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Sconce of Wicked Strength
LEGENDARY
567 Stamina
279 Primary Attributes
21.84.3% DPS
38 Crit Chance
27 Potency
27 Crit Bonus
31.2 Multi Attack
999 Ability Mod
Slots
Charm
Level
100
Effects:
Strength In Numbers II
Applies Strength In Numbers II when Activated. Lasts for 10.0 seconds.
• For the duration of this effect, any spells or combat arts used by the caster or group members will build up charges. At the end of the duration, the caster gains a buff that grants 6.0% crit bonus per charge, up to 120.0%.
• Cannot be modified except by direct means
• The casting time of Strength In Numbers II is 0.5 seconds and the reuse time of the spell is 3 minutes
Adornment Slots:
White
HEIRLOOM LORE-EQUIP REFORGED
Incandescent Adornment of Swift Casting (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
12.5 Casting Speed
Type:
White Adornment
Slots:
Forearms, Legs, Wrist, Cloak, Charm
Level
96
NO-VALUE
Swift Slicer
TREASURED
Damage
+95 Piercing
Hit Bonus
+10%
NO-TRADE NO-VALUE
Sanguine Blanc
HANDCRAFTED
Slots
Drink
Level
100
Satiation
High
Duration
30 minutes
Effects:
Increases INT of target by 492.8. Increases STA of target by 633.6. Increases Max Health of target by 3.0%. Increases Potency of target by 16.0. Increases Power Regen of target by 363.6.
Allu'thoa Pepper Puffer
HANDCRAFTED
Slots
Food
Level
100
Satiation
High
Duration
30 minutes
Effects:
Increases INT of target by 492.8. Increases STA of target by 633.6. Increases Potency of target by 16.0. Increases Crit Chance of target by 176.0. Increases Health Regen of target by 363.6.
This character has 1,778,315 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 71,746 health per tick while out-of-combat.
This character has a Maximum Power pool of 175,568. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 7,639 power per tick while out-of-combat.
This character runs 125% faster than normal (not including spell effects).
Strength provides no benefit to Mages.
Agility provides no benefit to Mages.
Mages put out increased Damage and have a larger Power pool based on their Intelligence.
Wisdom provides no benefit to Mages.
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 198,318 whatsits.
This character resists Noxious damage in the amount of 195,051 whatsits.
This character resists Arcane damage in the amount of 195,151 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 Mage's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 1359.5% 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 232,490, then some of this stat can be reforged.
This character decreases the amount of hate generated by their actions by 9%.
Hard Cap: -50% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 100% faster than normal.
Hard Cap: 100%.
An unused 10.6 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%
163.2 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 0.288 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
Additional Haste over 200 might still be converted to Flurry in Blood of Luclin, who knows?
This character has a 32.9% 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.
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 27.4% 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.
SWDB is of limited usefulness in Kunark Ascending content.
This item has been Reforged! One stat has been reduced, while a new stat has been added to the item.
This Refined item was crafted with a Purified rare! Most item stats have been increased by 10% vs. an item crafted with a standard rare!
This crafted item has been Experimented, increasing its stats! Boosting the same stat improves it with diminishing returns (10%, 15%, 17.5%, 18.5%, 19%).