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Sack that can be placed in your ammo slot that holds shurikens, throwing axes, throwing daggers, and throwing hammers to be used while using a ranged weapon. These are the only items that can be held in this container.
HANDCRAFTED
Infused Stats:
Slots
16
Invigorated Innovated Pummeler's Gi
FABLED
590 Primary Attributes
2,023 Stamina
86.5 Crit Bonus
27.1 Casting Speed
87.6 Potency
19.8 Max Health
4 Resolve
13.33% Mitigation Increase
1.9 AE Autoattack Chance
Infused Stats:
Deity:
+2 sta
0.8% Potency
0.4% Crit Bonus
Leather Armor (Chest)
Mitigation
756
Level
100
Bruiser, Channeler, Fury, Monk, Warden
Adornment Slots:
White, Purple
HEIRLOOM INFUSED REFORGED
Incandescent Adornment of Damaging (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
19.3 DPS
Type:
White Adornment
Slots:
Chest, Neck, Waist
Level
96
HEIRLOOM NO-VALUE
Rune: Fighter's Potency
FABLED
Adds the following to an item:
34 Potency
Type:
Purple Adornment
Slots:
Chest
Level
92
All Fighters
Sigil of Potency 1/8
Sigil of Potency
Item Set Details:
(1) +10% Potency
(2) +10% Potency
(3) +10% Potency
(4) +10% Potency
(5) +10% Potency
(6) +10% Potency
(7) +10% Potency
(8) +35% Damage Per Second +250 Combatskills +40% Potency +35% Ability Casting Speed
NO-VALUE
Shroud of the Shieldbrother
LEGENDARY
380 Primary Attributes
730 Stamina
433 Combat Skills
20.2 Crit Bonus
3 Resolve
59.5 Crit Chance
33 Potency
7.2 Mitigation Increase
18.6 Flurry
7.2 Block Chance
Infused Stats:
Deity:
+15 sta
1.3% Potency
2.3% Crit Bonus
Slots
Cloak
Level
100
Effects:
All for One
When Equipped:
• Increases the wearer's Potency between 48 and 148 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 ATTUNEABLE NO-VALUE INFUSED
Annealed Silvril Hoop
LEGENDARY
364 Primary Attributes
700 Stamina
28,613 Resistances
71 Combat Skills
20.2 Crit Bonus
1 Resolve
8.5 Casting Speed
229.4 Potency
17.23.4% Haste
1.7 AE Autoattack Chance
20,898 Ability Mod
Infused Stats:
Slots
Ear
Level
100
Adornment Slots:
White
LORE-EQUIP NO-TRADE INFUSABLE REFORGED
Earstud of Yagg-kythor
LEGENDARY
372 Primary Attributes
715 Stamina
28,613 Resistances
73 Combat Skills
20.2 Crit Bonus
2 Resolve
4.3 Casting Speed
22.9 Potency
7 Block Chance
35.27% Haste
3.5 AE Autoattack Chance
Infused Stats:
Deity:
+1 sta
0.5% Potency
0.2% Crit Bonus
Slots
Ear
Level
100
Effects:
Fortitude Stand
When Equipped:
• Gives caster an extra 10.0% mitigation to their worn armor.
(8) +35% Damage Per Second +250 Combatskills +40% Potency +35% Ability Casting Speed
NO-VALUE
Green Hood Band of Leaves
LEGENDARY
364 Primary Attributes
700 Stamina
33,000 Health
28,613 Resistances
71 Combat Skills
20.2 Crit Bonus
1 Resolve
8.51.7% Casting Speed
229.4 Potency
17.2 Haste
19 Damage Per Second
8,493 Ability Mod
Infused Stats:
Slots
Finger
Level
100
Adornment Slots:
White, Green
LORE-EQUIP NO-TRADE INFUSABLE REFORGED
Slag Band
LEGENDARY
372 Primary Attributes
715 Stamina
28,613 Resistances
73 Combat Skills
20.2 Crit Bonus
2 Resolve
4.3 Casting Speed
22.9 Potency
7 Block Chance
35.27% Haste
3.5 AE Autoattack Chance
Infused Stats:
Deity:
+4 sta
0.4% Potency
0.7% Crit Bonus
Slots
Wrist
Level
100
Effects:
Confidence
When Equipped:
• Increases the wearer's worn armor mitigation and block chance by 10. This effect increases to 22 if they have 2 or more grouped allies within 10 meters of them.
This character has 2,607,302 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 104,808 health per tick while out-of-combat.
This character has a Maximum Power pool of 123,755. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 5,376 power per tick while out-of-combat.
This character runs 115% faster than normal (not including spell effects).
Fighters do increased Damage and have a larger Power pool based on their Strength.
Agility provides no benefit to Fighters.
Intelligence provides no benefit to Fighters.
Wisdom provides no benefit to Fighters.
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 179,837 whatsits.
This character resists Noxious damage in the amount of 182,704 whatsits.
This character resists Arcane damage in the amount of 179,387 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 (adjusted for Uncontested Block): 95
This Fighter's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 829% 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 141,352, then some of this stat can be reforged.
This character increases the amount of hate generated by their actions by 11.2%.
Hard Cap: +100% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 55% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 68.9% 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
20 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 80.9% 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
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 45.4% 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.