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• Increases the window of opportunity for another to trigger a combo effect from your Ascension abilities.
(3) +250,000 Health +25% Max Health
NO-VALUE LORE-EQUIP NO-TRADE
Light Wave
FABLED
931 Primary Attributes
1,216 Stamina
28,981 Power
64,425 Health
251 Combat Skills
251.1 Crit Bonus
65 Resolve
1.6 Ability Doublecast
27.5 Casting Speed
169.7 Crit Chance
3578 Potency
Infused Stats:
Deity:
+105 sta
18.2% Potency
1.8% Crit Bonus
Slots
Cloak
Level
110
Adornment Slots:
White, Orange
HEIRLOOM ATTUNEABLE INFUSED
Justice Smoothie
MASTERCRAFTED LEGENDARY
Infused Stats:
Slots
Drink
Level
110
Duration
5 hours
Effects:
Increases All Attributes of target by 6.1%. Increases Max Health of target by 8.2%. Increases Potency of target by 180.0. Increases Power Regen of caster by 438.1. Increases Fervor Overcap of target by 27.6.
Miniature Doll Earring
Is that... a... Qho doll... Earring? Okay, this lady has issues.
• Increases range and duration of all spells by 5%.
• Reduces resistibility of all spells by 5%.
NO-VALUE NO-TRADE
Judicator's Taftan
MASTERCRAFTED LEGENDARY
Infused Stats:
Slots
Food
Level
110
Duration
5 hours
Effects:
Increases All Attributes of target by 6.1%. Increases Max Health of target by 8.2%. Increases Crit Bonus of target by 108.4. Increases Potency of target by 180.0. Increases Health Regen of caster by 438.1. Increases Crit Bonus Overcap of target by 18.4.
• Increases the window of opportunity for another to trigger a combo effect from your Ascension abilities.
(3) +250,000 Health +25% Max Health
NO-VALUE LORE-EQUIP NO-TRADE
Earthkeeper's Necklace
FABLED
986 Primary Attributes
1,252 Stamina
17,796 Power
39,556 Health
256.1 Crit Bonus
70 Resolve
55.8 DPS
14.8 AE Auto
185.2 Crit Chance
4132.5 Potency
29.4 Casting Speed
Infused Stats:
Deity:
+150 sta
22.4% Potency
1.8% Crit Bonus
Slots
Neck
Level
110
Adornment Slots:
White, Orange, Green
HEIRLOOM INFUSED
Planar Adornment of Weaponry
MASTERCRAFTED FABLED
Adds the following to an item:
104 Combat Skills
Type:
White Adornment
Slots:
Chest, Hands, Feet, Neck, Wrist, Charm
Level
100
NO-VALUE NO-TRADE
Abyss Reaver, Avenger of Tides
Gains experience as Planar Essences are imbued into the item. Each Planar Level increases the base Ability Modifier, Potency, and Primary Attributes by 5%.
FABLED
2,660 Primary Attributes
3,864 Stamina
35,592 Power
79,112 Health
793 Crit Chance
1917.8 Potency
75.6 Mitigation Increase
210 Resolve
266 Haste
75.6 Block Chance
60 Overcap Crit Bonus
Infused Stats:
Staff
Two-Handed Crushing
Damage
1503 - 2,255
(626.3 Rating)
Delay
6.0 seconds
Level
110
All Fighters, All Mages, All Priests, Beastlord
Effects:
Equalize
When Equipped:
• On a hostile ability cast this spell has a 15% chance to cast Equalize on target of spell. Lasts for 8.0 seconds. This effect normalizes based off of a three second triggering event.
• Inflicts 9,730 divine damage on target.
• Decreases Combat Mitigation of target by 196.5.
• Cannot be modified except by direct means
• This effect can only trigger once every 10.0 - 15.0 seconds.
Gains experience as Planar Essences are imbued into the item. Each Planar Level increases the base Ability Modifier, Potency, and Primary Attributes by 5%.
FABLED
1,336 Primary Attributes
1,935 Stamina
27,601 Power
61,358 Health
398.4 Crit Chance
1016.4 Potency
120 Resolve
133 Haste
19.8 AE Auto
42 Overcap Crit Bonus
6,823 Ability Mod
Infused Stats:
Deity:
+212 sta
17.9% Potency
+2,251.6 Abil Mod
Spell Autoattack Weapon (Focus)
Ranged
Damage
1111 - 1,666
(347.07 Rating)
Delay
8.0 seconds
Range
0 - 35 meters
Level
110
All Mages, All Priests
Effects:
Devastation Strike
When Equipped:
• On any combat or spell hit this spell may cast Devastation Strike on target of attack. Triggers about 4.0 times per minute.
• Inflicts 5,992 heat damage on targets in Area of Effect.
• Cannot be modified except by direct means
• Cannot trigger when the caster has their AE Auto-Attack Chance disabled
This character has 99,829,507 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 3,993,738 health per tick while out-of-combat.
This character has a Maximum Power pool of 1,171,612. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 47,326 power per tick while out-of-combat.
This character runs 149% 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 772,103 whatsits.
This character resists Noxious damage in the amount of 771,828 whatsits.
This character resists Arcane damage in the amount of 771,608 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 2609.9% 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 2,117,788, 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 100% faster than normal.
Hard Cap: 100%.
An unused 141.5 points of Reuse Speed should be reforged into something else.
This character's Spells and Combat Arts cast 100% faster than normal.
Soft Cap: 100%
783.84 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 .25 seconds, a 100% improvement.
Hard Cap: 100%
An unused 1 points of recovery speed should be reforged into something else.
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
1,281 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 100% chance to strike up to four additional targets (not their current target) they are facing with their weapon.
The 1-4 attacks generated from AE Autoattack can trigger (proc) items, effects, and spells.
Hard Cap: 100%
An unused 37.4 points of AE Autoattack should be reforged into something else.
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.
500%+ MA = 1.45 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 0% 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.