Search results

Jump to navigation Jump to search
  • * '''M(Crit)''' is defined by [[Sacred 2:Chance for critical hits|Critical Hits]]. It has a value of 1.0 for a regular hit ** Critical Hits are dealt with a chance that depends on CA modifications and [[Sacred 2:Aspect Lore|Lore Skills]] l
    19 KB (2,894 words) - 06:31, 20 May 2014
  • ...spells won't see us. In mid game we use alchemies trophies to have a block chance versus rooting. ...will be targeted with blazing tempest. As soon we have a shield with block chance melee scaling with shield lore we will swap to a one hand ranged weapon.
    19 KB (3,400 words) - 23:44, 17 August 2014
  • ...ly nice Rare shield with huge block chance. At Mastery it give a chance to block close combat. Inferno - Increases the chance to set fire to opponent when they sustain fire damage
    11 KB (1,771 words) - 23:45, 17 August 2014
  • ...ated anew: lightning, when successfully having passed the test and passing block\reflection, can cause damage, but may not remove any buff or may only deact ...p Wounds]], [[Sacred 2:Root|Root]] and [[Sacred 2:Chance to stun opponents|Stun]], because they have their own mechanics (please see corresponding sections
    12 KB (1,783 words) - 10:35, 30 December 2014
  • ...attach a full melee elf to an ice elf. There is more about the buildin hit chance of Magic Coup in this thread. [[Sacred 2:Magic Coup|Magic Coup]]: hit chance[3], life leech[4], stray damage[5]
    10 KB (1,606 words) - 01:35, 18 August 2014
  • ...to use in caves and at obstacles but can do nice damage and it reduces hit chance of opponents. Eternal fire lacks the damage boost from the lore in the curr The mentalist has a nice buff which gives physical protection, can stun and block spells. Its Maelstrom slow opponents. Mind strike modified to area effect i
    6 KB (889 words) - 23:01, 17 August 2014
  • ...g to get 150% as soon as possible. And at mastery we will get a double hit chance. Reflex - Increases the chance to evade attacks. (20% + 0.2% per CA level increase) I'm a big fan of not g
    19 KB (3,330 words) - 23:04, 17 August 2014
  • ...Expulse magic]] (Detrimental Magic Effects -x%, Block chance: Combat Arts, Chance to Fear Opponents and damage against some types of enemies) overlay the pre ...knock back opponents|knock back]], and [[Sacred 2:Chance to stun opponents|stun]].
    14 KB (1,130 words) - 13:50, 12 November 2014
  • Warding Energy: Bronze = Projectile Reflection. Silver = Magic Mirror. Gold = Block. ...uff, divine protection should be a choice and Flaring nova modded to slow, stun and reduce attack rating are the best choices. BFG and Archangel's Wrath ar
    19 KB (3,222 words) - 23:57, 17 August 2014
  • [[Sacred 2:Block Warding Energy/es|'''Bloquear energía de escudo''']] '''+X''' '''[[Sacred 2:Chance to pierce/es| Posibilidad de penetrar]] +X%''' Da un X por ciento de posibi
    13 KB (2,227 words) - 00:06, 13 August 2013
  • ...elee reflect and defense bonus (combat alert), stunning melee ennemies and block projectiles (untouchable force) 1b Mind control - Increases chance to stun. (5% + 0.1% per CA level / 50% increase from base value)
    12 KB (1,877 words) - 00:10, 18 August 2014
  • et_blind_rage (x+y*calvl)/10 chance for any monsters within range to attack any other monster. Must be paird wi et_chance_areasplash (x+y*calvl)/10 percent chance that you deal damage to adjacent enemies
    24 KB (3,184 words) - 21:09, 22 January 2022
  • Shield Lore (75), for block, defense and unlockable modifiers The Ghost Meadow for the Dragon Mage. I chose stun resist over root resist, because where being rooted is annoying, being stun
    9 KB (1,535 words) - 01:34, 18 August 2014
  • ...oncentrated damage of [[Sacred:Meteor Storm|Meteor Storm]], nor the wicked Stun effect of [[Sacred:Gust of Wind|Gust of Wind]]. What it does have is a much ...d|Whirlwind]]''': The primary reason for this spell type is it's chance to block missle weapons. I find missle users to be the biggest danger to my health t
    15 KB (2,502 words) - 19:44, 30 April 2011
  • ...ntil 75. This wil give us attack speed, base attack value, and at mastery chance for double hit. Once your attack speed is at 150, we can let this alone int ...ense values, and when properly modified increases damage, chance to evade, chance to reflect Close Combat.
    17 KB (3,046 words) - 23:46, 17 August 2014
  • ...ens at bosses. But the idea to use regeneration per hit demands a 100% hit chance. I decided to go fully polearm. * 3. [[Sacred 2:Runes of Protection|Runes of Protection]] - awe - stun works even if the enemy does non physical damage
    25 KB (4,230 words) - 01:36, 18 August 2014
  • lvl 5 - [[Sacred 2:Tactics Lore|Tactics Lore]] - Increases damage and chance for critical hits with all weapons. This is exactly what the big gun needs -> Vulnerable will improve the crit chance. This is just uber. Not only our damage is sky high, but this mod may make
    27 KB (4,777 words) - 21:54, 17 August 2014
  • ...s attack in an area around the seraphim and Flaring Nova modified for stun chance will slow down incoming damage even more. This can benefit not only our her ...- Stun - Chance to stun opponents within range. (19.8% + 0.2% per CA level chance).
    46 KB (8,123 words) - 23:01, 17 August 2014
  • ...mping sta, you can increase the damage of aw, while indirectly raising the chance for Area of Effect until it is 100%. a caveat...once you reach the point o ...Exalted Warrior aspect. At mastery it provides a big jump in critical hit chance as well as damage. Keep this at character level until level 75.
    25 KB (4,116 words) - 22:01, 17 August 2014
  • - Dedicated blow passive: increases chance to hit ...l as Stamina, it increases the spell base damage by 0,1% and increases the chance to deal max spell damage. But as Temple Guardian only has no min-max damage
    27 KB (4,610 words) - 00:52, 18 August 2014

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)