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Applies Improved Restoration when Activated. Lasts for 10.0 seconds.
• Increases healing received of the target group member by 60%
• Cannot be modified except by direct means
• The reuse time of Improved Restoration is 2 minutes
Adornment Slots:
White, White
HEIRLOOM LORE-EQUIP ATTUNEABLE
Delta Nail of Durability
Requires level 125 tradeskill.
MASTERCRAFTED FABLED
Adds the following to an item:
Type:
White Adornment
Slots:
Head, Charm
Effects:
Pinned Durability
Applies Pinned Durability when Equipped.
• Increases the durability gain by 20.0%.
NO-VALUE
Delta Nail of Criticals
Requires level 125 tradeskill.
MASTERCRAFTED FABLED
Adds the following to an item:
Type:
White Adornment
Slots:
Head, Chest, Shoulders, Forearms, Hands, Charm
Effects:
Pinned Criticals
Applies Pinned Criticals when Equipped.
• Increases critical success chance by 20.0%.
NO-VALUE
Essedara's Withered Claw
FABLED
455 Stamina
292 Primary Attributes
3.9 AE Auto
38 Crit Chance
24 Potency
24 Crit Bonus
31.2 Haste
Slots
Charm
Level
95
Effects:
Supporting Ovation
Applies Supporting Ovation on target Friend when Activated. Lasts for 10.0 seconds.
• Increases Weapon Damage of target by 35.0.
• This can be used by multiple casters on the same target. Cannot target the caster.
• Cannot be modified except by direct means
• The reuse time of Supporting Ovation is 1 minute
Adornment Slots:
White, White
HEIRLOOM LORE-EQUIP ATTUNEABLE
Delta Nail of Durability
Requires level 125 tradeskill.
MASTERCRAFTED FABLED
Adds the following to an item:
Type:
White Adornment
Slots:
Head, Charm
Effects:
Pinned Durability
Applies Pinned Durability when Equipped.
• Increases the durability gain by 20.0%.
NO-VALUE
Delta Nail of Criticals
Requires level 125 tradeskill.
MASTERCRAFTED FABLED
Adds the following to an item:
Type:
White Adornment
Slots:
Head, Chest, Shoulders, Forearms, Hands, Charm
Effects:
Pinned Criticals
Applies Pinned Criticals when Equipped.
• Increases critical success chance by 20.0%.
NO-VALUE
Belted Marauder's Quiver
Quiver that can be placed in your ammo slot. It can hold any ammunition types required by a ranged weapon. This is the only item type that can be held in this container.
• On a damage spell hit this spell will cast Overloaded Augmentation on the raid. Lasts for 3.0 seconds.
• Increases Potency of raid and group members (AE) by 5.0, multiplied by increment stacks.
• This effect can stack from multiple casters. Increments up to 6 times. If this effect hits max increments, the raid will be stunned for a short duration.
• Cannot be modified except by direct means
• When a combat art is used this spell will cast Overloaded Augmentation on the raid. Lasts for 3.0 seconds.
• Increases Potency of raid and group members (AE) by 5.0, multiplied by increment stacks.
• This effect can stack from multiple casters. Increments up to 6 times. If this effect hits max increments, the raid will be stunned for a short duration.
• On any combat or spell hit this spell may cast Practiced Power on the group. Lasts for 10.0 seconds. Triggers about 2.0 times per minute.
• Increases the group's Potency by 0.7 times the number of times this effect has triggered. The counter resets when the wearer leaves combat. Cannot surpass 42 Potency.
This traditional coldain-style prayer shawl bears the personal blessing of Brell himself. Although once a finely woven silk fabric, it has been transformed by the deity's blessing into something ethereal, almost insubstantial in appearance.
MASTERCRAFTED FABLED
15 Stamina
25 Crafting Skills
25 Tinkering
25 Adorning
5 Tradeskill XP
Slots
Neck
Level
90
All Crafters
Effects:
Blessing of Brell
Applies Blessing of Brell when Equipped.
• Increases Bountiful Harvest of caster by 27.0.
• Increases critical success chance by 5.0%.
• When completing a pristine crafted item. this spell has a 1% chance to cast Blessing of Brell on target. Lasts for 4.1 seconds.
This character has 5,341,246,816 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 213,651,171 health per tick while out-of-combat.
This character has a Maximum Power pool of 121,289,238. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 4,853,032 power per tick while out-of-combat.
This character runs 225% 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 2,101,051 whatsits.
This character resists Noxious damage in the amount of 2,101,051 whatsits.
This character resists Arcane damage in the amount of 2,101,181 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): 7320
This Scout's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 3915.3% 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 136,218,976, then some of this stat can be reforged.
This character decreases the amount of hate generated by their actions by 66.5%.
Hard Cap: -50% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 100% faster than normal.
Hard Cap: 100%.
An unused 28.1 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%
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
Additional Haste over 200 might still be converted to Flurry in Blood of Luclin, who knows?
This character has a 0% 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 100% 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 triggger (proc) items, effects, or spells.
An extra 63.509% of Flurry should be reforged into something else.
Hard Cap: 100%
Flurry is of limited usefulness in Kunark Ascending content.
Weapon Damage Bonus is an independent additional multiplier to Autoattack damage.