Ever wondered just what "Wounds Increase Damage Dealt" means? Or how to improve your armour? Well this page explains just what all those modifiers mean that you find on armour and weapons. In plus you have to add up the modifiers yourself; in Underworld if you hover over the tiny + on your character portrait, its all done for you.

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Banish Undead: +x
This seems to work like the Undead Death potion and keeps the undead... dead!

Chance for open wounds +x%
Open wounds act like poison, giving continuing damage against the enemy for a short amount of time. This modifier increases the chance of it happening.

Chance to gain gold by hitting an opponent: +x%
This modifier increases the chance that the enemy will drop gold every time you hit it, not just when it dies.

Chance to land a critical hit: x%
The % gives an increased chance of landing a critical hit; in other words doing extra damage to your enemy. Critical hits are identified by a red 'mist' falling from your enemy as you hit it.

Chance to trap flying opponents +x%
Gives a chance to trap flying opponents. When successful the opponent will be 'tied' to the ground by green tendrils.

Damage received reduces gold, saving health: x%
When you get hit a percentage of the damage you receive is turned into gold that you lose.

Each hit draws life from opponent: +x%
Each time you hit you will 'leech life', meaning you gain some health back. This is shown by a red line of energy appearing between you and your enemy upon striking it. Works with magic, traps and melee, but not summons.

Each hit drains own life energy: +x%
Every time you hit a monster, you will also lose some life. Sounds pointless but combined with Wounds Increase Damage Dealt, it can be very useful, as long as you know what you are doing!

Enables the attacking of animals
Allows you to attack the animals, such as rabbits, that you usually see roaming around but can't target.

Enemies die on sight below level: x + x
Enemies that are a certain number below your level will die on sight, saving you the trouble of killing them. The first number is the number of levels below you that an enemy must be to die on sight. Note you get no experience for them dying like this. I'm still researching what the second number is. Sacred Summit has a theory that it refers to the radius around you that the enemies must be in to count as being "on sight".

Experience of foes: x%
This gives an increase of experience gained when an enemy is killed.

Extended Night: x%
Extends night by x% of time; useful for a perma-vamp.

Extended Day: x%
Like extends night, but extends the day time.

Find Potion: x%
Gives an increased chance for monsters to drop potions upon their death.

Find Special Item: x%
Like 'magic find', this modifier gives an increased chance of finding magic, set or unique items instead of normal items.

For attack and defence: +x
Gives an increase based on the percentage to your base attack and defence values.

Increased light radius: x%
Increases the light radius around your character, allowing you to see further in the dark.

Long Sight: +x
Allows you to see further around you on the mini-map, for example letting you avoid larger groups of enemies.

Percent to all Resistances: x%
Gives a bonus to your resistances based on the percentage.

Regeneration Magic Spells: +x
Reduces the time that it takes for magic spells to regenerate.

Regeneration Special Moves: +x
Reduces the time that it takes for special moves to regenerate.

Relationship between your health and damage taken: x%
The lower your health is, the less damage you will take, based on the percentage.

Resist Stun: +x
Gives a bonus to avoid being stunned (e.g. by a cavefish)

Shock Opponent: +x
Still needs researching but seems that it both damages and stuns the opponent.

Spell Resistance: +x
This gives you a bonus against resisting spells cast at you.

Split: x%
Increases the chance of a monster 'splitting' when you attack it. Split is useful for getting extra experience and items. Does not work against dragons or bosses, and each monster can only split once.

To all skills: +x
Gives a bonus to all skills by the x amount. Skill specific bonuses (e.g. Riding +x) are also available.

To all combat arts: +x
Gives a bonus to all your combat arts by x amount. Combat Art specific bonuses (e.g. Hard Hit +x) are also available.

To all magic spells: +x
Gives a bonus to all your magic spells by x amount. Magic Spell specific bonuses (e.g. Ice Shards +x) are also available.

Wounds increase damage dealt +x%
A very powerful but difficult modifier. This means that the lower your health is, the more damage you will deal out. The x gives a base additional damage which is multiplied against the health you have lost to give the additional damage, so if you have full health you will gain no extra damage. Often used with Each hit drains own life energy.