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FAE Faq - EoF : EverQuest 2 General Discussions

Posted: November 16th, 2006, 1:08 pm
 
apoc69
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Starting Stats at Level 1:
Quote:
Strength: 10
Agility: 30
Stamina: 10
Intelligence: 25
Wisdom: 25


Stats at level 20:
Quote:
<br><pre>Class Strength Agility Stamina Intelligence Wisdom<br>Assassin 19 45 16 25 25<br>Berserker 25 38 17 25 25<br>Brigand 21 43 16 25 25<br>Bruiser 23 39 18 25 25<br>Coercer 10 39 16 40 25<br>Conjuror 10 39 16 40 25<br>Defiler 16 30 19 25 40<br>Dirge 16 45 14 30 25<br>Fury 16 30 19 25 40<br>Guardian 25 38 17 25 25<br>Illusionist 10 39 16 40 25<br>Inquisitor 16 30 19 25 40<br>Monk 20 42 18 25 25<br>Mystic 16 30 19 25 40<br>Necromancer 10 39 16 40 25<br>Paladin 25 35 16 25 29<br>Ranger 19 45 16 25 25<br>Shadowknight 25 35 16 25 29<br>Swashbuckler 21 43 16 25 25<br>Templar 16 30 16 28 40<br>Troubador 16 45 14 30 25<br>Warden 16 30 19 25 40<br>Warlock 10 39 16 40 25<br>Wizard 10 39 16 40 25</pre>


Resists
Quote:
Note: these are percentage values. The actual mitigation value itself varies with level. Also, don't forget that for every 1 Wisdom point above 20 you have, that boosts your overall resists by 2.5 mitigation per point.
Cold Resist: 0%
Disease Resist: 5%
Divine Resist: 2%
Heat Resist: 0%
Magic Resist: 5%
Mental Resist: 0%
Poison Resist: 5%


Vision Enhancement:
Quote:
Infravision

Feather Fall:
Quote:
When a Fae falls, they fall slower than most other races, and do not accelerate as they fall. This is known as Feather Fall. While Feather Falling, a Fae can jump from any height and suffer no damage. However, if they take damage while in mid-air, they lose Feather Fall, and plunge to the ground at full speed!


Racial Traditions:
Quote:
Escaping Dive - Point-Blank Hate Reduction, Teleports to random location within 5 meters. 30 minute recast.
Fae Fire - Next three attacks (melee or spells) will deal heat damage. 20 second duration, 15 minute recast.
Aerial Dodging - Increases innate Defense skill by 5.0
Glide - "Combined with the Fae's ability to slow their descent when falling, they can jump with a good running start to glide for greater distance." Basically it slows the overall speed of a Fae's jump, both going up and going down, and allows them to jump longer and farther. Kind of like having Buoyancy in water, but not being able to jump as high. Also, when your jump returns you to your initial starting height, Feather Fall kicks in.
Magic of the Fae - Permanently increases max power pool by 3%
Fae Flight - Permanently increases in-combat movement speed by 5%
Toxic Protection - Permanently increases Poison mitigation by 3% (3 points per player level)
Fae Dexterity - Permanently increases Agility by 5 points.
Magical Teachings - Permanently increases Scribing (Sage skill) by 5 points.
Forest Knowledge - Permanently increases Fletching (Woodworker skill) by 5 points.


Starting Classes:
Quote:
Fighter
Quote:
Berserker
Guardian
Paladin
Monk

Priest
Quote:
Templar
Warden
Fury
Mystic

Scout
Quote:
Ranger
Swashbuckler
Troubador
Dirge

Mage
Quote:
Conjuror
Wizard
Warlock
Illusionist



Fae Starting City:Kelethin


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Posted: November 29th, 2006, 1:49 pm
 
glibskunkie

Total Posts: 41
Location: EverQuest2
Joined: October 2nd, 2006, 10:53 am
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I am not 100% positive but the above post does not show "Illusionist" as a possible starter mage class for Fae, and I could swear that I saw one just yesterday on.

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