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Difference between revisions of "Character Races"
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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. | 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. | ||
− | ; A small explanation on <b>Faction Alignment</b> | + | ; A small explanation on <b>Faction Alignment:</b> |
: Races that are "Good" can typically enter other "Good" cities without being attacked. | : 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. | : Races that are "Evil" can typically enter other "Evil" cities without being attacked. | ||
: Races that are "Evil" will typically be attacked if they enter a "Good" city, and vice versa. | : Races that are "Evil" will typically be attacked if they enter a "Good" city, and vice versa. | ||
: Races with "Neutral" typically enter any city without being attacked. | : Races with "Neutral" typically enter any city without being attacked. | ||
− | : There ARE other factors including Deity and Class choice. | + | : NOTE: There ARE other factors including Deity and Class choice, completed quests, etc. |
;[[Barbarian]]s | ;[[Barbarian]]s |
Revision as of 21:13, 3 October 2013
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.
- A small explanation on Faction Alignment:
- 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.
- Races that are "Evil" will typically be attacked if they enter a "Good" city, and vice versa.
- Races with "Neutral" typically enter any city without being attacked.
- NOTE: There ARE other factors including Deity and Class choice, completed quests, etc.
- Barbarians
- Faction: Good
- Racial(s): Slam, +10 Cold Resist
- Starting City: Halas
- Playable Classes: Rogue, Shaman, Warrior
- Experience Modifier: -5% Penalty
- Armor: Large, Medium, Cannot Wear Robes
- Dark Elves
- Faction: 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: Good
- Racial(s): 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: Neutral
- Racial(s): -5 Disease Resist, +5 Magic Resist
- Starting City: Erudin
- Playable Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard
- Experience Modifier: None
- Armor: Medium
- Gnomes
- Faction: Neutral
- Racial(s): Tinkering
- Starting City: Ak'Anon
- Playable Classes: Cleric, Enchanter, Magician, Necromancer, Rogue, Warrior, Wizard
- Experience Modifier: None
- Armor: Small
- Half-Elves
- Faction: 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: Good
- Racial(s): Hide (50), Infravision, Sneak (50), +5 Disease Resist, +5 Poison Resist
- Starting City: Rivervale
- Playable Classes: Druid, Cleric, Rogue, Warrior
- Experience Modifier: +5% Bonus
- Armor: Small, Cannot Wear Robes
- High Elves
- Faction: Good
- Racial(s): Infravision
- Starting City: Felwithe
- Playable Classes: Cleric, Enchanter, Magician, Paladin, Wizard
- Experience Modifier: None
- Armor: Medium, Small
- Humans
- Faction: 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: Evil
- Racial(s): Forage, Increased Armor Class, Increased HP Regeneration Rate, Infravision, Swimming (100), -10 Cold Resist, +5 Fire Resist
- Starting City: Cabilis
- Playable Classes: Monk, Necromancer, Shadow Knight, Shaman, Warrior
- Experience Modifier: -20% Penalty
- Armor: Medium
- Ogres
- Faction: Evil
- Racial(s): Increased Food/Drink Consumption Rate, Infravision, Frontal Stun Immunity, Slam
- Starting City: Oggok
- Playable Classes: Shadow Knight, Shaman, Warrior
- Experience Modifier: -15% Penalty
- Armor: Large, Cannot Wear Robes
- Trolls
- Faction: Evil
- Racial(s): Increased HP Regeneration Rate (Scales With Level), Infravision, Slam
- Starting City: Grobb
- Playable Classes: Shadow Knight, Shaman, Warrior
- Experience Modifier: -20% Penalty
- Armor: Large, Cannot Wear Robes
- Wood Elves
- Faction: 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