Statistic
scores in EverQuest govern many things about your character;
how hard they can hit, total hit points, mana, chance to dodge, NPC prices and how quickly skills are learned.
This reference will explain how each statistic affects your character.
STRENGTH
(Melee Damage, Weight Allowance, Some Trade Skills)
First and most apparently, STR determines your weight limit.
Each STR point allows you a weight point. Secondly, STR
determines upper damage caps which becomes more obvious
at levels 20+. The bonus is minor, but helps classes such as Rogues with Backstab, and the looting
capacity is very nice at the upper levels when you are finding
many weapons and plate level armor. For those reasons, I
*highly* recommend this stat for melee types, and you might
even consider a bit for mage types.
STAMINA
(Hit Points, Fatigue)
STA determines your starting hit points and how many hit
points you get per level. The other factors in this equation
are race and class. If you want to be able to take a bigger beating, put some points into STA. In addition, this attribute affects your Stamina points, and, therefore, how quickly your character fatigues over time.
AGILITY
(Dodge Percentage, Starting AC)
AGI is a stat that affects your chance to dodge and/or
avoid damage. Once you are hit, you take an armor roll
for how much damage is absorbed. By this token, this
stat is important even if you have great armor. I recommend
this stat for all classes: for melee types, you will
fight better, and magic types with low hit points/armor
class should take as few hits as possible. Also, the
less you are hit, the less likely you are to be interrupted
in your casting. Your character's starting Armor Class
(AC) is also directly affected by this attribute.
DEXTERITY
(Proc Rate, Some Trade Skills)
DEX determines how often a weapon with a process (or "proc") activates itself. A good example of a weapon with a proc is a Short Sword of Ykesha. The higher your DEX, the more often the chance that this weapon will proc. It also plays a part in how often your skills (including tradeskills such as Tailoring) raise. Bards should take note, this is an important skill for them, and gauges how skillfully they can play their instruments.
WISDOM
(Mana for Priests, Tertiary Skill Check)
WIS is the mana determinant for the priestly casters,
and their derived hybrids (Cleric, Shaman, Druid,
Ranger, Paladin). It is bar none the most important
stat for the former three classes and a consideration
for the latter two. In addition, WIS provides
a last chance to succeed at a failed skill roll.
Although INT is the secondary skill-up attribute
for most skills, WIS may grant you to continue a
failed skill roll. Minimal as the chance may be,
it is still the opportunity to succeed on a roll
one has already failed via skill check.
INTELLIGENCE
(Mana for Mages, Skill Gain)
INT is the mana determinant for the non-priestly
casters (Wizard, Enchanter, Magician, Necromancer),
their derived hybrid (Shadowknight), and also
determines how quickly one will gain skills. As
such, it is important to all classes, but is especially
so for the four non-priestly casters.
CHARISMA
(Faction Standing, Merchant Prices, Charm Success)
CHA affects NPC prices--when both buying and
selling--and also how NPCs will react to you.
While generally not a stat that most people
raise, saving some hard-earned platinum on that
plate breastplate is always a nice bonus. Also,
CHA is almost the INT of faction. By having
high CHA, you reduce the amount of faction you
need to have NPCs change their view toward you.
This can be a nice bonus when questing. It is
also a factor for Charm spells, which notably
affects the enchanter.
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