Character Advancement
From EQ2-Daily.com EQ2 Wiki
As you advance in level, you receive bonuses which improve your fighting abilities and give you a chance to differentiate yourself from the horde. They add "flavor;" making the "right" choice won't make you "uber" and making the "wrong" choice won't cripple you for all time.
Contents |
Level Sequence
You receive some form of bonus almost every 2 levels beginning at level 8.
| 08 | Personal Trait | Stats |
| 10 | Racial Tradition | 1 |
| 12 | Enemy Tactic | Gnoll, Orc |
| 14 | Training Upgrade | 1 |
| 16 | Enemy Tactic | Ghost, Skeleton, Zombie |
| 18? | Personal Trait | Resists |
| 20 | Racial Tradition | 2 |
| 22 | Personal Trait | Health / Power |
| 24 | Training Upgrade | 2 |
| 26 | Enemy Tactic | Centaur, Giant, Treant |
| 28 | Personal Trait | Spry: +4 Agi, Savvy: +4 Int, Enduring: +4 Sta, Muscular: +4 Str, Enlightened: +4 Wis |
| 30 | Racial Tradition | 3 |
| 32 | Enemy Tactic | Fairy, Goblin, Golem, Bixie |
| 34 | Training Upgrade | 3 |
| 36 | Personal Trait | Resists |
| 38 | Enemy Tactic | Nightblood, Elemental, Lizardman, Shadowman |
| 40 | Racial Tradition | 4 |
| 42 | Personal Trait | Health / Power |
| 44 | Training Upgrade | 4 |
| 46 | Personal Trait | Resists |
| 48 | Personal Trait | Deft: +4 Agi, Brilliant: +4 Int, Resolute: +4 Sta, Powerful: +4 Str, Visionary: +4 Wis |
| 50 | Racial Tradition | 5 |
| 52 | Enemy Tactic | Cyclops, Djinn, Harpy, Naga |
| 54 | Training Upgrade | 5 |
Personal Traits
You can choose from the following small bonuses to your Statistics, Resistances, Power, and Health.
| Level 8 | Brawny | +4 Strength |
| Nimble | +4 Agility | |
| Durable | +4 Stamina | |
| Insightful | +4 Wisdom | |
| Clever | +4 Intelligence | |
| Level 14 | Hardy | +3% Poison Resist |
| Cold Blooded | +3% Heat Resist | |
| Warm Blooded | +3% Cold Resist | |
| Hygenic | +3% Disease Resist | |
| Intent | +3% Mental Resist | |
| Level 22 | Sturdy | +2.5% HP |
| Focused | +2.5% Power | |
| Healthy | +5% HP regen | |
| Calm | +5% Power regen | |
| Level 28 | Muscular | +4 Strength |
| Spry | +4 Agility | |
| Enduring | +4 Stamina | |
| Enlightened | - | |
| Savvy | +4 Intelligence | |
| Level 36 | Resistant | +3% Poison Resist |
| Fireborn | +3% Heat Resist | |
| Frostborn | +3% Cold Resist | |
| Pristine | +3% Disease Resist | |
| Willed | +3% Mental Resist | |
| Level 42 | Stout | +2.5% HP |
| Centered | +2.5% Power | |
| Stalwart | +5% HP regen | |
| Lucid | +5% Power regen | |
| Level 46 | Tough | +3% Slash Resist |
| Flexible | +3% Crush Resist | |
| Resilient | +3% Pierce Resist | |
| Recondite | +3% Magic Resist | |
| Devout | +3% Divine Resist | |
| Level 48 | Powerful | +4 Strength |
| Deft | +4 Agility | |
| Resolute | +4 Stamina | |
| Visionary | +4 Wisdom | |
| Brilliant | +4 Intelligence |
Enemy Tactics
Enemy tactics give you a fighting edge against your chosen enemy.
- Fighters get a 1 minute proc that lasts for 1 minute and can be re-used every 6 minutes.
- Mages get a nuke that can be re-used every minute.
- Priests get an attack debuff (slows and reduces Stamina, Strength and Agility) and a minor DD. It can be re-used every minute.
- Scouts get a defensive debuff {AC, Stamina, Strength and Agility} and minor damage. It can be re-used every minute.
| 12 | Gnoll, Orc |
| 16 | Ghost, Skeleton, Zombie |
| 24 | Centaur, Giant, Treant |
| 32 | Fairy, Goblin, Golem, Bixie |
| 38 | Nightblood, Elemental, Lizardman, Shadowman |
| 52 | Cyclops, Djinn, Harpy, or Naga |
Training
Every 10 levels you can choose to upgrade one of your Combat Arts or Spells to Master II rank. You are presented with four choices among those arts or spells received in the last four or five levels.
Racial Traditions
As you learn the background and lore of your race, you begin to unlock certain bonuses. By the time you've reached level 50, you will have learned four racial traditions that expand your abilities in your chosen professions and distinguish you from other members of your race. For instance, Iksars can choose from enhanced health regeneration, increased power regeneration, or increased armor class; Ratongas may learn to forage for food or to dodge blows more effectively; Erudites may learn to summon a magical wisp, to call up a magic-resistant shield, or to improve their alchemist crafting technique. Racial traditions take many forms: some are activated abilities that you can use on demand for a short period of time, other give you permanent bonuses similar to personal traits.
See Traditions for a list.
Categories: PCs | General
