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Applies Salvo III when Activated. Lasts for 20.0 seconds.
• Increases the wearer's Crit Bonus and Potency by 150 and an additional 3.8 Crit Bonus and Potency for each other Salvo active in the raid at the same time.
• This item may not be used in a PvP zone.
• Cannot be modified except by direct means
• The reuse time of Salvo III is 1 minute
Adornment Slots:
White
HEIRLOOM LORE-EQUIP
Incandescent Adornment of Extra Attacks (Superior)
MASTERCRAFTED FABLED
Adds the following to an item:
15 Multi Attack
Type:
White Adornment
Slots:
Forearms, Legs, Ranged, Cloak, Charm
Level
96
NO-VALUE
Fabled Ankh of Ydal
FABLED
356 Primary Attributes
724 Stamina
27 Crit Bonus
13.8 DPS
42.2 Crit Chance
28.9 Potency
367.2% Haste
11.5 Ability Reuse Speed
1,591 Ability Mod
Slots
Charm
Level
100
Effects:
Anhk of Ydal
When Equipped:
• Increases the wearer's group's Crit Bonus by 9% per scout in the wearer's raid, up to 72%
• Increases in-combat run speed by 25 if ungrouped!
• Cannot be modified except by direct means
Ydal Channeling
Applies Ydal Channeling when Activated. Lasts for 12.0 seconds.
• Increases Potency by 15% per mage in the wearer's raid, up to 120%
• Increases Heal Received by 2.5% per priest in the wearer's raid, up to 20%
• Increases maximum health by 25,000 per fighter in the wearer's raid, up to 200,000
• Suspends the passive effect for 12 seconds
• This effect cannot stack with any version of Aura Share!
• Cannot be modified except by direct means
• The reuse time of Ydal Channeling is 1 minute
Adornment Slots:
White
HEIRLOOM LORE-EQUIP REFORGED
Incandescent Adornment of Extra Attacks (Superior)
• Increases the wearer's Potency between 58 and 158 based on the potency of the wearer's group and raid members, including mercenaries.
• Increases the wearer's chance to trigger a legendary, fabled, or mythical crit based on the crit chance of the wearer's group and raid members, including mercenaries.
Adornment Slots:
White, Purple
HEIRLOOM INFUSABLE REFORGED
Incandescent Adornment of Extra Attacks (Superior)
MASTERCRAFTED FABLED
Adds the following to an item:
15 Multi Attack
Type:
White Adornment
Slots:
Forearms, Legs, Ranged, Cloak, Charm
Level
96
NO-VALUE
Exceptional Jewel: Wounding
FABLED
Adds the following to an item:
10 Crit Bonus
1.6 Ability Doublecast
35 Potency
Type:
Purple Adornment
Slots:
Cloak
Level
96
Sigil of Critical Power 1/8
Sigil of Critical Power
Effects:
Superiority
Applies Superiority when Equipped.
• Grants a 5% chance to instantly recast any offensive Combat Art used.
Increases AGI of target by 181.9. Increases INT of target by 181.9. Increases STR of target by 181.9. Increases WIS of target by 181.9. Increases STA of target by 234.7. Increases All Attributes of target by 0.5%. Increases Max Health of target by 3.4%. Increases Potency of target by 18.7. Increases Crit Chance of target by 67.5. Increases Power Regen of target by 404.0.
Bloody Incisor
FABLED
356 Primary Attributes
724 Stamina
29,521 Resistances
75 Combat Skills
20.2 Crit Bonus
23.1 DPS
22.3 Potency
36 Haste
19.8 Multi Attack
Slots
Ear
Level
100
Effects:
Channeled Redirection II
When Equipped:
• Reduces elemental, noxious and arcane damage done to caster by 6.5%.
• If not fighter
• Damage reduction from this effect will not stack with itself.
• When any magical damage is received this spell will cast Channeled Redirection II on target. Lasts for 24.0 seconds. This effect normalizes based off of a three second triggering event.
• Increases Potency of caster by 120.0.
• Cannot be modified except by direct means
• Will trigger off of cold, disease, divine, heat, magic, mental or poison abilities.
• This effect can only trigger once every 30.0 seconds.
Adornment Slots:
White
HEIRLOOM ATTUNEABLE
Sanguine Shard
FABLED
346 Primary Attributes
703 Stamina
28,140 Resistances
73 Combat Skills
20.2 Crit Bonus
13.4 DPS
21.6 Potency
34.7 Haste
1,545 Ability Mod
Slots
Ear
Level
100
Effects:
Allied Strength III
When Equipped:
• Increases the wearer's Crit Bonus and Potency by 48 if they have 2 or more grouped allies within 5 meters of them. If the wearer is in a raid with more than 8 people, the value is increased to 64.
Adornment Slots:
White
HEIRLOOM ATTUNEABLE
Innovated Engineer's Boots
FABLED
504 Primary Attributes
1,647 Stamina
51.8 Crit Bonus
4 Resolve
57.3 Potency
172.334.4% Haste
7.4 Weapon Damage
96.3 Damage Per Second
6,879 Ability Mod
Chain Armor (Feet)
Mitigation
763
Level
100
All Scouts, Defiler, Mystic
Adornment Slots:
White, Purple
HEIRLOOM INFUSABLE REFORGED
Incandescent Adornment of Critical Chance (Superior)
Increases AGI of target by 181.9. Increases INT of target by 181.9. Increases STR of target by 181.9. Increases WIS of target by 181.9. Increases STA of target by 234.7. Increases All Attributes of target by 0.5%. Increases Max Health of target by 3.6%. Increases Crit Bonus of target by 17.6. Increases Crit Chance of target by 76.3. Increases Health Regen of target by 404.0.
This character has 747,525,962 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 29,901,783 health per tick while out-of-combat.
This character has a Maximum Power pool of 6,299,312. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 252,615 power per tick while out-of-combat.
This character runs 186% faster than normal (not including spell effects).
Strength provides no benefit to Scouts.
Scouts do increased Damage and have a larger Power pool based on their Agility.
Intelligence provides no benefit to Scouts.
Wisdom provides no benefit to Scouts.
All characters have an increased Maximum Health and chance to Resist spells based on their Stamina.
This character resists Elemental damage in the amount of 398,779 whatsits.
This character resists Noxious damage in the amount of 398,479 whatsits.
This character resists Arcane damage in the amount of 398,239 whatsits.
This character's ability to absorb physical damage is determined by Mitigation on equipped items, Spells, and AA/Prestige choices, as well as through the "Mitigation Increase" stat. Mitigation scales to or is 'contested' by the enemy's level.
Avoidance uses a closely guarded formula to determine this character's ability to avoid physical damage. It is increased by Block Chance, Defensive Skills (Parry, Dodge, Deflection), the Protection value of your equipped shield, Block, and Parry which can come from Items, Adornments, AAs, Prestige lines, and even Food/Drink.
Uncontested Avoidance comes from Extra Parry Chance, Extra Dodge Chance, and Extra Riposte Chance.
Beyond that, Avoidance remains shrouded in mystery!
I tried to decipher this stat well enough to write a tooltip. It burns!
Hard cap: 70%
I tried to decipher this stat well enough to write a tooltip. It burns!
Hard Cap is calculated based upon your Block and Block Chance, both of which must be higher than 0!
This Scout's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 2245.6% chance of a Legendary, Fabled, or Mythical crit which multiplies the amount further.
Soft Cap: 1400
Crit Bonus is a multiplier to the critical hits of your Spells, Combat Arts, Autoattacks, and Heals.
Potency is a base multiplier of your abilities such as Spells, Combat Arts, and Heals, but not Autoattacks.
There is no soft or hard cap on Potency.
A percentage bonus to all your Abilities (Spells, Combat Arts, and Heals) applied after all other modifiers.
Formerly known as 'Final Ability Damage'.
If your resolve is less than the resolve of your enemy, then you will do reduced damage and they will do increased damage to you.
A kinder, gentler stat analagous to Critical Mitigation and Critical Avoidance.
Ability Mod increases the maximum amount of each of this character's Spells and Combat Arts by up to 50%.
If most of this character's abilities already max out at 14,420,762, then some of this stat can be reforged.
This character decreases the amount of hate generated by their actions by 66.2%.
Hard Cap: -50% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 100% faster than normal.
Hard Cap: 100%.
An unused 114.5 points of Reuse Speed should be reforged into something else.
This character's Spells and Combat Arts cast 16.9% faster than normal.
Soft Cap: 100%
Additional Casting Speed over 100% might still be converted into Spell Doublecast in Blood of Luclin, who knows?
The pause (cooldown) between the casting of Abilities is reduced from .5 seconds to 0.5 seconds, a 0% improvement.
Hard Cap: 100%
While no longer itemized, some items increase the character's Spell Reuse Speed. This stat stacks with Ability Reuse Speed but only affects Spells.
While no longer itemized, some items increase the character's Spell Doublecast.
Amounts of Ability Doublecast over 100% are useful when facing enemies with Ability Doublecast Avoidance.
Attack Speed (Haste) shortens the delay between weapon swings, increasing the frequency of procs. At the soft cap of 200, Autoattack weapon swings happen 125% quicker than the delay indicated on the weapon.
Soft Cap: 200 Hard Cap: 1200
279 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 24% chance to strike (and thus proc) up to four additional targets (not their current target) they are facing with their weapon.
Hard Cap: 100%
Accuracy is your chance to hit the target when you normally would have missed. It does not help you against parries, blocks or ripostes.
Soft Cap depends on the enemy and your Weapon Skills stat.
Hard Cap: 100%
Strikethrough is your chance to ignore the target's Riposte, Parry or Block.
Hard Cap: 100%
Multi Attack is the chance that your melee, ranged, or spell weapon will swing (autoattack). This stat has no effect on Abilities, Spells, or procs.
300%+ MA = 1.35 additional attacks
Hard Cap: 1200 -- 1.75 additional attacks
Multi Attack is of limited usefulness in Kunark Ascending content.
DPS Modifier increases your melee, ranged, or spell (wand) weapon's Autoattack damage. It has a diminishing returns curve after 600.
DPS Mod is of limited usefulness in Kunark Ascending content.
This character has a 25.7% chance to strike their primary target 2-4 additional times with their weapon. The 3rd and 4th hit are contested based on the character's hit rate.
Flurry cannot trigger (proc) items, effects, or spells.
Hard Cap: 100%
Flurry is of limited usefulness in Kunark Ascending content.
Weapon Damage Bonus is an independent additional multiplier to Autoattack damage.