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Quiver that can be placed in your ammo slot that holds arrows to be used while using a ranged weapon. This is the only item that can be held in this container
HANDCRAFTED
Infused Stats:
Slots
18
Cloak of Billowing Darkness
FABLED
55 Primary Attributes
55 Stamina
22 Combat Skills
1.1 Crit Bonus
13 DPS
2.7 Casting Speed
3.2 Crit Chance
5.1 Potency
Infused Stats:
Slots
Cloak
Level
80
Effects:
Arcane Recovery II
When Equipped:
• Reduces reuse time of hostile spells by 2 percent.
Adornment Slots:
White, Turquoise, Orange
HEIRLOOM ATTUNEABLE
Romero's Earring of Decay
FABLED
88 Primary Attributes
88 Stamina
1,485 Resistances
29 Combat Skills
5.3 Crit Bonus
22.6 DPS
2.6 AE Auto
5.9 Crit Chance
8.8 Potency
Infused Stats:
Slots
Ear
Level
90
All Scouts
Adornment Slots:
White, Yellow, Turquoise
HEIRLOOM LORE-EQUIP ATTUNEABLE
Poisoned Fiend Earhoop
FABLED
74 Primary Attributes
74 Stamina
1,395 Resistances
26 Combat Skills
1.6 Crit Bonus
18.8 DPS
4.8 Crit Chance
7.2 Potency
11.2 Haste
12 Multi Attack
Infused Stats:
Slots
Ear
Level
90
Effects:
Soulsteal III
When Equipped:
• On any combat or spell hit this spell may cast Soulsteal on target of attack. Triggers about 1.8 times per minute.
• Decreases power of target by 153
• Increases power of caster by 102
• Cannot be modified except by direct means
Adornment Slots:
White, Turquoise
HEIRLOOM LORE-EQUIP ATTUNEABLE
Fishbone Mail Boots of the Othmir
LEGENDARY
75 Primary Attributes
75 Stamina
4.3 Crit Bonus
18 DPS
4.6 Crit Chance
7.6 Potency
238 Ability Mod
Infused Stats:
Chain Armor (Feet)
Mitigation
375
Level
86
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White, Turquoise
NO-TRADE
Fishbone Mail Gauntlets of the Othmir
LEGENDARY
75 Primary Attributes
75 Stamina
4.3 Crit Bonus
18 DPS
4.6 Crit Chance
7.6 Potency
238 Ability Mod
Infused Stats:
Chain Armor (Hands)
Mitigation
375
Level
86
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White, Turquoise
NO-TRADE
Encased Signet of Frozen Shadows
FABLED
75 Primary Attributes
75 Stamina
1,305 Resistances
26 Combat Skills
4.3 Crit Bonus
2 AE Auto
4.6 Crit Chance
7.6 Potency
11.5 Multi Attack
Infused Stats:
Slots
Finger
Level
90
All Scouts
Adornment Slots:
White, Yellow, Turquoise, Green
HEIRLOOM LORE-EQUIP ATTUNEABLE
Shackle of the Construct
LEGENDARY
64 Primary Attributes
64 Stamina
511 Resistances
23 Combat Skills
1.4 Crit Bonus
3.8 Crit Chance
6.2 Potency
9.6 Multi Attack
185 Ability Mod
Infused Stats:
Slots
Wrist
Level
90
Adornment Slots:
White
HEIRLOOM LORE-EQUIP ATTUNEABLE
Challenger's Brutallic Chain Leggings
FABLED
69 Primary Attributes
65 Stamina
13.4 Crit Bonus
8 Crit Chance
5 Potency
60 Ability Mod
Infused Stats:
Chain Armor (Legs)
Mitigation
481
Level
90
All Scouts, Defiler, Mystic
Effects:
Fatal Lifetap II
When Equipped:
• On any combat or spell hit this spell may cast Fatal Lifetap on target of attack. Triggers about 2.0 times per minute.
• Inflicts 1,225 - 1,838 poison damage on target
• Heals caster for 816 - 1,224
• Cannot be modified except by direct means
• Cannot be modified except by direct means
Adornment Slots:
White, Blue
HEIRLOOM LORE-EQUIP ATTUNEABLE NO-VALUE
Torque of Tallon's Spite
FABLED
68 Primary Attributes
68 Stamina
24 Combat Skills
1.5 Crit Bonus
3.4 Casting Speed
4.2 Crit Chance
6.6 Potency
9.7 Haste
Infused Stats:
Slots
Neck
Level
90
Effects:
Pestilential Rain
When Equipped:
• On any combat or spell hit this spell may cast Pestilential Rain on target of attack. Triggers about 2.0 times per minute.
• Inflicts 1,192 disease damage on target encounter.
This character has 17,021 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 681 health per tick while out-of-combat.
This character has a Maximum Power pool of 15,405. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 751 power per tick while out-of-combat.
This character runs 85% 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 21,186 whatsits.
This character resists Noxious damage in the amount of 17,886 whatsits.
This character resists Arcane damage in the amount of 18,537 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 10.5% 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 246, then some of this stat can be reforged.
This character decreases the amount of hate generated by their actions by 23.2%.
Hard Cap: -50% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 2% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 40% 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
Additional Haste over 200 might still be converted to Flurry in Blood of Luclin, who knows?
This character has a 2.2% 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.
Hard Cap: 1200 -- 1.75 additional attacks
DPS Modifier increases your melee, ranged, or spell (wand) weapon's Autoattack damage. It has a diminishing returns curve after 600.
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%
Weapon Damage Bonus is an independent additional multiplier to Autoattack damage.