Difference between revisions of "Sacred 2:Secondary Damage Effects"
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|Converts a percentage of [[Sacred 2:Physical|Physical]] damage into elemental ([[Sacred 2:Fire|Fire]]) damage which increases the [[Sacred 2:Chance for Burn|Chance for Burn]] | |Converts a percentage of [[Sacred 2:Physical|Physical]] damage into elemental ([[Sacred 2:Fire|Fire]]) damage which increases the [[Sacred 2:Chance for Burn|Chance for Burn]] |
Revision as of 18:29, 28 October 2013
Secondary damage effects are a type of Detrimental magic effects which a player can inflict on an enemy by using a weapon with the particular elemental damage, or Forging particular Damage Types within their weapons, or by using a Combat Art that has the chosen element as it's main damage type or even with a mix of damage types in the Combat Art:
Chunk of Lava | |
Converts a percentage of Physical damage into elemental (Fire) damage which increases the Chance for Burn | |
Poison Fang | |
Converts a percentage of physical damage into elemental (Poison) damage which increases the Chance for Poison | |
Magic Pearl | |
Converts a percentage of physical damage into elemental (Magic) damage which increases the Chance for Weaken | |
Ice Crystal | |
Converts a percentage of physical damage into elemental (Ice) damage which increases the Chance for Freeze |
Having no damage converter socketed into a weapon will increase the weapon's Chance to Inflict Open Wounds, which is the Secondary Damage Effect (and Detrimental Magic Effect) of Physical damage. If successful, the effect of Open Wounds is Physical Damage over Time. Forging damage converters into a weapon will actually lower the Chance to Inflict Open Wounds, as the weapon will then have a percentage of its physical damage converted into another element.
These secondary effects can also be forged within armor using jewelry, but the relevant elemental damage needs to be done in order to inflict the secondary effect. For example, if a ring with +% chance to burn is worn or forged into an item, nothing will happen unless the player is also doing some fire damage. The higher the chance for secondary effects on the material used to change the weapon's damage type, as well as the higher the percentage of the chance to inflict a damage type forged within armor, the better chance a player has to inflict effects.
Different effects may be inflicted upon enemies simultaneously. For example, a player who is dual wielding a weapon which does fire damage and a weapon which does poison damage, will have the chance to inflict both of the secondary damage effects which are Chance for Burn and Chance for Poison. If Burn is inflicted before the Poison effect, only the last effect inflicted, in this case being Poison, will have it's graphical effect show.
Spell casters have a chance to cause secondary damage effects as well. In the example of a High Elf casting a Fireball spell, the initial elemental composition of the fireball is almost all fire element. Each hit against an enemy creates a chance that Chance for Burn will be triggered.