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Difference between revisions of "Character Races"

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(big races)
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;[[Ogre]]s
 
;[[Ogre]]s
 
: Faction: Evil
 
: Faction: Evil
: Race Abilities: [[Slam]]; can not be stunned from the Front (currently bugged); consumes food/drink faster than other races
+
: Race Abilities: [[Slam]]; can not be stunned from the Front (currently bugged); consumes food/drink faster than other races; [[Infravision]]
 
: Experience info: -15% Exp Penalty   
 
: Experience info: -15% Exp Penalty   
 
: Starting city: [[Oggok]]
 
: Starting city: [[Oggok]]
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;[[Troll]]s
 
;[[Troll]]s
 
: Faction: Evil
 
: Faction: Evil
: Race Abilities: [[Slam]]; higher HP [[regeneration]] (scales with level); Infravision
+
: Race Abilities: [[Slam]]; higher HP [[regeneration]] (scales with level); [[Infravision]]
 
: Experience info: -20% Exp penalty  
 
: Experience info: -20% Exp penalty  
 
: Starting city: [[Grobb]]
 
: Starting city: [[Grobb]]

Revision as of 19:01, 30 January 2012

Everquest Racial Anatomy Comparisons (Source: 10th Anniversary Commemorative Book)

There are 16 playable races in Everquest, 12 of which were available with the launch of the Project 1999 server. Ruins of Kunark adds a 13th playable race, the Iksar.

Barbarians
Faction: Good
Race Abilities: slam, +10 Cold resist
Experience Info: -5% Experience Penalty
Starting city: Halas
Available classes: Rogue, Shaman, Warrior
Dark Elves
Faction: Evil
Race Abilities: Hide and Ultravision
Starting city: Neriak
Available classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard
Dwarves
Faction: Good
Race Abilities: Infravision, Sense Heading (50), +5 Poison and Magic Resist
Starting city: Kaladim
Available classes: Cleric, Paladin, Rogue, Warrior
Erudites
Faction: Neutral
Race Abilities: +5 Magic Resist, -5 Disease Resist
Starting cities: Erudin
Available classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard
Gnomes
Faction: Neutral
Race Abilities: Tinkering
Starting city: Ak'Anon
Available classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Warrior, Wizard
Half-Elves
Faction: Neutral
Race Abilities: Infravision
Starting city: Qeynos, Freeport, Surefall Glade, or Kelethin (depending on class and deity)
Available classes: Bard, Druid, Paladin, Ranger, Rogue, Warrior
Halflings
Faction: Good
Race Abilities: Infravision, Sneak (50), Hide (50), +5 Poison and Disease Resistance
Experience info: +5% Experience Bonus
Starting city: Rivervale
Available classes: Druid, Cleric, Rogue, Warrior
High Elves
Faction: Good
Race Abilities: Infravision
Starting city: Felwithe
Available classes: Cleric, Enchanter, Magician, Paladin, Wizard
Humans
Faction: Neutral
Race Abilities: +Fire Resistance?
Starting city: Qeynos, Freeport
Available classes: Bard, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Warrior, Wizard
Iksar
Faction: Evil
Race Abilities: High HP Regen and increased Armor Class; Infravision, +5 Fire Resist, -10 Cold Resist, Forage, Swimming (100)
Experience info: -20% Exp penalty
Starting city: Cabilis
Available classes: Monk, Necromancer, Shadow Knight, Shaman, Warrior
Ogres
Faction: Evil
Race Abilities: Slam; can not be stunned from the Front (currently bugged); consumes food/drink faster than other races; Infravision
Experience info: -15% Exp Penalty
Starting city: Oggok
Available classes: Shadow Knight, Shaman, Warrior
Trolls
Faction: Evil
Race Abilities: Slam; higher HP regeneration (scales with level); Infravision
Experience info: -20% Exp penalty
Starting city: Grobb
Available classes: Shadow Knight, Shaman, Warrior
Wood Elves
Alignment: Good
Innate Abilities: Infravision, Hide, Forage
Starting city: Kelethin
Available classes: Bard, Druid, Ranger, Rogue, Warrior