INNATE ATTRIBUTES

Innate attributes are often called abilities. They are also selectively called stats (statistics) and resists (resistances).

My experience tells me that what I describe below is true... or at least they seem true.

A player needs to understand the differences in attributes.

Statistics (Stats) are the following seven (7) innate attributes: Agility, Charisma, Dexterity, Intelligence, Stamina, Strength and Wisdom.

These are basically things that affect (or have a direct correlation to) the ratings of other statistics, such as Armor Class, Hit Points, Endurance, Attack and Mana.

Resistances (Resists) are the following six (6) innate attributes: Cold Resistance, Corruption, Disease Resistance, Fire Resistance, Magic Resistance and Poison Resistance.

These are basically your innate ability to resist/endure various types of magical affects/attacks.

In any case, in reference to Stats:

1)      Stats go up with Levels (usually 5-per-level).

2)      Stats are capped at 255 until Level 60 (you can max this out by Level 51).

3)      After Level 60, the Stat caps start going up again.

4)      By Level 80, your cap will be 355.

5)      Level 85 increased this further (380).

6)      DoN Progression will increase your Stat caps by 10 more (an Alternate Advancement Ability awarded with Progression).

7)      “Planar Power” (a purchased Alternate Advancement Ability, with Level restrictions) will increase Stat caps by 100 more (20 Levels of plus-5 increases).

8)      Pure casters (not Paladins, sorry!), can further and significantly increase their Intelligence and Wisdom with an AA called “Innate Enlightenment.”

9)      “Fundament of Power” will increase the cap for Strength (only), by 9 (a purchased Alternate Advancement Ability, of 9 Levels of plus-1 increases).

10)  UPDATE: An Underfoot patch in 2010 added “Earthen” AA lines that increased stat caps by 25.

11)  By my figuring, presently, for Paladins with the AA’s, the cap is 515 for all but Strength, which is 524.

12)  NOTE: Buffs… and particular Shaman buffs… temporarily increase stats caps as well (Strength, Stamina & Dexterity… to be specific).

As for Resists:

1)      Resists go up with Levels (about 10-per-level, I believe).

2)      Resists are capped at 500 until Level 65 (you can max this out by Level 50).

3)      After Level 65, the cap starts to increase again.

4)      By Level 80, your cap will be 575.

5)      Level 85 increased this further (600).

6)      The six (6) Muramite Proving Grounds Group Trials will increase your resists caps by 50 more (5 to 10 each via an awarded Alternative Advancement Ability).

7)      “Discordant Defiance” will give you another boost of 50 (a purchased Alternate Advancement Ability).

8)      By my figuring, presently, for Paladins with AA, the cap is 700.

These "Caps" (maximum levels) mean that the attributes can only be increased to your "cap" and no further.

Thus, if the bonuses on your gear can technically take you to 375 Dexterity, and your cap is 350, then your Dexterity will “register” as 350, not 375 (you will only benefit by 350 Dexterity… the additional 25 are essentially useless).

However, there are methods to increase caps... or artificially/temporarily increase them.

Certain buffs include “overcap” ability, such as the Shaman line of buffs (like Focus or Unity), gear with "Heroic" stats allow an artificial cap increases, such as "STRENGTH 25 (+3)... “(the +3 is the Heroic Stat… or an “overcap”) and similar.

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Agility    Armor Class     Attack     Charisma     Cold Resistance     Corruption     Dexterity     Disease Resistance

Endurance     Fire Resistance     Hit Points     Intelligence     Magic Resistance     Mana    

Stamina     Strength     Wisdom

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Agility

Agility affects your defensive abilities (physical coordination)... like how quickly you can learn some defensive skills, how difficult it is for a MOB to hit you, as well as how much damage you take when you are hit.

It may also play into your innate Armor Class.

Paladins often tank and have a reasonably high defense skill. AC is one of their most important attributes, so you may want to consider a few points in this area. It also seems that Agility is the one attribute that helps you move faster, so if your agility is high, you will find that may out run others and when you have a buff like SOW.

High agility is a good thing.

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Armor Class

Armor Class is possibly the single most important attribute you have.

This is not an attribute you can invest in when creating a character.

Innate strength, and perhaps agility, both play in determining your innate armor class.

As you increase in level, so will your armor class, even if you are not wearing any armor.

You can significantly increase AC by what you wear and carry. AC is only limited by your equipment and buffs.

I have seen young paladin's running around wearing armor that does nothing for Armor Class. I don't understand this at all. Nothing is better than armor class at lessening the damage you take and in helping you survive longer. Unless armor truly adds significant increases to agility, dexterity, attack and/or strength, the trade is not worth it.

You may be more agile, but you take more damage and the additional blows you avoid are few. You may be stronger, but you take more damage and the extra damage you inflict is not off-setting the damage you are taking. Get the drift? I have tried the trade-off and it is my observation that all most nothing beats good AC.

With that said, after you attain Level 56 or so, the MOB's hit so hard that a few AC is no longer really making a significant difference like it can and does at lower Levels. Therefore, at those levels, sacrificing a few AC in favor of other stats is not completely taboo (and can be beneficial), within reason.

In fact, most seem to agree that any significant AC benefit ends at about 5K to 6K AC.

Lastly, it is generally accepted that 1 AC is worth 6 HP (Hit Points) (based on old-school testing by a Ranger forum). This rule of thumb has worked very well for me. Yes, I know some blow-hards claim 1 AC = 10 HP and other variances, but when questioned as to their bases or source, they can’t back it up. I use the 1 AC = 6 HP because it was tested and evaluated as noted. However, Rangers are a chain class while Paladins are a Plate class… so I will acquiesce on that point. So, allowing 1 or 2 more HP in the comparison (re; 1 AC = 7 or 8 HP), may not be completely out of line.

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Attack

This is not an attribute you can invest in when creating a character.

Innate strength is clearly a factor in determining this ability, as well as perhaps dexterity and agility. 

Your attack attribute will go up as you level, even if you have no weapon in your hand.

The weapons and items you carry/wear can/will increase your attack ability, which is your ability to successfully strike and damage the MOB that you are attacking.

The better the Damage and the faster the Delay of a weapon, the better your attack damage becomes. In fact, a higher damage weapon (say 30 damage) with a delay of 50 may be a better choice over a lesser damage weapon (say 15) with a 28 delay.

Logic can help you determine if the speed is worth the trade off. Simply consider if the fight lasts 1,000 ticks. Using base damage, what total damage (by way of delay) will one do as compared to the other, with a 100% hit rate?

Example, lets take 2 items.

Let's say one is a 40 based damage and one is a 15 base damage.

Let's say the 40 weapon has a delay of 50 and the 15 weapon has a delay of only 20.

The 40 weapon can hit 20 times over 1,000 ticks for a base of 800 damage.

The 15 weapon can hit 50 times over 1,000 ticks for a based of 750 damage.

So you see? The fast weapon may allow you to hit the MOB a full 30 more times than the slow weapon, but in the long run, it is the slow weapon is potentially doing the most damage!

A similar way to look at it is the Damage vs. Delay ratio (Damage divided by Delay). The higher this ratio, the better.

In the above example, the 40 Damage weapon has a ratio of  0.8 and the 15 Damage weapon has a ratio of 0.75... which is actually an easier way to determine that the "slow" weapon is the better weapon.

However, this does not take into account damage bonuses (this adds to base damage inflicted) or procs (processes) that add to the damage you inflict. In fact, sometimes if you weigh in the Damage Bonus and potential proc damage, you may decide the “fast” weapon is better after all.

NOTE: Procs, and especially buff-based procs, will apply to both weapons. However, the procs are based on a chance-per-swing, so to speak, and the faster weapon will, therefore, more chances to proc and therefore, benefit more from the proc.

NOTE: Haste modifies the slow weapon more so than the fast one, in a manner of speaking. Using delay as the basis, a 10 percent haste of 50 results in 45 delay (a 5 delay improvement), while it results in only an 18 delay for the 20 weapon (an improvement of just 2).

Anyway, the point is, don't be so quick to trade in a "slow" weapon for a "fast" weapon. That weapon may not be as good as you think.

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Charisma

This attribute primarily affects the costs you will be charged when buying goods from NPC merchants (or vendors) (they charge less)... as well as how much they will pay you for items when you sell to them to the vendor/merchant (they pay more).

I have found that prices can change somewhat dramatically with lower charisma. I had a dwarf friend (low charisma) that sold an item for 3 plat... I got 9 plat for the same item from the same NPC!

It does seem, though, that there is a point where Charisma tops out and buy/sell prices no longer change (this somewhere around 125).

I have also noticed that where you are (re: what zone) often affects price as well.

Example, I have noted price differences on the same items from one zone to another, especially when it comes to Luclin versus Norrath. I also suspect faction may have some play into what prices are.

The other known affect of this stat is that it plays into the success rate for Bard/Enchanter charm spells, but that is irrelevant to a Paladin.

This stat is not something to be concerned with when making your Paladin, at all. You can carry items (re: armor) that you can use (wear/hold), or get some Charisma buffs cast on you (like Glamour); to increase your profits and/or get discounted prices, when need be.

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Cold Resistance

This is your innate attribute to resist and endure cold.

This is not an attribute you can invest in when creating a character.

Initial ratings seem to be based mostly on race and character type and will not increase as you level.

This resist not only seems to apply with spell attacks, but with weather (snow covered terrain). So, if you are hunting in a cold place or battling beasts that use cold/ice based attacks, you may want to seek out some buffs/armor that increase this stat.

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Corruption

This is your innate attribute to resist and ability to endure (shake off) corruption.

This is not an attribute you can invest in when creating a character and it will not increase as you level up.

This particular resist was introduced with The Serpent Spine expansion.

Currently, the only way to increase this buff above the base 15, is via worn items.

There is currently no Innate AA for it, like the other stats/resists.

I can only assume this resist carries the same caps as the other resists (600, as there is no AA for Corruption).

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Dexterity

Dexterity affects how fast you can learn weapon skills and how often weapons will "proc" (how often they process a "random" magical ability).

It is may also have a role in casting spells during combat (spell accuracy), help avoid interruptions while casting spells, play into the success of critical hits, how fast Rogues/Rangers learn their skills (not of a concern to Paladins), factor into damage done by missile (ranged) attacks...... and more!

It seems to be a pretty utilitarian stat!

Because Paladins cannot get the damage output of a dual wielding class, they often rely on proc's for a little extra DPS.

A high dexterity is something to work towards with your character and it is wise to put some points in, at the very start.

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Disease Resistance

This is your innate attribute to resist disease and ability to endure (shake off) disease attacks (spells).

This is not an attribute you can invest in when creating a character.

Initial ratings seem to be based mostly on race and character type and will not increase as you level.

Use spell buffs to enhance this stat. It may also be a good stat to seek out in armor and weapons.

My experience has been that disease attacks do hamper your fighting ability to some level, as well as draining your health.

Fortunately, Paladins do have anti-disease spells they can use on themselves and others.

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Endurance

Endurance was added with the Gates of Discord Expansion.

It was centered on the Berserker class, as I recall.

I believe endurance is based on Stamina and is basically your ability to "endure" sustained activity (basically how much you can do before reaching exhaustion).

Once you are out of endurance, your overall performance will suffer. Example, Warriors use Endurance like mana, in a manner of speaking.

Paladins primarily need endurance for use with their disciplines (discs cost endurance to activate and maintain).

If you are out of food and/or water, you will soon find that you have no endurance and cannot meditate.

Low endurance may also make you consume food/water faster (such as when you are swimming, using certain weapons, jumping...).

Endurance is only limited by your equipment and buffs.

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Fire Resistance

This is your innate attribute to resist fire and ability to endure (shake off) fire attacks (spells). This not only seems to apply with spell attacks, but with lava (when you fall in or swim through lava).

This is not an attribute you can invest in when creating a character.

Initial ratings seem to be based mostly on race and character type and will not increase as you level. So, if you are hunting beasts that use heat/fire based attacks, you may want to seek out some buffs/armor that increases this stat.

In fact, I have found that this is a somewhat important stat for a Paladin. One thing I wish I had done early on was to acquire or focus on armor that increased my Fire Resistance more.

Despite the fact Paladin's have an affinity for killing the undead and their epics involve Dragons (who like to use fire based spells/attacks)… Paladin's have no spell for Fire Resistance!

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Hit Points

Hit points go up as you level.

This is not an attribute you can invest in when creating a character.

Hit Points are determined by your Stamina, to some extent.

This does not mean stamina is that important, but it is important to have sufficient Hit Points to survive multiple blows from MOB’s and allow healers enough cast-time to keep you healed!

Damage mitigation gained from others stats can be just as beneficial, as they can play into damage avoidance and damage reduction, reducing or avoiding the effects of spell attacks and so forth.

In short, if the other area's are neglected, your total Hit Points will not make all that much of a difference, because you will be taking higher damage.

This is not to say, however, that HP buffs are not good to have.

It is generally excepted that 6 HP are equal to 1 AC.

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Intelligence

Intelligence determines can affect how fast you can learn most skills.

It directly affects the amount of mana for Wizards, Mages, Necromancers and Shadowknights... but not Paladins.

This statistic has no real relevance to a Paladin except for potentially increasing the speed at which you learn trade skills (and then, perhaps only if it is higher than your Wisdom).

You should not assign any bonus points to it, when creating a Paladin character.

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Magic Resistance

This is not an attribute you can invest in when creating a character.

Initial ratings seem to be based mostly on race and character type and will not increase as you level.

This is your ability to resist and/or endure (shake off) magic based attacks that do not fall in the fire, cold or disease category (like charm, summon and so forth).

I found this attribute to be of little use until I got into higher levels and MOB's began to use such spells against me.

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Mana

Mana is very important for casting spells, as they are the “fuel” for the spell. No mana means no spell casting.

This is not an attribute you can invest in when creating a character, but it will increase as you go up in levels.

The more mana you have, the more spells you can cast.

You will find it very important to work on the Meditation skill, to regen mana faster.

The amount of mana you have is influenced by your innate Wisdom, but that is not to say you should focus on wisdom items or investing in wisdom when creating a character.

Instead, you will find mana being increased as a side bonus from the armor and weapons you wear (either by way of direct Mana bonuses or Wisdom increases).

It is better to simply seek out "mind" buffs so that mana replenishes faster.

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Stamina

Stamina directly affects how many hit points you have.

It also plays a major role in your endurance level and influences how long you can hold your breath (you will find this a useful thing when underwater like in Kedge Keep or in air-less locations like the Grey).

It is a reasonably important attribute for Paladins, as they are often secondary tanks, if not the primary tank.

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Strength

Strength primarily determines how much you can carry.

I have found it to be of great need/use in looting stuff and being able to carry it back to a merchant and sell it.

It also influences maximum/average damage and how quickly you can learn offensive skills.

As a melee class, you really want to have a good amount of points in this stat, since you will be wearing plate armors (heavy stuff).

This statistic is very easy to raise through items and spells.

Innate strength is nice to have, but hit points are likely of more use.

It may be a good idea to enhance strength ability by questing and seeking out weight reduction bags. Such bags allow you to carry alternative weapons, armors and a heavy load of looted items, while still having a strong attack and not being "encumbered" (overweight).

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Wisdom

Wisdom determines amount of mana the priest classes have (Clerics, Shamans, Druids, Rangers and Paladins).

You may often hear that a Paladin is a "Wisdom Caster." This is what they mean.

It can also affect how quickly you learn many skills, if your Wisdom is higher than your Intelligence.

This is the core statistic of your mana pool.

Finding items which give direct mana bonuses are better than those that add to your Wisdom.

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This Page Last updated July 3, 2010