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(8) +35% Damage Per Second +250 Combatskills +40% Potency +35% Ability Casting Speed
HEIRLOOM NO-VALUE
Mystical Cloak of Cooperation
FABLED
PRESTIGE
434 Primary Attributes
772 Stamina
457 Combat Skills
20.2 Crit Bonus
7 Resolve
66.7 Crit Chance
42 Potency
8.2 Mitigation Increase
19.8 Flurry
8.2 Block Chance
Slots
Cloak
Level
100
Effects:
All for One
When Equipped:
• Increases the wearer's Potency between 68 and 188 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 NO-VALUE INFUSABLE
Incandescent Adornment of Swift Casting (Lesser)
HANDCRAFTED
Adds the following to an item:
10 Casting Speed
Type:
White Adornment
Slots:
Forearms, Legs, Wrist, Cloak, Charm
Level
96
HEIRLOOM NO-VALUE
Relentless Conviction
FABLED
Adds the following to an item:
Type:
Purple Adornment
Slots:
Primary, Secondary, Ranged, Waist, Cloak
Level
96
Effects:
Relentless Conviction
When Equipped:
• Increases STA of caster by 75.0.
• Increases Crit Bonus of caster by 10.0.
• Increases the base trigger chance of spells and items by 6%.
• This effect does not stack with itself when adorned on multiple items
• 5% of all physical damage received by the caster is prevented.
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Terrifying Earring of Thalumbra
MYTHICAL
PRESTIGE
434 Primary Attributes
779 Stamina
36,897 Resistances
90 Combat Skills
20.2 Crit Bonus
7 Resolve
14.6 DPS
29.6 Potency
38.3 Haste
1,702 Ability Mod
Slots
Ear
Level
100
Effects:
Amplifying Energy
When Equipped:
• Increases the wearer's Potency by 41%-197%. The value increases based on how many other players are wearing Amplifying effects. Only one effect per player can increase the value.
Adornment Slots:
White
HEIRLOOM NO-VALUE INFUSABLE
Incandescent Adornment of Arcane Resilience (Superior)
MASTERCRAFTED FABLED
Adds the following to an item:
2,626 Resistances
Type:
White Adornment
Slots:
Finger, Ear, Wrist
Level
96
NO-VALUE
Seared Glass Earring
FABLED
PRESTIGE
434 Primary Attributes
779 Stamina
36,558 Resistances
90 Combat Skills
20.2 Crit Bonus
7 Resolve
14.6 DPS
29.6 Potency
38.37.6% Haste
30.6 Multi Attack Chance
1,702 Ability Mod
Slots
Ear
Level
100
Effects:
Amplifying Energy
When Equipped:
• Increases the wearer's Potency by 38%-176%. The value increases based on how many other players are wearing Amplifying effects. Only one effect per player can increase the value.
Adornment Slots:
White
HEIRLOOM NO-VALUE INFUSABLE REFORGED
Incandescent Adornment of Prismatic Resilience (Superior)
This character has 3,260,030 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 130,785 health per tick while out-of-combat.
This character has a Maximum Power pool of 155,253. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 6,594 power per tick while out-of-combat.
This character runs 135% 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 121,768 whatsits.
This character resists Noxious damage in the amount of 124,956 whatsits.
This character resists Arcane damage in the amount of 122,018 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 Fighter's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 706.9% 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 132,464, 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 79.1% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 73.9% 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
Additional Haste over 200 might still be 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 17.1 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.
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 10% 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.