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PAGE TEMPLATE FOR STATS LIKE AC, STA, INT...
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{{Cleanup Needed}}
~~
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PAGE TEMPLATE FOR STATS LIKE AC, STA, INT...'
  
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make redirects for [[Stats]], [[Points]], [[Bonus]].
  
<div style="float:right;margin:5px 0px 10px 20px;">
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= Statistics! =
__TOC__
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[[File:Amax stats.png|thumb|right|Example view of primary and secondary statistics]]
</div>
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There are a variety of skills in EverQuest, and learning and developing those skills are the keys to a character's success in the game. How a skill works in game depends on the type of skill. Some skills are triggered automatically, while others are used at the player's discretion. Also, some skills are very general and shared by all, while others are specific to certain races and classes. In general, the more the character attempts to use a skill, the better he or she will become at it.
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:''See also: [[Skills]], [[Choosing the Best Class for Your Playing Style]] & [[Dumbledorf's Norrath in a Nutshell: A Beginner's Guide#Stats]]''
  
== Skill List ==
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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]]).
  
===[[Skill_Abjuration|Abjuration]]===
+
== 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
  
One of the several skills related to the art of magic, abjuration deals with defensive magic; for example, a spell that enables the character to take less damage from extreme cold.
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===Strength (STR)===
 +
Affects: Attack Power (see "ATK"), Weight Limit
  
===[[Skill_Alcohol_Tolerance|Alcohol Tolerance]]===
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Primarily a melee stat. Strength affects damage dealt.
  
The ability to hold one's drink.
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Max (cap): 255 (?)
  
===[[Skill_Alteration|Alteration]]===
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<small>"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."</small>
  
Another of the several skills related to the art of magic, alteration deals with changing things, whether it is illusion or an actual physical change. An example would be a spell that teleports something, or that enables a character to move faster, or forces him or her to move more slowly.
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===Stamina (STA)===
 +
Affects: Hit Points (see "HP"), Endurance (see "ENDR"), and Swimming Breath.
  
===[[Skill_Apply_Poison|Apply Poison]]===
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Notable stat for tanks.
  
An ability that is limited to rogues, apply poison enables them to inflict even more damage to their foes after the initial strike. There are numerous steps to learn and perfect in order to use this skill effectively.
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Max (cap): 255 ?
  
===[[Skill_Archery|Archery]]===
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<small>"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."</small>
  
In addition to the skills dealing with melee combat, range weapons are also prevalent in the world. The skill of archery deals with a character's efficacy in using bows, crossbows, and other, similar devices.
+
===Agility (AGI)===
 +
Affects: [[Dodge]], [[Defense]]
  
===[[Skill_Backstab|Backstab]]===
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Agility determines how much melee damage enemies inflict.
  
The rogue has many unique skills in his repertoire, including the ability to strike at his opponent from behind, often inflicting a great deal of damage in one blow.
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Max (cap): 255 ?
  
===[[Skill_Bash(Slam)|Bash(Slam)]]===
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<small>"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."</small>
  
Certain races and classes have the ability to disorient an opponent, thereby lowering his defenses and also interrupting the process of spellcasting.
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===Dexterity (DEX)===
 +
Affects: Concentration (resistance to spell interrupts), [[Bard]] [[Song]] missed notes; [[Proc]]s, [[Crit]]s (allegedly).
  
===[[Skill_Bind_Wound|Bind Wound]]===
+
Max (cap): 255 (?)
  
Bandages can be used to stanch the flow of blood from a wound, thereby healing the victim to some extent. This can only be used on seriously injured patients who are not actively pursuing some other activity.
+
"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."
  
===[[Skill_Block|Block]]===
+
===Wisdom (WIS)===
 +
Caster mana amount (mana pool) for [[Cleric]]s, [[Paladin]]s, [[Druid]]s, [[Shaman]]s and [[Ranger]]s.
  
Negating an attack by deflecting the blow with one's body is a skill unique to the monk, and blocking is one of several skills available to that class.
+
Max (cap): 255?
  
===[[Skill_Channeling|Channeling]]===
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<small>"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."</small>
  
One of the several skills related to the art of magic, channeling allows you to continue casting without being interrupted if you are hit while casting the spell.
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===Intelligence (INT)===
 +
Caster mana amount (mana pool) for [[Necromancer]]s, [[Magician]]s, [[Enchanter]]s, [[Wizard]]s, [[Shadowknight]]s & [[Bard]]s*.
  
===[[Skill_Conjuration|Conjuration]]===
+
Max (cap): 255?
  
Another of the several skills related to the art of magic, conjuration brings something from elsewhere into the world, whether they are elemental creatures or powerful clouds of energy.
+
determines how fast your skills increase (?)
  
===[[Skill_Defense|Defense]]===
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<small>"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."</small>
  
The general ability to save one's own skin in melee combat. Raising your defense raises your AC.
+
===Charisma (CHA)===
 +
Affects: [[Charm]]ing, Mesmerizing ([[Enchanter]], [[Necromancer]], [[Bard]], Druid); merchant prices
  
===[[Skill_Disarm|Disarm]]===
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''Myth: Low CHA is beneficial for Necromancers''
  
This skill allows the combatant to dislodge a wielded weapon from his opponent's hands, knocking it to the ground and forcing him, at least for the moment, to fight hand-to-hand.
+
<small>"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."</small>
  
===[[Skill_Disarm_Trap|Disarm Trap]]===
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== Secondary Stats ==
 +
===[[Armor Class]] (AC)===
 +
Affects: HP loss
  
Allows a Rogue to make the rest of his party very happy by disarming potentially life-threatening traps on objects or in passageways.  
+
your defense rating (i.e. damage mitigation)
  
===[[Skill_Divination|Divination]]===
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===[[Attack]] (ATK)===
 +
Affects: damage dealt
  
Another of the several skills related to the art of magic, spells of divination allow the caster to both detect things previously concealed and conceal things previously visible.
+
your physical attack rating
  
===[[Skill_Dodge|Dodge]]===
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===[[Hit Points]] (HP)===
 +
Sometimes known as "health"
 +
determines how much damage you can sustain before dying
  
One of the better ways to negate damage is to completely avoid the blow itself, and the skill of dodging allows the combatant to do just that.
+
===[[Mana]] (MANA)===
 +
determines how many spells you can cast
  
===[[Skill_Double_Attack|Double Attack]]===
+
===[[Endurance]] (ENDR)===
 +
Affects: jumping, swimming
 +
determines how long you can perform strenuous activites before becoming fatigued
  
When a fighter becomes particularly adept at his craft, he may become fast enough to hit his opponent twice in the time it would normally take to hit once. Needless to say, this can be very advantageous in a difficult battle.
+
===[[Weight]] (WT)===
 +
Weight Limit
 +
determines how much you can carry without hindering movement
  
===[[Skill_Dragon_Punch|Dragon Punch]]===
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==Reference==
 +
keywords: base character stats
  
Monk special attack.
+
*http://everquest.allakhazam.com/wiki/eq:Stats
  
===[[Skill_Dual_Wield|Dual Wield]]===
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*http://forums.station.sony.com/eq/posts/list.m?topic_id=165954
  
Certain classes are able to wield a weapon effectively in both hands, thereby increasing the number of attacks and thus the amount of damage inflicted in a given period of time.
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*http://www.nickyee.com/eqt/home.html
  
===[[Skill_Eagle_Strike|Eagle Strike]]===
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*http://www.thesteelwarrior.org/forum/archive/index.php/f-1.html
  
Monk special attack.
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*eqmanual_supplement.doc http://help.station.sony.com/app/answers/detail/a_id/9502
  
===[[Skill_Evocation|Evocation]]===
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* wikipedia Health (gaming)
 
+
Another of the several skills related to the art of magic, evocation deals with things that go boom. Fireballs, force spells, etc., all fall under the auspices of this offensive skill.
+
 
+
===[[Skill_Feign_Death|Feign Death]]===
+
 
+
Some creatures are said to pretend to be dead, in order to fool their attackers into leaving them alone. Clever monks have mimicked this behavior and found it to be very effective for them, too.
+
 
+
===[[Skill_Fishing|Fishing]]===
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The art of pulling interesting things from bodies of water with the use of a fishing pole.
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+
===[[Skill_Flying_Kick|Flying Kick]]===
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+
The monk's body is a finely honed weapon, as this rather acrobatic strike demonstrates. The force of a flying kick is much greater, due to the length of one's legs, than a blow from the upper extremity.
+
 
+
===[[Skill_Forage|Foraging]]===
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+
Being at home in the wilderness has many benefits, including the ability to forage food. This skill has been known to save quite a few trips back to town when the supplies have inadvertently run out mid-quest. Only those whose classes bring them in tune with nature have refined this ability to any degree.
+
 
+
===[[Skill_Hand_to_Hand|Hand to Hand]]===
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+
Although this skill can be mastered only by monks, most every other class can at least throw the occasional punch. Besides, one never knows when one might be relieved of one's weapon, both during combat and at other times.
+
 
+
===[[Skill_Hide|Hide]]===
+
 
+
Hiding from an opponent can be a valuable skill to learn, particularly if one finds oneself without defenses unexpectedly. It should be mentioned, however, that some creatures are able to see better than others. Therefore, this skill is not foolproof.
+
 
+
===[[Skill_Intimidate|Intimidate]]===
+
 
+
A peculiar ability thought to create a sense of impending doom. Often causes the target to turn its back and flee.
+
 
+
===[[Skill_Kick|Kick]]===
+
 
+
Being able to dish out a bit more damage during combat is attractive to many of the melee classes in the game, and kicking one's opponent in unpleasant places in between sword swings does just that.
+
 
+
===[[Skill_Meditate|Meditate]]===
+
 
+
Another of the several skills related to the art of magic, meditation allows casters to memorize spells and regain their mana more quickly.
+
 
+
===[[Skill_Mend|Mend]]===
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+
A Monk ability to heal one's self. If not performed properly this skill can actually cause damage to the target. 100% success rate at Master level.
+
 
+
===[[Skill_Offense|Offense]]===
+
 
+
The overall ability to inflict damage during combat. Raising Offense raises your Attack.
+
 
+
===[[Skill_1H_Slash|1H Slash]]===
+
 
+
===[[Skill_1H_Blunt|1H Blunt]]===
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+
===[[Skill_2H_Slash|2H Slash]]===
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+
===[[Skill_2H_Blunt|2H Blunt]]===
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+
===[[Skill_Piercing|Piercing]]===
+
 
+
Combat is rather integral to the game, and there are a variety of weapons available to the combatant. In general, these weapons are broken up into three categories: blunt, slashing, and piercing, as well as whether they require one or two hands to wield. The higher the skill level, the more effective one is with that weapon.
+
 
+
===[[Skill_Brass_Instruments|Brass Instruments]]===
+
 
+
===[[Skill_Percussion|Percussion]]===
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+
===[[Skill_Stringed_Instruments|Stringed Instruments]]===
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+
===[[Skill_Wind_Instruments|Wind Instruments]]===
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Certain bard songs require certain instruments, and the better the minstrel is at playing these instruments, the more effective he or she will be at playing those songs. Each type of instrument learned, whether it is percussion, string, brass or wind, can improve the musician's effectiveness by enhancing their magical compositions.
+
 
+
===[[Skill_Parry|Parry]]===
+
 
+
Ability to deflect blows with one's weapon.
+
 
+
===[[Skill_Pick_Lock|Pick Lock]]===
+
 
+
Oftentimes finding that precise key is just too time consuming or expensive, and the lock picking abilities of the Rogue class come in very handy. Bards, being somewhat roguish themselves, also have this ability.
+
 
+
===[[Skill_Pick_Pocket|Pick Pocket]]===
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+
Rogues, particularly the halfling variety because of their unique and convenient size, have a tendency to lighten those overly heavy pockets of passers-by, but only as a courtesy, of course. Their intended victims, however, will at times detect this activity and will rarely appreciate the attempt.
+
 
+
===[[Skill_Riposte|Riposte]]===
+
 
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Acts like a counter-attack, essentially 'blocking' an attack and giving the defender a free swing at his attacker.
+
 
+
===[[Skill_Round_Kick|Round Kick]]===
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+
Monk special attack.
+
 
+
===[[Skill_Safe_Fall|Safe Fall]]===
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+
Monks, being typically unencumbered by heavy armor and weapons, often work on their ability to fall great distances, yet still land on their feet incurring minimal if any damage. Bards and rogues also practice this skill.
+
 
+
===[[Skill_Sense_Heading|Sense Heading]]===
+
 
+
Although compasses are known to exist, they are also typically rare and expensive. Nearly anyone can learn to determine their heading and direction if they are persistent. Then again, they are also often times wrong.
+
 
+
===[[Skill_Sense_Traps|Sense Traps]]===
+
 
+
An ability of the Rogue to detect traps on objects or in passageways.
+
 
+
===[[Skill_Singing|Singing]]===
+
 
+
Bards (one can at least hope) have great singing voices. And the better they are at this art, the more effective their songs, which are themselves often magical in nature.
+
 
+
===[[Skill_Sneak|Sneak]]===
+
 
+
Some races are better at sneaking than others because of size, but class is also an important factor. In order to bypass a dangerous enemy, it might be advisable to slow one's movement and creep cautiously along, being very quiet.
+
 
+
===[[Skill_Specialization|Specialization]]===
+
 
+
===[[Skill_Specialize_Abjuration|Specialize Abjuration]]===
+
 
+
===[[Skill_Specialize_Alteration|Specialize Alteration]]===
+
 
+
===[[Skill_Specialize_Conjuration|Specialize Conjuration]]===
+
 
+
===[[Skill_Specialize_Divination|Specialize Divination]]===
+
 
+
===[[Skill_Specialize_Evocation|Specialize Evocation]]===
+
 
+
Magic users of advanced experience levels tend to specialize in one or another of the skills available to them, depending on which type of magic they find most useful. Specializing in one of those areas allows casters to cast spells using less mana and with a higher rate of success.
+
 
+
===[[Skill_Swimming|Swimming]]===
+
 
+
Many areas in the world of Norrath are covered by water, and one's ability to maneuver in that environment is directly related to one's skill level in swimming. As one becomes more adept at this skill, it is possible to move much faster in the water, and possibly even remain underwater for a bit longer as well.
+
 
+
===[[Skill_Taunt|Taunt]]===
+
 
+
Taunting an attacker to attack oneself instead of another is a method by which one member of a team or group can help prevent the death of another, if successful. Warriors in particular are known to do this in order to protect the physically weaker magic users of their parties.
+
 
+
===[[Skill_Throwing|Throwing]]===
+
 
+
Ability to use throwing weapons. Common weapons are the Dagger, Throwing Axe, Spear, and Shuriken.
+
 
+
===[[Skill_Tiger_Claw|Tiger Claw]]===
+
 
+
Monk special attack.
+
 
+
===[[Skill_Tracking|Tracking]]===
+
 
+
Rangers, druids and bards, through natural or magical abilities, are able to follow traces of others over varying distances. They have never been known to share the secret of this ability with the other classes, which leads one to believe that it is a very difficult skill.
+
  
 
{{Navbox Skills}}
 
{{Navbox Skills}}

Latest revision as of 17:16, 26 October 2013

WarningIcon.png
Notice: This page needs a revamp or clean-up. It may contain serious omissions or information which is incorrect for Project 1999. It may represent the wrong era, and/or may be the result of a revamp on Live which may not yet be active on P99. Do not trust this page.

PAGE TEMPLATE FOR STATS LIKE AC, STA, INT...'

make redirects for Stats, Points, Bonus.

Contents

Statistics!

Example view of primary and secondary 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)

Affects: Dodge, Defense

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

  • wikipedia Health (gaming)
Spell: AbjurationAlterationChannelingConjurationDivinationEvocationMeditateSpecialization
Specialize: AbjurationSpecialize: AlterationSpecialize: ConjurationSpecialize: DivinationSpecialize: Evocation
Weapon: Archery1H Slash1H Blunt2H Slash2H BluntPiercing2H PiercingThrowing
Combat: BashBlockDefenseDisarmDodgeDouble AttackDual WieldHand to HandHarm Touch
IntimidationKickLay on HandsOffenseParryRiposteSlamTaunt
Rogue: BackstabApply PoisonDisarm TrapsPick LockPick PocketSense Traps
Monk: Dragon PunchEagle StrikeFeign DeathFlying KickMendRound KickSafe FallTail Rake (Iksar)Tiger Claw
Bard: Brass InstrumentsPercussionStringed InstrumentsWind InstrumentsSinging
Non-Combat: Alcohol ToleranceBeggingBind WoundFishingForagingHide (Evade)Sense HeadingSneakSwimmingTracking