Creation | Skills | AA's | Disc | Spells | Epic 1.0 | Epic 1.5 | Epic 2.0
The Beastlord is the newer class addition to the World of Norrath & Luclin. It is a combination of the Shaman & Monk class that is highly dependent on its unique pet spells. They are limited to wearing Leather Armor, which makes them more of a light offensive class than a tank.
Beastlords receive spells once they reach level 9. Until this point they are forced to rely on their warrior skills to level. This does get quite dangerous since Beastlords are restricted to Leather armor, and this affords little protection in the Level 7 - 9 range. Once they receive their spells however they are ready to hit the action in a more profound way.
The Beastlord's pet is actually summoned via an ability. Once you reach level 9 it is added to your ability system and you can easily hotkey it to summon with. The pet is then enhanced in both Level and Stats via a series of over 10 pet enhancement buffs. Almost all of these can be purchased from the Beastlord trainers.
The Beastlord also receives a number of Shaman based spells such as Resistance Buffs, Statistic Buffs and Heals. They also have available to them Slow Spells and Spirit of Wolf at Level 39. They do not however get a Snare or Root spell (like Magicians, the other pet based class) which requires a lot of strategic thinking in order to solo.
In melee skills they can only use 1 and 2 hand blunt weapons and 1 and 2 hand piercing weapons. They receive block, dodge, kick, riposte and dual wield but do not get Double Attack or Parry.
The Beastlord looks to be a class which provides some support roles to groups. They do most of their damage via their pet rather than through brute melee force, and due to their weak armor cannot tank for any lengthy period. As such the Beastlord is a class which is very challenging and will require a deal of patience to play.
Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. For Beastlords this is not such a huge concern as you receive Strength buffs. Also since Beastlords only wear leather armor they are not often overburdened. There is no large need to put bonus points into this statistic, but Strength will help in both your melee and general life in EQ, so some extra points here won't go astray if you are inclined that way.
Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. Beastlords don't really need to worry about hit-points so much since they have buffs in this area. This statistic becomes valuable at the high end of gameplay when it can significantly impact on your total health.
Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Beastlrods get good buffs for this statistic, but it is difficult to notice how much less you get hit even with very high Agility. A good AC is always something to work towards though, despite the lack of knowledge regarding this stat, and you may want to consider some points for this at creation.
Dexterity: Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special. This is important only in terms of the melee capacity of a Beastlord. Whilst at lower levels one will melee a lot, it will diminish as you raise higher. Beastlords get sufficient spells for this statistic, and it is not recommended to put bonus points into this.
Wisdom: Wisdom affects the amount of mana the Beastlord has. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. It is the core statistic for Beastlord casting and a good amount of your bonus points should be allocated here. With the way mana is calculated at 200+ now changed, Wisdom is a vital statistic for this pet-orientated class.
Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. Since a Shaman always has a higher wisdom, skill raising is based off that statistic. Do not put bonus points into intelligence.
Charisma: This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. This is not a stat to worry about at creation. Although vendor prices do add up for purchasing spell components, you can easily raise your charisma with in game items.
Choosing A Race
The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like.
In terms of Faction, only the Barbarian and Vah Shir are not evil. All the other races are killed on sight in most places.
Barbarians and Vah Shir level the fastest of the races. Barbarians have no night vision, but can wear both medium and large sized armour.
Vah Shir have decent Night Vision and also have an innate bonus to Safefall. They can only wear large armor, and consume food and water faster than other races.
Ogres level slightly slower than the Barbarians, but have the advantage of not being able to be stunned from blows delivered to their front. They can still be stunned if attacked from behind. Ogres also have some basic night vision and very high Strength and Stamina.
Iksars and Trolls level considerably slower than the Ogre. They have the added bonus of an increased health regeneration rate. This amount increases as their level increases. Iksars can also forage. Iksar's get a natural AC boost as well. Iksars are hated in almost every city, good or evil (with the exception of Luclin zones) - but this can be fixed with quests over time.
Spending Your Bonus Points
In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in wisdom.
Religion has never been fleshed out a great deal in EverQuest and the number of God's available is limited for each race. It is still a very arguable point that for maximum faction ability (i.e. in order to be able to eventually visit many towns) going agnostic is the best choice.