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
- 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.)
- 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.)
- 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.
- 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.
- 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.
- 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.
- A bonus that increases the white base value of the same name
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
All Skills +X - Raises all skills by that amount.
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
- 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
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)