Difference between revisions of "Sacred 2:Fire"

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<onlyinclude>http://www.sacredwiki.org/images/bbicons/fire.jpg [[Sacred 2:Fire|Fire]]</onlyinclude> is one of the five basic [[Sacred 2:Damage Types|Elemental Damage and resistance types]]. Fire 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.
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<onlyinclude>http://www.sacredwiki.org/images/bbicons/fire.jpg [[Sacred 2:Fire|Fire]]</onlyinclude> is one of the five basic [[Sacred 2:Damage|Damage]] and [[Sacred 2:Armor|Armor]] types. Fire damage can be inflicted via melee/ranged [[Sacred 2:Weapons|weapons]] and by using [[Sacred 2:Combat Arts|Combat Arts]] that have fire damage.  
  
==Blacksmithing==
 
  
The Fire [[Sacred 2:Damage Types|damage type]], in the form of a [[Sacred 2:Chunk of Lava|Chunk of Lava]] can be [[Sacred 2:Forging|forged]] into weapons or armor which will increase the weapon's chance to successfully inflict [[Sacred 2:Chance for Burn|Chance for Burn]] which is a [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] as well as a [[Sacred 2:Detrimental magic effects|Detrimental magic effects]]. If successful, the effect of Chance for Burn is a [[Sacred 2:Damage over Time|Damage over Time]]..
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==[[Sacred 2:Forging|Blacksmithing]] Weapons and [[Sacred 2:Secondary Damage Effects|Secondary Effects]]==
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Fire damage can be added to a weapon by [[Sacred 2:Forging|forging]] a [[Sacred 2:Chunk of Lava|Chunk of Lava]] into the damage converter slot on a weapon.  This will also increase the weapon's [[Sacred 2:Chance for Burn|Chance to Burn]], which is the [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]] (and [[Sacred 2:Detrimental magic effects|Detrimental Magic Effect]]) of Fire damage. If successful, the effect of Burn is Fire [[Sacred 2:Damage over Time|Damage over Time]].
  
==Damage Type==
 
  
Fire, 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 types.  For example, the [[Sacred 2:High Elf|High Elf]]'s [[Sacred 2:Blazing Tempest|Blazing Tempest]] elemental damage type starting composition is 100% Fire.  This means that each of the waves that hit has an excellent chance of inflicting [[Sacred 2:Chance for Burn|Chance for Burn]] as the percentage of Fire damage type in that combat art is 100%.
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==[[Sacred 2:Armor|Armor Resistance]]==
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Increasing a player's Fire [[Sacred 2:Armor|resistance]] via armor, skills, or by [[Sacred 2:Forging|forging]] rings or amulets into equipment will decrease Fire [[Sacred 2:Damage|damage]] done by opponents' melee, ranged or spell attacks.
  
==Resistances==
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Fire Armor is naturally granted by red [[Sacred 2:Relics|Relics]], as well as by the skill [[Sacred 2:Toughness|Toughness]].  The Armor value against Fire 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 Fire or Total Armor by either a percentage or a flat value.  [[Sacred 2:Damage Mitigation|Damage Mitigation]] against Fire is another important modifier that will reduce the amount of Fire damage inflicted on the player.
  
Increasing a player's Fire [[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 Ice attacks from opponents via their melee, ranged or spell.  Players should always attempt to use Fire damage type against enemies who have the ''least'' resistance to it. Using Fire damage type via weapon/ranged or spell versus an enemy who has tremendous Fire resistance can reduce a player's damage by a ''minimum'' of 50 percent!
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Enemies using Fire damage can inflict [[Sacred 2:Chance for Burn|Burn]] on the player.  To resist this [[Sacred 2:Secondary Damage Effects|Secondary Damage Effect]], players should look for items with these modifiers:
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*Opponent's Chance to Burn - X%
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*[[Sacred 2:Damage over time: Fire|Damage Over Time: Fire]] - X%
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*[[Sacred 2:Detrimental magic effects|Detrimental Magic Effects]] - X%
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Using Fire damage via weapon/ranged or spell versus an enemy who has tremendous Fire resistance can reduce a player's damage by a ''minimum'' of 50 percent! Therefore, players should always attempt to use Fire damage against enemies who have the ''least'' resistance to it, and switch to another damage type against Fire-resistant enemies.
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==[[Sacred 2:Combat Arts|Combat Arts]]==
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Fire 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:Blazing Tempest|Blazing Tempest]] elemental damage type starting composition is 100% Fire.  This means that each of the waves that hit enemies have an excellent chance of inflicting [[Sacred 2:Chance for Burn|Chance for Burn]], as the percentage of Fire damage in that combat art is 100%.
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Certain Combat Arts may also increase or decrease the player's Fire resistance.

Revision as of 20:18, 14 October 2013

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


Blacksmithing Weapons and Secondary Effects

Fire damage can be added to a weapon by forging a Chunk of Lava into the damage converter slot on a weapon. This will also increase the weapon's Chance to Burn, which is the Secondary Damage Effect (and Detrimental Magic Effect) of Fire damage. If successful, the effect of Burn is Fire Damage over Time.


Armor Resistance

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

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


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


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


Combat Arts

Fire 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 Blazing Tempest elemental damage type starting composition is 100% Fire. This means that each of the waves that hit enemies have an excellent chance of inflicting Chance for Burn, as the percentage of Fire damage in that combat art is 100%.

Certain Combat Arts may also increase or decrease the player's Fire resistance.