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Difference between revisions of "Character Races"

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: <b>Faction Alignment:</b> Neutral
 
: <b>Faction Alignment:</b> Neutral
 
: <b>Racial(s):</b> [[#Infravision|Infravision]]
 
: <b>Racial(s):</b> [[#Infravision|Infravision]]
: <b>Starting Cities:</b> [[Freeport]], [[Kelethin]], [[Surefall Glade]], [[Qeynos]]  
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: <b>Starting Cities:</b> [[Freeport]], [[Kelethin]], [[Felwithe]], [[Surefall Glade]], [[Qeynos]]  
 
: <b>Playable Classes:</b> [[Bard]], [[Druid]], [[Paladin]], [[Ranger]], [[Rogue]], [[Warrior]]
 
: <b>Playable Classes:</b> [[Bard]], [[Druid]], [[Paladin]], [[Ranger]], [[Rogue]], [[Warrior]]
 
: <b>Experience Modifier:</b> None
 
: <b>Experience Modifier:</b> None

Revision as of 05:56, 28 March 2023

Were you looking for Monster Races?
Everquest Racial Anatomy Comparisons (Source: 10th Anniversary Commemorative Book)

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 later expansions.

Barbarian BAR
Faction Alignment: Good
Racial(s): Increased Consumption Rate, Slam, +10 Cold Resist
Starting City: Halas
Playable Classes: Rogue, Shaman, Warrior
Experience Modifier: 5% More Required per Level
Armor: Large, Medium, Cannot Wear Robes
Dark Elf DEF
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
Dwarf DWF
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
Erudite ERU
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
Gnome GNM
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-Elf HEF
Faction Alignment: Neutral
Racial(s): Infravision
Starting Cities: Freeport, Kelethin, Felwithe, Surefall Glade, Qeynos
Playable Classes: Bard, Druid, Paladin, Ranger, Rogue, Warrior
Experience Modifier: None
Armor: Medium, Cannot Wear Robes
Halfling HFL
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% Less Required per Level
Armor: Small, Cannot Wear Robes
High Elf HIE
Faction Alignment: Good
Racial(s): Infravision
Starting City: Felwithe
Playable Classes: Cleric, Enchanter, Magician, Paladin, Wizard
Experience Modifier: None
Armor: Medium, Small
Human HUM
Faction Alignment: Neutral
Racial(s): None
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 IKS
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% More Required per Level
Armor: Medium, Cannot Wear Plate
Ogre OGR
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% More Required per Level
Armor: Large, Cannot Wear Robes
Troll TRL
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% More Required per Level
Armor: Large, Cannot Wear Robes
Wood Elf ELF
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

Choosing a Race

See Choosing a Race.

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

Male Dwarves have a unique jump animation, and while it is purely cosmetic (ie. has no in-game benefit), it is pretty cool. To see a demonstration watch this video:

Loading Video ...

Frontal Stun Immunity

Ogres cannot be stunned from the front, which gives them an 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.
  • Enemy attacks still have a chance to interrupt on hit. This chance is increased on some attacks such as bash.

Increased Armor Class

Iksar start with a +15 AC bonus (+17 if they are a Warrior) over other races, which scales with level, increasing up to a maximum of +35. However, they cannot wear most pre-Velious plate armor.

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):

Other Races Iksar/Troll
Standing Feigned Sitting Level Range Standing Feigned Sitting
1 1 2 1-19 2 2 4
1 1 3 20-49 2 2 6
1 1 4 50 2 2 8
2 3 5 51-55 6 8 12
3 4 6 56-59 10 12 16
4 5 7 60 12 14 18

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, but not as good as the Dark Elf's Ultravision. Has a slightly reddish tint.

Did you know? On Live in the original client, Infravision would cause enemies to glow red in the dark (somewhat similar to "predator heat vision"). On Project1999 the screen is tinted red instead.

Ultravision

See also: Ultravision (Spell)

Extremely improved night vision, better than Infravision. Ultravision has a slightly purple tint to it.