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Character Creation

General Information:  Before creating a character, look at the information on race, class, starting zones, abilities, spells and statistics, and check out the fighting strategies of the various classes to decide what you think you will enjoy playing the most.  Match your character to your personality, (or vice versa).  Keep in mind that all characters play much the same for the first few levels.  You really won't get a major feel for the differences between the classes until level 15 or 20.  It is often a good idea to play a class to the teens and then decide if that is really what you want to play or if you would prefer some other style.  By that time, you will have grouped with other players and will know somewhat what the other classes are capable of as well as what you can do.  Most importantly, don't try to figure out which race/class combination is going to be the most powerful and create your character based solely upon that.  The classes are fairly well balanced and each has its strengths and weaknesses, so pick a class based upon whether you feel it will be fun to play.

Race and Class:  Check the descriptions on this site and others and see what abilities each race/class combination gets and pick the one that sounds the most interesting to you.  There is really no wrong choice.

Stats:  Distribute your initial bonus points into your two primary attributes.  Unlike the PC version of Everquest, your stats get increased every time you level.  Figuring out where to put your points each level is thus a very important part of the game.  As your character grows, you will have to decide how you want to play him and assign stat points accordingly.  If you mostly play solo, you may want a more well rounded character and might want to assign stats outside the base stats for his class.  If you mostly group, you may want to specialize and put all of your stat points into the power stats.

    Strength factors in to the maximum damage potential you have for each swing in melee combat. Direct Damage abilities have a strength mod on them that will increase the damage the ability does based on the caster’s strength score.  This is an important stat for any class that relies mostly upon fighting to inflict damage.  Strength also affects the amount of extra weight you can carry.

    Dexterity factors into how much of your maximum damage potential you hit for each swing in melee combat. For ranged attacks Dexterity factors in to the maximum damage potential.  Direct Damage spells have a dexterity mod on them that will increase the damage the spell does based on the casters dexterity score.  This is a stat that is useful for all classes.  Wizards especially should have a high dexterity.

    Agility represents roughly 1/3 of your total defense.  Thus, a higher agility equals a higher armor class and armor class determines how much damage you take when you get hit.

    Stamina factors into determining your Hit Points.  Every class can use additional hit points, but this is especially true of any class that plans on playing tank and battling on the front lines.

    Intelligence factors in to calculating how likely you are to process a spell when you have a buff on you that grants you a chance to proc. These spells have a base chance of 25% plus 1% for every 10 points of intelligence.  This proc is for weapons that have spells linked to them and also for direct damage spells.

    Wisdom factors in to how much of your maximum damage potential you hit for each shot/throw in ranged combat. Every 7 points of Wisdom adds 1 to all of your resistance.  If you plan on using archery a lot, you should keep this skill high.  Wisdom does not affect healing abilities.

    Charisma is used as a mod on heal spells. When casting heal spells you will heal a bonus amount that is determined by your charisma score. Spells that modify an NPCs behavior (Charm, Lull, Etc) have a charisma mod on them that increases their duration.  Classes that are healers should make sure they have a high charisma.

    Power is derived from your character's two primary abilities.  It is the amount of energy you have to cast spells and perform other special abilities.

Name:  Pick a name that is easy to read, spell and remember. You meet with people, group together and disband a lot during the game.  Assuming you were a good group member, you want everyone to remember you so that they will group with you again.  It is best to have a memorable and unique name that will stick in the memory of other players.  Finally, the game requires a lot of personal messages where the person has to type in your name to talk to you.  Oddball spellings are just annoying when trying to find and talk to someone.  Take your time and think up a good name that fits your character.  Your name can never be changed.

Appearance:  There is no right or wrong here.  Just pick something that looks cool.