Difference between revisions of "Sacred 2:Item Modifiers"
m (→Blue Mods: Moved "All Combat Arts" to Yellow mods section) |
(→Yellow Mods: added All Combat Arts) |
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[[Sacred 2:All Skills +X|All Skills +X]] - Raises all skills by that amount. | [[Sacred 2:All Skills +X|All Skills +X]] - Raises all skills by that amount. | ||
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+ | [[Sacred 2:All Combat Arts +X|All Combat Arts +X]] - Raises all Combat Arts by specified amount. | ||
[[Sacred 2:Armor: Physical +X%|Armor: Physical +X%]] | [[Sacred 2:Armor: Physical +X%|Armor: Physical +X%]] | ||
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[[Sacred 2:Chance to halve Regeneration time +X%|Chance to halve Regeneration time +X%]] - reduces the final regeneration time of a Combat Art by 50%. | [[Sacred 2:Chance to halve Regeneration time +X%|Chance to halve Regeneration time +X%]] - reduces the final regeneration time of a Combat Art by 50%. | ||
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==Gold Mods== | ==Gold Mods== |
Revision as of 02:29, 25 March 2009
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
- A bonus that increases the white base value of the same name
- Increases the level of all Combat Arts within the Aspect.
Family of Block Chance modifiers:
- 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.
Chance for critical hits +X% - Increases chance to land a critical hit.
Chance that opponents cannot evade attacks +X%
Chance to dismount opponent +X%
- lowers enemies base hit chance based on your base defense as following; new enemy hit chance = old enemy hit chance / (1 + evade/100). Any item, attribute, skill or CA that adds defense, excluding +X% defense, is considered your base defence.
Family of wounds modifiers:
- Chance to inflict Open Wounds +X% - A % chance to cause Physical Damage over Time. The amount of damage over time is 50% of Physical damage dealt.
- Chance to inflict Deep Wounds +X% - Decreases enemies base health point value temporarily.
- Chance to inflict Serious Open Wounds +X% - Decreases enemies base health point value temporarily, and inflicts physical Damage over Time like Open Wounds.
Chance to knock back opponents +X%
Chance to Slow Opponents by 25% +X%
- Increases your current Combat Art(s) by a fixed amount. Please note that increasing your Combat Art levels from items only halves the penalty than from reading Combat Art Runes, while they do give the full bonus.
Damage Conversion - Family of damage conversion modifiers below:
- For every hit you do you gain the [b]"+X"[/b] amount of health from the opponent´s hitpoints. 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, except when fighting bosses and mini-bosses. 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 opponent´s hitpoints. 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, except when fighting bosses and mini-bosses. This only works with melee and ranged attacks. Does not work when using spells or secondary effects (Burn, Poison, etc.)
- 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.
Opponent's Chance to reflect ranged damage -X%
Selling Price +X% - This modifier increases the price of the item that has this modifier.
Spell Intensity +X% Improves the effectiveness of player spells on opponents.
Spell Resistance +X% Reduces the chance for opponent's spells to have an effect on player.
Visibility Range +X% - Increases the amount of map shroud the player uncovers and detects enemies farther away.
- 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.
Yellow Mods
All Skills +X - Raises all skills by that amount.
All Combat Arts +X - Raises all Combat Arts by specified 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%
Chance to halve Regeneration time +X% - reduces the final regeneration time of a Combat Art by 50%.
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.
- Increases the radius on AOE type combat arts. does not seem to have an effect on minimum casting distance.
Faster Increase of Survival Bonus +X%
Opponent's chance to reflect -X%
- Reduces the chance for an opponent to reflect the amount of damage caused back to you.
Regeneration Penalty from Buffs -X%
- Reduces the regeneration penalty applied to all combat arts caused by active Buff(s).
Damage Mods
Chance for Freeze +X% Chance to freeze is a 25% slow down of walk and attack speed.
Chance for Weaken +X% Weaken will reduce statistics by 20%.
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)