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Character Races
There were originally 12 playable races at the release of EverQuest. The Ruins of Kunark expansion added the Iksar race, making 13. The Froglok, Vah Shir, and Drakkin 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", has ties with Freeport 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: Necromancer, Monk, 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.
Base Stats
Please note that base stat totals are not the end-all be-all; not only do racial abilities make a big difference, but not all stat points are equal either. For example, a character will either benefit from WIS or INT (typically whichever is higher), but never both, and AGI has heavily diminished returns beyond 75 (though AGI drops temporarily when under 50% HP, and a cushion to keep it from dipping below 75 can mean the difference between life and death).
RACE | STR | STA | AGI | DEX | WIS | INT | CHA | TOTAL |
---|---|---|---|---|---|---|---|---|
Human | 75 | 75 | 75 | 75 | 75 | 75 | 75 | 525 |
Erudite | 60 | 70 | 70 | 70 | 83 | 107 | 70 | 530 |
Barbarian | 103 | 95 | 82 | 70 | 70 | 60 | 55 | 535 |
Halfling | 70 | 75 | 95 | 90 | 80 | 67 | 50 | 527 |
Dwarf | 90 | 90 | 70 | 90 | 83 | 60 | 45 | 528 |
Gnome | 60 | 70 | 85 | 85 | 67 | 98 | 60 | 525 |
Half-Elf | 70 | 70 | 90 | 85 | 60 | 75 | 75 | 525 |
Wood Elf | 65 | 65 | 95 | 80 | 80 | 75 | 75 | 535 |
High Elf | 55 | 65 | 85 | 70 | 95 | 92 | 80 | 542 |
Dark Elf | 60 | 65 | 90 | 75 | 83 | 99 | 60 | 532 |
Ogre | 130 | 122 | 70 | 70 | 67 | 60 | 37 | 556 |
Troll | 108 | 109 | 83 | 75 | 60 | 52 | 40 | 527 |
Iksar | 70 | 70 | 90 | 85 | 80 | 75 | 55 | 525 |
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:
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.