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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
MASTERCRAFTED
Slots
30
The Ascended Vazaelle, the Mad
Gains experience as Planar Essences are imbued into the item. Each Planar Level increases the base Ability Modifier, Potency, and Primary Attributes by 5%.
MYTHICAL, GREATER RELIC
995 Primary Attributes
1,636 Stamina
19,619 Power
43,609 Health
273.5 Crit Bonus
45 Resolve
335.6 Crit Chance
412 Potency
32.7 Max Health
35 Fervor
42.6 Reuse Speed
30 Overcap Fervor
2,748 Ability Mod
Mace
One-Handed Crushing
Damage
451 - 1,353
(450.94 Rating)
Delay
4.0 seconds
Level
100
Necromancer
Gains experience as Planar Essences are imbued into the item. Each Planar Level increases the base Ability Modifier, Potency, Resolve, and Primary Attributes by 5%.
Effects:
Splurt
When Equipped:
• On a hostile ability cast this spell has a 15% chance to cast Splurt on target of spell. Lasts for 24.0 seconds.
• Inflicts 7,288 disease damage on target.
• Inflicts 5,462 disease damage on target every 6 seconds.
• Decreases Combat Mitigation of target by 13.2.
• Cannot be modified except by direct means
• Increases Ability Doublecast of caster by 5.0.
• Protects the wearer against destructive planar energies.
Planar Protection
Applies Planar Protection when Activated.
• Grants protection against destructive planar energies.
• The casting time of Planar Protection is 3.0 seconds and the reuse time of the spell is 30.0 seconds
Adornment Slots:
White, Purple, Cyan, Orange
NO-TRADE NO-VALUE INFUSABLE
Mark of Shadows
FABLED
3,209 Primary Attributes
6,023 Stamina
132,149 Power
210,283 Health
459.2 Crit Chance
19866.9 Potency
135.3 Max Health
315 Resolve
22.5 Reuse Speed
1,189 Overcap Crit Bonus
Type
Symbols
Slots
Secondary
Level
125
All Mages, All Priests
Adornment Slots:
White, Red, Red, Blue, Cyan
HEIRLOOM ATTUNEABLE
Bloodbound Rune of Rage
LEGENDARY, Rage
Adds the following to an item:
Type:
Red Adornment
Slots:
Primary, Secondary, Ranged
Level
121
Effects:
Rage
When Equipped:
• On a hostile ability cast this spell has a 15% chance to cast Rage on target of spell. Lasts for 16.0 seconds.
• Inflicts 4,827 crushing damage on target instantly and every 4 seconds.
• Increases Ability Doublecast of caster by 25.8.
• Increases Crit Bonus of caster by 46.1.
• Increases Crit Bonus Overcap of caster by 46.1.
• Cannot be modified except by direct means
• This effect can only trigger once every 20.0 - 30.0 seconds.
HEIRLOOM NO-VALUE
Bloodbound Rune of Expedience
FABLED, Expedience
Adds the following to an item:
Type:
Red Adornment
Slots:
Primary, Secondary, Ranged
Level
121
Effects:
Expedient Strike
When Equipped:
• Increases Potency of caster by 1,546.9.
• Increases Ability Mod of caster by 352,347.6.
• On a hostile ability cast this spell has a 15% chance to cast Expedient Strike on target of spell. Lasts for 10.0 seconds. This effect normalizes based off of a three second triggering event.
• Inflicts 11,735 crushing damage on target.
• Increases Weapon Damage of caster by 213.4.
• Increases Weapon Damage Overcap of caster by 426.7.
• Cannot be modified except by direct means
• This effect can only trigger once every 10.0 - 15.0 seconds.
HEIRLOOM NO-VALUE
Dissipate Element
FABLED
Adds the following to an item:
Type:
Blue Adornment
Slots:
Primary, Secondary, Ranged
Level
123
Effects:
Dissipate Element
When Equipped:
• On a hostile ability cast this spell has a 10% chance to cast Dissipate Element on target of spell. Lasts for 16.0 seconds. This effect normalizes based off of a three second triggering event.
• Inflicts 1,170 - 1,293 heat damage on target.
• Decreases Mitigation of target vs elemental damage by 1,875.
This character has 5,586,238,352 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 223,450,390 health per tick while out-of-combat.
This character has a Maximum Power pool of 95,661,001. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 3,826,576 power per tick while out-of-combat.
This character runs 10% faster than normal (not including spell effects).
Strength provides no benefit to Mages.
Agility provides no benefit to Mages.
Mages put out increased Damage and have a larger Power pool based on their Intelligence.
Wisdom provides no benefit to Mages.
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 2,093,259 whatsits.
This character resists Noxious damage in the amount of 2,145,820 whatsits.
This character resists Arcane damage in the amount of 2,099,660 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 Mage's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 5117.7% 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 139,211,168, then some of this stat can be reforged.
This character decreases the amount of hate generated by their actions by 54%.
Hard Cap: -50% Hate Gain
This character's Combat Arts, Spells, and Abilities refresh 100% faster than normal.
Hard Cap: 100%.
An unused 43.9 points of Reuse Speed should be reforged into something else.
This character's Spells and Combat Arts cast 100% faster than normal.
Soft Cap: 100%
77.1 points of Casting Speed 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 20% 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
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 7.5% 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.