Sacred 2:Damage Types

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There are five elements used which involve damage:

  • physical.png Physical
  • fire.png Fire
  • ice.png Ice
  • magic.png Magic
  • poison.png Poison

Damage is calculated separately for each damage type. It is important to understand resistances and how they are applied to damage. Each weapon or spell that inflicts injury delivers some combination of these five damage types; perhaps all physical, perhaps half fire and half magic. In the discussion below, any reference to damage applies to any or all of the types separately. For example, physical damage and poison damage are each calculated using their respective damage and resistance values, then once computed, the two types are added to arrive at the final figure.

Weapons can be socketed with elements that will change a part of the damage type that is already native to the weapon. All weapons start with Physical as a damage type. Damage types also have a chance of inflicting Detrimental Effects. The higher the percentage of an element a character has on his weapon as well as with modifiers on armor worn that increase the damage type, the higher the chance of inflicting a detrimental effect.

Damage types when socketed change the appearance of the weapon and will imbue it with glows depending on the type of element socketed as well as extra animated effects. A weapon with no element socketed within it will have no extra color or animation unless it is a unique or legendary. It is possible to tell what kind of damage type a weapon has by checking it's color and animation. Damage types on weapons can be a mix of many of the elements. The highest element damage type on the weapon is what will "win" and give the weapon it's color and effect.

As well, all monsters may and usually do have weaknesses against specific damage types. Having the correct damage type versus an enemy's weakest resistance towards that damage type can result in a significant increase in damage as well as increasing the chance to inflict a detrimental effect.


Elemental Damage Types and Detrimental Effects

  • Ice - White hoarfrost emanates and pulses downwards off the weapon.

Detrimental Effect - Slow.

th_magicelement800.jpg

  • Fire - The weapon is consumed by animated flames.

Detrimental Effect - Damage Over Time.

th_elementfire.jpg

  • Magic - Blue arcs of energy will travel up and down the weapon with pulsing glows at it's head.

Detrimental Effect - Weaken.

th_elementmagic.jpg

  • Physical - No extra special colors or animated effects.

Detrimental Effect - Damage Over Time.

  • Poison - Green vapor will float off the weapon while dripping drops of liquid.

Detrimental Effect - Damage Over Time.

th_elementpoison.jpg