EQ2U has been updated for Scars of Destruction, including Recipes, Achievements, Collections, and more. If YOU want to help us add Scars of Destruction Quests to EQ2U, please visit your Active Quest Journal and find further instructions there!
Increases STA and WIS of target by 75.0. Increases Power Regen of target by 151.6. Increases outgoing heal and ward amount by 2%.
Valorous Earring
LEGENDARY
55 Stamina
55 Primary Attributes
1,035 Resistances
6 Casting Speed
2.9 Crit Chance
5.2 Potency
0.8 Crit Bonus
Infused Stats:
Slots
Ear
Level
90
All Priests
Adornment Slots:
White
NO-TRADE NO-VALUE
INDESTRUCTIBLE
Valorous Earring
LEGENDARY
55 Stamina
55 Primary Attributes
1,035 Resistances
2.9 Crit Chance
5.2 Potency
0.8 Crit Bonus
7.4 Multi Attack
Infused Stats:
Slots
Ear
Level
90
All Priests
Adornment Slots:
White
NO-TRADE NO-VALUE
INDESTRUCTIBLE
Stormbringer's Valorous Boots
LEGENDARY
55 Primary Attributes
55 Stamina
0.8 Crit Bonus
2.9 Crit Chance
5.2 Potency
157 Ability Mod
Infused Stats:
Leather Armor (Feet)
Mitigation
338
Level
90
Fury
Adornment Slots:
White
NO-TRADE NO-VALUE
INDESTRUCTIBLE
Mycelium-Wrapped Trout
HANDCRAFTED
Infused Stats:
Slots
Food
Level
100
Satiation
High
Duration
5 hours
Effects:
Increases INT of target by 259.6. Increases STA of target by 334.4. Increases Potency of target by 10.0. Increases Crit Chance of target by 114.4. Increases Health Regen of target by 363.6.
This character has 92,903 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 4,141 health per tick while out-of-combat.
This character has a Maximum Power pool of 25,772. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 1,219 power per tick while out-of-combat.
This character runs 140% 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 12,743 whatsits.
This character resists Noxious damage in the amount of 10,378 whatsits.
This character resists Arcane damage in the amount of 10,378 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): 1209.2592592593
This Priest's Spells, Combat Arts, Heals, Wards, and Autoattacks always apply for the maximum amount, plus there's a 64.3% 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 990, 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 22.4% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 18% 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 0.5 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
Additional Haste over 200 might still be converted to Flurry in Blood of Luclin, who knows?
This character has a 0% 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
DPS Modifier increases your melee, ranged, or spell (wand) weapon's Autoattack damage. It has a diminishing returns curve after 600.
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%
Weapon Damage Bonus is an independent additional multiplier to Autoattack damage.