Difference between revisions of "Sacred:Item Modifiers"
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== Chance for open wounds == | == Chance for open wounds == | ||
− | [[Chance for open wounds: +XX%]] | + | [[Chance for open wounds|Chance for open wounds: +XX%]] |
== [[Chance of finding special items]] == | == [[Chance of finding special items]] == |
Revision as of 23:29, 18 November 2007
Contents
- 1 Attack Speed
- 2 Banish Undead
- 3 Chance for open wounds
- 4 Chance of finding special items
- 5 Chance to gain gold by hitting opponent
- 6 Chance to land a critical hit
- 7 Chance to trap flying opponents
- 8 Damage received reduces gold, saving health
- 9 Defense; vs. Ranged fighters +XX% to Defense
- 10 Each hit drains own life energy
- 11 Each hit draws life from opponent
- 12 Enemies die on sight
- 13 Experience gained from monsters
- 14 Extended Day
- 15 Extended Night
- 16 Far Sight
- 17 Find Additional Potions
- 18 For attack and defense
- 19 Increased light radius
- 20 Increase All Damage Types
- 21 Percent to all resistances
- 22 Regeneration Special Move
- 23 Regeneration Spells
- 24 Resist Stun
- 25 Shock Opponent
- 26 Speed
- 27 Spell Resistance
- 28 Split
- 29 To all combat arts
- 30 To all magic spells
- 31 To all skills
- 32 Weapon Damage Increased by Attribute
- 33 Wounds Increase Damage Dealt
Attack Speed
Banish Undead
Chance for open wounds
Chance of finding special items
Chance of finding special items: +XX
Chance to gain gold by hitting opponent
Chance to gain gold by hitting opponent: XX%
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
Chance to trap flying opponents: +XX%
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.
Defense; vs. Ranged fighters +XX% to Defense
Defense; vs. Ranged fighters +XX% to Defense
Each hit drains own life energy
Each hit drains own life energy: XX%
Each hit draws life from opponent
Each hit draws life from opponent: XX%
Enemies die on sight
Enemies die on sight: XX%
Experience gained from monsters
Experience gained from monsters: +XX%
Extended Day
Extended Day: +XX%
Extended Night
Extended Night: +XX%
Far Sight
Far Sight: +XX
Find Additional Potions
Find Additional Potions: +XX%
For attack and defense
For attack and defense: +XX%
Increased light radius
Increased light radius: +XX
Increase All Damage Types
Increase All Damage Types: XX%
Percent to all resistances
Percent to all resistances: +XX%
Regeneration Special Move
Regeneration Special Move: +XX%
Regeneration Spells
Regeneration Spells: +XX%
Resist Stun
Resist Stun: +XX
Shock Opponent
Shock Opponent: +XX
Speed
Speed: +XX
Spell Resistance
Spell Resistance: +XX
Split
Split: XX%
To all combat arts
To all combat arts: +XX
To all magic spells
To all magic spells: +XX
To all skills
To all skills: +XX
Weapon Damage Increased by 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 from Ring of Daemonfear unique ring, vs. Undead Weapon Damage Fire: +19% Dexterity
Wounds Increase Damage Dealt
Wounds Increase Damage Dealt: +XX%