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Applies Guise of the Deceiver when Activated. Lasts for 2 hours.
• Shapechanges caster into a dark elf
• The casting time of Guise of the Deceiver is 1.0 second and the reuse time of the spell is 2.0 seconds
Adornment Slots:
White
LORE NO-TRADE NO-VALUE
pristine strengthened leather sack
Sack that can be placed in your ammo slot that holds shurikens, throwing axes, throwing daggers, and throwing hammers to be used while using a ranged weapon. These are the only items that can be held in this container.
UNCOMMON
Infused Stats:
Slots
12
Rock Encrusted Shirt
TREASURED
24 Primary Attributes
24 Stamina
9 Combat Skills
0.6 Crit Chance
0.9 Potency
21 Ability Mod
Infused Stats:
Chain Armor (Chest)
Mitigation
241
Level
54
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
ATTUNEABLE
Frostfell Cloak
Infused Stats:
Slots
Cloak
Level
1
Adornment Slots:
White
LORE NO-TRADE NO-VALUE
Mental Core Breach
HANDCRAFTED
Infused Stats:
Slots
Drink
Level
60
Satiation
High
Duration
2 hours and 15 minutes
Effects:
Increases WIS and STA of target by 9.4. Increases Power Regen of target by 90.0.
Fishbone Earring
LEGENDARY, Fishbone Earring
13 Stamina
13 Primary Attributes
45 Resistances
5 Combat Skills
Infused Stats:
Slots
Ear
Level
30
Effects:
Water Breathing
Applies Water Breathing when Activated. Lasts for 12 hours.
• Allows caster to breathe under water
Adornment Slots:
White
LORE NO-TRADE NO-VALUE
Legendary Journeyman's Boots
LEGENDARY, Journeyman's Boots
21 Primary Attributes
21 Stamina
9 Combat Skills
0.5 Casting Speed
0.4 Crit Chance
0.7 Potency
Infused Stats:
Chain Armor (Feet)
Mitigation
177
Level
50
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Effects:
Journeyman's Boots
Applies Journeyman's Boots when Equipped.
• Increases speed of caster by 10.0%.
• This effect suspends during combat
Adornment Slots:
White
LORE NO-TRADE NO-VALUE
delectable trout steak
This homemade food increases agility and replenishes additional health during non-combat situations.
HANDCRAFTED
Infused Stats:
Slots
Food
Level
50
Satiation
High
Duration
1 hour
Effects:
Increases AGI of target by 10.5. Increases Health Regen of target by 102.5.
enchanted thicket woven bracers
10 Stamina
10 Primary Attributes
4 Combat Skills
Infused Stats:
Leather Armor (Forearms)
Mitigation
68
Level
30
All Fighters, All Priests, All Scouts
Adornment Slots:
White
ATTUNEABLE
Gloves of the Wayfarer
TREASURED
13 Stamina
13 Primary Attributes
5 Combat Skills
Infused Stats:
Chain Armor (Hands)
Mitigation
166
Level
40
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White, Turquoise
ATTUNEABLE
Peacock Feathered Coif
TREASURED
14 Stamina
14 Primary Attributes
6 Combat Skills
Infused Stats:
Chain Armor (Head)
Mitigation
168
Level
40
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
NO-TRADE
fashioned beryllium band
HANDCRAFTED
10 Stamina
11 Primary Attributes
100 Resistances
5 Combat Skills
Infused Stats:
Slots
Finger
Level
40
Adornment Slots:
White, Green
ATTUNEABLE
Bracelet of the Black Isles
TREASURED
13 Stamina
13 Primary Attributes
80 Resistances
5 Combat Skills
Infused Stats:
Slots
Wrist
Level
40
Adornment Slots:
White, Turquoise
ATTUNEABLE
Coin Coated Leggings
TREASURED
13 Stamina
13 Primary Attributes
5 Combat Skills
Infused Stats:
Chain Armor (Legs)
Mitigation
178
Level
40
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White, Turquoise
ATTUNEABLE
Amulet of the Far-runner
TREASURED
14 Stamina
14 Primary Attributes
120 Resistances
6 Combat Skills
Infused Stats:
Slots
Neck
Level
40
Adornment Slots:
White, Green
LORE NO-TRADE
Imbued Indium Karabela
HANDCRAFTED
21 Primary Attributes
20 Stamina
8 Combat Skills
0.4 Casting Speed
0.2 Crit Chance
0.7 Potency
Infused Stats:
Rapier
One-Handed Piercing
Damage
17 - 51
(42.17 Rating)
Delay
1.6 seconds
Level
50
All Scouts, Berserker, Guardian
Effects:
Gleaming Strike
When Equipped:
• On a combat hit this spell may cast Gleaming Strike on target of attack. Triggers about 1.8 times per minute.
• Inflicts 121 - 225 magic damage on target.
• Cannot be modified except by direct means
Adornment Slots:
White
ATTUNEABLE
strengthened leather sheath
13 Stamina
13 Primary Attributes
5 Combat Skills
Infused Stats:
Thrown Weapon
Ranged
Damage
36 - 202
(26.4 Rating)
Delay
9.0 seconds
Range
2 - 35 meters
Level
40
All Scouts, Berserker, Bruiser, Guardian, Monk
Adornment Slots:
White
Dragon Eye Ring
TREASURED
14 Stamina
14 Primary Attributes
120 Resistances
6 Combat Skills
Infused Stats:
Slots
Finger
Level
40
Adornment Slots:
White, Green
LORE-EQUIP ATTUNEABLE
ruthenium bangle
TREASURED
15 Stamina
15 Primary Attributes
80 Resistances
6 Combat Skills
8 Ability Mod
Infused Stats:
Slots
Wrist
Level
40
Adornment Slots:
White
LORE-EQUIP ATTUNEABLE
Scavenged Skull Hatchet
TREASURED
30 Primary Attributes
30 Stamina
11 Combat Skills
0.3 Crit Bonus
1 Crit Chance
1.6 Potency
32 Ability Mod
Infused Stats:
One-Handed Piercing
Damage
20 - 60
(50.04 Rating)
Delay
1.6 seconds
Level
57
All Scouts, Berserker, Guardian
Adornment Slots:
White, Turquoise
ATTUNEABLE
Lizardman Scale Shoulder Pads
TREASURED
14 Stamina
14 Primary Attributes
6 Combat Skills
Infused Stats:
Chain Armor (Shoulders)
Mitigation
168
Level
40
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
This character has 3,403 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 136 health per tick while out-of-combat.
This character has a Maximum Power pool of 2,968. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 119 power per tick while out-of-combat.
This character runs 20% faster than normal (not including spell effects).
Strength provides no benefit to Scouts.
Scouts do increased Damage and have a larger Power pool based on their Agility.
Intelligence provides no benefit to Scouts.
Wisdom provides no benefit to Scouts.
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 1,640 whatsits.
This character resists Noxious damage in the amount of 865 whatsits.
This character resists Arcane damage in the amount of 1,340 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 character has a 0% chance of critically striking the enemy with a Spell, Combat Art, Ability, or Autoattack.
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 140, 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 0% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 0% 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.