There are sixteen playable races in EverQuest, and a considerably higher number of non-player races. There are several notable differences between races beyond the visual; several races get enhanced night vision, forage, slam, hide, or sneak. The races also start off with different statistics, something that is now fairly irrelevant because of the ease of capping your stats. Each of the races is limited in the classes they can be, so if you have a particular class you wish to play you will need to choose a race that can be that class.
The innate racial Resist modifiers are only helpful at lower levels, and stats on the newer Defiant armor (randomly drops worldwide) may quickly overshadow any Resist advantage or disadvantage. Try not to make a racial decision based on their innate Resists. Also keep in mind that Armor Size is only a factor at lower levels. At higher levels armor is only restricted by class and level (and occasionally by deity or race).
Historically, Halflings had a 5% racial xp bonus, although this was removed, along with all remaining Class xp bonuses, during the 20th Anniversary patch in 2019. (It is said that this bonus was originally intended for Humans, but due to a coding error, it was given to Halflings, instead. This would explain why the venerable Prima strategy guide for original EverQuest falsely claimed that Humans got an xp bonus when they did not.)
Please feel free to discuss the races or ask questions about them in our General EverQuest Forum.
|Race||Race Abbr||Alignment||Starting City||Innate Racial Abilities||Available Classes||Armor Size|
|Barbarian||BAR||Good||Halas||Slam, +10 Cold Resist||Beastlord, Berserker, Rogue, Shaman, Warrior||Medium, Large|
|Dark Elf||DEF||Evil||Neriak||Ultravision, Hide (50 cap)||Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard||Medium|
|Drakkin||DRK||Neutral||Crescent Reach||Dragon Breath||Bard, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Warrior, Wizard||Medium|
|Dwarf||DWF||Good||Kaladim||Infravision, +5 Poison/Magic Resist||Berserker, Cleric, Paladin, Rogue, Warrior,||Small|
|Erudite||ERU||Neutral||Erudin, Paineel||+5 Magic Resist, -5 Disease Resist||Cleric, Enchanter, Magician, Necromancer, Paladin, Shadow Knight, Wizard||Medium|
|Froglok||FRG||Good or Evil||Gukta||Swimming (Skill starts at 125), Ultravision||Cleric, Monk, Necromancer, Paladin, Rogue, Shadow Knight, Shaman, Warrior, Wizard||Small, Medium|
|Gnome||GNM||Neutral||Ak'Anon||Tinkering||Cleric, Enchanter, Magician, Necromancer, Paladin, Rogue, Shadow Knight, Warrior, Wizard||Small|
|Half-Elf||HEF||Neutral||Qeynos, Freeport, Surefall Glade, Felwithe, Kelethin||Infravision||Bard, Druid, Paladin, Ranger, Rogue, Warrior||Medium|
|Halfling||HFL||Good||Rivervale||Infravision, Sneak (50 cap), Hide (50 cap), +5 Poison/Disease Resist||Cleric, Druid, Paladin, Ranger, Rogue, Warrior||Small|
|High Elf||HIE||Good||Felwithe||Infravision||Cleric, Enchanter, Magician, Paladin, Wizard||Medium|
|Human||HUM||Neutral||Qeynos, Freeport, Surefall Glade||None||Bard, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, Shadow Knight, Warrior, Wizard||Medium|
|Iksar||IKS||Evil||Cabilis||Infravision, Swimming (Skill starts at 100), Forage (50 cap), Regeneration, AC bonus||Beastlord, Monk, Necromancer, Shadow Knight, Shaman, Warrior||Medium|
|Ogre||OGR||Evil||Oggok||Slam, Frontal Stun Immunity (melee only), Faster food/drink consumption||Beastlord, Berserker, Shadow Knight, Shaman, Warrior,||Large|
|Troll||TRL||Evil||Grobb||Slam, Regeneration, Infravision, -20 Fire Resist||Beastlord, Berserker, Shadow Knight, Shaman, Warrior||Large|
|Vah Shir||VAH||Neutral||Shar Vhal||Safe Fall, Infravision||Bard, Beastlord, Berserker, Rogue, Shaman, Warrior||Large|
|Wood Elf||ELF||Good||Kelethin||Infravision, Hide (50 cap), Forage (50 cap)||Bard, Beastlord, Druid, Ranger, Rogue, Warrior||Medium|