AGI - Agility
Determines your speed and ability to evade blows in combat as well as how much damage you take per hit. It also affects the speed with which you increase your defensive skills (Defence, Dodge…).
This is a very important attribute for all mêlée types. However, low-level casters may find that putting a few extra points in Agility will help them avoid having their spells interrupted or see that fatal blow miss them at a critical moment.
CHA - Charisma
Affects how NPCs react to you (good charisma will help you get better prices from merchants), improves the spell effects for Enchanters and helps Bards successfully play more notes. Looks, charm and wit may be alright in a Bard or an Enchanter, but is it really important for my ogre warrior? Check the price for a full set of large plated armour…
DEX - Dexterity
A measure of your precision, skill and coordination, in combat dexterity determines your chances of hitting an adversary in combat, the amount of damage you inflict and the time between attacks. It also affects the speed at which you learn certain combat and class specific skills and how often you may use them.
INT - Intelligence
Intelligence affects how fast you learn most skills. For Necromancers, Wizards, Magicians, Enchanters, Shadow Knights or Bards, it helps determine the maximum amount of mana they have at each level.
STA - Stamina
Determines your maximum number of hit points and how enduring you are (the rate at which you tire when running or fighting, and how long you can stay under water). This is one of the most important attributes for Tanks whose role in a group is to take the brunt of the attack.
STR - Strength
Determines the amount of damage you make in combat, how much you can carry and how fast you learn some skills. Another major attribute for Tanks whose other role in a group is to mete as much damage as possible. Keep in mind that a minimum of 95 points of strength is required for a normal set of plate armor (more for large sizes) and that being encumbered reduces both your agility (and your AC by extension) and your speed.
WIS - Wisdom
Wisdom affects how fast you learn most skills. For, Beastlords, Clerics, Druids, Rangers, Paladins or Shamans, it helps determine the maximum amount of mana they have at each level.
The table below shows the base stats for the 15 races in the game. In green: strong points in red: weak points
You can also add 20 to 30 bonus class points:
Bard = +10 Charisma, +10 Dexterity, +5 Strength, +25 free points.
Beastlord = +10 Stamina, +5 Agility, +10 Wisdom, +5 Charisma, +20 free points.
Berserker = + 10 Strength, + 10 Dexterity, + 5 Stamina, + 25 free points
Cleric = +5 Stamina, +5 Strength; +10 Wisdom, +30 free points.
Druid = +10 Stamina, +10 Wisdom, +30 free points.
Enchanter = +10 Charisma, +10 Intelligence, +30 free points.
Magician = +10 Intelligence, +10 Stamina, +30 free points.
Monk = +10 Agility, +10 Dexterity, +5 Stamina, +5 Strength, +20 free points.
Necromancer = +10 Dexterity, +10 Intelligence, +30 free points.
Paladin = +10 Charisma, +5 Stamina, +10 Strength, +5 Wisdom, +20 free points.
Ranger = +10 Agility, +10 Stamina, +5 Strength; +5 Wisdom, +20 free points.
Rogue = +10 Agility, +10 Dexterity, +30 free points.
Shadow Knight = +5 Charisma, +10 Intelligence, +5 Stamina, +10 Strength, +20 free points.
Shaman = +5 Charisma, +5 Stamina, +10 Wisdom, +30 free points.
Warrior = +5 Agility, +10 Stamina, +10 Strength, +25 free points.
Wizard = +10 Intelligence, +10 Stamina, +30 free points.
Choosing a race is one of the most important parts of your character’s creation (along with your class, it determines your alignment and therefore the cities which you can visit safely). Each race has its specific characteristics: some are especially intelligent or agile, others stronger and more enduring. Ready for a challenge? Try the evil Dark-elf Necromancer – one of the most powerful combinations in the game but one of the hardest to play.
Barbarian
Classes : Beastlord, Berserker Rogue, Shaman, Warrior.
Strong, enduring and agile, they make very good warriors. Their Shamans are very well balanced - wiser, therefore more skilled at magic than trolls or ogres, and stronger than the Iksars. They also have the Slam skill : an extra attack that can stun their adversaries.
Dark Elf
Classes : Enchanter, Cleric, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard.
Highly intelligent and agile, the Dark elves vie with the Erudites and the Gnomes for the title of best Magician, Necromancer or Wizard. They have the gift of Ultravision, which allows them to see in the dark as though in broad daylight. They also have the ability to Hide so they can quietly regenerate their Life Points and Mana without the risk of being interrupted by wandering monsters.
Dwarf
Classes : Berserker, Cleric, Paladin, Rogue, Warrior.
Dwarves are strong, hardy and skilful. Not as powerful as Ogres, Trolls or Barbarians, but they make up for this with their dexterity and their superior wisdom, endowing them with better combat skills and making them very good Clerics and Paladins. They have the gift of Infravision, which allows them to see fairly well in the dark.
Erudite
Classes : Enchanter, Cleric, Magician, Necromancer, Paladin, Shadow Knight, Wizard.
Erudites are VERY intelligent and fairly wise. They are the best Wizards and they make excellent Enchanters, Magicians and Necromancers. What’s more, they learn skills with great ease. Like all Humans they are accepted in most cities in Norrath.
Froglok
Classes: Clerics, Paladin, Shaman, Warrior and Wizards
Frogloks are well balanced and are very dexterous and agile, making good warriors. They will also fair well in any other class.
Gnome
Classes : Enchanter, Cleric, Magician, Necromancer, Rogue, Shadow knight, Warrior, Wizard.
Intelligent, agile and skilful, Gnomes vie with the Dark Elves and the Erudites for the titles of best Magician, Necromancer and Wizard. They are gifted with Infravision allowing them to see fairly well in the dark. They have the ‘Tinkering’ skill that enables them to make gadgets that sometimes come in useful - like Infravision goggles, which are much sought after by Humans!
Half Elf
Classes : Druid, Bard, Paladin, Ranger, Rogue, Warrior.
Agile and skilful, Half-elves make excellent Bards. They are gifted with Infravision allowing them to see fairly well in the dark. Their Human inheritance means they are accepted in most of the cities in Norrath. They have four native towns (Surefall Glade, Qeynos, Freeport and the tree city Kelethin).
Halfling
Classes : Cleric, Druid, Paladin, Ranger, Rogue, Warrior.
Agile and skilful, Halflings make very good Rogues and without a doubt the best Druids. They have the gift of Infravision allowing them to see fairly well in the dark. They have the ‘Hide’ ability which allows them to quietly regenerate their Life Points and Mana without running the risk of being interrupted by wandering monsters, plus the ‘Sneak’ skill which allows them to walk safely through places bristling with enemies! Their native town, Rivervale, is one of the simplest in Norrath and their first hunting ground, Misty Thicket, is the most profitable in the game. Their neutrality entitles them to safe conduct in most of Norrath’s cities.
High Elf
Classes : Enchanter, Cleric, Magician, Paladin, Wizard.
Intelligent, wise, agile and charismatic High Elves compete with the Erudites for the title of best Enchanter and their mastery of clerical magic is unequalled. Their natural charm allows them to buy and sell at the best prices. They are gifted with Infravision allowing them to see fairly well in the dark. Their native town (Felwithe) is one of the simplest in Norrath.
Human
Classes : all except the Shaman, Berserker and Beastlord.
Humans have no special weaknesses and are accepted in most of the cities of Norrath. Being well balanced, they make very good Bards, Monks and Rangers.
Iksar
Classes : Beastlord, Monk, Necromancer, Shadow Knight, Shaman, Warrior.
The Iksars’ natural agility makes them first-rate Monks. They are gifted with Ultravision, allowing them to see as well in the dark as in broad daylight, they regenerate Life Points more quickly than the other races and their scales provide them with natural armour. They also have a base Swimming skill of 100 (master)!
Ogre
Classes : Berserker, Beastlord, Shadow Knight, Shaman, Warrior.
Ogres are the STRONGEST and HARDIEST beings on Norrath. Nobody can match them in pure strength (damage and Life Points). They are gifted with Ultravision allowing them to see as well in the dark as in broad daylight. They can ‘Slam’ into things giving them an extra means of attack with which they can sometimes stun their opponent. Their dire charisma, however, does nothing to improve their reputation of mindless brutes.
Troll
Classes : Berserker, Beastlord, Shadow Knight, Shaman, Warrior.
Trolls are strong and hardy. Only the Ogres are physically stronger than them (damage and Life Points). They are gifted with Ultravision allowing them to see as well in the dark as in broad daylight. They regenerate Life Points twice as quickly as the other races. They can ‘Slam’ into things giving them an extra means of attack with which they can sometimes stun their opponent.
Wood Elf
Classes : Druid, Bard, Ranger, Rogue, Warrior.
Agile and skilful Wood Elves vie with the Halflings for the title of best Druid. They are gifted with Infravision allowing them to see fairly well in the dark. They have the ability to ‘Hide’ enabling them to quietly regenerate their Life Points and Mana without the risk of being interrupted by wandering monsters. They can also ‘Forage’ enabling them to find water and food free of charge in the natural world!
Vah Shir
Classes : Berserker, Beastlord, Warrior, Rogue, Shaman, Beastlord, Bard.
The Vah Shir civilization is based upon strong tribal roots. The Vah Shir do not keep written records. Due to this, folklore plays a vital role within their society as does honor. Shamans and Bards form the focus of their civilizations political system as the lore keepers and teachers of the tribe but are not the only classes that make up the Vah Shir community. A Vah Shir's superb agility lends well to the disciplines of the Rogue, and their endurance makes for a formidable Warrior. Since the Vah Shir are a feline species, they have the innate abilities to Sneak and Infravision to see in the darkest of nights. They also have a Safe Fall ability from certain heights