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• Increases the wearer's Crit Bonus and Potency by 40 if they have 2 or more grouped allies within 5 meters of them. If the wearer is in a raid with more than 8 people, the value is increased to 54.
Adornment Slots:
White, Green
HEIRLOOM REFORGED
Incandescent Adornment of Critical Chance (Greater)
• This effect does not stack with itself when adorned on multiple items
• Increases the group's mitigation vs all damage by 2,112
• Cannot be modified except by direct means
NO-VALUE
One Handed Rune: Lesser Heal Focus
FABLED
Adds the following to an item:
Placement:
One-Handed
Type:
Cyan Adornment
Slots:
Primary, Secondary
Level
95
Effects:
Healing Focus: Lesser
When Equipped:
• Improves heals and wards by 2%.
• This effect will stack with other effects of the same name.
HEIRLOOM NO-VALUE
Brokenskull's Spark
FABLED
373 Primary Attributes
796 Stamina
22.5 Crit Bonus
124.6 Crit Chance
22.5 Potency
62.3 Haste
15.63.1% Casting Speed
2,000 Ability Mod
Infused Stats:
Spell Autoattack Weapon (Focus)
Ranged
Damage
391 - 2,218
(326.11 Rating)
Delay
8.0 seconds
Range
0 - 35 meters
Level
100
All Mages, All Priests
Adornment Slots:
White, Purple, Cyan
HEIRLOOM REFORGED
Electrified Adornment of Raw Power
TREASURED
Adds the following to an item:
4.4 Potency
Type:
White Adornment
Slots:
Primary, Secondary, Ranged
Level
95
NO-VALUE NO-TRADE
Bolstered Attributes
FABLED
Adds the following to an item:
Type:
Purple Adornment
Slots:
Primary, Secondary, Ranged, Waist, Cloak
Level
96
Effects:
Bolstered Attributes
When Equipped:
• Increases AGI, STR, INT and WIS of caster by 150.0.
• Increases All Attributes of caster by 10.0%.
• This effect does not stack with itself when adorned on multiple items
• Cannot be modified except by direct means
NO-VALUE
Corsair's Ring of Countermoves
FABLED
594 Stamina
293 Primary Attributes
24,232 Resistances
62 Combat Skills
12.56.2% Casting Speed
20.2 Potency
20.2 Crit Bonus
2.5 Ability Recovery Speed
1,250 Ability Mod
Infused Stats:
Slots
Finger
Level
100
Effects:
Countermoves II
When Equipped:
• On any combat or spell hit this spell may cast Countermoves II on the raid. Lasts for 5.0 seconds. Triggers about 0.6 times per minute.
• Increases Potency of raid and group members (AE) by 14.0.
• Cannot be modified except by direct means
• When any damage is received this spell will cast Countermoves II on the raid. Lasts for 5.0 seconds. This effect normalizes based off of a three second triggering event.
• Increases Potency of raid and group members (AE) by 14.0.
• Cannot be modified except by direct means
• This effect can only trigger once every 1.0 second.
Adornment Slots:
White, Green
HEIRLOOM LORE-EQUIP REFORGED
Incandescent Adornment of Critical Chance (Greater)
• On any combat or spell hit this spell may cast Practiced Tactics III on the group. Lasts for 10.0 seconds. Triggers about 3.0 times per minute.
• Increases the group's Crit Bonus and Potency by 0.5 times the number of times this effect has triggered. The counter resets when the wearer leaves combat. Cannot surpass 30 Crit Bonus and Potency.
• Cannot be modified except by direct means
• Cannot be modified except by direct means
Adornment Slots:
White
HEIRLOOM LORE-EQUIP REFORGED
Incandescent Adornment of Critical Chance (Greater)
This character has 939,260 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 37,592 health per tick while out-of-combat.
This character has a Maximum Power pool of 109,870. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 4,417 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 154,256 whatsits.
This character resists Noxious damage in the amount of 154,256 whatsits.
This character resists Arcane damage in the amount of 154,106 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): 785.05747126437
This Priest's Spells, Combat Arts, Heals, Wards, and Autoattacks always apply for the maximum amount, plus there's a 720.3% 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 52,886, 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 76.2% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 100% faster than normal.
Soft Cap: 100%
49.2 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 0.464 seconds, a 14.4% 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
79 points of Haste might be being 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.
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 5.3% 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.