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• This effect does not stack with itself when adorned on multiple items
• On death this spell has a 50% chance to cast Evaded Reaper on caster. Lasts for 10 minutes.
• Decreases power of caster by 50.0%.
• This effect cannot be critically applied.
• Heals caster for 50.0% of max health.
• This effect cannot be critically applied.
• This effect can only activate once every 10 minutes.
• Cannot be modified except by direct means
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Ambrosial Tea
MASTERCRAFTED FABLED
Infused Stats:
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%.
Fabled Wastestalker Earring
LEGENDARY
358 Stamina
230 Primary Attributes
10,148 Resistances
49 Combat Skills
12.5 Casting Speed
17.2 Potency
17.2 Crit Bonus
12.52.4% Reuse Speed
17.4 Damage Per Second
Infused Stats:
Slots
Ear
Level
95
Effects:
Focused Healing II
When Equipped:
• On a healing spell cast this spell will cast Focused Healing II on target. Lasts for 8.0 seconds.
• When this effect reaches 5 increments, it will daze the wearer and grant 82.5% potency to heals and wards for 15 seconds. This cannot trigger while the second effect is active.
• Cannot be modified except by direct means
Adornment Slots:
White, White
HEIRLOOM LORE-EQUIP REFORGED
Astral Adornment of Endurance (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
30 Stamina
Type:
White Adornment
Slots:
Head, Hands, Ear, Wrist
Level
90
NO-VALUE
Astral Adornment of Endurance (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
30 Stamina
Type:
White Adornment
Slots:
Head, Hands, Ear, Wrist
Level
90
NO-VALUE
Fanatic's Stud
LEGENDARY
333 Stamina
214 Primary Attributes
10,148 Resistances
46 Combat Skills
21.8 DPS
17.2 Potency
17.2 Crit Bonus
31.26.2% Multi Attack
1,000 Ability Mod
Infused Stats:
Slots
Ear
Level
95
Effects:
Reckless Assault
When Equipped:
• When a combat art is used this spell may cast Reckless Assault on caster. Lasts for 30.0 seconds. Triggers about 4.0 times per minute.
• Increases all damage to the caster by 25% per increment
• Increases the potency of offensive abilities by 20% per increment, if at 1 increment.
• Increments up to 4 times
• Cannot be modified except by direct means
• On a damage spell hit this spell may cast Reckless Assault on caster. Lasts for 30.0 seconds. Triggers about 4.0 times per minute.
• Increases all damage to the caster by 25% per increment
• Increases the potency of offensive abilities by 20% per increment, if at 1 increment.
• This effect does not stack with itself when adorned on multiple items
• When damaged this spell has a 10% chance to cast Cipher on caster. Lasts for 3 minutes. This effect normalizes based off of a three second triggering event.
• Applies Cipher on termination.
• Increases power of group members by 556.
• If above level 92
• Cannot be modified except by direct means
• Will absorb all damage. This spell will absorb a total of 2 attacks.
This character has 530,026 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 21,469 health per tick while out-of-combat.
This character has a Maximum Power pool of 82,985. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 3,498 power per tick while out-of-combat.
This character runs 95% 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 65,874 whatsits.
This character resists Noxious damage in the amount of 67,345 whatsits.
This character resists Arcane damage in the amount of 66,017 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 Priest's Spells, Combat Arts, Heals, Wards, and Autoattacks always apply for the maximum amount, plus there's a 544.4% 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 34,518, 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 77.6% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 93.2% 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 0.3235 seconds, a 70.6% 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 0.7% 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.
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.