Sacred:Armor glow

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Armor Glow and Resistance Bonuses


1) Armor Glow/ Resistance Bonuses?

Armor glow – A visual representation of special resistance bonus(es). i.e., A vivid color change in your character's appearance when you acquire one or more of the resistance bonus(es).

Resistance Bonuses – There are four resistance types:

When you combine items (armor/jewelry/weapons) in a systematic way, you can acquire a +15% bonus to a specific resistance type. They are reflected in the inventory screen [I], in the Sacred circle that show your set bonus. i.e. there are four basic kinds of Armor glow: Physical, Fire, Magic and Poison.

The color of each basic glow match the color that the game uses for the associated resistance type. The white glow shows physical resistance, the purple glow shows magic resistance, the red glow represents fire resistance and the green glow represents poison resistance.


2) Glow Points Requirement

Explanation: In order to acquire a resistance bonus and its glow, one needs to collect enough points, and these points are known as "glow points". The requirement is as shown below:

  • Physical: 8 glow points
  • Fire: 6 glow points
  • Magic: 6 glow points
  • Poison: 6 glow points

Sadly, there is no in game counter to keep track of your glow points. These numbers are gotten from testing. i.e. you have to keep track of the glow points yourself.


3) How to Get a Glow Point?

You get 1 point for a specific type for each item you have equipped whose resistence is dominant for that type and for each item you have equipped whose damage is dominant for that type. This include your weapons, your armor pieces and your jewelry. It also includes the saddle if you are riding a horse.

The damage/resistence of an item is dominant in a damage/resistence type if it shows a value for that type and that value is higher than the values for other types.

Note that a socketed item is not an equipped item, but it can change the dominant damage and resistence types of the item it was socketed into.

Examples:

An armor piece with only poison resistance will give you 1 glow point in poison.

A weapon with 100 physical damage and 50 fire damage will give you 1 glow point in physical, because physical is the dominant type for damage.

A weapon with 100 physical damage and 50 fire resistence, will give you 1 glow point in physical and 1 glow point in fire.

A weapon with 50-70 physical damage and 10-70 fire damage yield no glow point, you have to look at the maximum value, since both values are equal it doesn't have a dominant type.

Ozzy's Ring gives 1 glow point in poison because poison is its dominan type for damage, but it doesn't give extra points for its resistance, since it doesn't have a dominant type in its resistance.

ozzysring.jpg


4) Possible Glow Points for a Character

Before doing the calculations, we have to point that there are two unique pieces of jewelry that can provide both damage and resistance glow points.

Sneakingringofthedead.jpg
Jewelledamuletofthedead.jpg

Because of these items, we are going to count each ring as 2 glow points, and each Wood Elf amulet as two 2 glow points.

Also the Dwarf can't ride a horse, so he can't have the saddle glow point.

Following the above rules, we can now calculate the maximum possible glow points for each character based on how much they can wear.
Character Armor Items
Weapon & Shield
Amulets
Rings
Saddle Max Points
Battle Mage 7 x 2 2 x 2 2 4 x 2 1 29
Daemon 8 x 2 2 x 2 1 4 x 2 1 30
Dark Elf 8 x 2 2 x 2 1 4 x 2 1 30
Dwarf 7 x 2 2 x 2 2 4 x 2 0 28
Gladiator 8 x 2 2 x 2 1 2 x 2 1 26
Seraphim 7 x 2 2 x 2 1 2 x 2 1 24
Vampiress 8 x 2 2 x 2 1 4 x 2 1 30
Wood Elf 7 x 2 2 x 2 2 x 2 4 x 2 1 31

In the end, the Seraphim is the only character that can't have the four glows simultaneously, and the Gladiator can only have four them on a horse.


5) Glow combinations

When you have enough glow points for multiple types, the colors of these glows combine, here you can see the less common glow combinations:

For up to three glows the following:

Physical, Fire, Magic: 8 + 6 + 6 = 20 points Physical, Fire, Poison: 8 + 6 + 6 = 20 points Physical, Magic, Poison: 8 + 6 + 6 = 20 points Fire, Magic, Poison: 6 + 6 + 6 = 18 points
Bmpink.jpg
Bmyellow.jpg
Bmblue.jpg
Bmwhite.jpg

A Daemon exhibiting four glows:

Fourglows.jpg



6) Worth It to Keep Track and Maintain all four Glows?

Probably not, except for the exceptionally rare look and perhaps use for pure casters.

1) There are Wood Elf runes with +15% to all resistances.

2) At later character levels, vendors start selling jewelry with higher bonuses.

3) Basically you will always get an armor glow of some sort on your character just because class-specific armor and weapons tend to bear certain dominant resistance or damage type. You will probably unwillingly get physical glow on melee fighters and magical - on casters.

4) Going mono-elemental damage can be more efficient than multi-elemental, so by having a lot of similar-type damage on your weapons, jewelry and socketable items you will win a distinct armor glow (not three, even not two).

5) Its a good idea to concentrate on resistances against the damage type used by deadly monsters, i.e. fire and poison. Getting a third glow or fourth glow is associated with going multi-elemental or sacrificing damage rings for resistance-bearing rings and amulets.

Thus having three or more glows could be considered a bad idea, except for pure casters who do not benefit from damage ring.