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(8) +35% Damage Per Second +250 Combatskills +40% Potency +35% Ability Casting Speed
HEIRLOOM NO-VALUE
Spiritwalker's Shroud
FABLED, RELIC
PRESTIGE
477 Primary Attributes
817 Stamina
502 Combat Skills
22.2 Crit Bonus
7 Resolve
0.9 Ability Doublecast
11.5 Casting Speed
73.3 Crit Chance
32.5 Potency
Slots
Cloak
Level
100
Defiler
Effects:
Group Warding
When Equipped:
• Curse of shielding will now ward for an increased amount, ward the group, and trigger off of damage received.
• Cannot be modified except by direct means
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 ATTUNEABLE INFUSABLE
Ancient Stud of Grozmog's Will
FABLED
PRESTIGE
395 Primary Attributes
744 Stamina
30,687 Resistances
78 Combat Skills
20.2 Crit Bonus
4 Resolve
9.2 Casting Speed
455.1 Potency
17.4 Flurry
18.33.8% Haste
1.8 AE Auto
1,622 Ability Mod
Slots
Ear
Level
100
Adornment Slots:
White
HEIRLOOM INFUSABLE REFORGED
Dellmun's Restorative Hoops
FABLED
418 Primary Attributes
765 Stamina
33,491 Resistances
84 Combat Skills
20.2 Crit Bonus
5 Resolve
9.8 Casting Speed
26.9 Potency
18.84.3% Haste
1.8 AE Auto
1,670 Ability Mod
Slots
Ear
Level
100
All Priests
Effects:
Veeshan's Restoration
When Equipped:
• On a healing spell cast this spell may cast Veeshan's Restoration on the group. Lasts for 8.0 seconds. Triggers about 3.0 times per minute.
• Reduces physical damage done to group members (AE) by 12%. This spell will absorb a total of 10 attacks.
• Instantly restores 5% of incoming damage to the group
• Cannot be modified except by direct means
Adornment Slots:
White
HEIRLOOM INFUSABLE REFORGED
Gilded Aphotic Linked Boots
FABLED
504 Primary Attributes
1,647 Stamina
60 Crit Bonus
4 Resolve
66.2 Potency
172.334.4% Haste
7.4 Weapon Damage
17.2 AE Auto
6,879 Ability Mod
Chain Armor (Feet)
Mitigation
763
Level
100
All Scouts, Defiler, Mystic
Adornment Slots:
White, Purple
NO-TRADE INFUSABLE REFORGED
Incandescent Adornment of Critical Chance (Superior)
This character has 109,327,951 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 4,373,681 health per tick while out-of-combat.
This character has a Maximum Power pool of 1,708,314. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 68,998 power per tick while out-of-combat.
This character runs 5% 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 916,964 whatsits.
This character resists Noxious damage in the amount of 917,264 whatsits.
This character resists Arcane damage in the amount of 916,904 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 2756% 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 2,872,142, 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 200.4 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%
408.2 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 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
1,075 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 62.9% 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.
150%+ MA = 1.15 additional attack
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.