Difference between revisions of "Item Properties"
From Nevergrind Wiki
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| Increases percent of absorbed health from all magical damage types. | | Increases percent of absorbed health from all magical damage types. | ||
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| − | | | + | | Health Per Kill |
| − | | | + | | Health absorbed every time you kill a monster. |
|- | |- | ||
| − | | | + | | Mana Per Kill |
| − | | | + | | Mana absorbed every time you kill a monster. This does not apply for Rogues, Monks, or Warriors. |
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| − | | | + | | Physical Damage |
| − | | | + | | Adds unmodified physical damage to physical attacks. |
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| − | | | + | | Poison Damage |
| − | | | + | | Adds unmodified poison damage to physical attacks. |
|- | |- | ||
| − | | | + | | Magic Damage |
| − | | | + | | Adds unmodified magical damage to physical attacks. |
|- | |- | ||
| − | | | + | | Lightning Damage |
| − | | | + | | Adds unmodified lightning damage to physical attacks. |
|- | |- | ||
| − | | | + | | Cold Damage |
| − | | | + | | Adds unmodified cold damage to physical attacks. |
|- | |- | ||
| − | | | + | | Fire Damage |
| − | | | + | | Adds unmodified fire damage to physical attacks. |
|- | |- | ||
| − | | | + | | % Physical Damage |
| − | | | + | | Increases the damage of all physical attacks by a fixed percent. |
|- | |- | ||
| − | | | + | | % Poison Damage |
| − | | | + | | Increases the damage of all poison spells by a fixed percent. |
|- | |- | ||
| − | | | + | | % Magic Damage |
| − | | | + | | Increases the damage of all magical spells by a fixed percent. |
|- | |- | ||
| − | | | + | | % lightning Damage |
| − | | | + | | Increases the damage of all lightning spells by a fixed percent. |
|- | |- | ||
| − | | | + | | % Cold Damage |
| − | | | + | | Increases the damage of all cold spells by a fixed percent. |
|- | |- | ||
| − | | | + | | % Fire Damage |
| − | | | + | | Increases the damage of all fire spells by a fixed percent. |
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| − | | | + | | % All Magical Damage |
| − | | | + | | Increases the damage of all spells by a fixed percent. |
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| − | | | + | | Magic Find |
| − | | | + | | Increases the chance of finding magical items. |
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Revision as of 19:32, 30 March 2015
| Property | Description |
|---|---|
| Armor | Reduces damage from physical attacks |
| Reduced Weight | Drops the weight of an item to the tier below it. For example plate drops to chain, chain drops to leather, and leather drops to cloth. |
| Maximum Health | Increases your maximum health. |
| Maximum Mana | Increases your maximum mana. |
| Strength | Increases the damage of your physical attacks. |
| Stamina | Increases your maximum health. |
| Agility | Increases dodge, parry, riposte chance, physical mitigation. Affects several rogue skills. |
| Dexterity | Critical hit chance, critical hit damage, and weapon proc rate. |
| Wisdom | Increases maximum mana for healer classes (Ranger, Paladin, Druid, Cleric, Shaman). Increases healing spell power, magic mitigation, and mana regeneration for all classes. |
| Intelligence | Increases maximum mana for caster classes (Shadow Knight, Necromancer, Enchanter, Magician, Wizard). Increases non-healing spell power for all classes. |
| Charisma | Affects several key Bard and Enchanter spells like charm and mesmerize. Affects buy and sell prices at all town merchants. Increases the damage of Bard songs. |
| All Attributes | Increases all character attributes: Strength, Stamina, Agility, Dexterity, Wisdom, Intelligence, and Charisma. |
| Health Per Tick | Health regenerated every 4 seconds. |
| Mana Per Tick | Mana regenerated every 3 seconds. |
| Attack | Directly increases your physical attack rating. Attack rating is typically the most important value when calculating physical attack damage. Properties like weapon skills and offense all affect Attack. |
| One-Hand Slashing | Increases your Attack rating with 1H Slash weapons. |
| Two-Hand Slashing | Increases your Attack rating with 2H Slash weapons. |
| One-Hand Blunt | Increases your Attack rating with 1H Blunt weapons. |
| Two-Hand Blunt | Increases your Attack rating with 2H Blunt weapons. |
| Piercing | Increases your Attack rating with Piercing weapons. |
| Hand to Hand | Increases your Attack rating with your fists. |
| Offense | Increases your Attack rating with all weapons. |
| Dual Wield | Increases your chance to dual wield with auto attacks. |
| Double Attack | Increases your chance to double attack with auto attacks. |
| Defense | Increases your natural defenses, which increases your total Armor rating. |
| Dodge | Increases your chance to dodge physical attacks. |
| Block | Increases your chance to parry physical attacks. This is the same thing as parry, but monks call it block instead. |
| Parry | Increases your chance to parry physical attacks. Successful parries trigger an auto-attack .25 seconds later. |
| Riposte | Increases your chance to riposte physical attacks. Unlike parry which has a quarter-second delay, riposte is instant and does not interrupt your auto-attack cycle. |
| Alteration | Increases the spell power of all Alteration spells. |
| Abjuration | Increases the spell power of all Abjuration spells. |
| Evocation | Increases the spell power of all Evocation spells. |
| Conjuration | Increases the spell power of all Conjuration spells. |
| Channeling | Increases the chance to avoid spell pushback while channeling a spell |
| Singing | Increases the power of your Singing. This is the Bard version of Alteration. |
| Percussion | Increases the power of your Percussion songs. This is the Bard version of Evocation. |
| Wind | Increases the power of your Wind songs. This is the Bard version of Conjuration. |
| Abjuration | Increases the power of your String songs. This is the Bard version of Abjuration. |
| Brass | Increases the power of your Brass songs. This is the Bard version of Channeling. |
| All Skills | Increases all skills including monk and bard versions: All weapon skills, Offense, Dual Wield, Double Attack, Defense, Dodge, Parry, Riposte, Alteration, Evocation, Conjuration, Abjuration, and Channeling. |
| Critical Chance | Increases the chance of all attacks being a critical hit. Critical chance suffers from diminishing returns at fixed breakpoints. |
| Critical Damage | Increases the damage of critical hits. Critical Damage suffers from diminishing returns at fixed breakpoints. |
| Maximum Physical Damage Reduction | Reduces mob physical damage from 1 to your maximum physical damage reduction value. This helps reduce physical damage taken, but it is not consistent like Armor reduction. |
| Maximum Magic Damage Reduction | Reduces mob magical damage from 1 to your maximum magic damage reduction value. This helps reduce magical damage taken, but it is not consistent like Magic Resistances. |
| Resist Poison | Reduces all poison damage. Maximum value is 300 which equates to 75% reduction. |
| Resist Magic | Reduces all magical damage. Maximum value is 300 which equates to 75% reduction. |
| Resist Lightning | Reduces all lightning damage. Maximum value is 300 which equates to 75% reduction. |
| Resist Cold | Reduces all cold damage. Maximum value is 300 which equates to 75% reduction. |
| Resist Fire | Reduces all fire damage. Maximum value is 300 which equates to 75% reduction. |
| All Resistances | Reduces magic damage of all types. |
| Gold Find | Increases the amount of gold found from monsters. |
| Exp Find | Increases the amount of experience per kill. |
| Thorn Damage | When a monster physically attacks you, you will reflect unresistable thorn damage. |
| Absorb From Poison Damage | Absorbs Health from all poison attacks. You cannot heal more than 50% of damage received. |
| Absorb From Magic Damage | Absorbs Health from all magical attacks. You cannot heal more than 50% of damage received. |
| Absorb From Lightning Damage | Absorbs Health from all lightning attacks. You cannot heal more than 50% of damage received. |
| Absorb From Cold Damage | Absorbs Health from all cold attacks. You cannot heal more than 50% of damage received. |
| Absorb From Fire Damage | Absorbs Health from all fire attacks. You cannot heal more than 50% of damage received. |
| Absorb From All Magic Damage | Increases percent of absorbed health from all magical damage types. |
| Health Per Kill | Health absorbed every time you kill a monster. |
| Mana Per Kill | Mana absorbed every time you kill a monster. This does not apply for Rogues, Monks, or Warriors. |
| Physical Damage | Adds unmodified physical damage to physical attacks. |
| Poison Damage | Adds unmodified poison damage to physical attacks. |
| Magic Damage | Adds unmodified magical damage to physical attacks. |
| Lightning Damage | Adds unmodified lightning damage to physical attacks. |
| Cold Damage | Adds unmodified cold damage to physical attacks. |
| Fire Damage | Adds unmodified fire damage to physical attacks. |
| % Physical Damage | Increases the damage of all physical attacks by a fixed percent. |
| % Poison Damage | Increases the damage of all poison spells by a fixed percent. |
| % Magic Damage | Increases the damage of all magical spells by a fixed percent. |
| % lightning Damage | Increases the damage of all lightning spells by a fixed percent. |
| % Cold Damage | Increases the damage of all cold spells by a fixed percent. |
| % Fire Damage | Increases the damage of all fire spells by a fixed percent. |
| % All Magical Damage | Increases the damage of all spells by a fixed percent. |
| Magic Find | Increases the chance of finding magical items. |