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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.
MASTERCRAFTED LEGENDARY
Slots
10
Omen Rejector's Cape
LEGENDARY
66 Stamina
66 Primary Attributes
12 Combat Skills
2.4 Casting Speed
2.7 Crit Chance
3.1 Potency
3.2 Crit Bonus
0.8 Max Health
167 Ability Mod
Slots
Cloak
Level
76
Adornment Slots:
White, Turquoise, Orange
NO-TRADE
Displaced Earring of Dreams
FABLED
66 Stamina
66 Primary Attributes
1,634 Resistances
12 Combat Skills
14.2 DPS
2.4 Casting Speed
3.1 Potency
3.2 Crit Bonus
0.8 Max Health
167 Ability Mod
Slots
Ear
Level
76
Adornment Slots:
White, Turquoise, Orange
NO-TRADE
assorted jungle nuts
An assortment of tasty nuts from various jungle hardwoods.
Slots
Food
Level
80
Satiation
Average
Duration
30 minutes
Effects:
Increases WIS of target by 1.5. Increases Health Regen of target by 76.0.
This character has 250,061 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 18,951 health per tick while out-of-combat.
This character has a Maximum Power pool of 48,551. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 2,215 power per tick while out-of-combat.
This character runs 150% 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 21,896 whatsits.
This character resists Noxious damage in the amount of 22,031 whatsits.
This character resists Arcane damage in the amount of 24,041 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): 1151.0638297872
This character has a 84% chance of critically striking the enemy with a Spell, Combat Art, Ability, or Autoattack.
This Priest has a 84% chance of their heals and wards doing the maximum amount.
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 8,596, then some of this stat can be reforged.
This character increases the amount of hate generated by their actions by 2.4%.
Hard Cap: +100% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 18.5% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 70.3% 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.
200%+ MA = 1.25 additional attacks
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.