Character Races

Originally, there were 12 playable races at the release of EverQuest. The Ruins of Kunark expansion added an additional race, the Iksar, making a total of 13. Unfortunately, it is unlikely that the Froglok and Vah Shir races will ever enter the Project 1999 servers, as they were released in later expansions.

Race Overview
Each race has various abilities and bonuses to them, something to consider during the creation of a character.


 * Barbarian
 * Faction Alignment: Good
 * Racial(s): Increased Consumption Rate, +10 Cold Resist
 * Starting City: Halas
 * Playable Classes: Rogue, Shaman, Warrior
 * Experience Modifier: 5% More Required / Level
 * Armor: Medium, Large, Cannot wear robes


 * Dark Elf
 * 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: Small, Medium


 * Dwarf
 * 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
 * Faction Alignment: Neutral
 * Racial(s): -5 Disease Resist, +5 Poison Resist
 * Starting City: Erudin, Paineel
 * Playable Classes: Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard
 * Experience Modifier: None
 * Armor: Medium


 * Gnome
 * 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
 * Faction Alignment: Neutral
 * Racial(s): Infravision
 * Starting City: Freeport, Kelethin, Surefall Glade, Qeynos
 * Playable Classes: Bard, Druid, Paladin, Ranger, Rogue, Warrior
 * Experience Modifier: None
 * Armor: Medium, Cannot wear robes


 * Halfling
 * 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 / Level
 * Armor: Small, Cannot wear robes


 * High Elf
 * Faction Alignment: Good
 * Racial(s): Infravision
 * Starting City: Felwithe
 * Playable Classes: Cleric, Enchanter, Magician, Paladin, Wizard
 * Experience Modifier: None
 * Armor: Small, Medium


 * Human
 * Faction Alignment: Neutral
 * Racial(s): None
 * Starting City: 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
 * 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 / Level
 * Armor: Medium, Cannot wear plate


 * Ogre
 * 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 / Level
 * Armor: Large, Cannot wear robes


 * Troll
 * 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 / Level
 * Armor: Large, Cannot wear robes


 * Wood Elf
 * Faction Alignment: Good
 * Racial(s): Forage, Hide, Infravision
 * Starting City: Kelethin
 * Playable Classes: Bard, Druid, Ranger, Rogue, Warrior
 * Experience Modifier: None
 * Armor: Small, Medium, Cannot wear robes

Faction Alignment
Generally speaking, faction alignment changes how other races and factions view you. Some races have better relations with other races. The best way to remember this type of thing is as follows:
 * 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 everyone besides their own race. They are likely attacked upon entering any city.
 * Additional factors may include religion, class, quests, and individual faction scores

Race & Class Experience Table
Table containing all race and class combinations with their experience modifier and other appropriate information

Barrel Roll
Male dwarves have a purely cosmetic unique jumping animation. It has no benefit in-game besides players finding it cool looking.

Frontal Stun Immunity
Ogres cannot be stunned from the front, which gives them a huge advantage over other races. Especially useful for tanking classes.
 * Enemy attacks will still push you backwards, which may interrupt spell casting
 * Stand in a corner to avoid being pushed back

Increased Armor Class
Iksar start with a bonus to AC of 15, which goes up to 17 if they are a Warrior. This bonus scales with level, increasing up to a maximum of 35. However, they are unable to wear most of the plate gear before the Velious expansion.

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

Increased HP Regeneration
The Trolls and Iksar both have higher HP regeneration rates, increasing with levels:
 * Level 1 to 19: 4 sitting, 2 feigned, 2 standing
 * Level 20 to 49: 6 sitting, 2 feigned, 2 standing
 * Level 50: 8 sitting, 2 feigned, 2 standing
 * Level 51 to 55: 12 sitting, 8 feigned, 6 standing
 * Level 56 to 59: 16 sitting, 12 feigned, 10 standing
 * Level 60: 18 sitting, 14 feigned, 12 standing

In contrast, these are the rates in which all other races receive for natural health regeneration:
 * Level 1 to 19: 2 sitting, 1 feigned, 1 standing
 * Level 20 to 49: 3 sitting, 1 feigned, 1 standing
 * Level 50: 4 sitting, 1 feigned, 1 standing
 * Level 51 to 55: 5 sitting, 3 feigned, 2 standing
 * Level 56 to 59: 6 sitting, 4 feigned, 3 standing
 * Level 60: 7 sitting, 5 feigned, 4 standing

Infravision
Some races have improved vision at night, however it is not as powerful as the Dark Elf's Ultravision. Causes a slight reddish tint.

Ultravision
Dark Elf's have much better night vision in Norrath, being able to see extremely well at night compared to other races. Ultravision has a slight purple coloring to it.