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• Increases the damage and healing of Wildfire, Levinbolt, Stone Hammer, and Septic Strike by 3.
NO-VALUE NO-TRADE
Storied Ring of Spores
FABLED
905 Primary Attributes
1,315 Stamina
9,692 Power
32,317 Health
71,008 Resistances
151 Combat Skills
278.7 Crit Bonus
31 Resolve
25.2 Casting Speed
2527.8 Potency
77.3 Haste
85.1 Multi Attack
Infused Stats:
Deity:
+38 sta
4.6% Potency
Slots
Finger
Level
110
Adornment Slots:
White, Orange, Green
HEIRLOOM LORE-EQUIP INFUSED
Master Control Core
This will grow in power as you gain Adventure Experience!
LEGENDARY, Greater Spiritstone
Adds the following to an item:
528 Primary Attributes
384 Stamina
0.1 Ability Doublecast
7.5 Strikethrough
101.1 Potency
3 Mitigation Increase
0.5 Fervor
18 Max Health
14,625 Ability Mod
Type:
Green Adornment
Slots:
Finger, Neck
Level
100
Spirit Stone Stats:
+547 agi +404 sta
+0.6% Ability Doublecast +3% Mitigation Increase +121.3% Potency +19% Max Health +7.5% Strikethrough +0.6% Fervor +15,615 Ability Modifier
100
0%
HEIRLOOM NO-VALUE LORE-EQUIP
Storied Prideful Bangle
FABLED
905 Primary Attributes
1,315 Stamina
9,692 Power
32,317 Health
71,008 Resistances
151 Combat Skills
278.7 Crit Bonus
31 Resolve
58.9 DPS
2527.8 Potency
77.3 Haste
36.3 Reuse Speed
Infused Stats:
Deity:
+16 sta
7.3% Potency
Slots
Wrist
Level
110
Adornment Slots:
White, Orange
HEIRLOOM LORE-EQUIP ATTUNEABLE INFUSED
Storied Mesh Leggings
FABLED
1,251 Primary Attributes
3,325 Stamina
9,692 Power
96,968 Health
31 Resolve
129.1 Casting Speed
575.3 Potency
30.8 Max Health
26 Overcap Crit Bonus
7,003 Ability Mod
Infused Stats:
Deity:
+25 sta
5.4% Potency
+435.4 Abil Mod
Leather Armor (Legs)
Mitigation
799
Level
110
Bruiser, Channeler, Fury, Monk, Warden
Adornment Slots:
White, Orange
HEIRLOOM ATTUNEABLE INFUSED
Symbol of the Plaguebringer
LEGENDARY
687 Primary Attributes
1,020 Stamina
5,606 Power
18,697 Health
216.3 Crit Bonus
17 Resolve
19.1 Casting Speed
107.3 Crit Chance
1802.3 Potency
33.3 Flurry
59.9 Haste
Infused Stats:
Deity:
+13 sta
5.8% Potency
Slots
Neck
Level
105
Adornment Slots:
White, Orange, Green
HEIRLOOM ATTUNEABLE INFUSED
Scaled Smasher
LEGENDARY
816 Primary Attributes
1,408 Stamina
5,045 Power
16,827 Health
163.9 Crit Bonus
16 Resolve
86 DPS
288.8 Crit Chance
223 Potency
22.4 Reuse Speed
24.4 Block Chance
Infused Stats:
Mace
One-Handed Crushing
Damage
216 - 649
(216.5 Rating)
Delay
4.0 seconds
Level
100
Effects:
Arcane Rending
When Equipped:
• On any combat or spell hit this spell may cast Arcane Rending on target of attack. Lasts for 8.0 seconds. Triggers about 3.0 times per minute.
• Increases arcane damage done to target by 2.6%.
• Inflicts 1,727 magic damage on target instantly and every second.
• Inflicts an additional 45 magic damage on target every tick.
• Cannot be modified except by direct means
Adornment Slots:
White, Orange, Cyan
ATTUNEABLE INFUSABLE
Legacy of Power
Gains experience as Planar Essences are imbued into the item. Each Planar Level increases the base Ability Modifier, Potency, and Primary Attributes by 5%.
FABLED
868 Primary Attributes
1,497 Stamina
6,922 Power
23,084 Health
174.3 Crit Bonus
31.5 Resolve
91.5 DPS
307 Crit Chance
237.1 Potency
103.2 Haste
51.6 Multi Attack
Infused Stats:
Ranged
Damage
328 - 983
(327.6 Rating)
Delay
4.0 seconds
Range
0 - 35 meters
Level
100
Gains experience as Planar Essences are imbued into the item. Each Planar Level increases the base Ability Modifier, Potency, Resolve, and Primary Attributes by 5%.
Effects:
Arcane Rending
When Equipped:
• On any combat or spell hit this spell may cast Arcane Rending on target of attack. Lasts for 8.0 seconds. Triggers about 3.0 times per minute.
• Increases arcane damage done to target by 3.4%.
• Inflicts 1,817 magic damage on target instantly and every second.
• Inflicts an additional 46 magic damage on target every tick.
• Cannot be modified except by direct means
Adornment Slots:
White, Orange, Cyan
HEIRLOOM LORE NO-VALUE INFUSABLE
INDESTRUCTIBLE
Rune of the Celestial
FABLED, Celestial Gate
Adds the following to an item:
100 Max Health
200,000 Ability Mod
Type:
Orange Adornment
Slots:
Primary, Secondary, Ranged
Level
100
Effects:
Celestial Gate
When Equipped:
• On a hostile ability cast this spell has a 2% chance to cast Celestial Gate on caster. Lasts for 12.0 seconds. This effect normalizes based off of a three second triggering event.
• Increases Fervor of caster by 150.0.
• Cannot be modified except by direct means
• This effect can only trigger once every 30.0 - 45.0 seconds.
• Interferes with the use of some forms of Ethereal Energy.
This character has 16,239,967 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 649,623 health per tick while out-of-combat.
This character has a Maximum Power pool of 439,018. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 17,766 power per tick while out-of-combat.
This character runs 150% 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 408,952 whatsits.
This character resists Noxious damage in the amount of 409,557 whatsits.
This character resists Arcane damage in the amount of 409,557 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 1653.1% 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 1,227,530, 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 270.1 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%
332.7 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
896 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 27.2% 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.
300%+ MA = 1.35 additional attacks
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 17.5% 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.