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Character Races

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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, 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:

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.