Characters
When you play EverQuest you'll first create a character. This creation of yours can be any one of 12 races and 14 classes (keep in mind that not all races can be all classes), male or female, and you even have the opportunity to adjust your attributes (for instance, how strong you are, or how intelligent you aren't). You'll then immerse this character of yours into our virtual world and make of him or her whatever you wish. The following are descriptions of each of the races and classes you can play.
Races
Human - Normal humans. The standard race by which all others are judged.
Barbarian - A hardier variety of the Human race that comes from the cold and rugged northlands. Because of the harsh environment, and their warlike culture, they are better suited to being Warriors than Humans, and are generally unwashed and rugged – possessing very few social graces.
Erudite (High Man) - The final variant of the Human race. Being the exact opposite of the Barbarians, the High Man prides himself on his intellectual abilities and social graces, to the almost total exclusion of the physical disciplines.
Wood Elf - The Elves appear somewhat human at first glance, but their very sharp features and pointed ears set them apart. Elves are weaker than humans, but more than make up for this with their amazing agility and superior dexterity. They equal the High Man in their intelligence and wisdom, but are much more fair and charismatic.
High Elf - The High Elves are much more intellectual than their Woodland kin, and are the "royalty" of the Elven races (with the exception of their Dark brethren). They share the appearance of their Woodland kin, but are thinner, more beautiful, and more pale in skin.
Dark Elf - The evil brethren of the Woodland and High Elves. Their skin is blueish-black, their hair white, and they share the pointed ears and sharp features of their Elven brethren. Due to their life under the earth, and dedication to evil gods, they have the ability to see perfectly in the dark .
Half-Elf - Half-Elves, being a blend between humans and Woodland Elves, share some of the strengths and weaknesses of both races. They most closely resemble humans, except for their slightly pointed ears and sharper facial features.
Dwarf - Dwarves are short, but extremely strong (much more so than Humans) and dexterous. They appear to be small, burly humans, and are never seen without beards and mustaches.
Troll - Trolls typically stand about 8’ tall, are extremely strong, ugly, stupid, dirty, and green of skin.
Ogre - Ogres are incredibly massive beings, with their average height being about 10’, and weigh well over four hundred pounds, which makes them a truly immovable object. Due to their size, they are the strongest of all the races and are tied with the Trolls in pure Stamina. Conversely, they are the stupidest race, whose lives mostly consist of smashing things and eating them.
Halfling - Halflings are stocky little people that most closely resemble humans, but they are extremely agile, dexterous, and very light of foot.
Gnome - Gnomes spend most of their lives in their underground burrows and rarely come to the surface. They resemble Dwarves to some extent, but have a ruddy brown skin and are more wiry and gnarled. Their hair is white, and somewhat sparse.
Classes
Warrior - Warriors are the masters of armed combat, in all its many forms. They are at home on the battlefield, and are trained to take punishment as much as dole it out, so their Hit Points are the highest of any class.
Cleric - The Cleric is a holy man endowed by his patron deity with the power to heal, and, to a lesser extent, call upon the wrath of his deity to smite his foes. Prayer is how the Cleric gains his ability.
Paladin - Paladins are the very picture of a holy knight, fighting for the cause of good in all aspects of his life. They share some of the power of a Cleric, and a good deal of the fighting ability of a Warrior, but have a few powers all their own.
Ranger - The Ranger is a meld between a Warrior and a Druid, sharing some of the skills of both. They are at home in the outdoors.
Shadow Knight - The evil twin to the Paladin class, Shadow Knights derive all of their powers from the evil gods whom they serve. They are a meld of Warrior and Necromancer, and share some of their abilities and spells.
Druid - A Druid is completely at home in the outdoors, and is a friend to all animals. Because of this, no animal will ever attack him unless first attacked by the Druid. They are spellcasters whose focus is all things natural, allowing them to call upon nature for aid. They share some woodland skills with their Ranger brothers.
Monk - Monks are dedicated to the pursuit of shaping their bodies into a pure weapon, and because of this they nearly shun all weapons and most forms of armor. They are very religious as well, and the gods are known to bless them, not by prayers and spells, but by magically enhancing their attacks.
Bard - The Bard’s stock-in-trade is his ability to play songs. His songs are actually spells of a sort, and their magical affects last as long as the Bard continues to sing and play the correct instrument. They have some passing knowledge of the Warrior ways (mainly for self-defense), but their main focus is always their art, and so they will never be as skillful as Warriors.
Rogue - They are the secretive, mysterious class of the world, who sneak about in the dark. Some say they are assassins, and some that they are nothing but common thieves, but the truth lies somewhere in the middle, and they are capable of both. They are quite skilled with many weapons, but they cannot stand toe to toe with a Warrior and prefer to make the kill by a sudden attack from the rear, at which they are extremely skilled. They would much prefer to not be discovered at all, or if they are, to not be there for their opponent’s blow to land. The darker skills of picking locks and stealing are also their forte.
Shaman - They are similar to the Cleric, but are more of a tribal witch doctor and are typically found amongst the more primitve races. Their primary focus is largely healing and other Clerical type spells, but they also have a good deal of offensive spells.
Necromancer - These are the dark brotherhood of the arcane arts, dabbling in death. Through evil spiritually based spells, they are able to animate dead bodies and skeletons to do their bidding, as well as having spells which leach life from their victims.
Wizard - Wizards are the master seekers of knowledge, and their talents and spells are focused on this goal. They use powerful spells to not only see things from afar, but to transport them there as well. This thirst for arcane knowledge has also made them the true masters of the strongest form of defense: offensive spells of pure destruction. In their ability to do magical damage, they have no rivals.
Magician - Magicians are the summoners of the arcane arts, and wield the power to call forth everything from a loaf of bread to a huge Fire Elemental to fight for them. While not as adept at offensive spells as the Wizards, Magicians still wield considerable power in this area as well.
Enchanter - The primary focus of the Enchanter’s art can be summed up by the name of the arcane order to which he belongs: Enchanter. Their spells are crafted to enchant people, places, and things. This art allows them to charm beings and make them fight for their new master, or magically enhance the capabilities of a sword. They also have some skill in offensive spells, but are never as skilled as a Wizard.