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#1 |
Community Relations
Join Date: Aug 2011
Posts: 391
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![]() When creating a character in EverQuest II, how many races can I choose from? There are 20 character races in EverQuest II. Of these, 14 were playable in EverQuest: frogloks, halflings, dwarves, high elves, wood elves, iksar, trolls, ogres, dark elves, barbarians, erudites, gnomes, half elves, and humans. The vah shir are no more, but you can play one of their cousins, the kerra. We have also introduced a rat-like race called the ratonga. The fairy races called the fae (good) and the arasai (evil) were introduced with the Echoes of Faedwer expansion. The half-dragon sarnak were introduced with the Rise of Kunark expansion. Finally, a neutral race of vampires known as the Freeblood were introduced with the Destiny of Velious expansion. Good ![]() Dwarf The Dwarves are a short, sturdy people created by Brell Serilis, renowned for their bravery and devotion. Brash talk and boisterous attitude follow a dwarf from the field of battle to the tavern hall. Dwarves have long been one of Norrath's strongest races, making the most faithful of friends and, should the situation require it, the most tenacious of enemies. Fae Fae are born in the bulbs of flowers found in the grand Nursery found in the Greater Faydark. Friendly and light-hearted, they enjoy playing tricks on the unwary. They are known to be child-like in their superstitions and beliefs, and to possess a sense of humor that is often described as "tricksy." Highly adept at magical skills, those who underestimate the fae can find themselves overwhelmed by the fae’s natural prowess. Froglok Mentally sharp and morally virtuous, the noble frogloks strive to purge villainy and corruption from Norrath. Frogloks were touched by the hand of the god of valor, Mithaniel Marr, who blessed them with a heightened intellect and enhanced physical features. They rapidly evolved from short, flimsy amphibians into a race that is both wise of spirit and formidable in battle. Halfling The courageous Halflings are good-natured and friendly, amiable to anyone willing to share a warm meal and a grand tale. Known for their humor, they enjoy mischief and shenanigans. Some view them as objects of physical abuse and ridicule, but halflings are far from being easy targets. They are quite nimble, a fact belied by their typical appearance. High Elf The fair-skinned high elves embody nobility and wisdom. Known as the Koada'Dal in elvish, they are benevolent people who strive for order and discipline, though some consider their stoic nature a sign of arrogance. They are one of Norrath’s eldest races, with a long history spanning across Norrath’s Ages. They stand by their friends and allies until the end – enemies, especially their mortal enemies the dark elves, are worthy only of a quick and efficient death. Wood Elf Wood Elves are pleasant and friendly. Fierce protectors of the woodlands, the Feir'Dal will do battle with any who dare to taint the purity of nature. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has led to close ties with other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half-elf race. Neutral ![]() Barbarian Hearty and strong, barbarians never back away from a conflict and battle. Barbarians have no problem with telling someone exactly what they think, and will gladly back up their words with a show of force. Barbarians are loyal companions and unforgiving enemies, adept not only in martial combat, but also strong in spiritual magics. Erudite Though descended from humans, the Erudites are usually slightly slimmer in build comparison. Although their culture is centered upon the accumulation of arcane knowledge and mystical power, they are known to be strong warriors and paladins as well. The glyphs that cover their bodies are a result of a great magical experiment in their past, which infused the Erudites as a race with arcane power. Freeblood Not content with hiding away in the alleys and shadows, the Freeblood have made their presence known. Unlike their cousins such as the D'morte and T'Haen, the Freeblood are not hindered by many of the weaknesses of the known vampire race, and can even be found moving about in full sunlight. Gnome Gnomes make up for their small stature with tenacity and ingenuity. Known for their inquisitive nature, they are constantly tinkering with devices both mystical and technological. This poking around has gotten them into trouble in the past, but their craftiness and intellect has allowed them to survive and prosper despite whatever mischief they might unleash. Half Elf Caught between the cultures of the elves and humans, half elves have struggled to establish their own society. They are known for their fierce determination and independent spirit. They have grown somewhat rebellious as a result of exile, which seems to show through in their hair styles and garb. Often, they refer to themselves as Ayr'Dal, a term derived from the old elven word for "misfit." Human Sometimes wise and sometimes foolish, humans are capable of both amazing deeds of kindness and thoughtless acts of cruelty. Humans are diverse in nearly every aspect of their abilities and culture. They possess a wide range of physical features, and their values and principles are equally varied. Humans have proven to be uniquely adaptable, a trait which has help them rise to prominence among the elder races. Kerra Kerra worship the spirits of the land and those of their ancestors. Their often docile demeanor masks the fearsome and powerful predators that they are. Kerra are a large humanoid feline race, their bodies covered in fur with colors and patterns denoting their lineage. They are tall and powerful with great agility, their tails able to perform menial tasks almost with minds of their own. Ratonga The Ratonga are agile, crafty, and surprisingly charismatic. They have a keen perspective and are highly intelligent, but tend to be selfish and manipulative. They prefer to lurk in the shadows and remain unseen; whatever they do is intended to be silent and blend in with the darkness. Though lacking strength, the excellent agility of Ratonga often makes them perfect scouts. |
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#2 |
Community Relations
Join Date: Aug 2011
Posts: 391
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![]() Evil ![]() Arasai The malicious children of hate and dark magic, arasai honor their goddess through defiling and torturing other races across Norrath, taking pure pleasure in their cruelty. The arasai are blindingly loyal to the Teir'Dal Queen Cristanos, whom they worship as a goddess, and are powerful allies to the dark elves. Dark Elf Dark Elves are the embodiment of evil and maliciousness. Sinister, cunning and dangerous, dark elves coolly prey upon the weak and the innocent. Dark elves look down upon all other races, but in the past have made use of trolls and ogres as evil pawns. Dark elves are one of the three known ancient elf races, they are known by the elf word, Teir'Dal, a word meaning "elf of the abyss." Iksar Calculating and cold, the Iksar are a powerful reptilian race whose history is defined by conflict. They are a harsh but disciplined people who delight in cruelty and conquest. The Iksar are a very strong race, well-suited for the physical combat styles of the fighter classes. Their keen intellect also allows them to be powerful mages, with an emphasis on dark forms of magic. Ogre Ogres are aggressive brutes who show their opponents neither sympathy nor mercy. Strong and intelligent, their physical might is matched only by their hunger for power. Built for warfare, these hulks long-ago ruled an empire that encompassed most of Norrath. No other race is more physically imposing than the ogres, and their fat-layered, muscular bodies are covered in thick battle-scarred skin. Troll Trolls care only about satisfying their hunger for food and lust for battle. Their unpredictable behavior and formidable strength make them fearsome and deadly opponents. Many races consider the trolls dim-witted and weak, but trolls are not to be underestimated. Trolls are savage in hand-to-hand combat, and have an unparalleled affinity for spiritual magics. Sarnak Bred and magically altered to be the fiercest militia, the Sarnak of Gorowyn can be practical and approachable, but when placed in a combat situation, they are unflinchingly dedicated and vicious. Forgotten in the annuls of Norrath’s history, the Sarnak emerge to uncover artifacts and secrets of their past that were thought long lost. Which city can my character call home? Frogloks, halflings, dwarves, high elves, and wood elves can choose between Kelethin and New Halas. Iksar, trolls, ogres, and dark elves can choose between Neriak and Gorowyn. Kerra, barbarians, beastlords, erudites, gnomes, half elves, humans, and ratonga can choose any of the starting cities to call home. ![]() |
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