Sacred:Item Modifiers
Contents
- 1 Attack Speed
- 2 Banish Undead
- 3 Chance for open wounds
- 4 Chance of finding special items
- 5 Chance to gain gold by hitting opponent
- 6 Chance to land a critical hit
- 7 Chance to trap flying opponents
- 8 Damage received reduces gold, saving health
- 9 Defense; vs. Ranged fighters +XX% to Defense
- 10 Each hit drains own life energy
- 11 Each hit draws life from opponent
- 12 Enemies die on sight
- 13 Experience gained from monsters
- 14 Extended Day
- 15 Extended Night
- 16 Far Sight
- 17 Find Additional Potions
- 18 For attack and defense
- 19 Increased light radius
- 20 Increase All Damage Types
- 21 Percent to all resistances
- 22 Regeneration Special Move
- 23 Regeneration Spells
- 24 Resist Stun
- 25 Shock Opponent
- 26 Speed
- 27 Spell Resistance
- 28 Split
- 29 To all combat arts
- 30 To all magic spells
- 31 To all skills
- 32 Weapon Damage Increased by Attribute
- 33 Wounds Increase Damage Dealt
Attack Speed
Attack Speed: +XX An increase to the speed of your attacks with any melee or ranged weapon. (some not directly related Combat Arts are affected too like BeeEffGee)
Banish Undead
Banish Undead: +XX Chance to utterly destroy an undead being mimicring the effect of the Potion of Undead Death.
Chance for open wounds
Chance for open wounds: +XX% A percentage change to cause a poison-like damage over time wound on the opponent. The effect is based on the original damage. It can produce much lag.
Chance of finding special items
Chance of finding special items: +XX Modifies base chance to find set and uniqe items or rare and magical items with better quality. This mod was changed in Underworld. In the original Sacred & Plus, the mod found on items was a %, in Underworld the mod found on items is a number which is summed up & converted to a % using a non-linear equation.
Chance to gain gold by hitting opponent
Chance to gain gold by hitting opponent: XX% Each succesful hit has a percentage chance that gold will be dropped.
Chance to land a critical hit
Chance to land a critical hit: XX Each hit has a percentage chance to do 2-4 times the normal damage.
Chance to trap flying opponents
Chance to trap flying opponents: +XX%
Damage received reduces gold, saving health
Damage received reduces gold, saving health: XX% Each hit has a percentage chance for all of the damage to be taken from your gold rather than your health.
Defense; vs. Ranged fighters +XX% to Defense
Defense; vs. Ranged fighters +XX% to Defense
Each hit drains own life energy
Each hit drains own life energy: XX%
Each hit draws life from opponent
Each hit draws life from opponent: XX%
Enemies die on sight
Enemies die on sight: XX%
Experience gained from monsters
Experience gained from monsters: +XX%
Extended Day
Extended Day: +XX%
Extended Night
Extended Night: +XX%
Far Sight
Far Sight: +XX
Find Additional Potions
Find Additional Potions: +XX%
For attack and defense
For attack and defense: +XX%
Increased light radius
Increased light radius: +XX
Increase All Damage Types
Increase All Damage Types: XX%
Percent to all resistances
Percent to all resistances: +XX%
Regeneration Special Move
Regeneration Special Move: +XX%
Regeneration Spells
Regeneration Spells: +XX%
Resist Stun
Resist Stun: +XX
Shock Opponent
Shock Opponent: +XX
Speed
Speed: +XX
Spell Resistance
Spell Resistance: +XX
Split
Split: XX%
To all combat arts
To all combat arts: +XX
To all magic spells
To all magic spells: +XX
To all skills
To all skills: +XX
Weapon Damage Increased by Attribute
{Race} Weapon Damage {Elemental Type}: +XX% {Attribute} A percentage of character attribute is added to base damage of for a certain elemental type. May or may not be racist damage on type of monster. Takes a few forms, an example from Ring of Daemonfear unique ring, vs. Undead Weapon Damage Fire: +19% Dexterity
Wounds Increase Damage Dealt
Wounds Increase Damage Dealt: +XX%