Sacred:Item Modifiers
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
Attack Speed: +XX
This will increase that speed of a melee swing and thereby increase the number of attacks you can perform within a given amount of time.
Banish Undead
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.
Chance for open wounds
Chance for open wounds: +XX% This modifiers 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 bases 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 items
Chance of finding special items: +XX
Chance to gain gold by hitting opponent
Chance to gain gold by hitting opponent
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%