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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
All Scouts, Berserker, Guardian, Paladin, Shadowknight
Effects:
Ykeshan Obliteration Smite
When Equipped:
• On a critical combat hit this spell may cast Ykeshan Obliteration Smite on target of attack. Lasts for 2.5 seconds. Triggers about 2.0 times per minute.
• Inflicts 1,898 - 2,098 magic damage on target.
• Stuns target
• If Target is not Epic
• Resistibility increases against targets higher than level 113.
• Cannot be modified except by direct means
Adornment Slots:
White, Turquoise
LORE-EQUIP ATTUNEABLE
Frostwind Champion's Bow
LEGENDARY
75 Primary Attributes
75 Stamina
26 Combat Skills
4.3 Crit Bonus
4.6 Crit Chance
7.6 Potency
4.6 Reuse Speed
238 Ability Mod
Infused Stats:
Bow
Ranged
Damage
204 - 1,155
(150.96 Rating)
Delay
9.0 seconds
Range
2 - 35 meters
Level
90
All Scouts, Berserker, Channeler, Guardian, Paladin, Shadowknight
Adornment Slots:
White, Turquoise
NO-TRADE
Rhenium Band of Strength
HANDCRAFTED
73 Primary Attributes
73 Stamina
523 Resistances
23 Combat Skills
3.3 Crit Bonus
15.2 DPS
3.8 Crit Chance
7.2 Potency
224 Ability Mod
Infused Stats:
Slots
Finger
Level
90
Adornment Slots:
White, Turquoise, Green
ATTUNEABLE
Rhenium Bangle of Strength
HANDCRAFTED
73 Primary Attributes
73 Stamina
528 Resistances
23 Combat Skills
3.3 Crit Bonus
15.2 DPS
3.8 Crit Chance
7.2 Potency
224 Ability Mod
Infused Stats:
Slots
Wrist
Level
90
Adornment Slots:
White, Turquoise
ATTUNEABLE
Almgiven Tower Shield of Draconic Victory
LEGENDARY
100 Primary Attributes
100 Stamina
5.9 Crit Bonus
6.7 Crit Chance
10.2 Potency
6.7 Block Chance
16.5 Multi Attack
Infused Stats:
Tower Shield
Slots
Secondary
Protection
1,893
Level
92
Berserker, Guardian, Paladin, Shadowknight
Effects:
Phantasmal Siphon III
When Equipped:
•If adorned on the same item, this effect will not stack with itself.
• On any combat or spell hit this spell may cast Phantasmal Siphon III on target of attack. Lasts for 10.0 seconds. Triggers about 2.0 times per minute.
• Inflicts 2,369 - 2,618 poison damage on target
• Heals caster for 1,185 - 1,309
• Decreases Mitigation of target vs physical damage by 1,339.
This character has 173,538 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 7,238 health per tick while out-of-combat.
This character has a Maximum Power pool of 41,453. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 1,798 power per tick while out-of-combat.
This character runs 142% 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 39,484 whatsits.
This character resists Noxious damage in the amount of 39,246 whatsits.
This character resists Arcane damage in the amount of 39,056 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): 240.61302681992
This Fighter's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 146.8% 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 15,906, then some of this stat can be reforged.
This character increases the amount of hate generated by their actions by 4%.
Hard Cap: +100% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 75.1% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 32.3% 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 0.399875 seconds, a 40.05% 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 7.8% 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
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 1.2% 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.