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		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Your character’s abilities represent her physical and mental&lt;br /&gt;
capabilities. The modifiers derived from these abilities will modify&lt;br /&gt;
just about every die roll you make in an EverQuest Role-Playing Game&lt;br /&gt;
session. A [powerfulcharacter does more damage with a greatsword.&lt;br /&gt;
A nimble character can evade blows and sneak through small&lt;br /&gt;
spaces. A frail character can&amp;#039;t take as much damage and is less likely&lt;br /&gt;
to maintain concentration in the face of pain and distraction. When&lt;br /&gt;
making checks in situations like this. your character&amp;#039;s abilities have&lt;br /&gt;
a strong inﬂuence over her success or failure.&lt;br /&gt;
&lt;br /&gt;
Every character. creature and monster has six abilities: Strength&lt;br /&gt;
(Str). Dexterity (Dex), Constitution (Con). Intelligence (lnt).&lt;br /&gt;
Wisdom (Wis). and Charisma (Cha). In the EverQuest Role-&lt;br /&gt;
Playing Game. the Dexterity ability score combines the Agility&lt;br /&gt;
and Dexterity attributes used in the online version of EverQuest .&lt;br /&gt;
An above average ability score gives a character a bonus on&lt;br /&gt;
related rolls in the form of a positive modifier. Similarly. 21 below&lt;br /&gt;
average ability score imposes a penalty on other die rolls in the&lt;br /&gt;
form of a negative modifier.&lt;br /&gt;
&lt;br /&gt;
You determine your character&amp;#039;s scores by assigning ability &lt;br /&gt;
points to a base score. generally assigning more points to abilities&lt;br /&gt;
important to your character. Scores can he modified by a character&amp;#039;s&lt;br /&gt;
race and class. and scores increase gradually over time as your&lt;br /&gt;
character gains levels.&lt;br /&gt;
&lt;br /&gt;
Determining Your Ability&lt;br /&gt;
Scores&lt;br /&gt;
&lt;br /&gt;
All characters begin with a score of 8 in all six abilities and an&lt;br /&gt;
additional 27 ability points that can he added to increase these&lt;br /&gt;
scores. Ability scores are increased by one point for every ability&lt;br /&gt;
point added. up to a maximum of 16. Increasing a starting ability&lt;br /&gt;
score beyond 16 requires two ability points for each additional&lt;br /&gt;
point by which the ability score is increased. Ability points&lt;br /&gt;
cannot be used to raise any starting ability score beyond 18.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Table 1-1 : Ability Point Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Score&lt;br /&gt;
! Ability Points Spent&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| 13&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| 14&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 16&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 17&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 12&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
A character can have a score of less than 8. but receives no&lt;br /&gt;
benefit from lowering the score. The only reason to do this is if you&lt;br /&gt;
have a character concept that calls for a great weakness in one of&lt;br /&gt;
your character&amp;#039;s abilities. Also note that a character&amp;#039;s racial ability&lt;br /&gt;
modifiers can raise an ability to above 18 or lower it below 8.&lt;br /&gt;
&lt;br /&gt;
The average ability score for the typical inhabitant of the&lt;br /&gt;
EverQuest world is 10 or 11. but your character does not represent&lt;br /&gt;
a typical inhabitant. Player characters are heroes. adventurers and&lt;br /&gt;
people of exceptional potential. Among such people. the most&lt;br /&gt;
common ability scores are 12 and 1 3. and many have one or more&lt;br /&gt;
abilities with scores of 16 or higher. Player characters are the focus&lt;br /&gt;
of an EverQuest adventure, and generally need above-average&lt;br /&gt;
scores to survive the experience.&lt;br /&gt;
&lt;br /&gt;
Note that once you&amp;#039;ve begun playing your character. you can&amp;#039;t&lt;br /&gt;
change your initial ability scores around. so you should give&lt;br /&gt;
serious thought on how to assign them. You&amp;#039;ll likely need to&lt;br /&gt;
decide what race and class you want to play before you assign all&lt;br /&gt;
your ability points in purchasing the abilities your character will&lt;br /&gt;
most often use. A monk. for example. needs good Strength and&lt;br /&gt;
Dexterity scores to be an effective combatant. and may want a&lt;br /&gt;
high Constitution as well. A warrior needs good Strength and&lt;br /&gt;
Constitution scores to excel, but with heavy armor, she may be&lt;br /&gt;
able to skimp a little on her Dexterity score. A wizard needs as&lt;br /&gt;
high an Intelligence as possible. but may not have much use for&lt;br /&gt;
Strength However. the most important consideration when&lt;br /&gt;
assigning your ability scores is your character concept.&lt;br /&gt;
&lt;br /&gt;
If you envision your shaman as a powerful fighter cursed by the&lt;br /&gt;
constant attention of his tribe‘s spirits. you may want to develop&lt;br /&gt;
his Strength and Constitution rather than his Wisdom (which&lt;br /&gt;
dictates a shaman&amp;#039;s spellcasting ability). There can he benefits to&lt;br /&gt;
such an approach — while high physical scores won&amp;#039;t help your&lt;br /&gt;
shaman cast spells. they do make him a much more effective&lt;br /&gt;
fighter than most other shamans, a factor that can result in a nasty&lt;br /&gt;
surprise for his enemies. No ability is useless. and having a high&lt;br /&gt;
score is almost always a good idea if you can manage it. Since&lt;br /&gt;
characters are limited to 27 ability points. however. you have to&lt;br /&gt;
decide what&amp;#039;s most important to your character concept.&lt;br /&gt;
&lt;br /&gt;
After you spend your ability points to purchase your initial&lt;br /&gt;
ability scores. remember to modify your resulting ability scores by&lt;br /&gt;
the racial ability modifiers for your race (see Chapter 2: Races).&lt;br /&gt;
Racial ability modifiers can raise a character&amp;#039;s starting scores well&lt;br /&gt;
above 18 or lower them below 8. For example. if you decide to play&lt;br /&gt;
an Ogre your Strength is increased by 6 points and your Constitution by 4. &lt;br /&gt;
but you lose 2 points of both Dexterity and Wisdom&lt;br /&gt;
and 4 points of both Intelligence and Charisma.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ability Modifiers:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Each ability provides a modifier, most commonly ranging from&lt;br /&gt;
-3 to +8. The modifier represents the number you add to or subtract &lt;br /&gt;
from die rolls when your character tries to do something&lt;br /&gt;
related to that ability. For example, you add your Constitution&lt;br /&gt;
modifier to both your Hit Dice (which determine your total hit&lt;br /&gt;
points) and to Channeling checks made to successfully cast a spell&lt;br /&gt;
after taking damage. Some modifiers also apply to numbers other&lt;br /&gt;
than die rolls. such as the way your character&amp;#039;s Dexterity modifier&lt;br /&gt;
affects his Armor Class.&lt;br /&gt;
&lt;br /&gt;
The modifier can be determined for any score through the use&lt;br /&gt;
of the simple formula (score ~10)/2. Thus an ability score of 18&lt;br /&gt;
results in a modifier of(18—10)/2 = +4. while a score of 6 results&lt;br /&gt;
in a modifier of (6—10)/Z = —2. As with all calculations in the&lt;br /&gt;
EverQuest Role—Playing Game, fractions are always rounded down.&lt;br /&gt;
For ease of reference. the modifiers for the most common ability&lt;br /&gt;
scores are listed in Table 1-2.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Table 1-2 : Ability Score Modifiers:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ability Score&lt;br /&gt;
! Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 2-3&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| 4-5&lt;br /&gt;
| -3&lt;br /&gt;
|-&lt;br /&gt;
| 6-7&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| 8-9&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| 10-11&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 12-13&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 14-15&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 16-17&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 18-19&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| 20-21&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| 22-23&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
| 24-25&lt;br /&gt;
| +7&lt;br /&gt;
|-&lt;br /&gt;
| 26-27&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
| 28-29&lt;br /&gt;
| +9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Abilities and Spellcasting:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Different spellcasters use different abilities when spellcasting.&lt;br /&gt;
Divine spellcasters (beastlords. clerics. druids, paladins. rangers&lt;br /&gt;
and shamans) use their Wisdom to determine their mana and the&lt;br /&gt;
Difficulty Class (DC) of saving throws of the spells they cast.&lt;br /&gt;
Arcane spellcasters (enc chanters. magicians. necromancers. shadow&lt;br /&gt;
knights and wizards) use their Intelligence for all spellcasting&lt;br /&gt;
modifiers. Finally, bards use Charisma for their magical songs. For&lt;br /&gt;
more information on how a spellcaster&amp;#039;s abilities interact with his&lt;br /&gt;
spellcasting see: Using Magic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Strength (Str):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Strength measures your character&amp;#039;s ability to carry weight and&lt;br /&gt;
hit hard. This ability is especially important for monks, paladins,&lt;br /&gt;
rangers, rogues, shadow knights, warriors, or anyone else who gets&lt;br /&gt;
involved in a lot of combat. A good Strength score can make the&lt;br /&gt;
difference between a mediocre fighter and someone who is an elite&lt;br /&gt;
combatant.&lt;br /&gt;
&lt;br /&gt;
You apply your character‘s Strength modifier to:&lt;br /&gt;
&lt;br /&gt;
* Melee attack rolls.&lt;br /&gt;
&lt;br /&gt;
* Damage rolls when using a melee weapon or a thrown&lt;br /&gt;
weapon. However. attacks made with your off—hand receive only&lt;br /&gt;
one&amp;#039;half your Strength bonus. while rwo—handed attacks receive&lt;br /&gt;
one and a half times the Strength bonus. A Strength penalty, but&lt;br /&gt;
not a bonus, applies to attacks made with a bow or a sling. See&lt;br /&gt;
Chapter 12: Combat for more details on combat modifiers.&lt;br /&gt;
&lt;br /&gt;
* Climb. Jump and Swim checks. These skills have Strength as&lt;br /&gt;
their key ability.&lt;br /&gt;
&lt;br /&gt;
* Strength checks (for breaking down doors and performing&lt;br /&gt;
similar brute force tasks).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Dexterity (Dex):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity measures a character&amp;#039;s ability to perform delicate&lt;br /&gt;
tasks. shoot accurately. avoid blows and maintain balance. This&lt;br /&gt;
ability is most important for rogues and monks, but many other&lt;br /&gt;
characters also benefit from high Dexterity scores. including&lt;br /&gt;
those who typically wear light, medium. or no armor (enchanters.&lt;br /&gt;
magicians. necromancers and wizards. for example). and for&lt;br /&gt;
characters who want to be skilled archers.&lt;br /&gt;
&lt;br /&gt;
You apply your character&amp;#039;s Dexterity modifier to:&lt;br /&gt;
&lt;br /&gt;
* Ranged attack rolls. including attacks made with bows.&lt;br /&gt;
throwing spears, thrown knives. and other ranged weapons.&lt;br /&gt;
&lt;br /&gt;
* Armor Class. provided you can react to the attack (see&lt;br /&gt;
Chapter [2: Combat for more information on when your character &lt;br /&gt;
may not get any Dexterity bonus to AC).&lt;br /&gt;
&lt;br /&gt;
* Reﬂex saving throws, for avoiding attacks that you can escape&lt;br /&gt;
by moving quickly.&lt;br /&gt;
&lt;br /&gt;
* Balance. Escape Artist. Hide. Pick Lock, Pick Pocket. Ride.&lt;br /&gt;
Safe Fall. Sneak. Tumble and Use Rope checks. These skills&lt;br /&gt;
(along with the bard exclusive skills of Play Percussion Instruments. &lt;br /&gt;
Play String Instruments. and Play Wind Instruments) all&lt;br /&gt;
have Dexterity as their key ability.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Constitution (Con):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Constitution represents a character&amp;#039;s toughness. health. and&lt;br /&gt;
stamina. This is most important for characters who expect to act&lt;br /&gt;
as front line ﬁghters, such as warriors. However. since a character&amp;#039;s&lt;br /&gt;
Constitution score affects his hit points, it&amp;#039;s an important ability&lt;br /&gt;
for everyone in the EverQuest world.&lt;br /&gt;
&lt;br /&gt;
You apply your character‘s Constitution modiﬁer to:&lt;br /&gt;
&lt;br /&gt;
* Each Hit Die (HD) (although a penalty can never reduce a&lt;br /&gt;
HD roll to less than 1 — a character always gains at least 1 hit&lt;br /&gt;
point every time he goes up a level).&lt;br /&gt;
&lt;br /&gt;
* Fortitude saving throws, which characters use to resist poison&lt;br /&gt;
and numerous other threats.&lt;br /&gt;
&lt;br /&gt;
* Channeling checks; this skill. important to spellcasters. has&lt;br /&gt;
Constitution as its key ability. The hard skill Play Brass instruments &lt;br /&gt;
is also affected by the bard&amp;#039;s Constitution.&lt;br /&gt;
&lt;br /&gt;
A character&amp;#039;s hit points are always by her current Constitution&lt;br /&gt;
score. and any changes to her Constitution modifier are retroactive. &lt;br /&gt;
For example. if a 5th-level warrior increases her Constitution&lt;br /&gt;
from 1.3 to 14 (thereby increasing her Con modifier by +1). she&lt;br /&gt;
gains 5 extra hit points — one for each of her five levels.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intelligence (Int):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Intelligence represents how well your character can acquire&lt;br /&gt;
skills, use logic, and make deductions. Intelligence is important&lt;br /&gt;
for arcane spellcasters. since it affects how much mana they have&lt;br /&gt;
and how hard their spells are to resist. It&amp;#039;s also important for any&lt;br /&gt;
character who depends upon a wide selection of skills. since it modifies &lt;br /&gt;
how many skill points a character has to spend at each level.&lt;br /&gt;
&lt;br /&gt;
You apply your character‘s Intelligence modifier to: .&lt;br /&gt;
&lt;br /&gt;
* The number of skill points your character gains at each level.&lt;br /&gt;
(But even if your character has an Intelligence penalty. he always&lt;br /&gt;
gets at least 1 skill point per level.) Unlike all other ability score&lt;br /&gt;
modiﬁcations. Intelligence bonuses to skill points are not retroactive. &lt;br /&gt;
The bonus skill points a character gets upon achieving a new&lt;br /&gt;
level is based on the Intelligence he had for the majority of the&lt;br /&gt;
previous level.&lt;br /&gt;
&lt;br /&gt;
* Appraise. Disable Device. Forgery. Knowledge, Language.&lt;br /&gt;
Meditation (for arcane spellcasters), Read Lips. Search, Spellcraft&lt;br /&gt;
and Trade Skill checks. These skills have Intelligence as their key&lt;br /&gt;
ability.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wisbom (Wis):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Wisdom describes a character&amp;#039;s self—control. common sense.&lt;br /&gt;
and perceptiveness. While Intelligence measures a character’s&lt;br /&gt;
ability to reason. Wisdom relates more to being aware of both&lt;br /&gt;
internal and external forces, A character with a low Intelligence&lt;br /&gt;
but high Wisdom may seem slow-witted, but often understands&lt;br /&gt;
more of what&amp;#039;s going on than she has the words to explain ——&lt;br /&gt;
insight and intuition are functions Wisdom. &lt;br /&gt;
&lt;br /&gt;
Wisdom is important for characters who are alert or who know&lt;br /&gt;
how to analyze or &amp;quot;read&amp;quot; people. It modifies most of the perception&lt;br /&gt;
skills. which are often as important as combat or spellcasting&lt;br /&gt;
abilities. Wisdom Is also crucial for divine spellcasters, as it&lt;br /&gt;
determines how much mana they receive and the potency of many&lt;br /&gt;
of their spells.&lt;br /&gt;
&lt;br /&gt;
You apply your character&amp;#039;s Wisdom modifier to:&lt;br /&gt;
&lt;br /&gt;
* Will saving throws. which allow a character to negate the &lt;br /&gt;
effects of various spells and other mind-influencing effects.&lt;br /&gt;
&lt;br /&gt;
* Heal, Innuendo, Listen, Meditation (for divine spellcasters).&lt;br /&gt;
Profession. Sense Heading. Sense Motive. Spot, Trade Skill and&lt;br /&gt;
Wilderness Lore checks. These skills have Wisdom as their key&lt;br /&gt;
ability.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Charisma (Cha):&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Charisma represents a character&amp;#039;s ability to influence those&lt;br /&gt;
around her. It includes such factors as a character&amp;#039;s appearance.&lt;br /&gt;
personal magnetism. and force of personality. A character can be&lt;br /&gt;
extremely attractive but might irritate those around her. and thus&lt;br /&gt;
have a low Charisma, or be unpleasant to look at yet possess an&lt;br /&gt;
extraordinary way with people, and thus have a high Charisma.&lt;br /&gt;
However, Charisma Is Just as often closely related to how a person&lt;br /&gt;
looks. A character&amp;#039;s Charisma isn&amp;#039;t always obvious — a young&lt;br /&gt;
noblewoman might seem to be a fainting ﬂower whom everyone&lt;br /&gt;
ignores, yet have a high Charisma that is revealed only when she&lt;br /&gt;
takes command in emergencies&lt;br /&gt;
&lt;br /&gt;
Charisma Is most important to characters who wish to influence the &lt;br /&gt;
opinions of others. Including leaders, con men, and&lt;br /&gt;
diplomats. Such influence often becomes important to characters &lt;br /&gt;
who are attempting to win the trust of a certain faction of&lt;br /&gt;
people or creatures, whether to gain information from them or&lt;br /&gt;
to be entrusted With Important quests by them.&lt;br /&gt;
&lt;br /&gt;
Charisma Is also Important as a spelleasting trait for bards&lt;br /&gt;
(who base all spellcasting modifiers on their Cha bonus), for&lt;br /&gt;
beastlords&amp;#039; ability to befriend and command their warders.&lt;br /&gt;
and also for any spellcaster who uses enchantment spells&lt;br /&gt;
(which use Charisma to determine their save DCs. regard—&lt;br /&gt;
less of the source ~— I.e., arcane. divine, or bardic — of the spell).&lt;br /&gt;
&lt;br /&gt;
You apply your character&amp;#039;s Charisma modifier to:&lt;br /&gt;
*Animal Empathy, Bluff, Diplomacy, Disguise, -.&lt;br /&gt;
Gather information, Handle Animal, Intimidate, Meditation &lt;br /&gt;
(for bards), Perfor, Taunt , and lUndead “Empathy checks. &lt;br /&gt;
These skills have Charisma as their key ability.&lt;br /&gt;
*Charisma checks, for attempts to influence others &lt;br /&gt;
(which are generally treated as untrained Diplomacy checks).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Changing Ability Scores:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Over time, your character&amp;#039;s ability scores will change. At first&lt;br /&gt;
level the character receives five training points and then receives&lt;br /&gt;
ﬁve more mining points for each level of experience attained.&lt;br /&gt;
Training points can be spent to raise abilities as described in&lt;br /&gt;
Chapter 3. Training points reﬂect a character&amp;#039;s progress as he&lt;br /&gt;
gains experience and are not the same as ability points which are&lt;br /&gt;
used to determine a character&amp;#039;s initial ability scores.&lt;br /&gt;
&lt;br /&gt;
Many poisons. diseases. and other effects can harm an ability&lt;br /&gt;
(through what is called “temporary ability damage&amp;quot;). Ability&lt;br /&gt;
points lost to damage typically return on their own at a rate of 1&lt;br /&gt;
point per day for each damaged ability. Some creatures possess the&lt;br /&gt;
power to drain abilities permanently. Points lost permanently in&lt;br /&gt;
this fashion don‘t return on their own, but the victim can&lt;br /&gt;
sometimes bring them back through other, often difficult, means.&lt;br /&gt;
&lt;br /&gt;
Numerous spells and magic items can increase a character‘s&lt;br /&gt;
ability scores. When an ability score changes. all attributes&lt;br /&gt;
associated with that score change accordingly. For example, when&lt;br /&gt;
Cakazu. a monk with a 13 intelligence. reaches 8th level, she&lt;br /&gt;
decides to spend training points to increase her Intelligence to 14.&lt;br /&gt;
As a result, all other Intelligence based skill bonuses are increased&lt;br /&gt;
by + l . arid the number of skill points she gets per level thereafter&lt;br /&gt;
increases from 5 to 6 (4 per level for her class. plus another 2 per&lt;br /&gt;
level — formerly l per level — from her Intelligence bonus).&lt;br /&gt;
However. since she had a 13 Intelligence for most of the time she&lt;br /&gt;
spent at 7th level. she still only gets 5 skill points for 8th level.&lt;br /&gt;
(This is an exception to how most stat bonuses work. as explained&lt;br /&gt;
under the Intelligence section in this chapter). When Cakazu&lt;br /&gt;
reaches 9th level. she&amp;#039;ll get 6 skill points.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Converting Characters From EverQuest Online:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rather than make a brand new character. it is possible to&lt;br /&gt;
convert an EverQuest online character for use with the EverQuest&lt;br /&gt;
Role—Playing Game. The rules below are only guidelines. and once&lt;br /&gt;
you are familiar with the game rules you and your GM may want&lt;br /&gt;
to make a few adaptations (or &amp;quot;house rules&amp;quot;) regarding this&lt;br /&gt;
process. In general. where the online game and EverQuest Role—&lt;br /&gt;
Playing Game disagree, follow the rules in this book. And be sure&lt;br /&gt;
to check all your decisions with your GM. who always has the final&lt;br /&gt;
say on what is allowed in her game.&lt;br /&gt;
&lt;br /&gt;
Ability Scores:&lt;br /&gt;
&lt;br /&gt;
Converting your EverQuest online character&amp;#039;s attributes to&lt;br /&gt;
EuerQuest Role—Playing Game ability scores is a two&amp;#039;step process.&lt;br /&gt;
First, find each attribute on Table 1—3: Attributes to Abilities to&lt;br /&gt;
see what ability it becomes. Then convert your attribute value to&lt;br /&gt;
an ability score using the numbers on Table 1—4: Converting&lt;br /&gt;
Scores‘ Be sure to use your character&amp;#039;s base attribute ratings,&lt;br /&gt;
unmodified by spells or items (your “naked and unbuﬂed&amp;quot; ratings). &lt;br /&gt;
You&amp;#039;ll be able to select similar magic items from the&lt;br /&gt;
EverQuest: Game Master&amp;#039;s Guide which will then add to your&lt;br /&gt;
character&amp;#039;s abilities. but for figuring your character&amp;#039;s base ability&lt;br /&gt;
scores. ignore these factors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Table l-3: Attributes to Abilities:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! EQ Online &lt;br /&gt;
! EQ RPG&lt;br /&gt;
|-&lt;br /&gt;
| Atributte&lt;br /&gt;
| Ability&lt;br /&gt;
|-&lt;br /&gt;
| Strength &lt;br /&gt;
| Strength&lt;br /&gt;
|-&lt;br /&gt;
| Stamina &lt;br /&gt;
| Constitution&lt;br /&gt;
|-&lt;br /&gt;
| Agility/Dexterity &lt;br /&gt;
| Average For Dexterity&lt;br /&gt;
|-&lt;br /&gt;
| Wisdom &lt;br /&gt;
| Wisdom&lt;br /&gt;
|-&lt;br /&gt;
| Intelligence&lt;br /&gt;
| Intelligence&lt;br /&gt;
|-&lt;br /&gt;
| Charisma &lt;br /&gt;
| Charisma &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Table 1-4: Converting Scores:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! EQ Online Score&lt;br /&gt;
! EQ RPG Score&lt;br /&gt;
|-&lt;br /&gt;
| 0-50&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| 51-55&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| 56-60&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 61=65&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| 66-70&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 71-75&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| 76-80&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 81-85&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| 86-90&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 91-95&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| 96-100&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 101-110&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| 111-120&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 121-130&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| 131-140&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 141-150&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 151-160&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
| 161-170&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
| 171+&lt;br /&gt;
| 24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Races:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
All the player races from EverQuest online are presented in&lt;br /&gt;
Chapter 2: Races. Read through your race description for information &lt;br /&gt;
on background and culture — these things can be important&lt;br /&gt;
in an ongoing EverQuest Role—Playing Game campaign. While you&lt;br /&gt;
do want to note any bonus skills or feats and any special abilities&lt;br /&gt;
your character‘s race may have. you do not need to worry about the&lt;br /&gt;
race&amp;#039;s ability score adjustments. (These adjustments were already&lt;br /&gt;
ﬁgured into your EverQuest online character&amp;#039;s attributes. and&lt;br /&gt;
were translated when you converted them.)&lt;br /&gt;
&lt;br /&gt;
Classes, Skills, and Feats&lt;br /&gt;
&lt;br /&gt;
Each class from the EverQuest online game is included in&lt;br /&gt;
Chapter 3: Classes. To determine your character‘s EverQuest&lt;br /&gt;
Role—Playing Game level. divide your EverQuest online character‘s&lt;br /&gt;
level by Z (rounding down, as with all in-game calculations).&lt;br /&gt;
Then you need to spend all of your character’s skill points and&lt;br /&gt;
select her feats. Some things. such as spells, can be convened&lt;br /&gt;
almost directly from the online game. Many things are done&lt;br /&gt;
differently in the EQ RPG, however, and you&amp;#039;ll want to take some&lt;br /&gt;
time familiarizing yourself with the options available to your class.&lt;br /&gt;
Many classes have special abilities open to them that may not&lt;br /&gt;
correlate directly to the abilities of your EverQuest online character. &lt;br /&gt;
Simply select those abilities that most closely match what&lt;br /&gt;
your character might have chosen in the EverQuest online game,&lt;br /&gt;
had those choices been available.&lt;br /&gt;
&lt;br /&gt;
Note that basic progress in fighting prowess is automatic in the&lt;br /&gt;
EverQuest Role—Playing Game. so you don&amp;#039;t need to worry about&lt;br /&gt;
buying ranks in combat skills such as “lH-Slashing.“ Instead.&lt;br /&gt;
familiarity with various weapons is represented through appropriate &lt;br /&gt;
feat acquisition. while your chance to succeed with an attack&lt;br /&gt;
is measured by your character&amp;#039;s attack bonus. Fighting classes have&lt;br /&gt;
excellent attack bonuses. while spellcasters are generally less&lt;br /&gt;
effective in direct melee or ranged combat. &lt;br /&gt;
&lt;br /&gt;
Many Skills are available, including many that are similar to those from &lt;br /&gt;
EverQuest online. Some skills are considered feats, or a combination of a skill and a feat.&lt;br /&gt;
A list of online skills and their equivalents are given in Table 1-5.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Table 1-5: Online Skill Conversions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! EQ Online Skill&lt;br /&gt;
! EQ RPG Skill&lt;br /&gt;
|-&lt;br /&gt;
| Abjuration&lt;br /&gt;
| Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Alchemy&lt;br /&gt;
| Trade Skill (alchemy)&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol Tolerance&lt;br /&gt;
| Alcohol Tolerance&lt;br /&gt;
|-&lt;br /&gt;
| Alteration&lt;br /&gt;
| Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Baking&lt;br /&gt;
| Trade Skill (baking)&lt;br /&gt;
|-&lt;br /&gt;
| 71-75&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| 76-80&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| 81-85&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| 86-90&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| 91-95&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| 96-100&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| 101-110&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| 111-120&lt;br /&gt;
| 18&lt;br /&gt;
|-&lt;br /&gt;
| 121-130&lt;br /&gt;
| 19&lt;br /&gt;
|-&lt;br /&gt;
| 131-140&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| 141-150&lt;br /&gt;
| 21&lt;br /&gt;
|-&lt;br /&gt;
| 151-160&lt;br /&gt;
| 22&lt;br /&gt;
|-&lt;br /&gt;
| 161-170&lt;br /&gt;
| 23&lt;br /&gt;
|-&lt;br /&gt;
| 171+&lt;br /&gt;
| 24&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>imported&gt;Kingfisher SA</name></author>
	</entry>
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