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Home/Articles/Basic Guide on Weapons

Disclaimer

 

None of this information is confirmed and it is just what I 'think' is correct, most of the information of this type given on fan sites is a mix of speculation and best guesses from experience. If you can correct me on any of the following please email me at nerishau@planeteq.com. The aim is to help out newbies to the game who are unsure what the stats mean.

 

General Descriptions

 

Weapons in EQ have no real distinct categories like some RPGs, an axe can do less damage than a knife and a broadsword can be faster than a katana. Each weapons stats has two parts that are the most important (generally).

 

Delay, and DMG. DMG refers to the base damage of the weapon when whacking stuff, when you are below level 10, the DMG tends to be around a maximum of 2 x the DMG +1. So if the swords base damage is 3 you can do 7 damage with it. When you reach level 10 you will probably notice your damage being more rounded, and when you reach level 20 the damage cap will increase. 

 

A few things effect your damage past level 20, the base DMG of the weapon as before, the base AC of the monster your hitting and your strength. The stronger you are the more rounded damage seems to be (your average hit will be higher), it also seems to give you a slightly higher maximum damage but I'm not aware of the true effect.

 

Some weapons also have Bane DMG, this DMG is added onto the weapons base DMG but only when fighting the Bane of the weapon. For example a weapon has Bane DMG: 5 versus orcs, and its base damage is 5, when you are fighting an orc the weapons total DMG will be 10, when fighting other monsters your damage will be 5.

 

Magic DMG works in a different way, if the weapon has 5 Fire DMG and a base DMG of 5, it will always work as a 5 DMG weapon regardless of a monsters resists, but, every time the weapon swings it takes a resist check, if the monster resists the fire DMG because of its high SVFire (such as a fire goblin), the weapon will only act as a 5 DMG weapon. If the monster doesn't resist the Fire DMG, then it will inflict the same total DMG as a weapon with 10 DMG.

 

Some weapons also have attribute bonuses, such as a sword with STR + 30, when this sword is equipped your STR will be boosted by 30, when it is unequipped it gives no effect (there might be a few exceptions but I have never seen one).

 

A few weapons even have 'procs', which are effects that make the weapon cast a spell. Some 'procs' cause damage or in some way harm the monster you are attacking, while others will cast a beneficial spell on you. There are more than just 'procs' some weapons will give you a 'constant' effect, such as attribute bonuses or making you swing faster but I won't go into these, they are part of the fun =)

 

When you reach 28 you are awarded a DMG bonus, this is added to the weapons base DMG and acts as the normal base DMG (unresistable). Every 3 levels from 28 you are awarded an increase in your DMG bonus, for 1 handed weapons the increase is 1 point per every increase (every 3 levels). For 2 handed weapons it will usually depend on the weapons delay. If the weapon has a high delay (slow) then it will be given a bigger DMG bonus than a low delay (fast) weapon. In general axes get a big DMG bonus as many are very slow and piercing weapons get a low DMG bonus, as many are very fast. Sword and 1 Hand Blunt weapon stats tend to vary greatly so there is no 'in general' there. 

 

Delay effects the amount of time it takes between swings of your primary weapon, a low delay will result in more swings than a high delay. Delay does effect your secondary weapon but the real effect of dual wielding and secondary delays isn't known and I won't attempt to guess. Generally people choose high DMG weapons in secondary because you swing less with that hand so making the damage inflicted when you do swing and hit more worthwhile.

 

1 handed or 2 handed

 

When you first start out it is usually best to concentrate on 1 handed weapons, because they are faster (lower delay). This is because even though the DMG may be low, below level 20 you will have a damage cap so it really won't effect you. Using a very slow 2 handed weapon that has a high DMG won't usually give you the rewards until well past the mid 20s. It is common for dual wielding classes not to switch to 2 handed weapons at all but if they do its usually around the late 30s. Knight classes (Paladin, Shadow Knight) tend to switch earlier because they can't inflict as much damage with 1 handed weapons due to being restricted to wielding only a single blade. 

 

Later on in the game people who want to retain the monsters anger (aggro) and take the hits will usually choose 1 handed weapons, because as they are faster they hit more often and annoy the monster more, especially if the 1 handed weapons have a proc (effect) that stuns or damages the monster. Those who purely want to do the damage will often prefer 2 handed weapons, as their high DMG combined with skills that can be learned at high levels (to make the user better with them) can make some serious damage output.

 

     
 
Comments
1 comments listed at this time, if you would like to add yours please use the form below.

User: Tim (Last Name Hidden)

Comment: Hi, I just ordered EverQuest for the Mac and it hasn't arrived yet, I looked on the internet for weapons for the race I want to be (Vah Shir) and I found an axe that I liked. Its called Abram's axe of the stoic. Could you tell me where to find it and if it will be any good for me. Thanks a bunch, Tim.

Response: There is more information about this axe on allakhazam here: http://everquest.allakhazam.com/db/item.html?item=4367, though I'm not sure EverQuest for the Mac is identical to the PC version that Allakhazam covers. It is quite a good weapon for your first character but you may want something with a shorter delay (say, less than 30), because in the early levels you can't hit that hard so speed is more important. That damage 'cap' is partially lifted at 10 then fully at 20, at which time the axe will be far more useful.

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