base hitpoint value temporarily.

Chance to inflict Serious Open Wounds +X% - Decreses enemies base hitpoint value temporarily, and inflicts physical DoT like Open Wounds.

Chance to inflict Deadly Wounds +X%


Chance to knock back opponents +X%

Detrimental magic effects -X%

Spell Intensity +X%

Spell Resistance +X%

Selling Price +X% - This modifier increases the price of the item that has this modifier.

"Attribute Name" +X

Conversion Physical to Fire +X%

Conversion Physical to Ice +X%

Conversion Physical to Magic +X%

Conversion Physical to Poison +X%

Run Speed +X%


Yellow Mods

All Skills +X - Raises all skills by that amount.

Armor: Physical +X%

Chance to find valuables +X%

Chance to fear opponents away +X%

Chance for critical hits +X% - Raises chance for critical hits by that amount.

Opponent's chance to burn(You) +X%


Gold Mods

Cannot Evade +X%

  • 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.

Opponent's chance to reflect -X%

  • Reduces the chance for an opponent to reflect the amount of damage caused back to you.


Damage Mods

Chance for Burn +X%

Chance for Freeze +X%

Chance for Poison +X%

Chance for Weaken +X%

Damage +X%

Damage: Physical +X.X%

Damage: Poison +X%

Damage of enraged players +X% (The more damage you suffer the more damage you deal)

Damage over time: Physical -X% (done to you by enemy)

Damage over time: Magic -X% (done to you by enemy)

Opponent's armor: Physical -X%

Opponent's attack value -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)