You have to remember this game is 4 years old so many of the guides are
outdated. Where to put what points and such can be really arguable. Your
decisions you make at the creation screen will have a big impact on your
early levels, but by the time you hit level 55 or so every class can
overcome any mistakes they might have made on creation ( like a warrior
putting 20 points into charisma and 5 each into wisdom and intelligence or a
cleric putting theirs into Dexterity and intelligence ). The player behind
the keyboard makes much more of a difference than a character that has a 2%
larger mana pool.
If your new character is low and you feel you put your points in the wrong
area, re-roll your character. If you got a few levels and couple items your
proud of, stick with your character, it all equals out to who is behind the
keyboard.
Like I said, some of this information may have been written years ago. Read
what each stat does. One line I read I know is outdated is this "Enchanters
should, unless they are role-playing, always choose to be agnostic" . Now
this was true years ago, but with the boom of trade skills, agnostic is not
ALWAYS the way to go.
The best up to date spell and effect data base - http://lucy.fnord.net/
http://eq.crgaming.com/creationguides/enchanter.asp
Introduction
The enchanter class is perhaps one of the most difficult to play in
Everquest. There are a number of reasons for this. The enchanter is a
defensive class. Although they can be large damage dealers via charming,
they cannot do sustained direct damage via spells or DoT's in many
circumstances. Soloing, whilst possible, is generally quite slow and as
such they do not raise levels as quickly as some other classes as their
experience is almost always through that of a group.
In a grouped environment the Enchanter truly shines. They can increase the
rate at which mana regenerates from level 16 onwards. They can speed up the
attack rate of tanks, and slow down the attack rate of enemies. They are
the only class who can cast damage absorbing shields on other players, and
are also the only caster class which can raise intelliegence or wisdom.
Enchanters can also charm NPC's and command them as a pet, but there are
risks associated with this. They can mesmerise monsters for defined periods
of time, effectively immobilizing them.
An enchanter is a class which takes time to become good at. They have the
largest number of spells for any class in the game, and only 8 slots to use
them in. Learning the right spells for the right situation, is imperative.
At higher levels enchanters are virtually essential to most dungeon parties,
and a group will learn to rely heavily on their powers. Likewise an
Enchanter will learn to rely heavily on the protection of their group.
Enchanters die a lot at lower levels as they experiment and improve their
skills. Some people enjoy the challenge, many give up. From Level 50
onwards the role of the enchanter is almost purely crowd control and party
enhancement.
If you want a character which can deliver incredible damage, or play by
themselves, then an Enchanter is most probably not a good selection. If you
are after a challenging class that plays a defensive role in predominantly
grouped situations, then it may very well be worth a try.
Statistics
Strength: Strength determines how much you can carry. It influences maximum
and average damage and how quickly you learn many offensive skills. As an
Enchanter, Strength is not truly that important. You receive a Strength
increasing spell from Level 1, and many other Strength enhancing spells in
later levels.
Stamina: Stamina affects how many hit points you have, and how long you can
hold your breath. It also affects how long you can swing weapons before
tiring, and how often you can jump before becoming exhausted. The main boon
to stamina for an Enchanter is the extra hitpoints. However, the amount of
extra hitpoints received is minimal, and generally it isn't worth putting
your bonus points into this stat at creation.
Agility: Agility 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. The true effect of Agility is often debated. Since enchanters get
hit a lot in combat, there is sound argument for putting points into this
statistic. However, it doesn't seem to make a noticeable difference, and
there are quite a few Agility increasing items in the game. Enchanters also
receive an Agility increasing spell at Level 29.
Dexterity: Dexterity affects how quickly you learn weapon skills, and how
often weapons will do their special. This really only has any relevance to
Enchanters at lower levels when they are forced to melee. You should not
put points into this skill at creation.
Wisdom: Wisdom affects the amount of mana the priest classes have, also
rangers and paladins. It also affects how quickly you can learn many
skills if your wisdom is higher than your Intelligence. This skill has
absolutely no relevance for the Enchanter class and bonus points should not
be put into it.
Intelligence: Intelligence directly affects how quickly you can learn most
skills. It affects the amount of mana for bards and all pure casters, as
well as shadow knights. It is the core statistic for Enchanters and a good
amount of your bonus points should be allocated here. Whilst some people
may say it is easy to reach the soft cap of 200 intelligence through the
many bonus items in the game, this is one stat which you can never have
enough of. Once you reach 200 intelligence you can then free up slots for
other stat enchancers such as for hitpoints, direct mana, AC, or charisma.
Charisma: This affects amount you will be paid for goods by NPC merchants,
and how much they will pay you. It also affects the saving throw on certain
Bard and Enchanter spells (charms in particular). There is much debate over
the true importance of Charisma for enchanters. It seems that the truly
defining element which impacts on charm durations, mesmerise resists and
other supposedly "charisma" based spells is actually the targets Magic
Resistance. Some people claim that it makes a large difference. Studies
run at Casters Realm have been inconclusive, so you may choose to say
"better safe than sorry" and add some points at creation.
Picking the right race for your statistics
The first thing you have to pick then is your race. Which race you pick
will determine the foundation of you character for the rest of your life in
Norrath so it is kind of important you pick one you like. Now in terms of
faction, races are generally meaningless to Enchanters. Religion plays a
much larger role. Enchanters can become any race they want through their
illusion spells, and also have direct faction increasing abilities. So when
picking a race you are deciding on one of two reasons: statistics or looks.
Personally I think statistics are more important than looks, but looks can
go a long way in a game you are going to be playing for a long time..
Spending Your Bonus Points
Enchanters can be a great character with any race, although the most popular
two are High Elves and Dark Elves. Keep in mind also that humans get no
night sight, and have generally low statistics across the board. All
Enchanter races level at the same rate. Here are our suggested bonus point
spendings:
For Dark Elves add 25 intelligence, 5 Charisma.
For Erudites add 25 intelligence, 5 Charisma.
For Gnomes add 25 intelligence, 5 Charisma.
For High Elves add 25 intelligence, 5 Charisma
For Humans add 25 intelligence, 5 Charisma
Religion
Enchanters should, unless they are role-playing, always choose to be
agnostic. In some areas your illusion will not be enough to keep you alive.
In some areas you will still be Kill on Sight for any number of reasons,
though these are very few indeed. If you choose to be agnostic you
virtually eliminate the risk of being murdered on a religious background.
It may however exclude you from partaking in certain quests at stages during
the game or from using some items if you have no religion. In many ways the
religion system in Everquest is still unfathomed, serving only as an
overriding faction system. Who is to say what might happen as time goes on.
Now it is time to go back to work. Feel free to ask questions in groups,
/ooc, on message board and here.
Sistily - 65 Gnome Warrior
-----Original Message-----
From: Enie [mailto:dawn_marie@...]
Sent: Wednesday, May 28, 2003 5:06 AM
To: EverQuest@yahoogroups.com
Subject: [EverQuest] Re: Help with stats
Matt, you're right - the Robe of Tears does have some +AGI points. I
didn't know that AGI increases AC, thanks for the heads-up. Is there
a website that shows what stats boost others? I know that INT
increases MANA (for lower-level Chanters I hear). But not sure on
what else helps what.
Thanks for your help on the AC thing :)
--- In EverQuest@yahoogroups.com, "Matthew Bond" <mattgbond@n...>
wrote:
> Enie wrote:
> > I have a Robe of Tears
http://everquest.allakhazam.com/db/item.html?
> > item=19802 with AC9 and when I wear it, my AC goes up by 50
points.
> >
> > I just bought a Shardtooth's Flayed Skin
> > http://everquest.allakhazam.com/db/item.html?item=3768 with AC14
and
> > when I wear it, my AC goes up by only 17.
> >
> > Sounds weird, I sent a petition in game about it and the GM told
me
> > to ask other Enchanters about it? That was no help. Has anyone
else
> > had stats show up in their inventory window different than what
the
> > item is supposed to show?
>
> I note that the first item has a small amount of Agility on it...
it may
> be pushing just over the mid 70's agility threshold thus giving you
a
> dramatic boost in AC. What is your Agi when wearing both items?
>
> Matt
>
>
> ---
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