Sacred 2:Item Modifiers
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%
Chance to pierce +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
Absorption Warding Energy +X% - A bonus that increases the white base value of the same name
Armor: "Element Type" +X%
Aspect: "Name" +X - Increases the level of all Combat Arts within the Aspect. This modifier adds X levels to all Combat Arts in the appropriate aspect. An added bonus of this modifier is that the recharge time of the affected Combat Arts is only increased by a fraction of the normal value.
Note: even using this mod the player can't raise a Combat Art over the level allowed by the specific Lore skill and have full effect of the raise.
Attack Value +X%
"Attribute Name" +X
Family of Block Chance modifiers:
- Block Chance:
- Block Chance: Close Combat
- Block Chance: Combat Arts +X%
- Block Chance: Root +X%
Combat Art Skill +X - Increases your Combat Art 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. This modifier adds X points to the indicated Aspect.
Chance for critical hits +X% - Increases chance to land a critical hit.
Chance that opponents cannot evade attacks +X%
Chance to dismount opponent +X%
Chance to disregard armor +X%
Chance to evade: +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.
Chance to find valuables +X%
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%
Chance to unseat opponent +X%
"Combat Art" +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.
Combat Art Skills +X
Combat Values +X
Damage Conversion:
- Conversion Physical to Fire +X%
- Conversion Physical to Ice +X%
- Conversion Physical to Magic +X%
- Conversion Physical to Poison +X%
Detrimental magic effects -X%
Hitpoint Regeneration +x/s
Life Leeched per hit +X - For every hit you do you gain the [b]"+X"[/b] amount of health from the opponent´s hitpoints. This effect stacks with no diminishing returns, 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/ranged attacks and weapon-based Combat Arts. Does not work when using spells or secondary effects (Burn, Poison, etc.)
Life Leeched per hit +X% - For every hit a character does, the opponent takes X% of Additional Damage (based on his maximum hitpoints), which are transferred to the character. This effect stacks, but unknown if it has diminishing returns, 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/ranged attacks and weapon-based Combat Arts. Does not work when using spells or secondary effects (Burn, Poison, etc.)
Light Range +X m
"Skill Name" +X - Increases your Skill by a fixed amount. Does not grant Mastery of the skill.
Offensive Skills +X - Increases your Offensive Skills by a fixed amount. Does not grant Mastery of the skill.
Opponent's Chance to reflect ranged damage -X%
Opponent's attack value -X%
Opponent's defense value -X%
Regeneration per hit +X s - Every hit reduces the regeneration time of any CAs that are still on cooldown by this amount of time. Unknown which spell-like abilities work with this spell (HE glacial thorns is said to not trigger this mod, for instance).
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.
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 find valuables +X%'
Chance to halve Regeneration time +X% - reduces the final regeneration time of a Combat Art by 50%.
Reflection:
- Chance to reflect: Close Combat
- Chance to reflect: Projectiles
- Chance to reflect: Ranged
- Chance to reflect: Stun
Damage of enraged players +X%
Detrimental magic effects +X%
Experience per kill +X%
Life leeched per hit +X
Opponent level for death blow +X% - When the opponent's health falls below this threshold you deal double damage.
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.
Combat Art Range +X% - 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 health 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%