Difference between revisions of "Sacred:Item Modifiers"
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+ | '''[[Sacred:Item Modifiers|Item Modifiers]]''' | ||
− | == [[Attack Speed]] == | + | == [[Sacred:Attack Speed|Attack Speed]] == |
+ | Attack Speed: +XX | ||
− | + | This will increase the speed of a melee swing or of an arrow shot and thereby increase the number of attacks you can perform within a given amount of time. | |
− | == [[Banish Undead]] == | + | == [[Sacred:Banish Undead|Banish Undead]] == |
− | + | Banish Undead: +XX | |
− | Banish Undead: +XX | ||
− | + | This modifier prevents Skeletons from resurrecting as they do when playing a Campaign game. Typically Skeletons will resurrect 2 or 3 times. With banish Undead you gain XX chance that you will destroy them on the first kill. In Online Multi Play and LAN they always die on the first kill. Undead do not resurrect in Multi-Play. | |
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− | == [[Chance | + | == [[Sacred:Chance for open wounds|Chance for open wounds]] == |
+ | Chance for open wounds: +XX% | ||
− | + | This modifier adds to you character's attacks the chance to inflict this modifier upon it's enemy. If your character inflicts "Open Wounds" on it's enemy what will happen is that for a duration of time the enemy will appear much like it is poisoned. The enemy will incur a wound that causes damage over time. Although Open Wounds generally tend to cause small damage it is possible to inflict Open Wounds upon your enemy that are very high in damage. The initial blow that causes an Open Wound is the basis for the resulting damage of an Open Wound. If the attack that causes an Open Wound is very very high in damage then so to will the Open Wound that comes from it. It is also possible to stack many opens wounds on a single enemy which will result in many damage numbers flying up around the enemy suffering from the several Open Wounds. The higher the % chance you have the greater success you will have with this modifier. | |
− | == [[Chance | + | == [[Sacred:Chance of finding special items|Chance of finding special items]] == |
− | + | Chance of finding special items: +XX. Item drops may be ordinary (white), special (blue), rare (yellow), [[Sacred:Uniques Database|unique]] (gold) or "[[Sacred:Set Items|set]]" (green). This modifier increases the chances that items dropped will be of higher quality. It is not a percentage increase, but a non-linear function. For lower values, it is approximately equal to a percent increase, but higher levels do not increase the likelihood as much. For example, Chance to Find Special Items +732 equates to a 270% improved chance to find a special item. | |
− | Chance | ||
− | == [[Chance to | + | == [[Sacred:Chance to gain gold by hitting opponent|Chance to gain gold by hitting opponent]] == |
+ | Chance to gain gold by hitting opponent +XX. When equipped with items bearing this modifier, there is a chance that any successful strike on an enemy will cause gold to drop. The higher the number, the greater chance that this will happen. The amount of gold dropped at any one time is not affected by the modifier level, however, just the frequency. | ||
− | Chance to land a critical hit: XX | + | == [[Sacred:Chance to land a critical hit|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]] == | + | == [[Sacred:Chance to trap flying opponents|Chance to trap flying opponents]] == |
− | + | Chance to trap flying opponents: +XX%. When using an item with this modifier, there is a chance that a strike on a flying enemy will cause it to become "bound". When bound, it is trapped by a green web preventing it from flying, and also from attacking. | |
− | Chance to trap flying opponents: +XX% | ||
− | == [[Damage received reduces gold, saving health]] == | + | == [[Sacred:Damage received reduces gold, saving health|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. | |
− | Damage received reduces gold, saving health: XX% | ||
− | == [[Defense; vs. Ranged fighters +XX% to Defense]] == | + | == [[Sacred:Defense; vs. Ranged fighters +XX% to Defense|Defense; vs. Ranged fighters +XX% to Defense]] == |
+ | Defense; vs. Ranged fighters +XX% to Defense. This increases your defense value against ranged attacks. Defense controls the likelihood an attack will be successful, but not how damaging the attack is. Thus, using equipment with this modifier against archers, the chance you will be hit is decreased. To reduce the [[Sacred:damage|000]] taken, you must increase your [[Sacred:resistance|resistance]]. | ||
− | + | == [[Sacred:Each hit drains own life energy|Each hit drains own life energy]] == | |
− | |||
− | == [[Each hit drains own life energy]] == | ||
− | |||
Each hit drains own life energy: XX% | Each hit drains own life energy: XX% | ||
− | == [[Each hit draws life from opponent]] == | + | == [[Sacred:Each hit draws life from opponent|Each hit draws life from opponent]] == |
− | + | Each hit draws life from opponent: XX%. When this item modifier is in use, a fixed amount of the [[Sacred:damage|damage]] you deal to enemies is added to your [[Sacred:health|health]]. This is commonly called "life leech" or "life steal". | |
− | Each hit draws life from opponent: XX% | ||
− | + | The amount of life gained is a percentage of the actual damage done to the enemy. For example, if you use a CA that deals 5,000 damage, but the enemy only has 1,000 life, you will get the percentage of 1,000 -- the actual hit points taken -- and not of the full 5,000. | |
+ | == [[Sacred:Enemies die on sight|Enemies die on sight]] == | ||
Enemies die on sight: XX% | Enemies die on sight: XX% | ||
− | + | Enemies at a certain level or lower die when within range. It is possible to increase this mod to over 100% which means you can kill enemies that are higher level than you. It has a max enemy level of 100. Any increases over this monster level will have no effect. You do not gain experience while killing with this mod and several enemies are immune. Examples are Dragons, Big Spiders, several large type monsters (Sakkaras, Cerebropods, Ogres, Shadow Guards) and most heroes/champions. | |
− | Experience gained from monsters: +XX% | + | == [[Sacred:Experience gained from monsters|Experience gained from monsters]] == |
+ | Experience gained from monsters: +XX%. This modifier increases the experience points gained from combat. It acts very similar to a [[Sacred:Potions|Mentor Potion]], but its effects are always available. The effect of this modifier and of mentor potions is additive -- they are added together rather than applied successively. | ||
− | == [[Extended Day]] == | + | == [[Sacred:Extended Day|Extended Day]] == |
− | + | Extended Day: +XX%. Using equipment of this type lengthens the amount of game time that it is "day" in Ancaria. It does not, however, correspondingly shorten the night period. | |
− | Extended Day: +XX% | ||
− | == [[Extended Night]] == | + | == [[Sacred:Extended Night|Extended Night]] == |
+ | Extended Night: +XX%. Equipment with this modifier lengthens the nighttime portion of the Ancarian day/night cycle. It does not, however, correspondingly shorten the daylight period. | ||
− | + | This modifier is especially valuable to the [[Sacred:Vampiress|Vampiress]], whose fighting abilities are significantly enhanced at night. | |
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+ | == [[Sacred:Far Sight|Far Sight]] == | ||
Far Sight: +XX | Far Sight: +XX | ||
− | == [[Find Additional Potions]] == | + | == [[Sacred:Find Additional Potions|Find Additional Potions]] == |
− | + | Find Additional Potions: +XX% | |
− | Find Additional Potions | ||
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− | + | == [[Sacred:For attack and defense|For attack and defense]] == | |
+ | For attack and defense: +XX% | ||
− | == [[ | + | == [[Sacred:Increased light radius|Increased light radius]] == |
+ | Increased light radius: +XX | ||
+ | == [[Sacred:Increase All Damage Types|Increase All Damage Types]] == | ||
Increase All Damage Types: XX% | Increase All Damage Types: XX% | ||
− | == [[Percent to all resistances]] == | + | == [[Sacred:Percent to all resistances|Percent to all resistances]] == |
− | + | Percent to all resistances: +XX% | |
− | Percent to all resistances: +XX% | ||
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+ | == [[Sacred:Regeneration Special Move|Regeneration Special Move]] == | ||
Regeneration Special Move: +XX% | Regeneration Special Move: +XX% | ||
− | == [[Regeneration Spells]] == | + | == [[Sacred:Regeneration Spells|Regeneration Spells]] == |
+ | Regeneration Spells: +XX% | ||
− | + | == [[Sacred:Resist Stun|Resist Stun]] == | |
− | + | Resist Stun: +XX | |
− | == [[Resist Stun]] == | ||
− | |||
− | Resist Stun: +XX | ||
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+ | == [[Sacred:Shock Opponent|Shock Opponent]] == | ||
Shock Opponent: +XX | Shock Opponent: +XX | ||
− | == [[Speed]] == | + | == [[Sacred:Speed|Speed]] == |
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Speed: +XX | Speed: +XX | ||
− | == [[Spell Resistance]] == | + | == [[Sacred:Spell Resistance|Spell Resistance]] == |
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Spell Resistance: +XX | Spell Resistance: +XX | ||
− | == [[Split]] == | + | == [[Sacred:Split|Split]] == |
+ | Split: XX% | ||
− | + | == [[Sacred:To all combat arts|To all combat arts]] == | |
+ | To all combat arts: +XX | ||
+ | |||
+ | == [[Sacred:To all magic spells|To all magic spells]] == | ||
+ | To all magic spells: +XX | ||
− | == [[To all | + | == [[Sacred:To all skills|To All Skills]] == |
+ | To all skills: +XX. Increases all of your selected [[Sacred:Skills|Skills]] by the stated number. | ||
− | To | + | == To {Skill} == |
+ | Similar to the above, but grants the increase to the specifically named skill only; e.g. +1 to [[Sacred:Concentration|Concentration]] | ||
− | == [[ | + | == To {Attribute} == |
+ | As with [[Sacred:Skills|Skills]], [[Sacred:Attributes|Attributes]] may also be enhanced by equipment bonuses. | ||
− | + | == vs. {Race} Increases All Damage Types +xx%== | |
+ | The increase to damage is dependant on the type of enemy you are fighting. If you are fighting the enemy type stated by the modifier then the indicated damage increase will be applied to the damage you do to that enemy type. | ||
− | + | An example using [[Sacred:Amarri's Secret|Amarri´s Girdle of Bewitchment]]: | |
+ | :''vs. {Demons} Increases All Damage Types +93%'' | ||
− | + | == [[Sacred:Weapon Damage Increased by Attribute| vs. {Race} Weapon Damage {Type} +xx% {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 using [[Sacred:Ring of Daemonfear|Ring of Daemonfear]]: | |
+ | :''vs. Undead Weapon Damage Fire: +19% Dexterity'' | ||
+ | == [[Sacred:Wounds Increase Damage Dealt|Wounds Increase Damage Dealt]] == | ||
Wounds Increase Damage Dealt: +XX% | Wounds Increase Damage Dealt: +XX% | ||
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+ | [[Category:Gameplay]] | ||
+ | [[Category:Sacred]] |
Latest revision as of 15:49, 11 June 2020
Attack SpeedAttack Speed: +XX This will increase the speed of a melee swing or of an arrow shot and thereby increase the number of attacks you can perform within a given amount of time. Banish UndeadBanish Undead: +XX This modifier prevents Skeletons from resurrecting as they do when playing a Campaign game. Typically Skeletons will resurrect 2 or 3 times. With banish Undead you gain XX chance that you will destroy them on the first kill. In Online Multi Play and LAN they always die on the first kill. Undead do not resurrect in Multi-Play. Chance for open woundsChance for open wounds: +XX% This modifier adds to you character's attacks the chance to inflict this modifier upon it's enemy. If your character inflicts "Open Wounds" on it's enemy what will happen is that for a duration of time the enemy will appear much like it is poisoned. The enemy will incur a wound that causes damage over time. Although Open Wounds generally tend to cause small damage it is possible to inflict Open Wounds upon your enemy that are very high in damage. The initial blow that causes an Open Wound is the basis for the resulting damage of an Open Wound. If the attack that causes an Open Wound is very very high in damage then so to will the Open Wound that comes from it. It is also possible to stack many opens wounds on a single enemy which will result in many damage numbers flying up around the enemy suffering from the several Open Wounds. The higher the % chance you have the greater success you will have with this modifier. Chance of finding special itemsChance of finding special items: +XX. Item drops may be ordinary (white), special (blue), rare (yellow), unique (gold) or "set" (green). This modifier increases the chances that items dropped will be of higher quality. It is not a percentage increase, but a non-linear function. For lower values, it is approximately equal to a percent increase, but higher levels do not increase the likelihood as much. For example, Chance to Find Special Items +732 equates to a 270% improved chance to find a special item. Chance to gain gold by hitting opponentChance to gain gold by hitting opponent +XX. When equipped with items bearing this modifier, there is a chance that any successful strike on an enemy will cause gold to drop. The higher the number, the greater chance that this will happen. The amount of gold dropped at any one time is not affected by the modifier level, however, just the frequency. Chance to land a critical hitChance to land a critical hit: XX Each hit has a percentage chance to do 2-4 times the normal damage. Chance to trap flying opponentsChance to trap flying opponents: +XX%. When using an item with this modifier, there is a chance that a strike on a flying enemy will cause it to become "bound". When bound, it is trapped by a green web preventing it from flying, and also from attacking. Damage received reduces gold, saving healthDamage 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 DefenseDefense; vs. Ranged fighters +XX% to Defense. This increases your defense value against ranged attacks. Defense controls the likelihood an attack will be successful, but not how damaging the attack is. Thus, using equipment with this modifier against archers, the chance you will be hit is decreased. To reduce the 000 taken, you must increase your resistance. Each hit drains own life energyEach hit drains own life energy: XX% Each hit draws life from opponentEach hit draws life from opponent: XX%. When this item modifier is in use, a fixed amount of the damage you deal to enemies is added to your health. This is commonly called "life leech" or "life steal". The amount of life gained is a percentage of the actual damage done to the enemy. For example, if you use a CA that deals 5,000 damage, but the enemy only has 1,000 life, you will get the percentage of 1,000 -- the actual hit points taken -- and not of the full 5,000. Enemies die on sightEnemies die on sight: XX% Enemies at a certain level or lower die when within range. It is possible to increase this mod to over 100% which means you can kill enemies that are higher level than you. It has a max enemy level of 100. Any increases over this monster level will have no effect. You do not gain experience while killing with this mod and several enemies are immune. Examples are Dragons, Big Spiders, several large type monsters (Sakkaras, Cerebropods, Ogres, Shadow Guards) and most heroes/champions. Experience gained from monstersExperience gained from monsters: +XX%. This modifier increases the experience points gained from combat. It acts very similar to a Mentor Potion, but its effects are always available. The effect of this modifier and of mentor potions is additive -- they are added together rather than applied successively. Extended DayExtended Day: +XX%. Using equipment of this type lengthens the amount of game time that it is "day" in Ancaria. It does not, however, correspondingly shorten the night period. Extended NightExtended Night: +XX%. Equipment with this modifier lengthens the nighttime portion of the Ancarian day/night cycle. It does not, however, correspondingly shorten the daylight period. This modifier is especially valuable to the Vampiress, whose fighting abilities are significantly enhanced at night. Far SightFar Sight: +XX Find Additional PotionsFind Additional Potions: +XX% For attack and defenseFor attack and defense: +XX% Increased light radiusIncreased light radius: +XX Increase All Damage TypesIncrease All Damage Types: XX% Percent to all resistancesPercent to all resistances: +XX% Regeneration Special MoveRegeneration Special Move: +XX% Regeneration SpellsRegeneration Spells: +XX% Resist StunResist Stun: +XX Shock OpponentShock Opponent: +XX SpeedSpeed: +XX Spell ResistanceSpell Resistance: +XX SplitSplit: XX% To all combat artsTo all combat arts: +XX To all magic spellsTo all magic spells: +XX To All SkillsTo all skills: +XX. Increases all of your selected Skills by the stated number. To {Skill}Similar to the above, but grants the increase to the specifically named skill only; e.g. +1 to Concentration To {Attribute}As with Skills, Attributes may also be enhanced by equipment bonuses. vs. {Race} Increases All Damage Types +xx%The increase to damage is dependant on the type of enemy you are fighting. If you are fighting the enemy type stated by the modifier then the indicated damage increase will be applied to the damage you do to that enemy type. An example using Amarri´s Girdle of Bewitchment:
vs. {Race} Weapon Damage {Type} +xx% {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 using Ring of Daemonfear:
Wounds Increase Damage DealtWounds Increase Damage Dealt: +XX% |