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• Applies Split-Second Salvation instantly and every 15 seconds. Lasts for 1 minute.
• Applies once every 15 seconds
• Only works on damage
• Will absorb all damage when the amount is greater than 50% of the target's maximum health. This spell will absorb a total of 1 attack.
• If above level 92
• Cannot be modified except by direct means
• This effect does not stack with itself when adorned on multiple items
• Cannot be modified except by direct means
HEIRLOOM NO-VALUE
Fabled Light Chitin Earring
FABLED
358 Stamina
230 Primary Attributes
10,148 Resistances
49 Combat Skills
3.9 AE Auto
17.2 Potency
17.2 Crit Bonus
31.26.2% Multi Attack
9.9 Ability Reuse Speed
Infused Stats:
Slots
Ear
Level
95
Effects:
Frontline Healing II
When Equipped:
• On a melee hit this spell may cast Frontline Healing II on target. Lasts for 30.0 seconds. Triggers about 2.0 times per minute.
• Increases the value of heals and wards by 11% per increment. Increments up to 5 times, if at 1 increment.
• Cannot be modified except by direct means
Adornment Slots:
White, White
HEIRLOOM LORE-EQUIP NO-VALUE 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
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
25 Attack Speed
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.
This character has 547,430 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 22,165 health per tick while out-of-combat.
This character has a Maximum Power pool of 113,571. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 4,649 power per tick while out-of-combat.
This character runs 5% 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 63,247 whatsits.
This character resists Noxious damage in the amount of 63,485 whatsits.
This character resists Arcane damage in the amount of 65,017 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 587.7% 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 17,802, 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 88.8% faster than normal.
Hard Cap: 100%.
This character's Spells and Combat Arts cast 80% 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 0.4375 seconds, a 25% 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
416 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 100% chance to strike up to four additional targets (not their current target) they are facing with their weapon.
The 1-4 attacks generated from AE Autoattack can trigger (proc) items, effects, and spells.
Hard Cap: 100%
An unused 3.7 points of AE Autoattack should be reforged into something else.
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.
300%+ MA = 1.35 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 47.4% 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.