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Primary Stats

See also: Game Mechanics, Skills, Choosing the Best Class for Your Playing Style & Dumbledorf's Norrath in a Nutshell: A Beginner's Guide#Stats
Example view of primary and secondary statistics

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.

Strength (STR)

Affects: Attack Power (see "ATK"), Weight Limit, Bow Damage [1]

  • Max (hard-cap): 255

Strength is a valuable stat for melee and tank characters to increase both their max and average hit of white damage.

Brad McQuaid: "STR: determines how much you can carry; influences maximum and average damage; influences how quickly you learn many offensive skills"[2]

Stamina (STA)

Affects: Hit Points (see "HP"), Endurance (see "ENDR"), and Swimming Breath.

  • Max (hard-cap): 255
See also: Game Mechanics#Hitpoint Calculation

Stamina is very valuable for tanks to increase maximum hit points. It's also somewhat valuable to other classes for the same reason.

Brad McQuaid: "STA: affects how many hit points you have, how long you can hold your breath"[3]

Agility (AGI)

Affects: Dodge skill up rate, Defense skill up rate, Avoidance Armor Class, Parry skill up rate, Run speed (below 75).

  • Max (hard-cap): 255

Classic hardcap: 200 unimplemented [4]

Agility influences the ability of an enemy to hit you. Above 75, the AC provided for each Agility is slight. Below 75 agility causes a large AC hit. For example, on a level 60 ogre SK, going from 76 to 85 AGI provides 3 AC. But going from 66 to 75 AGI provides 45 AC.

Brad McQuaid: "AGI: affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit "[5]

Dexterity (DEX)

Affects: Concentration (resistance to spell interrupts), Bard Song missed notes; Melee skill-ups, Procs, Crits .

  • Max (hard-cap): 255

This determines how often you crit with your weapons, how quickly you learn weapon and rogue skills, and how often a magic weapon will process its skill. This is a good skill to have for fighters, especially warriors, rangers, rogues and of only limited use for magic users.

Brad McQuaid: "DEX: how quickly you learn weapon skills; how often weapon will proc; how quickly you learn rogue skills; how hard you hit with bows"[6]

On Red server Dexterity affects PVP hit rate. It does this by comparing your dexterity to your opponent's agility.

Wisdom (WIS)

Affects: Caster mana amount (mana pool) for Clerics, Paladins, Druids, Shamans and Rangers. Conditionally determines how fast magic skills increase.

  • Max (hard-cap): 255
  • Soft-cap: 200

Brad McQuaid: "WIS: affects the amount of mana the priest classes have, also rangers; also affects how quickly you can learn many skills if your wisdom is higher than INT. "[7]

Intelligence (INT)

Affects: Caster mana amount (mana pool) for Necromancers, Magicians, Enchanters, Wizards, Shadowknights & Bards*. Determines how fast magic skills increase.

  • Max (hard-cap): 255
  • Soft-cap: 200

Brad McQuaid: "INT: directly affects how quickly you can learn most skills; affects the amount of mana for bards and all mages, as well as shadow knights"[8]

Charisma (CHA)

Affects: Charming (ENC/BRD only) ; Merchant prices ; Increases success rate of a secondary check on the Lull line of spells which causes target aggro when failed [9]

Myth: Lower CHA is beneficial for Necromancers. This is how stock EQEmu is coded so not actually a myth. Unverified by parses on p1999.

Myth: CHA affects Druid charm spells.

  • Max (hard-cap): 255
  • Soft-cap: 104 - 135 (for vendor pricing, depending on faction level) [10]
Further information: Game Mechanics#Vendor Pricing, Charisma, and Faction

Brad McQuaid: "CHA: affects amount you will be paid for goods by NPC merchants, and how much they will pay you; affects the saving throw on certain bard and enchanter spells (charms in particular) "[11]

Secondary Stats

Armor Class (AC)

See also: Skill Defense

Armor Class as a whole is divided into two parts. The first determining how hard you get hit and the other when you will be hit.

The first part of the AC is "mitigation AC" which is calculated from the worn AC you gain from your gear, Defense skill, and it is assumed spells.

The other part of AC is the "avoidance AC" which is defined by your Defense skill and your AGI stat.

Max (cap): None [12]

Soft-cap (raw ac/worn ac): Level * 6 + 25 This only applies to characters level 50 or below. [13]

A fairly complete look at how AC works on live/EQEmu can be found at [14] [15]

Attack Power (ATK)

Attack, is a statistic used to compare against an opponent's AC. It is based on your Weapon Skills and Offense. While these are two parts of a whole they do differing things independently. Weapon skills will determine if you miss an opponent and Offense increases your to-hit in theory.

When compared against an opponent's Mitigation AC it is further added to by the Strength stat and +ATK mods on items or from spells.

Max (cap): None

Hit Points (HP)

Sometimes known as "health", a player's HP determines how much damage you can sustain before dying.

Max (cap): None

Hit points can be increased directly through +HP gear, or indirectly through +STA gear, or temporarily through HP enhancing spells like the Cleric's symbol line and the Shaman's talisman line of spells.

Mana (MANA)

A player's mana pool determines how many spells you can cast. Mana is increased directly through equipment, through WIS for priests, rangers and paladins, and through INT for casters, shadowknights and bards.

Max (cap): None on p1999 however in era there was a hardcap on mana gained from items. [16]

There are many spells that enhance the rate of mana regeneration, which are always prized by casters. There is also a single Enchanter line of spells that increases maximum mana directly, and another Enchanter line to increase Intelligence, as well as two spell lines which increase Wisdom, and both will increase mana indirectly.

link to mana formula and some fluff

Endurance (ENDR)

Affects: Jumping, Disciplines.

Endurance determines how long you can perform strenuous activities before becoming fatigued.


A player's resistances determine the chance for negative spells to be resisted by the player and the damage they deal. The resistance type being checked is determined by the specific spell that is being cast. Resistances can be raised or lowered through beneficial or harmful spells and certain gear.

The five resists types are:

  • Poison
  • Magic
  • Disease
  • Fire
  • Cold

Todo: Add the mechanics and formulas behind resistances.

Tertiary statistics

Damage Per Second (DPS)

See also: Haste Guide

Affects: Melee & Caster Damage dealt over time; Weapon Ratio.

DPS Meter & DPM Calc (Classic?)

Weapon Ratio

Affects: DPS

Formula: (Weapon Damage / Weapon Delay) = Ratio

Example: (18 / 27) = 0.666 DPS


1H Damage Ratios.jpg


  • To learn about HP regeneration rates, see here.
  • To learn about mana regeneration rates, see here.


keywords: base character stats