Sacred 2:Item Modifiers
White Mods
Absorption Warding Energy +X% - base value, not to be confused by the blue bonus of the same name
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)
- Unlocks attack speed or casting speed with the appropriate skill, e.g. armor lore, sword lore.
Blue Mods
Absorption Warding Energy +X% (Bonus)
Opponent's defense value -X.X%
Chance to dismount opponent +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 to inflict deep wound +X%
- Decreses enemies base hitpoint value temporarily
Chance to inflict serious wound +X%
Chance to inflict deadly wound +X%
Chance to knock back opponents +X%
Conversion Physical to Fire +X%
Conversion Physical to Ice +X%
Conversion Physical to Magic +X%
Conversion Physical to Poison +X%
Yellow Mods
Chance to fear opponents away +X%
Opponent's chance to burn(You) +X%
Damage Mods
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 chance to evade -X%
Opponent level for deathblow +X% (When the opponent's HP falls below this threshold you deal double damage)