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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

  • Max (hard-cap): 255

Strength is a valuable stat for melee and tank characters to increase their white damage.

Brad McQuaid: "STR: determines how much you can carry; influences maximum and average damage; influences how quickly you learn many offensive skills"[1]

"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.

  • 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"[2]

"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 hold your breath underwater. This is more important for the tank classes than magic users."

Agility (AGI)

Affects: Dodge, Defense, Avoidance Armor Class*, Parry?, Run speed (below 75).

  • Max (hard-cap): 255
  • Soft-cap: 75

Agility determines how much melee damage enemies inflict. 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 "[3]

It's generally agreed on that AGI has very minimal effects on gameplay as long as it is at least 75, and that it is one of the least important stats to increase for any character.

Dexterity (DEX)

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

  • Max (hard-cap): 255

In practice, Dexterity is most important for Warriors to increase the rate of hate-generating procs on their weapons. It's also valuable to archery users for additional bow damage and incrementally useful to casters for reducing cast interruptions. It can be increased by equipment and spells like Boon of the Garou and Mortal Deftness.

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"[4]

"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 its skill. This is a good skill to have for fighters, especially rangers and rogues, and of only limited use for magic users."

Wisdom (WIS)

Affects: Caster mana amount (mana pool) for Clerics, Paladins, Druids, Shamans and Rangers.

  • 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. "[5]

"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)

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

  • 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"[6]

"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 (ENC only) ; Merchant prices ; Increases success rate of a secondary check on the Pacify line of spells which causes target aggro when failed [7]

Myth: Lower CHA is beneficial for Necromancers.

Myth: CHA affects Necromancer or Druid charm spells.

  • Max (hard-cap): 255
  • Hard-cap: 104 - 135 (for vendor pricing, depending on faction level) [8]
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) "[9]

"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)

See also: Skill Defense

Armor Class (AC) is a defensive stat that reduces the damage of melee attacks on your character. This mitigation effect takes the form of reducing the chances of higher damage hits and increasing the chances of lower damage hits. It does NOT take the form of a directly reducing multiplier; enemies will always have a chance of inflicting maximum damage. The exact formula used on p99 is unknown, but should use a comparison against an enemy's Attack Power. NPC Attack Power varies primarily by level and class, but can have individually adjusted values. [10] It is also subject to a soft-cap that varies by level, class, and Defense skill.

Affects: Damage mitigation

Max (cap): None [11]

Soft-cap (raw ac/worn ac): Level * 6 + 25 (applies to AC from worn items only. there may be other soft-caps as well.) [12]

Attack Power (ATK)

Attack Power is the offensive sister to Armor Class. Your attack power is compared against your enemy's armor class to determine the chances of a higher damage hit. More attack power will increase the chances of higher damage hits, but never multiplies the damage; your maximum possible damage in a hit is not increased. Your attack power can be increased directly by spells like Grim Aura or Firefist, or indirectly by higher Strength.

Affects: Damage dealt

Max (cap): None

Your physical attack rating.

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

The classic spells that enhance the rate of mana regeneration are Clarity and Clarity II, which are always prized by casters. The Gift of Magic line will increase maximum mana directly, and the Insight line will increase it indirectly through higher WIS and INT.

Endurance (ENDR)

Affects: Swimming, Jumping.

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

Todo: What is the actual role of endurance on p99? Slows runspeed? Cannot melee attack with zero endurance?


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