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Warrior Creation

Creation | Skills | AA's | Disc | Epic 1.0 | Epic 1.5 | Epic 2.0


The warrior is the definition of the tank class in EverQuest. They have high hit points, a high armor class, and deliver somewhat impressive damage with their weapons. They can dual wield, single wield, bash, slam, kick, and taunt. They can parry, riposte, double attack, disarm and dodge. They are the only class which has almost every combat skill open to them for training, and receive them at lower levels than all classes but monks.

However, despite this strength the warrior is not a solo class. At lower levels they can solo very effectively, but as they enter the mid-levels from Level 20 onwards they are forced to seek out groups. Since they have no magical abilities of their own, and large health, recovering after battle without the aid of a healer is a slow process. By Level 25 they will not survive most fights without a backup healer. Because of this the warrior is a grouping class, and a very necessary one.

Warriors functions in groups are not primarily to deal damage. They are generally the tanks of the group. Absorbing the damage from mobs as they lead them to the party. Warriors must also be adept at watching who the mob is attacking and attracting the mobs attention so that the lighter armored party members do not take excessive damage.

Whilst most of the combat functions of the warrior are automated, this does not mean the warrior is a boring class to play. The art of tagging and pulling mobs is in itself a challenging role, and a very important one at higher levels.

Warriors are a very straightforward class who rely heavily on their party in order to perform well. You will want to become good friends with a Cleric early in the game and develop a trusting relationship with them, as it will be they who keep you alive in the levels to come. This class is a fun one to play to beat things up and laugh in the enemy's face as it tries to wound you.


Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. Strength is an important statistic but can easily be raised through items and spells in game.

Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. It also affects how long you can swing weapons before tiring, and how often you can jump before becoming exhausted. This is a vital statistic for Warriors who have a primary role of taking the damage during combat.

Agility: Agility affects how quickly you can learn some defensive skills, and how difficult it is to hit you. It is an important statistic but not crucial as it tends to have diminishing returns. Focusing on Alternate Advancement abilities later in your career will be more effective than pumping initial points into this stat.

Dexterity: Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special attack. This is another very important stat for Warriors. Most warrior classes already have an innately high dexterity. Most high level weapons have special abilities which help to deal more damage during combat. Dexterity also affects how often Warriors deliver critical or crippling blows. As a result of this a high dex is something which is always handy. There are also a number of items and buffs in the game which help to increase your overall dexterity. Putting bonus points into dexterity is a very viable choice. 

Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. Since most warrior races have higher Wisdom than Intelligence they should look to buff this statistic when doing trade skills. But it is not a statistic to invest your bonus points in..

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. Like wisdom, intelligence is only useful for skill raising for warriors. Dark Elves, Gnomes and Half Elves should consider buffing this stat if they are doing trade skills. It is not a statistic to increase with your bonus points however.

Charisma: This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. This will impact upon the costs incurred when purchasing food, water, and bandages. It is not a statistic to be concerned with during creation.

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. Warriors need to take into account a number of things. Some armours only fit some sizes of races. As you increase in level this becomes less of an importance, but it is something to be aware of. Also keep in mind that as a Warrior you have no spells. So races with poor night-vision (Barbarians, Humans) might want to be avoided if you are a first time player who does not know your way around the world too well. 

Out of the possible races for warriors, Halfling's level slightly faster than other races. Barbarians and Vah Shir level slightly slower, Trolls and Ogres significantly slower, and Iksars slower still. Some of the high level throwing weapons can only be used by Barbarians, Vah Shir, Trolls and Ogres who also have the highest base strength. Iksars heal faster and get a natural AC bonus, but they cannot wear most plate armors. Trolls also have a natural healing boost, but are hated in most places.

Ogres are also disliked in many towns and even though they do not get a health recovery bonus, they get a lot more hit points from their higher stamina, and cannot be stunned when attacked from the front. All of the large races also have the ability to slam. Ogres make a very powerful warrior however there size and experience penalty can be a burden at times.

Vah Shir get a natural safe-fall ability which helps warriors in zones like Velektors Labyrinth where heavy damage can be sustained from a drop. They also get natural infravision.

Frogloks can be Warriors. You need to have the Legacy of Ykesha expansion in order to play one. Frogloks get excellent night vision and start with a high skill in swimming.

Base Statistic

Barbarian 113 105 87 70 70 60 55 25
Dark Elf 70 75 90 75 83 99 60 25
Dwarf 100 90 75 90 83 60 45 25
Gnome 70 80 90 85 67 98 60 25
Half Elf 80 80 95 85 60 75 75 25
Halfling 80 85 100 90 80 47 50 25
Human 85 85 80 75 75 75 75 25
Iksar 80 80 95 85 80 75 55 25
Ogre 140 132 75 70 67 60 37 25
Troll 118 119 88 75 60 52 40 25
Wood Elf 75 75 100 80 80 75 75 25
Vah Shir 100 85 95 70 70 65 65 25
Froglok 80 90 105 100 75 75 50 25


Suggested Starting Statistics

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 strength.


Generally speaking being agnostic is a fairly safe bet in EverQuest. Religion serves only to get you into trouble in many situations. The disadvantage to doing this is that some items and some quests can only be done by followers of certain religions. Following a religion will at worst get you killed in some areas, but generally you can avoid these. Following Innoruuk is probably the most dangerous religion as they have the most places in the game where they are Kill on Sight. In the end it will not make an enormous difference to your character which Deity you choose.

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