Character Advancement

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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.