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Character Statistics

In DAoC, each character is made up of 8 base statistics that determine their proficiencies. Each race ahs their own baseline, and the player is given 30 points to distribute as they see fit. Each stat will only accept so much increase before the cost becomes greater than the return. It is usually better to distribute your points more evenly, and get the most you can out of your points.

Each class also has their own primary statistics, and upon joining each time the character gains a level they will also gain stats - every level for their primary stat, every other level for their secondary stat, and every third level for their ternary stat. No other stats will change naturally over the lifetime of the character, though magical items may raise or lower these while they are equipped. The two most popular means of point distribution is either to increase your primaries, and so make you more effective in your role, or to use the points to augment stats that will not change over the lifetime of the character.

Below you'll find a general description of each statistic, and at the bottom a universal chart showing the baseline stats for each race.

Strength (STR)

Strength is the base statistic for most warrior classes, and affects the amount of melee damage you do with heavier weapons (usually slashing and crushing types) as well as the amount of weight you can carry. Having low strength on a character that has to wear heavy armor will leave you little room to carry home the treasure you found when you sacked your enemies villages. Trolls and are by far the natural bodybuilders of DAoC, tipping the scales with the highest natural rating for any statistic.

Constitution (CON)

Constitution is a measure of how resiliant you are, and characters with a higher constitution enjoy more hit points and stamina as compared to the more frail races. This statistis is important for all classes, though it's probably more important for those that plan on absorbing a lot of damage. Always look to keep your Constitution as high as possible. Constitution is also penalized by ressurection, though a healer will be happy to help you remove the penalty for a fee. Dwarves are naturally the hardiest race in DAoC, though others aren't too far behind.

Dexterity (DEX)

Dexterity, a very important statistic for Rogues, controls the use of weapons that rely on finesse instead of brute strength. Light blades (such as daggers and rapiers), spear type weapons, as well as bows will be greatly affected by this statistic. Many rogue skills will also be influenced, but then again you wouldn't expect someone rather clumsy to really scale a wall. It is also an important skill for mages, not only for the slight bonus to monster evasion it provides, but also because Dexterity affects a mage's ability to hit with a bolt spell. Saracens and Lurikeen top out the Dexterity category, though the Elves aren't far behind at all.

Quickness (QUI)

Quickness translates directly to speed, though not running speed. Quickness affects how fast you will swing or fire your weapon, making it important to warriors and rogues. Lurikeen top this category out too, just squeaking past their Elvish cousins to take the top rank.

Intelligence (INT)

A character's Intelligence is a rating of how powerful their mind is, and a very important statistic for elemental magic. It also controls how much mana any individual character can hold at any single moment. All Albion casters, as well as the elemental mages of Hibernia treat this as a primary stat. Oddly enough, it's not the Elves that possess the most Intelligence, but the Avalonians of Avalon. Perhaps having your city in a marsh encourages the children to study more.

Piety (PIE)

Piety shows the faith you have in your chosen diety, as well as the strength of the bond between you. For users of priestly magic, being the Albion clerical classes and all of the Midgardian casters, this is a very important statistic. Hibernians don't seem to have much use for it though. No races have any natural bonus or penalty to Piety.

Empathy (EMP)

Empathy is the bond between a specific character and nature itself, making this the apparant Hibernian equivalent to Piety. Hibernian healers draw their powers from the land, and this measure of Empathy will allow their spells to have a greater affect. Out of all twelve races in DAoC, only Firbolg have an increased Empathy, something quite odd about a race that is large enough to break trees.

Charisma (CHA)

Charisma is a conglomeration of a number of different measures of a persons character. Their looks, their personality, their stance - all of this contributes to a persons natural charisma. Bards, Minstrels, and Skalds are said to rely on their Charisma to give their songs an increased potency, though no other direct effects have been seen. Like Piety, all races naturally start out even in Charisma - I guess even Trolls can seem pretty suave to other trolls

Comparative Statistics

  STR CON DEX QUI INT PIE EMP CHA
Briton 60 60 60 60 60 60 60 60
Avalonian 45 45 60 70 80 60 60 60
Saracen 50 50 80 60 60 60 60 60
Highlander 70 70 50 50 60 60 60 60
Inconnu 50 60 70 50 70 60 60 60
Norseman 70 70 50 50 60 60 60 60
Dwarf 60 80 50 50 60 60 60 60
Kobold 50 50 70 70 60 60 60 60
Troll 100 70 35 35 60 60 60 60
Valkyn 55 45 65 75 60 60 60 60
Celt 60 60 60 60 60 60 60 60
Elf 40 40 75 75 70 60 60 60
Lurikeen 40 40 80 80 60 60 60 60
Firbolg 90 60 40 40 60 60 70 60
Shar 60 80 50 50 60 60 60 60
Frostalf 50 50 70 55 60 75 60 60
Half-Ogre 90 70 40 40 60 60 60 60
Sylvan 70 60 45 45 70 60 60 60