Difference between revisions of "Sacred 2:Magic"

From SacredWiki
Jump to navigation Jump to search
m (Text replace - "http://www.sacredwiki.org/images/Sacred_2/Smith/MagicPearl.png" to "File:Magic Pearl.png")
 
(4 intermediate revisions by 2 users not shown)
Line 2: Line 2:
  
  
<onlyinclude>http://www.sacredwiki.org/images/bbicons/magic.jpg [[Sacred 2:Magic|Magic]]</onlyinclude> [[Sacred 2:Damage Types|damage type]] is one of the five basic [[Sacred 2:Damage Types|Elemental Damage and resistance types]]. Magic damage can be used as damage via melee/ranged and in magical combat by choosing Combat Arts with the element a player has strategically chosen to use against select opponents.   
+
<onlyinclude>http://www.sacredwiki.org/images/bbicons/magic.jpg [[Sacred 2:Magic|Magic]]</onlyinclude> is one of the five basic [[Sacred 2:Damage|Damage]] and [[Sacred 2:Armor|Armor]] types. Magic damage can be inflicted via melee/ranged [[Sacred 2:Weapons|weapons]] and by using [[Sacred 2:Combat Arts|Combat Arts]] that have magic damage.   
  
Magic, in the form of a [[Sacred 2:Magic Pearl|Magic Pearl]] can be [[Sacred 2:Forging|forged]] into weapons or armor which will increase the weapon's chance to successfully inflict [[Sacred 2:Chance for Weaken|Chance for Weaken]] which is a [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] as well as a [[Sacred 2:Detrimental magic effects|Detrimental magic effects]]. If so socketed, blue arcs of energy will travel up and down the weapon with a pulsing glow at it's head. If, Chance for Weaken is successful, it  will  reduce an enemy's [[Sacred 2:Attributes|Attributes]] by approximately 20% for a short period of time.].
 
  
Magic, as well, can be a default damage type of some [[Sacred 2:Character Class|class]]'s [[Sacred 2:Combat Arts|Combat Arts]]. Depending upon the chosen combat art, it may even be mixed with other, different, damage typesFor example, the [[Sacred 2:Dryad|Dryad]]'s [[Sacred 2:Malicious Totem|Malicious Totem]]'s elemental damage type starting composition is 65% [[Sacred 2:Physical|Physical]]/35% Poison.  This means that each of the darts that hits, has a very good chance of inflicting Chance for Poison as the percentage of poison damage type in that combat art is 65%.  
+
==[[Sacred 2:Forging|Blacksmithing]] Weapons and [[Sacred 2:Secondary Damage Effects|Secondary Effects]]==
 +
Magic damage can be added to a weapon by [[Sacred 2:Forging|forging]] a [[Sacred 2:Magic Pearl|Magic Pearl]] ([[File:Magic Pearl.png]]) into the damage converter slot on a weaponThis will also increase the weapon's [[Sacred 2:Chance for Weaken|Chance to Weaken]], which is the [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] (and [[Sacred 2:Detrimental magic effects|Detrimental Magic Effect]]) of Magic damage.  If successful, Weaken will reduce an enemy's [[Sacred 2:Attributes|Attributes]] by approximately 20% for a short period of time.
  
Increasing a player's Magic [[Sacred 2:damage|resistance]] via armor or [[Sacred 2:Forging|forging]] rings or amulets into worn gear or weapons can also decrease [[Sacred 2:Damage|damage]] done by incoming magic attacks from opponents via their melee, ranged or spell.  Players should always attempt to use magic damage type against enemies who have the ''least'' resistance to it. Using magic damage type via weapon/ranged or spell versus an enemy who has tremendous ,magic resistance can reduce a player's damage by a ''minimum'' of 50 percent!
+
 
 +
==[[Sacred 2:Armor|Armor Resistance]]==
 +
Increasing a player's Magic [[Sacred 2:Armor|resistance]] via armor, skills, or by [[Sacred 2:Forging|forging]] rings or amulets into equipment will decrease Magic [[Sacred 2:Damage|damage]] done by opponents' melee, ranged or spell attacks.
 +
 
 +
Magic Armor is naturally granted by purple [[Sacred 2:Relics|Relics]], as well as by the skill [[Sacred 2:Toughness|Toughness]]The Armor value against Magic damage can be further increased by the skill [[Sacred 2:Armor Lore|Armor Lore]] and by any [[Sacred 2:Item Modifiers|item modifiers]] that increase Magic or Total Armor by either a percentage or a flat value.  [[Sacred 2:Damage Mitigation|Damage Mitigation]] against Magic is another important modifier that will reduce the amount of Magic damage inflicted on the player.
 +
 
 +
 
 +
Enemies using Magic damage can inflict [[Sacred 2:Chance for Weaken|Weaken]] on the player.  To resist this [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]], players should look for items with these modifiers:
 +
*Opponent's Chance to Weaken - X%
 +
*[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] - X%
 +
 
 +
Although Weaken does not actually inflict Magic damage, some attacks do inflict Magic Damage over Time.  "[[Sacred 2:Damage over time: Magic|Damage Over Time: Magic]] - X%" is a modifier that will reduce damage from these attacks.
 +
 
 +
 
 +
Using Magic damage via weapon/ranged or spell versus an enemy who has tremendous Magic resistance can reduce a player's damage by a ''minimum'' of 50 percent! Therefore, players should always attempt to use Magic damage against enemies who have the ''least'' resistance to it, and switch to another damage type against Magically resistant enemies.
 +
 
 +
 
 +
==[[Sacred 2:Combat Arts|Combat Arts]]==
 +
Magic can be a default [[Sacred 2:Damage Types|damage type]] of some [[Sacred 2:Character Class|class]]'s [[Sacred 2:Combat Arts|Combat Arts]].  Depending upon the chosen combat art, it may be mixed with other damage types.  For example, the [[Sacred 2:High Elf|High Elf]]'s [[Sacred 2:Cobalt Strike|Cobalt Strike]]'s elemental damage type starting composition is 67% [[Sacred 2:Magic|Magic]]/36% [[Sacred 2:Physical|Physical]].  This means that each of the bolts that strikes has a very good chance of inflicting Chance for Weaken, as the percentage of magical damage type in that combat art is 67%.
 +
 
 +
Certain Combat Arts may also increase the player's Magic resistance.

Latest revision as of 14:33, 28 October 2013


magic.jpg Magic is one of the five basic Damage and Armor types. Magic damage can be inflicted via melee/ranged weapons and by using Combat Arts that have magic damage.


Blacksmithing Weapons and Secondary Effects

Magic damage can be added to a weapon by forging a Magic Pearl (

Error creating thumbnail: Unable to save thumbnail to destination

) into the damage converter slot on a weapon. This will also increase the weapon's Chance to Weaken, which is the Secondary Damage Effect (and Detrimental Magic Effect) of Magic damage. If successful, Weaken will reduce an enemy's Attributes by approximately 20% for a short period of time.


Armor Resistance

Increasing a player's Magic resistance via armor, skills, or by forging rings or amulets into equipment will decrease Magic damage done by opponents' melee, ranged or spell attacks.

Magic Armor is naturally granted by purple Relics, as well as by the skill Toughness. The Armor value against Magic damage can be further increased by the skill Armor Lore and by any item modifiers that increase Magic or Total Armor by either a percentage or a flat value. Damage Mitigation against Magic is another important modifier that will reduce the amount of Magic damage inflicted on the player.


Enemies using Magic damage can inflict Weaken on the player. To resist this Secondary Damage Effect, players should look for items with these modifiers:

Although Weaken does not actually inflict Magic damage, some attacks do inflict Magic Damage over Time. "Damage Over Time: Magic - X%" is a modifier that will reduce damage from these attacks.


Using Magic damage via weapon/ranged or spell versus an enemy who has tremendous Magic resistance can reduce a player's damage by a minimum of 50 percent! Therefore, players should always attempt to use Magic damage against enemies who have the least resistance to it, and switch to another damage type against Magically resistant enemies.


Combat Arts

Magic can be a default damage type of some class's Combat Arts. Depending upon the chosen combat art, it may be mixed with other damage types. For example, the High Elf's Cobalt Strike's elemental damage type starting composition is 67% Magic/36% Physical. This means that each of the bolts that strikes has a very good chance of inflicting Chance for Weaken, as the percentage of magical damage type in that combat art is 67%.

Certain Combat Arts may also increase the player's Magic resistance.