How Stuff Works: Spell Affects (SPAs)

Behind every spell, song, discipline, aa ability and worn focus effect is a hidden set of values. These values are known as Spell Affects (SPAs). SPAs are primarily responsible for how such effects interact with each other in game. This guide is aimed to help players answer frequently asked questions about what can “stack.”

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SPA Basics

SPAs control what spells do. In the context of SPAs, when we refer to “spells”, we simply mean anything that has a spell data entry. Within the EverQuest folder there is a spells_us.txt file which contains current spell data for the game.

Reading the spells_us.txt file is a messy job and won’t make sense to the average person. However, using RaidLoot’s spell parser program can help interpret the text file for you, and give you a better format to read and search the spell data file. A spell can have up to 14 slots of values. The data we will look at for each slot contains the following:

  • Slot Number | SPA | Base1 | Base2 | Calc | Max

The text file and spell parser will not outright tell you the spell effect names behind the SPAs. However, based on the compiled data, many can already be assumed (ie: critical hit damage) as you see them repeat in other spells. Once you figure out the SPA number, you can then look it up and see where else it’s being used. There are also SPA lists widely available now.

Enumerated SPA List

In January 2014, a SPA list with corresponding affect names was provided by devs to the player community on the EQ forums. Since then, the list has slowly grown with new SPAs periodically added. The updated list is available directly on this site here: SPA List

The SPA list was created to let players know the “affect” names behind the SPA numbers. This made it a little bit easier to look up SPAs of interest in a spell parser or spell database. To quote EQ Dev Prathun directly, “…there have never been SPAs that affect mod2 stats or heroic stats. Those have always come from items.”

Spell Databases

EQ doesn’t offer an online spell database. Instead, there are two well-respected websites which offer databases to look up SPAs and spell data as well as other EQ-related information:

Although these databases rely on spell parsing themselves, the search features they offer are more advanced than that of a basic spell parsing program.

In-Game Descriptions

EQ’s in-game descriptions can give you an idea of how many SPAs might exist behind a spell. An example below is is the description for an enchanter’s haste buff.

Based on its description, Hastening of Kharin appears to list 7 different effects. Unfortunately, quite a few in-game descriptions for other spells have omitted information, contain typos, or list information out of order. This is where a spell database can give you clearer details on effects parsed directly from a spell instead.

How SPAs and Spell Data Can Help You

Having a basic understanding of SPAs and Spell Data can help answer frequently-asked questions in regards to stackable effects. A few areas it can help:

  • aDPS coordination
  • Using combat disciplines at appropriate times
  • Debuffing
  • Avoiding spell conflicts with other players
Spell Data at a Glance

Information pertaining to spells, songs, disciplines, AA abilities and worn focus effects is simply referred to as spell data. Spell data will list each SPA’s attributes by spell slot.

** Permission was obtained from EQ Resource to use screenshots from their site in the Spell Data examples below. **

Compiled Spell Data

When looking up a spell on EQ Resource or RaidLoot, the spell attributes will be listed by slot. Each spell slot contains data compiled from: Slot | SPA | Base1 | Base2 | Max | Calc

The enchanter haste buff “Hastening of Jharin” was previously discussed. This is how compiled data for it appears in EQ Resource via

We can count up 7 listed effects. A slot number was skipped and will be discussed shortly.

EQ Resource also provides an elegant breakdown of Raw Spell Data for the same spell which can be found here:

Raw Spell Data Part 1: Spell Effects (SPAs)

The Spell Effect section for Hastening of Jharin displays the SPA number, or spell effect, used for each spell slot.

Spell slots that are not used or skipped appear to commonly use SPA 10. The slot may have been used at one point, or it’s acting as a placeholder. There is really nothing more to this.

Raw Spell Data Part 2: Base 1 Values

Base 1 values are the primary characteristics for an effect.

Hastening of Jharin applies an increase for each effect used on slots 2 through 8. The values used for these amounts are derived from Base 1 values.

Melee speed and weapons delays will show a bit differently based on other factors outside the scope of this guide, but they translate to what you see in the slot descriptions.

There are SPAs that don’t apply increasing/decreasing amounts. Instead, they might limit spell-types, use spell blockers, or trigger other spells. Under these circumstances, slot numbers, SPA numbers, or even spell IDs, might be indicated for their Base 1 values.

Spell Data Part 3: Base 2 Values

Base 2 Values are known as secondary characteristics. SPAs that don’t have any additional or conditional attributes to function will display a 0 for their Base 2 values instead.

Hastening of Jharin shows Base 2 values of -1 for both slot 6 and slot 8 of its spell data. The SPAs on these slots directly pertain to hit damage effects from combat skills. The -1 signifies that the effect is limited to all combat skills.

  • Slot 6: Increase Chance to Critical Hit by 35%
  • Slot 8: Increase Critical Hit Dmg by 15% of Base Dmg

Effects dealing with regular hit damage from combat skills (ie: 1-hand slashing, 2-hand blunt, archery, etc) will almost always specify a Base 2 value. The simple explanation is that combat skills undergo far more complex damage formulas than caster damage spells, and is therefore subject to restrictions.

There are SPAs that will use Base 1 and Base 2 values together to specify a range amount that can variably apply. For example, a worn magic focus item that increases spell damage variably “by 110% to 145%” will use a Base 1 value for the minimum amount (110) and a Base 2 value for the maximum amount (145).

Similar to Base 1, Base 2 values can also specify spell slot numbers, other SPA numbers, or spell IDs involved in limiting effects. A good example of this is the cleric aegolism-line of spells.

Spell Data Part 4: Max Values

Max values are used to impose a maximum effectiveness or level that an effect can apply. They are also used as Base 3 values. Effects with no max values will show 0 values instead.

That stat increases on Hastening of Jharin uses max values:

  • Slot 2: Increase Agility by 455
  • Slot 3: Increase Dexterity by 380
  • Slot 4: Increase Attack by 319
  • Slot 5: Increase Melee Haste by 68%

An interesting point with Hastening of Jharin is that the AGI and DEX effects show a 1 point higher amount than their Base 1 values. This means the spell will most likely scale to these max values once the player reaches max level 120 in ToL (keep in mind the spell is level 119).

Effects typically involving general flat-point increase/decrease amounts, such as stats and hit points, appear to all use max values on such slots. Max values are also used to specify level maximum level restrictions for mez and charm spells.

Does It Stack?

Unfortunately, there is no comprehensive list of what SPAs are capable of stacking. Instead there are multiple factors that go into whether they stack or not.

SPA Number First Determines Stackability

There are specific SPA numbers that were created to outright not stack. These are shown directly on a spell slot’s attributes when viewing a spell’s compiled data.

Example: BRD Thousand Blades

  • (SPA 496) Slot 2: Increase Critical Hit Dmg by 200% of Base Dmg (Non Stacking)

Base Values

Once it’s been established that a SPA doesn’t have a built-in non-stacking feature, the Base values will be looked at next for two or more spells with the same SPA.

If Base 2 determines that no stacking is possible for a SPA, then the higher Base 1 value for the same SPA will determines which spell can possibly take effect. If you recall from the previous section, a Base 2 value of -1 limits an effect to all combat skill.

  • SPA with Base 2 = -1 can only stack with same SPA that has Base 2 > 0

If another spell with the same SPA indicates a Base 2 value greater than 0, then it’s limited to a specific combat skill instead.

If Base 2 = -1

This value limits effects to combat skills only. Another same SPA can potentially stack if it has a Base 2 value > 0 instead.

Example: Comparing SPA 184 involving Accuracy on the following spells:

  • RNG Outrider’s Accuracy XL (self buff – from AA)
  • Slot 4 | SPA 184 | Base 1 = 350 | Base 2 = -1 | Calc = 100 | Max = 0
  • RNG Eyes of the Senshali (self buff – from spell)
  • Slot 1 | SPA 184 | Base 1 = 45 | Base 2 = 7 | Calc = 100 | Max = 0
  • BRD Quick Time (group buff – from AA)
  • Slot 9 | SPA 184 | Base 1 = 90 | Base 2 = -1 | Calc = 100 | Max = 0

When viewing these three buffs, a ranger will not be able to stack SPA 184 from a Bard’s Quick TIme ability since both are using Base 2 values of -1. In this case, the greater Base 1 value from Outrider’s Accuracy will take effect between those two spells. However, Eyes of the Senshali will not have any issues since it’s Base 2 value is greater than 0.

Once it’s been established that a SPA and Base values permit stackability, then we can look at other slot stacking rules.

Same-Slot Rules to Stack a SPA

  1. One Worn Focus Effect
  2. One Passive AA Effect
  3. One Spell (or Song) Effect

Different-Slot Rules to Stack a SPA

  1. Flat-point increases and percentages can generally stack on players
  2. Flat-point decreases can generally stack on mobs
  3. Percentage-effects do not stack on mobs

SPAs Have an Order of Operation

Beimeith, a well-known player, contributed a great post on the official EQ forums regarding SPA order for enchanter Runes and Guards here: Enchanter Runes – Order of Operations

  1. SPA Number is checked first in descending Order
  2. Base values and conditions for any same SPAs present will then be checked
  3. Buff slot order is checked last in descending order for any same SPAs present

How to Test Stacking

If most of this information confuses you, or if there are uncertainties involved that were not addressed so far, here are a couple of tips to test stacking:

#1 Use your character’s displayed values (in the inv window) to your advantage:

  • Hit Points
  • Mana
  • AC – the left number is mitigation AC from AC buffs, AC on gear, etc.
  • AC – the right number is evasion or avoidance
  • ATK – the left number is attack or offense rating
  • ATK – the right number is your accuracy
  • Haste %
  • All “Stats” – STR, AGI, etc

#2 Buff and remove spells, equip/unequip augs or specific pieces of gear and continue monitoring your displayed values to see if any numbers change.

#2 Unequip all gear. This is a simple way to test debuff stacking and avoid getting such spells resisted in the process.

#3 Download and use RaidLoot’s open-source spell parser.

#4 Parse your damage on a combat dummy.

Same Slot SPA

Effects from spells (includes songs) using the same SPA on the same spell slot do not stack. Only the best effect will be used. However, there are other effects beyond spells to consider – such as worn effects and passive AAs. Note that tribute counts as worn effects, too.

Passive AAs will not have any values displayed except for their SPA. This means you will not find base values or other information like you see on spells.

Non-Stackable: Worn Effects w/ Focus (Multiplicative)

The multiplicative values found on Focus Effects from gear and tribute that affect spells and combat abilities generally cannot stack the same SPA. In short these are all spell and melee focus effects that include:

  • Spell foci effects (ie: improved spell damage, spell haste, etc)
  • Cleave
  • Ferocity
  • Sharpshooting
  • Improved Dodge
  • Improved Parry / Block

For example, if you have a spell haste ring equipped and have spell haste tribute, only the best one will work on you – not both.

Conditions to Stack a Multiplicative SPA on the Same Slot

  1. One Worn Focus Effect
  2. One Passive Effect AA
  3. One Spell (or Song) Effect

Stackable: Worn Effects (Additive)

These are different from focus effects and operate based on additive values. Typically, they include: HP Regen, Attack and Accuracy (among others). However, note that many of these effects have capped amounts. Usually, passive AAs push these capped amounts further.

Accuracy can be a little confusing since it use on multiple SPAs. This will be discussed in the last section of this guide.

Conditions to Stack an Additive SPA on the Same Slot

  1. All Worn Effects – up to any respective capped amount
  2. One Passive Effect AA
  3. One Spell (or Song) Effect

Stackable Conditions Example: SPA 127 for Spell Haste

Just about any caster class uses SPA 127 which is listed for “Fc_CastTimeMod”. This SPA increases spell haste. For this example, I will use my Enchanter.

Worn Focus Effect: Enchanter leg item showing effect “Spell: Detrimental Haste 23 L125”

  • Slot 1 | SPA 127 | Base 1 = 23 | Base 2 = 0 | Max = 0 | Calc = 100

Passive AA Ability: My Enchanter has rank 9 of “Quick Damage”

  • Slot 1 | SPA 127

Spell/Song: Cleric buff “Benediction of Resplendence”

  • Slot 1 | SPA 127 | Base 1 = 11 | Base 2 = 0 | Max = 0 | Calc = 100

Non-Stackable Example: Two Spells for SPA 55 (Rune)

There is a conflict between two enchanter runes that use the same spell slot. Only the better one will take hold

  1. Eldritch Rune XXXVIII (activated AA ability)
  2. Marvel’s Rune

These both translate to:

  1. Slot 3 | SPA 55 | Base 1 = 430K | Base 2 = 0 | Max = 430K | Calc = 100
  2. Slot 3 | SPA 55 | Base 1 = 160K | Base 2 = 0 | Max = 160K | Calc = 100

Eldritch Rune will beat out Marvel’s Rune and block it altogether, or it will overwrite it.

Different Slot SPA

Spells that have the same SPAs on different slots can stack provided there are no SPA number or base value conflicts.

Stackable on Mobs and Players: Flat-Point SPAs

SPAs from spells that increase or decreasing flat-point effects can stack if they reside on different spell slots. This includes AC, Attack, STR, etc. These are all generally additive SPAs

Stackable on Players: SPAs w/ Percentages

SPAs from spells that use percentages will generally stack on different slots. These are multiplicative SPAs. A lot of changes to make a number of such spells stackable occured in a 2015 July Patch.

Non-Stackable on Mobs: SPAs w/ Percentages

Debuffs that have percentage or multiplicative effects on mobs will not stack on different slots.

Stackable Flat Points Example 1: Buffs Using SPA 69 for Max Hit Points

A combination of several class max HP buffs can stack SPA 69 on different spell slots which players commonly see in groups or when raiding:

  1. SHM: Vampyre Focusing
  2. DRU: Luclinite Blessing
  3. CLR: Symbol of Sanguineous
  4. RNG: Strength of the Dusksage Stalker
  5. DRU/SHM: Frenzied Growth

These translate to:

  1. Slot 1 | SPA 69 | Base 1 = 8961 | Base 2 = 0 | Max = 8961 | Calc = 100
  2. Slot 2 | SPA 69 | Base 1 = 10804 | Base 2 = 0 | Max = 10804 | Calc = 100
  3. Slot 3 | SPA 69 | Base 1 = 15214 | Base 2 = 0 | Max = 15214 | Calc = 100
  4. Slot 4 | SPA 69 | Base 1 = 2962 | Base 2 = 0 | Max = 2962 | Calc = 100
  5. Slot 8 | SPA 69 | Base 1 = 25894 | Base 2 = 0 | Max = 29906 | Calc = 1664

Stackable Flat Points Example 2: Debuffs Using SPA 1 and SPA 2

These are two druid debuffs that use SPA 1 for AC and SPA 2 for Attack. Both these debuffs will work nicely together and stack AC and Attack decreases.

  1. DRU: Cinch of Ro
  2. DRU: Primal Frost

For the AC debuff portion:

  1. Slot 12 | SPA 1 | Base 1 = -131 | Base 2 = 0 | Max = 131 | Calc = 100
  2. Slot 6 | SPA 1 | Base 1 = -504 | Base 2 = 0 | Max = 504 | Calc = 100

For the Attack debuff portion:

  1. Slot 10 | SPA 2 | Base 1 = -195 | Base 2 = 0 | Max = 195 | Calc = 100
  2. Slot 5 | SPA 2 | Base 1 = -371 | Base 2 = 0 | Max = 371 | Calc = 100

Non-Stackable % Example: Debuffs Using SPA 184 for Accuracy

Debuffs that decrease Accuracy % using SPA 184 on different spell slots will not stack.

  1. ENC: Somnolence XI
  2. ENC: Perplexing Constriction
  3. ENC: Mental Contortion IX

These translate to:

  1. Slot 1 | SPA 184 | Base 1 = -26 | Base 2 = -1 | Max = 0 | Calc = 100
  2. Slot 3 | SPA 184 | Base 1 = -10 | Base 2 = -1 | Max = 0 | Calc = 100
  3. Slot 6 | SPA 184 | Base 1 = -25 | Base 2 = -1 | Max = 0 | Calc = 100

Although players can apply all three of these spells, only Somnolence XI will take effect for where SPA 184 is concerned. The reason has to more to do with the fact that all three effects are using a Base 2 value of -1 rather than percentages alone. Therefore, the effect with the highest (reduction) Base 1 value is used.

DoT Spells

Damage Over Time (DoT) spells are able to be applied independently from each other, and allow players of same or different classes to co-exist in group and raid settings. They are limited by their assigned “stacking groups” instead. DoT spells can also include debuff components. The debuff spell slots of DoTs will interact in the same manner with effects from other spells.

How Stacking Groups Works

In 2015, Stacking Groups were implemented for specific lines of spells past level 65 (or so).

  1. They allow one line of spell per player to be used (such as in the case of DoTs)
  2. They allow the highest rank (or level) of one line of spell to be used per stacking group

For example, Druids alone have six different lines of DoTs, each assigned to a stack group:

  • Nature’s Blazing Wrath
  • Stinging Swarm
  • Chill of the Natureward
  • Sunscorch
  • Gelid Moonbeam
  • Flamelick

Stacking Groups prevent a single player from using more than one spell from the same line of spells. Instead, the spell will simply get overwritten or blocked. Alliance/Coalition spells, among others, are also included in other types of special stacking groups.

DoTs w/ Debuff Components

Any debuff components found in DoTs will be treated the same as any other spell effect.

  • Debuff components will not stack on the same slot – only one will be used.
  • Debuff components on different slots will follow different-slot stacking rules.

Example: Druid DoT /w Debuff Components

Some spell slots were omitted below to just keep it simple, but we will compare a druid’s DoT, and what happens when two druids apply the same spell.

Tenebrous Sunray: level 116 spell (part of the flamelick-line)

  • (SPA 297) Slot 1: Increase Spell Damage Taken by 1738 (v297, Before Crit)
  • (SPA 0) Slot 2: Decrease Current Hit Points by 2874 per Tick
  • (SPA 46) Slot 3: Decrease Fire Resist by 92
  • (SPA 135) Slot 5: Limit Resist: Fire
  • (SPA 1) Slot 10: Decrease Armor Class by 84 to 111, Based on Class

If two druids were to apply Tenebrous Sunray to the same mob the following will happen:

  • DRU 1 (SPA 297) Slot 1: Increase Spell Damage Taken by 1738 (v297, Before Crit)
  • DRU 2 (SPA 297) Slot 1: Increase Spell Damage Taken by 1738 (v297, Before Crit)
  • DRU 1 (SPA 0) Slot 2: Decrease Current Hit Points by 2874 per Tick
  • DRU 2 (SPA 0) Slot 2: Decrease Current Hit Points by 2874 per Tick
  • DRU 1 (SPA 46) Slot 3: Decrease Fire Resist by 92
  • DRU 2 (SPA 46) Slot 3: Decrease Fire Resist by 92
  • DRU 1 (SPA 135) Slot 5: Limit Resist: Fire
  • DRU 2 (SPA 135) Slot 5: Limit Resist: Fire
  • DRU 1 (SPA 1) Slot 10: Decrease Armor Class by 84 to 111, Based on Class
  • DRU 2 (SPA 1) Slot 10: Decrease Armor Class by 84 to 111, Based on Class

Same-slot SPA rules will apply for the debuff portions and not stack. Only one effect will take hold per slot. However, both DoTs components on SPA 0 will run separately for each druid

Stacking Restrictions

There are different methods of using SPAs to restrict or block spells. The most direct approach uses a stacking blocker to block a new spell. Stacking blockers will almost always use a set of conditions (so expect there to be both Base 1 and Base 2 values involved). In other cases, effects may be limited to augment a designated type of spell rather than block it (ie: debuffs).

Common SPAs Used to Restrict Spells

SPA 148 has an affect name “StackingBlocker” and is used to block new spells. This SPA will check for an incoming spell’s specific spell slot and then it’s attributes to determine blocking.

SPA 149 has an affect name “StripVirtualSlot” and is used to overwrite an existing spell. It will check an existing spell’s specific spell slot and then it’s attributes to determine overwriting it.

SPA 137 has an affect name “Ff_WhichSPA”. Unlike the previous two SPAs discussed, this SPA will check for the presence of another SPA on the same spell slot.

SPA 135 has an affect name”Ff_ResistType” and used to check for a particular resist. You’ll frequently find this SPA on focus effects or debuff spells. It is commonly used to restrict the type of spell a player can take advantage with the effect.

This is not a complete list. There are other SPAs, or additional ones that may be required, to prevent or limit effects.

Preventing Unintended Effects

If stacking restrictions were not imposed by SPAs then we would see things like cleric aegolism stack with cleric symbol, multiple delayed heals/abilities stack, among other strange scenarios. If you have played EQ for a while, without even checking SPAs, you probably have a general idea by now of which basic buffs already don’t stack.

Example: DRU and CLR HP Buffs

Below we’ll review relevant snippets of both compiled and raw data from each spell.

DRU Luclinite Skin: level 117 skin buff

When examining the stacking blockers on slot 5 and slot 6, the Base 1 values are specifying SPA numbers, Base 2 values are specifying spell slots, and Max values are being used as a third conditional.

  • Slot 1: Increase AC by 104 to 137, Based on Class
  • Slot 1 | SPA 1 | Base 1 = 8961 | Base 2 = 0 | Max = 8961 | Calc = 100
  • Slot 2: Increase Max HP by 10803
  • Slot 2 | SPA 69 | Base 1 = 10803 | Base 2 = 0 | Max = 10803 | Calc = 100
  • Slot 5: Stacking: Block New Spell if Slot 1 is AC and Less Than 2766
  • Slot 5 | SPA 148 | Base 1 = 1 | Base 2 = 1 | Max = 2766 | Calc = 100
  • Slot 6: Stacking: Block New Spell if Slot 2 is Max HP and Less Than 21629
  • Slot 6 | SPA 148 | Base 1 = 69 | Base 2 = 2 | Max = 21629 | Calc = 100

CLR Persistence: level 117 aegolism buff

Similar to the druid skin buff, we can see that the stacking blocker on slot 1 is using the Base 1 value for a SPA number, Base 2 value for the spell slot, and the max value as a third check. The spa that will do the overwriting on slot 5 exhibits similar traits, but it will check for the presence of an existing spell (which will be symbol).

  • Slot 1: Stacking: Block New Spell if Slot 3 is Max HP and Less Than 22129
  • Slot 1 | SPA 148 | Base 1 = 69 | Base 2 = 3 | Max = 22129 | Calc = 100
  • Slot 2: Increase Max HP by 21129
  • Slot 2 | SPA 69 | Base 1 = 21129 | Base 2 = 0 | Max = 21129 | Calc = 100
  • Slot 4: Increase AC by 191 to 252, Based on Class
  • Slot 4 | SPA 1 | Base 1 = 2885 | Base 2 = 0 | Max = 2885 | Calc = 100
  • Slot 5: Stacking: Overwrite Existing Spell if Slot 3 is Max HP and Less Than 22129
  • Slot 5 | SPA 149 | Base 1 = 69 | Base 2 = 3 | Max = 22129 | Calc = 100

CLR Symbol of Sanguineous: level 116 symbol buff

  • Slot 3: Increase Max Hit Points by 15214
  • Slot 3 | SPA 69 | Base 1 = 15214 | Base 2 = 0 | Max = 15214 | Calc = 100

Upon examining all three of these buffs, you will find SPA 148 on aegolism and skin, but not on symbol. There is no reason for symbol to use a blocker, since it will simply be overwritten by conditions from SPA 149 on aegolism instead. It works like this:

  • If aegolism is present, both skin and symbol are blocked by aegolism’s SPA 148
  • If symbol is present and druid skin is absent, aegolism will overwrite it with SPA 149
  • If skin is present, aegolism will be blocked by skin’s SPA 148

In conclusion, the stacking blocker is meant to prevent future spells while the spell stripper checks to overwriting an existing spell.

Worn % Modifiers

Unlike worn focus effects, items seen with a % on them have no spell data entries. They don’t use a SPA but work in funny ways with SPAs. An item with a haste % modifier is shown below:

Facts About % Modifiers

  1. They don’t stack – only the best % modifier will be used for a particular skill or haste
  2. They cap at 45% for the respective skill (or haste) they benefit
  3. Skill modifiers will visibly increase skills found in your skill window
  4. A haste % Modifier will visibly increase haste % found in your inv window
  5. They CAN work with worn effects

The last part may be a little confusing, but if you have a worn focus effect item with “Improved Dodge” and an item with Dodge %, they will both work on you. Stacking may not be the right word to use, but rather both types of dodge effects are treated as separate variables. They eventually factor into a series of equations that go behind calculating your chance to dodge.

% Modifiers in Older Content

As the game continues to evolve, items with % modifiers have greatly diminished in current content loot tables. This mostly has to do with the fact that worn focus effects are the main way to boost melee and spell abilities. The exceptions are where haste and tradeskill modifiers continue to remain. Players can go back to older expansions to obtain specific modifiers due to the fact that they still work with worn focus effects.


Melee Speed is indicated by SPA 11 and found on both slow and haste spells. In the case of haste, items and spells can increase a player’s haste beyond it’s base of 100%. What typically confuses players is how over-haste from bard songs and clicky items stack with regular haste. However, these actually use SPA 119 instead.

Worn % Haste Item

There is no worn focus effect for Haste (and intentionally-so). All haste items use a % modifier and not a SPA. This was discussed in the previous section. However, they are treated the same as worn effects – they don’t stack and only the greater % modifier will be used.

Over-Haste Item

Clicky items have long-since transitioned from buffs to permanent, passive AAs – including over-haste. If you obtain an over-haste item and click it, you get Item: Ancient Cloak of Flames AA found under your special tab of the AA Ability Window.

Combined Result

Below is how haste will be used:

  • Worn Haste % modifier
  • SPA 11 One Spell Buff – ie: enchanter or shaman haste
  • SPA 119 One Passive AA Effect – Item: Ancient Cloak of Flames AA
  • SPA 119 One Spell Buff – from a bard song

If You Are a Ranger… Archery Gets More Haste

Rangers can also tack on more haste from having a Quiver. Although it’s a bag, it acts independently from a worn haste % modifier. So for Archery, you end up with:

  • Quiver Haste – limited to archery only
  • Worn Haste % modifier
  • SPA 11 One Spell Buff – ie: enchanter or shaman haste
  • SPA 119 One Passive AA Effect – Item: Ancient Cloak of Flames AA
  • SPA 119 One Spell Buff – from a bard song

Attack “Accuracy” can be a confusing subject. For starters this is not to be confused with the mod2 Accuracy found under the Heroic Mods section. All affects for Accuracy will impact the right side number shown on the ATK line in your inventory window.

Unfortunately, in the case of ranged accuracy, such numbers won’t be visible. Only melee numbers are shown.

In this example, the area where you can find attack accuracy for melee (main hand) is circled in red.

Multiple SPAs Exist for Accuracy

In order to separate the different ways that Accuracy can or cannot interact with other effects, multiple SPAs actually exist for it.

  • SPA 184 – Accuracy %
  • SPA 216 – Melee Accuracy Amt
  • SPA 518 – Attack Accuracy Max Percent

SPA 184 – Accuracy %

Affects both ranged and melee attacks by multiplicative values.

SPA 216 – Melee Accuracy Amt

Increases melee (not ranged) attacks by additive values. The hint here is the “melee” part of the affect’s name.

SPA 518 – Attack Accuracy Max Percent

Found only on Type 18 and Type 19 augs, this SPA also increases attack accuracy by additive values and stacks. It also works for both melee and ranged accuracy. This is most likely why a separate SPA had to be invented for it. Although the effects for all Type 18 and Type 19 augs show as being on Slot 1, they are treated as worn additive effects.

Another thing to note with this SPA is that although regular worn effects for Accuracy are capped, the augs which use this type of Accuracy will increase it further.