Item Properties

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* BARD SKILLS:
The caster skills listed below will automatically appear differently when playing a Bard. The skills will change as follows:


Alteration = Singing
Abjuration = String
Evocation = Percussion
Conjuration = Wind
Channeling = Brass

Property Description
Armor Reduces damage from physical attacks
Reduced Weight Lowers the weight class of an item by one tier to avoid haste penalties. See Armor Penalties for more information.
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 Hit chance, 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.
String* 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.
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. This reduction is applied after all other reduction calculations.
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. This reduction is applied after all other reduction calculations.
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 Monsters take irresistible thorns damage when striking you with melee attacks.
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.
 % Fear Duration Reduces the duration of Fear
 % Stun Duration Reduces the duration of Stuns
 % Chill Duration Reduces the duration of chill effects
 % Silence Duration Reduces the duration of silence
 % All Status Effect Durations Reduces the duration of all status effects.
Life Leech All physical attacks will restore Health based on damage dealt. A fixed percentage of physical damage dealt is multiplied by your total life leech value divided by 100. The fixed percentage is affected by difficulty level. On normal it is 30%, on nightmare it is 15%, and on hell it is 5%. For example if you hit for 1000 damage on normal with 10 life leech, you multiply it by 30% which brings it down to 300 and then by 10/100 (10%) which would absorb 30 health. On hell this would be reduced to 50 * 10% which results in 5 health absorbed.
Mana Leech All physical attacks will restore Mana. A fixed percentage of physical damage dealt is multiplied by your total mana leech value divided by 100. The fixed percentage is affected by difficulty level. On normal it is 18%, on nightmare it is 9%, and on hell it is 3%. For example if you hit for 1000 damage on normal with 10 mana leech, you multiply it by 15% which brings it down to 150 and then by 10/100 (10%) which would absorb 15 mana. On hell this would be reduced to 30 * 10% which results in 3 mana absorbed.
 % Run Speed Increases the chance to successfully run from battle.
Attack Haste Increases the speed of auto attack and the power of all melee skills. This effectively lowers the delay on your weapons when performing damage calculations. For example if you have a weapon with 10 damage, 2000 delay, and you have 25% attack haste, all skills will be calculated as though you have 10 damage 1500 delay. Attack haste suffers from diminishing returns at fixed breakpoints.
Skill Haste Increases the speed of your global cooldown cycle. This helps you use skills more quickly. This mostly will help melee, but some casting spells use skill haste as well. Skill haste suffers from diminishing returns at fixed breakpoints.
Casting Haste Increases the cast speed of all channeled spells. Casting haste suffers from diminishing returns at fixed breakpoints.

Item property notes

  • A maximum of 75% spell damage reduction and 50% spell absorb means that it's possible to reduce spell damage up to 87.5%
  • It is possible to take spell damage and die before being able to absorb the spell damage. It checks if you die first and then applies the restored health from absorbs.