EQ:Stats  

Every character in EQ has seven primary stats, as well as AC, attack, HP, and mana. All stats can be modified by buffs, and items. Additionally, each race starts off with different levels of primary stats. The secondary stats (AC, ATK, HP, and mana) can also be modified by buffs and items, but their base values are derived from your level and primary stats.

Contents [hide]

The Primary Stats

    • Str
      • Strength provides a small bonus to attack and average hit (more closer to maximum hits), and also affects how fast certain skills are learned.

        Strength is one factor in determining how much damage you do with weapons and special attacks. It directly affects the amount of weight you can carry before suffering penalties. It also increases your chance to gain Offense and Bash skill points.

        Tradeskills: If your strength is higher than your intelligence or wisdom, it determines how quickly you gain skill in Blacksmithing.
    • hStr
      • Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases damage done by melee attacks and improves the bonus granted to armor class while using a shield.

    • Sta
      • Stamina affects your base HP.

        Stamina increases your maximum hitpoints. Different classes get more hit points per point of stamina than others. Stamina also determines your maximum air supply when you are underwater or in an airless zone.
    • hSta
      • Increases hit point pool, hit point regen, and the maximum amount of hit point regen a character can have. Also increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have.

    • Agi
      • Agility is one factor in determining your avoidance--how often NPC’s will miss when trying to hit you. It also increases your chances to gain points in some combat skills.
    • hAgi
      • Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases the chance to dodge an attack, grants a bonus to defense skill, and reduces falling damage.

    • Dex
      • Dexterity affects your chances for special melee abilities such as combat effects and critical hits. It increases your chances to gain points in most combat skills. It is also a factor in determining how much damage you do with throwing weapons and archery.

        Bard Only: High dexterity decreases the chance you will miss a note while playing a song.

        Tradeskills: If your dexterity is higher than your intelligence or wisdom, it determines how quickly you gain skill in Fletching and Make Poison.
    • hDex
      • Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases damage done by ranged attacks, improves chance to successfully assassinate or headshot, and improves the chance to riposte, block, and parry incoming attacks.

    • Wis
      • Wisdom modifies the manapool of clerics, druids, shaman, rangers, and paladins, and also affects how fast certain skills are learned.

        Wisdom affects your chances of gaining skill points in most skills, if it is higher than your intelligence.

        Wisdom is the primary spell-casting attribute for Paladins, Rangers, Beastlords, Clerics, Shaman, and Druids. If affects how much mana these classes have, which determines how many spells they can cast before they must rest. It also determines how often a spell will fail to be cast correctly (fizzle).
    • hWis
      • Increases mana pool, mana regen, and the maximum amount of mana regen a wis-based caster can have.

    • Int
      • Intelligence modifies the manapool of enchanters, necromancers, wizards, and magicians, and also affects how fast certain skills are learned.

        Intelligence affects your chances of gaining skill points in most skills, if it is higher than your wisdom.

        Intelligence is the primary spell-casting attribute for Shadowknights, Bards, Wizards, Enchanters, Necromancers, and Magicians. It affects how much mana these classes have, which determines how many spells they can cast before they must rest. For all except bards, it also determines how often a spell will fail to cast correctly (fizzle).
    • hInt
      • Increases mana pool, mana regen, and the maximum amount of mana regen an int-based caster can have. It requires +25 heroic intel to gain a single point of +mana regeneration.

    • Cha
      • Charisma affects how much merchants will charge you for their wares. It also affects the chances for charm, memory blur, mesmerization, and divine intervention spell effects to work.

        Bard only: High charisma decreases the chance you will miss a note while playing a song.
    • hCha
      • Improves reaction rolls with some NPCs and increases the amount of faction you gain or lose when faction is adjusted. (Parsing doesn't show any faction changes differences).

Stat Caps

Maxing Out Your Stats

255 is the cap for all stats until you reach level 60. From there, the caps increase by 5 per level:

  • 61 - 260
  • 62 - 265
  • 63 - 270
  • 64 - 275
  • 65 - 280
  • 66 - 285
  • 67 - 290
  • 68 - 295
  • 69 - 300
  • 70 - 305
  • 71 - 310
  • 72 - 315
  • 73 - 320
  • 74 - 325
  • 75 - 330
  • ............
  • 80 - 355
  • 85 - 380
  • 90 - 405
  • 95 - 430
  • 100 - 455

In addition to these innate cap increases, you can purchase alternate abilities that raise your cap:

Supplementary

  • Heroic Stats give the player one point in the statistic regardless of the maximum on that statistic in addition to other benefits beyond the normal statistics.
  • Tribute offers increases to stat caps as well as additional Heroic stats.

  • A line of Shaman buffs also increase stat caps for the duration of the spells:

    • Wunshi's Focusing (STR/DEX) (Level 68 Shaman; must be 61 to receive) (Spell Data | Scroll Data)

      1: Increase Max Hitpoints by 680
      2: Increase HP when cast by 680
      4: Increase STR by 85
      5: Increase DEX by 85
      6: Stacking: Overwrite existing spell if slot 1 is effect 'STR' and < 85
      7: Stacking: Overwrite existing spell if slot 1 is effect 'DEX' and < 85
      8: Stacking: Block new spell if slot 1 is effect 'STR' and < 1085
      9: Stacking: Block new spell if slot 1 is effect 'DEX' and < 1085
      10: Increase Str Cap by 85
      11: Increase Dex Cap by 85

    • Spirit of Fortitude (STA) (Level 68 Shaman; must be 61 to receive) (Spell Data | Scroll Data)

      1: Increase STA by 75
      12: Increase Sta Cap by 40

    After that, there are Serpent's Spine spells (note that the difference in numbers represent ranks of the spells):

    • Dire Focusing (STR/DEX) (Level 73 Shaman; must be level 61 to receive) (Spell Data: Rk. I | Rk. II | Rk. III)

      1: Increase Max Hitpoints by 816/850/884
      2: Increase HP when cast by 816/850/884
      4: Increase STR by 91/93/95
      5: Increase DEX by 91/93/95
      6: Stacking: Overwrite existing spell if slot 1 is effect 'STR' and < 91/93/95
      7: Stacking: Overwrite existing spell if slot 1 is effect 'DEX' and < 91/93/95
      8: Stacking: Block new spell if slot 1 is effect 'STR' and < 1091/1093/1095
      9: Stacking: Block new spell if slot 1 is effect 'DEX' and < 1091/1093/1095
      10: Increase Str Cap by 91/93/95
      11: Increase Dex Cap by 91/93/95

      Note: Rank III may not exist in game.

    • Talisman of Persistence (STA) (Level 73 Shaman; must be level 61 to receive) (Spell Data: Rk. I | Rk. II | Rk. III)

      1: Increase STA by 83/86/90
      2: Increase Endurance Pool by 480/500/520
      12: Increase Sta Cap by 50

    This page was derived from a guide originally posted on our ZAM Network site.

    Categories: EverQuest | EQ Stats
    This page last modified 2018-12-21 06:33:04.