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• Increases the group's healing received by 3%, Crit Bonus by 10%, Potency by 10% and Flurry by 5%
• This effect does not stack with itself
• Cannot be modified except by direct means
Adornment Slots:
White, White, Purple, Purple, White
HEIRLOOM NO-VALUE REFORGED
Electrified Adornment of Increased Criticals (2H)
TREASURED
Adds the following to an item:
8.8 Crit Bonus
Placement:
Two-Handed
Type:
White Adornment
Slots:
Primary
Level
95
NO-VALUE NO-TRADE
Electrified Adornment of Increased Criticals (2H)
TREASURED
Adds the following to an item:
8.8 Crit Bonus
Placement:
Two-Handed
Type:
White Adornment
Slots:
Primary
Level
95
NO-VALUE NO-TRADE
Harrowed Madness
FABLED
Adds the following to an item:
Type:
Purple Adornment
Slots:
Primary, Secondary, Ranged, Waist, Cloak
Level
92
Effects:
Harrowed Madness
When Equipped:
• Increases Reuse Speed of caster by 8.0%.
• Increases Potency of caster by 9.0.
• Increases Haste of caster by 45.0.
• This effect does not stack with itself when adorned on multiple items
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Sublime Viciousness
FABLED
Adds the following to an item:
Type:
Purple Adornment
Slots:
Primary, Secondary, Ranged, Waist, Cloak
Level
92
Effects:
Sublime Viciousness
When Equipped:
• Increases STR, AGI, WIS and INT of caster by 250.0.
• Increases Haste of caster by 45.0.
• Increases Multi Attack of caster by 60.0.
• This effect does not stack with itself when adorned on multiple items
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Electrified Adornment of Increased Criticals (2H)
TREASURED
Adds the following to an item:
8.8 Crit Bonus
Placement:
Two-Handed
Type:
White Adornment
Slots:
Primary
Level
95
NO-VALUE NO-TRADE
Norrathian Effigy
FABLED
309 Primary Attributes
469 Stamina
18.6 Crit Bonus
103.2 Crit Chance
18.6 Potency
6.4 AE Auto
51.610.3% Multi Attack
16.5 Ability Reuse Speed
Type
Symbols
Slots
Secondary, Ranged
Level
95
All Mages, All Priests
Adornment Slots:
White, White, Purple
HEIRLOOM LORE-EQUIP REFORGED
Electrified Adornment of Raw Power
TREASURED
Adds the following to an item:
4.4 Potency
Type:
White Adornment
Slots:
Primary, Secondary, Ranged
Level
95
NO-VALUE NO-TRADE
Electrified Adornment of Raw Power
TREASURED
Adds the following to an item:
4.4 Potency
Type:
White Adornment
Slots:
Primary, Secondary, Ranged
Level
95
NO-VALUE NO-TRADE
Bolstered Endurance
FABLED
Adds the following to an item:
Type:
Purple Adornment
Slots:
Primary, Secondary, Ranged, Waist, Cloak
Level
92
Effects:
Bolstered Endurance
When Equipped:
• Increases Max Health of caster by 20.0%.
• Increases Max Power of caster by 20.0%.
• This effect does not stack with itself when adorned on multiple items
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Legionnaires' Tactical Chain
Sometimes the best tactics is trusting in the person standing next to you.
FABLED
455 Stamina
292 Primary Attributes
10,148 Resistances
62 Combat Skills
3.9 AE Auto
17.2 Potency
17.2 Crit Bonus
31.26.2% Multi Attack
1,000 Ability Mod
Slots
Wrist
Level
95
Effects:
Practiced Tactics
When Equipped:
• On any combat or spell hit this spell may cast Practiced Tactics on the group. Lasts for 10.0 seconds. Triggers about 2.0 times per minute.
• Increases the group's Crit Bonus and Potency by 0.3 times the number of times this effect has triggered. The counter resets when the wearer leaves combat. Cannot surpass 18 Crit Bonus and Potency.
This character has 989,192 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 39,994 health per tick while out-of-combat.
This character has a Maximum Power pool of 135,649. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 6,004 power per tick while out-of-combat.
This character runs 125% faster than normal (not including spell effects).
Strength provides no benefit to Priests.
Agility provides no benefit to Priests.
Intelligence provides no benefit to Priests.
Priests put out increased Damage and have a larger Power pool based on their Wisdom.
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 171,115 whatsits.
This character resists Noxious damage in the amount of 171,065 whatsits.
This character resists Arcane damage in the amount of 171,165 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 Priest's Spells, Combat Arts, Heals, Wards, and Autoattacks always apply for the maximum amount, plus there's a 1107.2% 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 31,884, then some of this stat can be reforged.
This character decreases the amount of hate generated by their actions by 0%.
Hard Cap: -50% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 44.9% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 100% faster than normal.
Soft Cap: 100%
6 points of Casting Speed 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 0.482 seconds, a 7.2% 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
56 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 100% 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.
200%+ MA = 1.25 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 37% 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.