Racial Information

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There were originally 12 playable races at the release of EverQuest. The Ruins of Kunark expansion added the Iksar race, making 13. The Froglok and Vah Shir races will likely never come to the Project 1999 servers, as they were released in much later expansions.

Barbarians
Faction Alignment: Good
Racial(s): Increased Consumption Rate, Slam, +10 Cold Resist
Starting City: Halas
Playable Classes: Rogue, Shaman, Warrior
Experience Modifier: 5% Less Gained
Armor: Large, Medium, Cannot Wear Robes
Dark Elves
Faction Alignment: Evil
Racial(s): Hide, Ultravision
Starting City: Neriak
Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard
Experience Modifier: None
Armor: Medium, Small
Dwarves
Faction Alignment: Good
Racial(s): Barrel Roll, Infravision, Sense Heading (50), +5 Magic Resist, +5 Poison Resist
Starting City: Kaladim
Playable Classes: Cleric, Paladin, Rogue, Warrior
Experience Modifier: None
Armor: Small, Cannot Wear Robes
Erudites
Faction Alignment: Neutral
Racial(s): -5 Disease Resist, +5 Magic Resist
Starting City: Erudin, Paineel
Playable Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard
Experience Modifier: None
Armor: Medium
Gnomes
Faction Alignment: Neutral
Racial(s): Tinkering, Infravision
Starting City: Ak'Anon
Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Warrior, Wizard
Experience Modifier: None
Armor: Small
Half-Elves
Faction Alignment: Neutral
Racial(s): Infravision
Starting Cities: Freeport, Kelethin, Surefall Glade, Qeynos
Playable Classes: Bard, Druid, Paladin, Ranger, Rogue, Warrior
Experience Modifier: None
Armor: Medium, Cannot Wear Robes
Halflings
Faction Alignment: Good
Racial(s): Hide (50), Increased Consumption Rate, Infravision, Sneak (50), +5 Disease Resist, +5 Poison Resist
Starting City: Rivervale
Playable Classes: Druid, Cleric, Rogue, Warrior
Experience Modifier: 5% More Gained
Armor: Small, Cannot Wear Robes
High Elves
Faction Alignment: Good
Racial(s): Infravision
Starting City: Felwithe
Playable Classes: Cleric, Enchanter, Magician, Paladin, Wizard
Experience Modifier: None
Armor: Medium, Small
Humans
Faction Alignment: Neutral
Racial(s): +5 Fire Resist
Starting Cities: Freeport, Qeynos
Playable Classes: Bard, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Warrior, Wizard
Experience Modifier: None
Armor: Medium
Iksar
Faction Alignment: Evil ("super evil", not friendly with the other evil races of Antonica)
Racial(s): Forage, Increased Armor Class, Increased HP Regeneration, Infravision, Swimming (100), -10 Cold Resist, +5 Fire Resist
Starting City: Cabilis
Playable Classes: Monk, Necromancer, Shadow Knight, Shaman, Warrior
Experience Modifier: 20% Less Gained
Armor: Medium, Cannot Wear Plate
Ogres
Faction Alignment: Evil
Racial(s): Increased Consumption Rate, Infravision, Frontal Stun Immunity, Slam
Starting City: Oggok
Playable Classes: Shadow Knight, Shaman, Warrior
Experience Modifier: 15% Less Gained
Armor: Large, Cannot Wear Robes
Trolls
Faction Alignment: Evil
Racial(s): Increased Consumption Rate, Increased HP Regeneration, Infravision, Slam, -20 Fire Resist
Starting City: Grobb
Playable Classes: Shadow Knight, Shaman, Warrior
Experience Modifier: 20% Less Gained
Armor: Large, Cannot Wear Robes
Wood Elves
Faction Alignment: Good
Racial(s): Forage, Hide, Infravision
Starting City: Kelethin
Playable Classes: Bard, Druid, Ranger, Rogue, Warrior
Experience Modifier: None
Armor: Medium, Small, Cannot Wear Robes

Experience Modifiers

To view a list of experience requirements for all class/race combinations, see this Sortable Matrix.

Faction Alignment

A brief explanation:

  • Races that are Good can typically enter other Good cities without being attacked.
  • Races that are Evil can typically enter other Evil cities without being attacked.
  • Neutral races can typically enter any city, and Good/Evil races can typically enter theirs.
  • Iksar are hated by every race, and other races will likely be attacked upon entering their city.
  • There ARE other factors, including Deity and Class choice, completed quests, etc.

* Listed below are all of the innate (non-skill) racials: *

Barrel Roll

Dwarves have a unique jumping graphic, to see a demonstration watch this video. It is purely cosmetic.

Frontal Stun Immunity

Ogres cannot be stunned from the front, which gives them a great advantage over other races.

  • Enemy attacks can still push you backwards, which will interrupt your spell casting.
  • Tip: You can stand in a corner to avoid being pushed back.

Increased Armor Class

Iksar start with a +15 AC bonus (+17 if they are a Warrior) over other races, which scales with level. However, they cannot wear plate armor until the Velious expansion.

Increased Consumption Rate

Barbarians, Halflings, Ogres, and Trolls all consume food and drink slightly faster than other races.

Increased HP Regeneration

Both Iksar and Trolls have higher HP regeneration rates (per tick):

  • Level 01-19: 4 sitting, 2 feigned, 2 standing
  • Level 20-49: 6 sitting, 2 feigned, 2 standing
  • Level 50: 8 sitting, 2 feigned, 2 standing
  • Level 51-55: 12 sitting, 8 feigned, 6 standing
  • Level 56-59: 16 sitting, 12 feigned, 10 standing
  • Level 60: 18 sitting, 14 feigned, 12 standing

Comparatively, these are the HP regeneration rates (per tick) for all other races:

  • Level 01-19: 2 sitting, 1 feigned, 1 standing
  • Level 20-49: 3 sitting, 1 feigned, 1 standing
  • Level 50: 4 sitting, 1 feigned, 1 standing
  • Level 51-55: 5 sitting, 3 feigned, 2 standing
  • Level 56-59: 6 sitting, 4 feigned, 3 standing
  • Level 60: 7 sitting, 5 feigned, 4 standing

A "tick" happens every 6 seconds (server side).

  • It does not matter whether you are sitting or standing between seconds 1 and 5, only the 6th second.

Infravision

Slightly improved night vision, not as good as the Dark Elf's Ultravision.

Ultravision

Extremely improved night vision, better than Infravision.