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Statistics!
- See also: Skills, Choosing the Best Class for Your Playing Style & Dumbledorf's Norrath in a Nutshell: A Beginner's Guide#Stats
I need help with this article. I want to prevent overlaps with other pages, including class-specific articles (like Bard#Spending_Your_Bonus_Points & Paladin#Spending_Your_Bonus_Points).
Primary Stats
"You chose your character's stats when you create it, and have to live with the decision thereafter. There is no one perfect way to set up an individual character class. Much of it depends on your playing style, your preferences and the decision you make as to how you want your character to make his or her way through the world. Below are the basic descriptions of how the stats affect the characters." http://everquest.allakhazam.com/Creation.htm
Strength (STR)
Affects: Attack Power (see "ATK"), Weight Limit
Primarily a melee stat. Strength affects damage dealt.
Max (cap): 255 (?)
"This is probably the most important skill for tanks. Strength affects your maximum damage cap, the average damage you do, how much stuff you can carry and how quickly you learn many offensive skills. If you plan on wearing heavy armor and carrying around a lot of extra equipment, you will need decent strength. With a high strength you can carry more loot and armor and go longer before having to run back to town to sell. If you plan on soloing, you may want to put extra points into strength, even if you are a magic user. It is definitely important for a fighter type to have good strength, but you should also consider some of the other attributes."
Stamina (STA)
Affects: Hit Points (see "HP"), Endurance (see "ENDR"), and Swimming Breath.
Notable stat for tanks.
Max (cap): 255 ?
"One of the most important stats for all classes. The higher your stamina, the more hit points you get for each level. Over time, this can really pay off. It also affects how well you can breathe underwater. This is more important for the tank classes than magic users."
Agility (AGI)
Agility determines how much melee damage enemies inflict.
Max (cap): 255 ?
"This determines how often you get hit or missed by an attack and how much damage you take when you get hit. It also affects how quickly you learn defensive skills. Since you will take less damage and have a better chance of not having your spells disrupted if you have a higher amount of agility, this is useful for both fighters and magic users. However, for magic users, its usefulness diminishes as you go up in levels and spend less time in actual melee. I wouldn't bother with this stat too much for a magic user who plans on grouping most of the time, but a solo magic user should probably have a high agility."
Dexterity (DEX)
Affects: Concentration (resistance to spell interrupts), Bard Song missed notes; Procs, Crits (allegedly).
Max (cap): 255 (?)
"This determines how hard you hit with your bows, how quickly you learn weapon and rogue skills, and how often a magic weapon will process it's skill. This is a good skill to have for fighters, especially rangers and rogues, and of only limited use for magic users."
Wisdom (WIS)
Caster mana amount (mana pool) for Clerics, Paladins, Druids, Shamans and Rangers.
Max (cap): 255?
"The same effect as intelligence for the deity-based magic users: Cleric, Shaman Druid, Paladin and Ranger. The higher your wisdom, the more mana you get for each level. Very important for the deity-based magic users, but much less important for everyone else. The higher value of intelligence or wisdom is used to determine how quickly you will learn most of your skills, which makes having one or the other high useful for all classes."
Intelligence (INT)
Caster mana amount (mana pool) for Necromancers, Magicians, Enchanters, Wizards, Shadowknights & Bards*.
Max (cap): 255?
determines how fast your skills increase (?)
"The most important stat for the basic caster classes. For Wizards, Magicians, Necromancers and Shadow Knights, the higher your intelligence, the more mana you get for each level. This is obviously very important since without mana a magic user is basically worthless. The higher value of intelligence or wisdom is used to determine how quickly you will learn most of your skills, which makes having one or the other high useful for all classes. Many would suggest that a magic user put all of his points here. Certainly, if you plan on spending most of your time in a group, intelligence is the most important stat to boost."
Charisma (CHA)
Affects: Charming, Mesmerizing (Enchanter, Necromancer, Bard, Druid); merchant prices
Myth: Low CHA is beneficial for Necromancers
"The biggest effect of charisma is in the amount you will get buying from and selling to NPCs. If they like you, they give you a better deal, which is not to be ignored in the cash starved world of Norrath. Charisma also affects the saving throw for charm spells, which makes it very useful for bards and enchanters."
Secondary Stats
Armor Class (AC)
Affects: HP loss
your defense rating (i.e. damage mitigation)
Attack (ATK)
Affects: damage dealt
your physical attack rating
Hit Points (HP)
Sometimes known as "health" determines how much damage you can sustain before dying
Mana (MANA)
determines how many spells you can cast
Endurance (ENDR)
Affects: jumping, swimming determines how long you can perform strenuous activites before becoming fatigued
Weight (WT)
Weight Limit determines how much you can carry without hindering movement
Reference
keywords: base character stats
- eqmanual_supplement.doc http://help.station.sony.com/app/answers/detail/a_id/9502
- wikipedia Health (gaming)
Spell: | Abjuration • Alteration • Channeling • Conjuration • Divination • Evocation • Meditate • Specialization Specialize: Abjuration • Specialize: Alteration • Specialize: Conjuration • Specialize: Divination • Specialize: Evocation |
Weapon: | Archery • 1H Slash • 1H Blunt • 2H Slash • 2H Blunt • Piercing • 2H Piercing • Throwing |
Combat: | Bash • Block • Defense • Disarm • Dodge • Double Attack • Dual Wield • Hand to Hand • Harm Touch Intimidation • Kick • Lay on Hands • Offense • Parry • Riposte • Slam • Taunt |
Rogue: | Backstab • Apply Poison • Disarm Traps • Pick Lock • Pick Pocket • Sense Traps |
Monk: | Dragon Punch • Eagle Strike • Feign Death • Flying Kick • Mend • Round Kick • Safe Fall • Tail Rake (Iksar) • Tiger Claw |
Bard: | Brass Instruments • Percussion • Stringed Instruments • Wind Instruments • Singing |
Non-Combat: | Alcohol Tolerance • Begging • Bind Wound • Fishing • Foraging • Hide (Evade) • Sense Heading • Sneak • Swimming • Tracking |