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This scale emits a radiant heat that can be felt by nearby allies.
FABLED
455 Stamina
292 Primary Attributes
7.8 Casting Speed
38 Crit Chance
24 Potency
24 Crit Bonus
31.2 Haste
Slots
Charm
Level
95
Effects:
Salvo
Applies Salvo when Activated. Lasts for 20.0 seconds.
• Increases the wearer's Crit Bonus and Potency by 120 and an additional 3 Crit Bonus and Potency for each other Salvo active in the raid at the same time.
• This effect does not stack with itself when adorned on multiple items
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Ambrosial Tea
MASTERCRAFTED FABLED
Slots
Drink
Level
90
Duration
30 minutes
Effects:
Increases STA and WIS of target by 77.0. Increases Power Regen of target by 159.3. Increases outgoing heal and ward amount by 2%.
NO-VALUE
Casalen's Stud of Power
FABLED
455 Stamina
292 Primary Attributes
10,148 Resistances
62 Combat Skills
17.2 Potency
17.2 Crit Bonus
12.5 Reuse Speed
1,250 Ability Mod
Slots
Ear
Level
95
Effects:
Uplifting Power
When Equipped:
• On any combat or spell hit this spell may cast Uplifting Power on target. Lasts for 20.1 seconds. Triggers about 0.4 times per minute.
• Increases Potency of caster by 4.0, multiplied by increment stacks.
• Cannot be modified except by direct means
• The trigger chance is multiplied by the number of players in the wearer's raid. Increments up to 20 times.
Adornment Slots:
White, White
HEIRLOOM LORE-EQUIP
Astral Adornment of Heightened Power (Superior)
MASTERCRAFTED FABLED
Adds the following to an item:
68 Ability Mod
Type:
White Adornment
Slots:
Chest, Shoulders, Finger, Ear, Charm
Level
90
NO-VALUE
Astral Adornment of Endurance (Superior)
MASTERCRAFTED FABLED
Adds the following to an item:
37 Stamina
Type:
White Adornment
Slots:
Head, Hands, Ear, Wrist
Level
90
NO-VALUE
Legionnaires' Earring of Countermoves
Legionnaires are tought to avoid and counter as well as protect and strike!
FABLED
455 Stamina
292 Primary Attributes
10,148 Resistances
62 Combat Skills
21.8 DPS
17.2 Potency
17.2 Crit Bonus
31.26.2% Multi Attack
1,000 Ability Mod
Slots
Ear
Level
95
Effects:
Countermoves
When Equipped:
• On any combat or spell hit this spell may cast Countermoves on the raid. Lasts for 5.0 seconds. Triggers about 0.6 times per minute.
• Increases Potency of raid and group members (AE) by 12.0.
• Cannot be modified except by direct means
• When any damage is received this spell will cast Countermoves 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 12.0.
• Cannot be modified except by direct means
• This effect can only trigger once every 1.0 second.
This character has 8,595,778 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 344,257 health per tick while out-of-combat.
This character has a Maximum Power pool of 401,930. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 16,503 power per tick while out-of-combat.
This character runs 160% 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 281,894 whatsits.
This character resists Noxious damage in the amount of 281,994 whatsits.
This character resists Arcane damage in the amount of 282,444 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): 633.81355932203
This Priest's Spells, Combat Arts, Heals, Wards, and Autoattacks always apply for the maximum amount, plus there's a 2098.1% 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 1,395,642, 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 18.2 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%
31.4 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 0.288 seconds, a 84.8% 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
719 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 99.7% 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.
200%+ MA = 1.25 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 89.7% 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.