December 3, 2024 -- Census is back after a 3 day outage and characters are once again exporting. Please note if your EQ2 character used the new Petamorph Key Ring feature, it will FAIL to export to Census or EQ2U. Avoid using this feature until a fix is available!!
As a drastic measure, if you are willing to irrevocably destroy any petamorph wands you have stored in the Petamorph Key Ring, you can type /delete_keyring_item 0 1234567890 where 1234567890 is the ItemID of the stored petamorph.
Developers are aware of this issue, but you can always post your respectful feedback in the
Applies Predator's Poison when Activated. Lasts for 12 hours.
• On a combat hit this spell may cast Poison on target of attack. Lasts for 24.0 seconds. Triggers about 5.0 times per minute.
• Inflicts 6 poison damage on target instantly and every 6 seconds.
• Inflicts 1 poison damage on target.
• Cannot be modified except by direct means
• Grants a total of 100 triggers of the spell.
NO-VALUE
Small Ammo Pouch
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 LEGENDARY
Infused Stats:
Slots
3
NO-VALUE NO-TRADE
Assassin's Hauberk
Infused Stats:
Chain Armor (Chest)
Mitigation
9
Assassin
Adornment Slots:
White
NO-TRADE NO-VALUE
flask of water
A flask of water from the nearest river.
Infused Stats:
Slots
Drink
Level
10
Satiation
Average
Duration
30 minutes
Effects:
Increases Power Regen of target by 6.0.
NO-VALUE
cordovan boots
6 Stamina
6 Primary Attributes
2 Combat Skills
Infused Stats:
Leather Armor (Feet)
Mitigation
23
Level
10
All Fighters, All Priests, All Scouts
Adornment Slots:
White
ration
A set of dry bread, enough to satisfy hunger but not taste.
Infused Stats:
Slots
Food
Level
10
Satiation
Average
Duration
30 minutes
Effects:
Increases Health Regen of target by 4.0. This effect suspends during combat
NO-VALUE
Assassin's Vambrace
Infused Stats:
Chain Armor (Forearms)
Mitigation
8
Assassin
Adornment Slots:
White
NO-TRADE NO-VALUE
iron brigandine handguards
4 Stamina
4 Primary Attributes
1 Combat Skills
Infused Stats:
Chain Armor (Hands)
Mitigation
28
Level
10
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
Assassin's Coif
Infused Stats:
Chain Armor (Head)
Mitigation
8
Assassin
Adornment Slots:
White
NO-TRADE NO-VALUE
Bangle of the Alliance
TREASURED
4 Stamina
4 Primary Attributes
1 Combat Skills
Infused Stats:
Slots
Wrist
Level
10
Adornment Slots:
White
LORE-EQUIP ATTUNEABLE
Assassin's Leggings
Infused Stats:
Chain Armor (Legs)
Mitigation
9
Assassin
Adornment Slots:
White
NO-TRADE NO-VALUE
Fishbone Dirk
TREASURED
6 Stamina
6 Primary Attributes
2 Combat Skills
Infused Stats:
Dagger
One-Handed Piercing
Damage
4 - 24
(7.2 Rating)
Delay
4.0 seconds
Level
10
All Mages, All Scouts, Berserker, Channeler, Defiler, Guardian, Mystic, Paladin, Shadowknight
Adornment Slots:
White
LORE-EQUIP ATTUNEABLE
Assassin's Bow
Infused Stats:
Bow
Ranged
Damage
3 - 8
(2.4 Rating)
Delay
4.5 seconds
Range
2 - 25 meters
Level
1
Assassin, Berserker, Guardian
Adornment Slots:
White
NO-TRADE NO-VALUE
Assassin's Stiletto
Infused Stats:
Dagger
One-Handed Piercing
Damage
2 - 6
(1.92 Rating)
Delay
4.0 seconds
Level
1
Assassin, Beastlord
Adornment Slots:
White
NO-TRADE NO-VALUE
iron chainmail mantle
1 Stamina
1 Primary Attributes
Infused Stats:
Chain Armor (Shoulders)
Mitigation
3
Level
1
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
This character has 718 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 35 health per tick while out-of-combat.
This character has a Maximum Power pool of 484. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 27 power per tick while out-of-combat.
This character runs 21% 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 379 whatsits.
This character resists Noxious damage in the amount of 202 whatsits.
This character resists Arcane damage in the amount of 579 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 0, 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.