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Applies Lucky Wolf Paw when Activated. Lasts for 30 minutes 18 seconds.
• Increases speed of caster by 17.0%.
• This effect suspends during combat
• The casting time of Lucky Wolf Paw is 0.5 seconds and the reuse time of the spell is 1.5 seconds
Adornment Slots:
White
NO-TRADE
Firebrand's Scorched Pelt
LEGENDARY
5 Stamina
5 Primary Attributes
1 Combat Skills
Infused Stats:
Chain Armor (Chest)
Mitigation
45
Level
10
Defiler, Inquisitor, Mystic, Templar
Adornment Slots:
White
ATTUNEABLE
Firewine
MASTERCRAFTED
Infused Stats:
Slots
Drink
Level
10
Duration
45 minutes
Effects:
Increases STA of target by 10.2. Increases AGI of target by 10.2. Increases INT of target by 10.2. Increases STR of target by 10.2. Increases WIS of target by 10.2. Increases All Attributes of target by 0.5%. Increases Potency of target by 2.0. Increases Max Health of target by 3.0%. Increases Power Regen of target by 16.0.
Superb Jewel
TREASURED
3 Stamina
3 Primary Attributes
Infused Stats:
Slots
Ear
Level
1
Adornment Slots:
White
NO-TRADE
Iron Reverent Boots
HANDCRAFTED
2 Stamina
3 Primary Attributes
Infused Stats:
Chain Armor (Feet)
Mitigation
41
Level
10
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
ATTUNEABLE
Candied Fire Melon
MASTERCRAFTED
Infused Stats:
Slots
Food
Level
10
Duration
45 minutes
Effects:
Increases STA of target by 10.2. Increases AGI of target by 10.2. Increases INT of target by 10.2. Increases STR of target by 10.2. Increases WIS of target by 10.2. Increases All Attributes of target by 0.5%. Increases Crit Bonus of target by 2.0. Increases Max Health of target by 3.0%. Increases Health Regen of target by 16.0.
Iron Reverent Bracers
HANDCRAFTED
2 Stamina
3 Primary Attributes
Infused Stats:
Chain Armor (Forearms)
Mitigation
41
Level
10
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
ATTUNEABLE
tin chainmail gloves
Infused Stats:
Chain Armor (Hands)
Mitigation
14
Level
1
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
Skull of the Sabertooth Shaman
LEGENDARY
5 Stamina
5 Primary Attributes
2 Combat Skills
Infused Stats:
Chain Armor (Head)
Mitigation
42
Level
10
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
ATTUNEABLE
Superb Loop
TREASURED
3 Stamina
3 Primary Attributes
Infused Stats:
Slots
Finger
Level
1
Adornment Slots:
White, Green
NO-TRADE
Watch's Circlet of Conviction
TREASURED
5 Stamina
5 Primary Attributes
1 Combat Skills
Infused Stats:
Slots
Wrist
Level
10
Adornment Slots:
White
NO-TRADE
Iron Reverent Leggings
HANDCRAFTED
2 Stamina
3 Primary Attributes
Infused Stats:
Chain Armor (Legs)
Mitigation
44
Level
10
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
Adornment Slots:
White
ATTUNEABLE
Iron Mace
HANDCRAFTED
2 Stamina
3 Primary Attributes
Infused Stats:
Mace
One-Handed Crushing
Damage
4 - 24
(7.15 Rating)
Delay
4.0 seconds
Level
10
All Fighters, All Mages, All Priests
Adornment Slots:
White
ATTUNEABLE
Diviner's Wand
Infused Stats:
Spell Autoattack Weapon (Focus)
Ranged
Damage
3 - 16
(2.4 Rating)
Delay
8.0 seconds
Range
0 - 35 meters
Level
1
All Mages, All Priests
Adornment Slots:
White
Trusty Buckler
TREASURED
2 Stamina
2 Primary Attributes
Infused Stats:
Buckler (Shield)
Slots
Secondary
Protection
5
Level
1
All Priests
Adornment Slots:
White
NO-TRADE
Pauldrons of the Punisher
LEGENDARY
6 Stamina
6 Primary Attributes
2 Combat Skills
Infused Stats:
Chain Armor (Shoulders)
Mitigation
42
Level
10
All Scouts, Berserker, Defiler, Guardian, Inquisitor, Mystic, Paladin, Shadowknight, Templar
This character has 1,079 Maximum Hitpoints. Health is increased by equipped Items, Spells, AAs, and Prestige lines that increase Stamina and/or Max Health.
This character regenerates 59 health per tick while out-of-combat.
This character has a Maximum Power pool of 1,017. Power is increased by equipped Items, Spells, AAs, and Prestige lines that increase the character's primary stat or Maximum Power.
This character regenerates 57 power per tick while out-of-combat.
This character runs 7% 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 0 whatsits.
This character resists Noxious damage in the amount of 242 whatsits.
This character resists Arcane damage in the amount of 29 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.
This Priest has a 0% 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 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.