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Applies Atheneal Lightning when Activated. Lasts for 30.0 seconds.
• All offensive spells deal magic damage.
• Must be in Ward of Elements.
• The casting time of Atheneal Lightning is 0.5 seconds and the reuse time of the spell is 3 minutes
Adornment Slots:
White, Turquoise
LORE ATTUNEABLE
Elemental Idol of Poison
LEGENDARY
55 Primary Attributes
55 Stamina
22 Combat Skills
1.1 Crit Bonus
13 DPS
3.2 Crit Chance
5.1 Potency
147 Ability Mod
Infused Stats:
Slots
Charm
Level
80
Effects:
Atheneal Poison
Applies Atheneal Poison when Activated. Lasts for 30.0 seconds.
• All offensive spells deal poison damage.
• Must be in Ward of Elements.
• The casting time of Atheneal Poison is 0.5 seconds and the reuse time of the spell is 3 minutes
Adornment Slots:
White, Turquoise
LORE ATTUNEABLE
Small Ammo Pouch
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
MASTERCRAFTED LEGENDARY
Infused Stats:
Slots
3
NO-VALUE NO-TRADE
Volcanic Knight's Tempered Breastplate
FABLED
54 Primary Attributes
54 Stamina
21 Combat Skills
1.1 Crit Bonus
12.6 DPS
3.1 Crit Chance
5 Potency
6.7 Max Health
Infused Stats:
Plate Armor (Chest)
Mitigation
619
Level
80
Paladin, Shadowknight
Effects:
Rockiron Nerves
When Equipped:
• Reduces physical damage done to target by 5%.
Adornment Slots:
White, Turquoise, Orange
HEIRLOOM LORE-EQUIP ATTUNEABLE NO-VALUE
Kylong Veil of the Grasp
TREASURED
66 Stamina
66 Primary Attributes
12 Combat Skills
2.7 Crit Chance
3.1 Potency
3.2 Crit Bonus
14.6 Multi Attack
0.3 Reuse Speed
167 Ability Mod
Infused Stats:
Slots
Cloak
Level
72
Adornment Slots:
White, Turquoise, Orange
NO-TRADE
Earring of Pulsing Magma
FABLED
55 Primary Attributes
55 Stamina
1,000 Resistances
22 Combat Skills
1.1 Crit Bonus
13 DPS
3.2 Crit Chance
5.1 Potency
8.1 Multi Attack
Infused Stats:
Slots
Ear
Level
80
Effects:
Arcane Recovery III
When Equipped:
• Reduces reuse time of hostile spells by 3 percent.
This character has 34,013 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 1,377 health per tick while out-of-combat.
This character has a Maximum Power pool of 26,850. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 1,090 power per tick while out-of-combat.
This character runs 83% 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 18,877 whatsits.
This character resists Noxious damage in the amount of 20,198 whatsits.
This character resists Arcane damage in the amount of 18,997 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): 247.41538461538
This character has a 93% chance of critically striking the enemy with a Spell, Combat Art, Ability, or Autoattack.
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 13,150, then some of this stat can be reforged.
This character increases the amount of hate generated by their actions by 10%.
Hard Cap: +100% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 21.6% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 70.7% 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 0.4375 seconds, a 25% 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
83 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 46.9% 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.
100%+ MA = 1 additional attack
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 5.9% 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.