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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.
HANDCRAFTED
Infused Stats:
Slots
20
Sifu's Tunic
LEGENDARY
839 Primary Attributes
2,280 Stamina
4,950 Power
148,645 Health
357.6 Crit Bonus
362.1 Potency
20.9 Max Health
15 Resolve
334.6 Haste
167.3 Multi Attack
Infused Stats:
Leather Armor (Chest)
Mitigation
639
Level
100
Bruiser, Channeler, Fury, Monk, Warden
Adornment Slots:
White, Orange
LORE NO-TRADE NO-VALUE INFUSABLE
Sifu's Bolstered Cloak
LEGENDARY
606 Primary Attributes
900 Stamina
4,950 Power
16,512 Health
138 Combat Skills
190.9 Crit Bonus
103 Crit Chance
1591.7 Potency
14.1 Mitigation Increase
15 Resolve
16.5 Max Health
Infused Stats:
Slots
Cloak
Level
100
Adornment Slots:
White
LORE NO-TRADE NO-VALUE INFUSABLE
Battlemaster's Battle Brew
HANDCRAFTED
Infused Stats:
Slots
Drink
Level
100
Satiation
High
Duration
5 hours
Effects:
Increases STR of target by 259.6. Increases STA of target by 334.4. Gives target an extra 1.5% mitigation to their worn armor. Increases Max Health of target by 10.0%. Increases Power Regen of target by 363.6.
Sifu's Vicious Earring
LEGENDARY
606 Primary Attributes
900 Stamina
4,950 Power
16,512 Health
47,800 Resistances
138 Combat Skills
190.9 Crit Bonus
42.8 DPS
1591.7 Potency
15 Resolve
56.3 Haste
25.9 Reuse Speed
Infused Stats:
Slots
Ear
Level
100
Adornment Slots:
White
LORE NO-TRADE NO-VALUE INFUSABLE
Incandescent Adornment of Prismatic Resilience (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
1,111 Resistances
Type:
White Adornment
Slots:
Finger, Ear, Wrist
Level
96
HEIRLOOM NO-VALUE
Sifu's Bolstered Earring
LEGENDARY
606 Primary Attributes
900 Stamina
4,950 Power
16,512 Health
47,800 Resistances
138 Combat Skills
190.9 Crit Bonus
1591.7 Potency
14.1 Mitigation Increase
31.9 Flurry
15 Resolve
15.4 Weapon Damage
Infused Stats:
Slots
Ear
Level
100
Adornment Slots:
White
LORE NO-TRADE NO-VALUE INFUSABLE
Incandescent Adornment of Prismatic Resilience (Greater)
MASTERCRAFTED LEGENDARY
Adds the following to an item:
1,111 Resistances
Type:
White Adornment
Slots:
Finger, Ear, Wrist
Level
96
HEIRLOOM NO-VALUE
Sifu's Boots
LEGENDARY
724 Primary Attributes
1,827 Stamina
4,950 Power
148,645 Health
284.8 Crit Bonus
314.2 Potency
17.4 Mitigation Increase
15 Resolve
16.5 Max Health
3,836 Ability Mod
Infused Stats:
Leather Armor (Feet)
Mitigation
596
Level
100
Bruiser, Channeler, Fury, Monk, Warden
Adornment Slots:
White, Orange
LORE NO-TRADE NO-VALUE INFUSABLE
Goblin Goo Stew
HANDCRAFTED
Infused Stats:
Slots
Food
Level
100
Satiation
High
Duration
5 hours
Effects:
Increases STR of target by 259.6. Increases STA of target by 334.4. Target will Dodge 1.5% of incoming attacks. Increases Crit Chance of target by 114.4. Increases Health Regen of target by 363.6.
This character has 8,972,960 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 359,394 health per tick while out-of-combat.
This character has a Maximum Power pool of 346,346. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 14,240 power per tick while out-of-combat.
This character runs 72% faster than normal (not including spell effects).
Fighters do increased Damage and have a larger Power pool based on their Strength.
Agility provides no benefit to Fighters.
Intelligence provides no benefit to Fighters.
Wisdom provides no benefit to Fighters.
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 303,190 whatsits.
This character resists Noxious damage in the amount of 302,887 whatsits.
This character resists Arcane damage in the amount of 302,887 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): 54.8
This Fighter's Spells, Combat Arts, and Autoattacks always apply for the maximum amount, plus there's a 1378.1% 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 391,418, 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 100% faster than normal.
Hard Cap: 100%.
An unused 61.2 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%
237.584 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
716 points of Haste might be being converted to Flurry in Blood of Luclin, who knows?
This character has a 27.9% 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
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 95.7% 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.