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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
• This effect does not stack with itself when adorned on multiple items
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Strong Battle Swill
HANDCRAFTED
Infused Stats:
Slots
Drink
Level
95
Satiation
High
Duration
5 hours
Effects:
Increases STA and STR of target by 75.0. Target will Dodge 3.0% of incoming attacks. Increases Power Regen of target by 151.6.
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
24.9 Attack Speed
Infused Stats:
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 will grow in power as you gain Adventure Experience!
LEGENDARY
Adds the following to an item:
1 Stamina
1 Primary Attributes
Type:
Green Adornment
Slots:
Finger, Neck
Level
90
Spirit Stone Stats:
+60 agi +60 sta
+30% Damage Per Second +3% Potency +3% Crit Bonus +30% Multi Attack Chance +0.8% Weapon Damage Bonus
50
0%
NO-VALUE
Electroplated Velium Wristband
LEGENDARY
333 Stamina
214 Primary Attributes
10,148 Resistances
46 Combat Skills
17.2 Potency
17.2 Crit Bonus
6 Block Chance
12.5 Reuse Speed
Infused Stats:
Slots
Wrist
Level
95
All Fighters
Effects:
Sadist
When Equipped:
• Whenever a group member takes damage, the wearer will gain 5% potency for 24 seconds. Increments up to 12 times. Only triggers if the wearer is a fighter.
This will grow in power as you gain Adventure Experience!
LEGENDARY
Adds the following to an item:
1 Stamina
1 Primary Attributes
Type:
Green Adornment
Slots:
Finger, Neck
Level
95
Spirit Stone Stats:
+53 agi +53 sta
+0.9% Mitigation Increase +1.9% Potency +2.1% Crit Bonus +0.9% Max Health +2.5% Hate Gain
Progress to Next Level:
49
17.34%
NO-VALUE
Fabled Corsolander's Dragonscale Wristlet
FABLED
396 Stamina
254 Primary Attributes
10,148 Resistances
54 Combat Skills
3.90.7% AE Auto
17.2 Potency
17.2 Crit Bonus
6 Block Chance
17.4 Damage Per Second
Infused Stats:
Slots
Wrist
Level
95
Effects:
Dragonscale Protection
When Equipped:
• On any combat or spell hit this spell may cast Dragonscale Protection on target of attack. Lasts for 6.0 seconds. Triggers about 2.0 times per minute.
• Inflicts 48,020 heat damage on target instantly and every second.
• Increases Mitigation of caster vs physical damage by 1,378.
Applies Ubiquity of Zek when Activated. Lasts for 1 minute.
• Applies Planar Fortitude. Lasts for 1 minute.
• Will absorb elemental, noxious and arcane damage. This spell will absorb a total of 5 attacks.
• Cannot be modified except by direct means
• Increases Unconscious Health of caster by 2,300.0.
• Transfers 10% of group members (AE)'s current Threat to the caster
• Cannot be modified except by direct means
• The casting time of Ubiquity of Zek is 1.0 second and the reuse time of the spell is 8 minutes
Insurmountable
When Equipped:
• On a block this spell has a 10% chance to cast Insurmountable on target's victim. Lasts for 6.0 seconds. This effect normalizes based off of a three second triggering event.
• Inflicts 1,440 - 1,591 crushing damage on target.
• Increases Hate Gain of caster by 12.0.
• Increases Block Chance of caster by 20.0%.
• Enlarges caster by 20.0%.
• Must not be engaged in pvp combat
• Cannot be modified except by direct means
Adornment Slots:
White, White, White, Yellow
HEIRLOOM REFORGED
Astral Adornment of Increased Criticals (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
2 Crit Bonus
Type:
White Adornment
Slots:
Primary, Secondary, Ranged
Level
90
NO-VALUE
Astral Adornment of Increased Criticals (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
2 Crit Bonus
Type:
White Adornment
Slots:
Primary, Secondary, Ranged
Level
90
NO-VALUE
Astral Adornment of Increased Criticals (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
2 Crit Bonus
Type:
White Adornment
Slots:
Primary, Secondary, Ranged
Level
90
NO-VALUE
Winds of Obol
FABLED
Adds the following to an item:
Type:
Yellow Adornment
Slots:
Primary, Secondary, Ranged, Waist, Cloak, Charm
Level
90
Effects:
Winds of Obol
When Equipped:
• This effect will not stack with similar effects.
• On any combat or spell hit this spell may cast Winds of Obol on the group. Lasts for 10.0 seconds. Triggers about 2.0 times per minute.
• Increases the damage of group members' spells and combat arts by 17%.
• Must not be engaged in pvp combat
• Cannot be modified except by direct means
• On a healing spell cast this spell may cast Winds of Obol on the group. Lasts for 10.0 seconds. Triggers about 2.0 times per minute.
• Increases the damage of group members' spells and combat arts by 17%.
This character has 958,863 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 38,614 health per tick while out-of-combat.
This character has a Maximum Power pool of 106,495. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 4,434 power per tick while out-of-combat.
This character runs 5% 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 68,635 whatsits.
This character resists Noxious damage in the amount of 65,499 whatsits.
This character resists Arcane damage in the amount of 65,799 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): 427.8323699422
This Fighter's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 533.3% 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 11,494, then some of this stat can be reforged.
This character increases the amount of hate generated by their actions by 27.5%.
Hard Cap: +100% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 93.6% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 82.4% 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 0.425 seconds, a 30% 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 100% chance to strike up to four additional targets (not their current target) they are facing with their weapon.
The 1-4 attacks generated from AE Autoattack can trigger (proc) items, effects, and spells.
Hard Cap: 100%
An unused 0.3 points of AE Autoattack should be reforged into something else.
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 0% 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.