EverQuest (0)
Overview
EverQuest was and is a pioneer of the MMORPG genre by attracting mass appeal to the game format and setting the standard of the model for . Released in the Spring of 1999, when online gaming was still in its early years, originally did not believe EverQuest would be nearly the success that it became. It was published under the brand, developed by . Not long after the game's release, Sony absorbed Verant and continued to develop new content for EverQuest under a new studio name; . Since 1999, the world of EverQuest has grown thanks to seventeen full expansions and countless content updates. The roaring success of the game has not only led to new entries in the EverQuest , but also laid the foundation for all future massively multiplayer online games.
EverQuest Classic
Information on this page is based on the original game, before any . Additions to the , races, and geography will be found on the respective expansion's page. There are a few exceptions to this, as several zones were added to the "old world" regions of the game that were not part of any particular expansion. These zones will be listed here for lack of a better place to document their existence.
Classes
EverQuest originally offered fourteen playable each with their own unique strengths and weaknesses. Among the class types are three (monk, rogue, warrior), three (cleric, druid, shaman), four (enchanter, magician, necromancer, wizard), and four (bard, paladin, ranger, shadow knight). Most players often decide what class to play before selecting one of the available races to that class.
Bard
are the "do it all" class. They can and like a , and like and , and wear like , and use songs to mimic the effects all types of . The catch is that they are not as skilled in any of these abilities as the class associated with the skill. One thing bards have over everyone though is . A bard with good percussion skill can run faster than anyone. Skilled bards can even multiple songs together for combined effects on themselves or their group.
Cleric
are the masters of and . Clerics also wield some of the best health and armor in all of . They have the ability to not only cure and effects, but even protect their friends from these status effects with a line of resist buffs. Clerics do have the ability to wear , but do not usually have the ability to solo well. Although, they do excel in combat against . The resurrection line of spells cast by clerics allows them to not only bring back fallen friends, but also restore the lost in the . Clerics can also get themselves out of certain death with the most powerful shield buff int he game, Divine Aura, which renders them , but without the ability to cast or attack.
Druid
are guardians of nature. As such, they can use nature in a myriad of ways. They can and allies similar to clerics, but can also and stinging to attack their enemies. One of the most important skills of a druid though is their ability to to various locations around the world. With this skill, druids can mobilize a group of adventurers with great haste, and also make a decent amount of serving as 's taxi for high level players. Druids are limited to wearing or , but can use their root and snare spells to . They, along with and , wield arguably the most sought after buff in all of Norrath, . Although, SoW and many of a druid's spells cannot be cast indoors.
Enchanter
are that focus on the and deception. They have the ability to mesmerize enemies in order to easily fight a mob one at a time, or even charm an enemy to use it against its cohorts. Enchanters also have the ability to cast spells on themselves to change their appearance to any race. And since most enchanters are agnostic, they can get into most any city in without catching a glaring eye. Aside from their crowd control abilities, groups of adventurers will often search for an enchanter to join them for their ability to cast upon their classes. A good enchanter often is the most valuable asset a group can have, but a weak enchanter will often result in a party's demise. Enchanters, like other casters, are limited to .
Magician
are the masters of magic ( , , , ) as well as the arts of summoning. A mage alone can be powerful, but when he/she brings an army of , that mage becomes deadly. Magicians can summon a pet of any of the four elements, each with its pros and cons to fit any scenario. They can also protect themselves with the phantom armor line of spells and the best in the land. In the realm of , magicians are second only to when it comes to direct damage, but a magician's pet can often make up the difference. Mages can also enemies by lowering their resistance to elemental magic. Aside from their ability to summon pets and weapons, they can also summon food and drink. Many magicians can excel at soloing, and their pet can often be a sacrificial lamb as the magician runs for the hills if a fight gets too heated. Magicians, like other casters, are limited to .
Monk
are some of the most fearsome fighters in all of . While living a life of and limited to or , they are masters of . While they do have the ability to wield , most monks rely only upon their and feet. A monk in a solid group of adventurers fully can be unstoppable, but even a solo monk can excel in Norrath thanks to their ability to and . When a situation appears to be too overwhelming, monks can feign death, wait for the enemies to leave, then make an escape. This ability also makes monks sought after by groups of adventurers as monks can use this ability to "" enemies one at a time to the group instead of several at once. Monks are limited with how much equipment they can carry. If a monk is carrying more than 15 stone, they begin to lose armor class.
Necromancer
are seekers of darkness and evil. They are the masters of all things dead. Though physically weak, necromancers can summon soldiers to do their bidding and wield spells that inflict and upon their foes. Most factions within find necromancers repulsive, which is meaningless to most necromancers because they are arguably the best soloing class in the world. Like , they have the ability to , but with their Harmshield spell, they have two ways to escape death (three if you include Gate). A skilled necromancer does not die very often. They are also the masters of spells, which whittle away at their enemy's while their undead bludgeons them. Necromancers, like other , are limited to .
Paladin
are the knights of all that is good and just. They are given the duty of defending against darkness and evil at all costs. Paladins are essentially a of the and classes. While nowhere near the healing ability of a cleric, paladins do carry the powerful ability to Lay on Hands, which instantly fully heals its target, but can only be used once per day. Much like clerics, paladins excel against . They do not have the ability to , but can deal heavy damage with an assortment of two-handed weapons or protect themselves with a weapon and combination. Paladins can wear any of the four armor types, but most often choose .
Ranger
are a of and . They possess the ability to not only , but are second to none in the field of . They are also masters of , which allows them to locate specific targets from great distances, or avoid danger in some circumstances. Rangers are limited to chainmail, which hinders their ability to tank when compared to paladins or warriors, but with the use of their druid spells and archery, they can solo from a distance. In groups, rangers off a myriad of skills that can benefit their friends whether its tracking, , food/water, or of course .
Rogue
are the masters of and weaponry. They truly shine when in a group of adventurers where the enemy is focused on others, which allows the rogue to prove himself/herself as the best damage dealing class thanks to their ability. Rogues can also work as scouts for their allies using the sneak/hide ability that allows them to by most enemies. This also allows rogues to fallen friends' bodies from the clutches of enemy camps. In many dungeons, there are that can be by having an adept rogue in your group. Rogues are relegated to or armor and cannot solo very well considering most of their damage is dealt from behind an enemy. Rogues also have the unique skill of , which allows them to increase the already lethal damage of their blades with the application of status affecting . They can also of most enemies, taking and valuable before the rest of the group knows what loot the enemy carried.
Shadow Knight
are a of and , and are renowned as the most evil and feared fighters in all of . Even in their own home towns they are often shunned and kept out of sight. They are essentially the polar opposite of . Rather than having the ability to Lay on Hands, shadow knights have the ability to Harm Touch once a day, dealing massive amounts of damage to a single target. Shadow Knights, like paladins, can either wield a , or go all offense with a two-handed weapon. Their limited skills in necromancy allow them to cast spells, snare their enemies, and also summon . They focus their hatred for all things pure into a fearsome offensive assault from all angles. These hybrids can wear any of the four types of armor, but almost always choose to wear as soon as they can afford it.
Shaman
are one of the most versatile classes in the game, but their strength comes in the form of their many and that they offer a group of adventurers. They better than either of the other two priest classes ( and ), and along with their healing and buffs, they offer . One of their most powerful spells comes in their ability to slow enemies, keeping damage to the party's to a minimum. While their healing skills do not match that of a cleric, a shaman lighten the load on a cleric with his/her line of spells. Shaman have the unique to , which can be sold to others adventurers giving them the ability of , , , and many other things. Shaman can wear , which enhances their ability to mitigate damage while working their magics.
Warrior
are the of . They don't deal the most , but they are second to none in mitigating damage. Warriors come equipped with various skills including , , double attack, , , , , and . Although they wield all of these abilities, they have absolutely no magic ability, which means they cannot solo very well. Even a great warrior is dependent upon a great partner or team to keep him/her standing toe-to-toe with the enemy. Their main task is keeping the enemy at hand focused on him/her so that the rest of his/her team can do what they do best uninterrupted. So, while warriors need others to excel, everyone needs a good warrior. They can wear any of the four types of armor, but would be unwise not to wear as soon as it becomes available to them.
Wizard
are undoubtedly the masters of . No one, or , can kill something faster than an uninterrupted, adept wizard. Just like any other caster, they will not survive long against direct melee from an enemy, but they can often go it alone and use their skills to enemies from a distance. In a group, an experienced wizard can quickly drain the of an enemy without drawing attention to himself/herself. Wizards also have the ability of , which can be used to travel great distances quickly, alone or with their friends. This skill also allows the wizard to get his/her friends out of immediate danger. Unlike though, wizards are the only class with the ability to take adventurers to the Planes of Hate and Sky. Wizards, like other casters, are limited to .
Races
EverQuest originally offered twelve playable races that could start in one of thirteen starting cities. Each race is limited to a certain number of classes based on their own abilities and religious beliefs. Choosing what race to play is second in importance to deciding on which .
Barbarian
hail from the frozen city of and are most often followers of . Halas sends forth many fierce , adept , and surprisingly sneaky . Many barbarians, known also as the Wolves of the North, are isolationists, which makes sense given their home town is nestled far away from anyone else in the icy . Barbarians make great warriors due to their size, innate strength, and stamina. They are welcomed in most 'good' cities, although their size can hinder their ability to do business in buildings found in or . Like their cousins, barbarians have no enhanced vision, making traveling at night dangerous. They also start with an extra +10 cold resistance, and unlike any other race, can wear both medium and large .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
103 | 95 | 92 | 80 | 70 | 60 | 55 | +30 | |
103 | 100 | 82 | 70 | 80 | 60 | 60 | +30 | |
113 | 105 | 87 | 70 | 70 | 60 | 55 | +23 |
Dark Elf
are 's corrupted version of 's elven population. They refer to themselves as the Teir`Dal, devoting their lives to the Prince of Hate, and embark on a journey to spread hate and cruelty. Unlike the and though, dark elves are highly intelligent. They reside in the city of where they are trained to exterminate all other races. Neriak produces of all types (, , ), but are held in the highest regard. Other dark elves train to become , , , and . They do not tolerate ogres and trolls for their devotion to hate and fear, but simply use these often dimwitted mastodons as tools for achieving their own goals. Dark elves realize that their ways are not accepted by most other races throughout Norrath and will often perform tasks in order to raise their faction enough to at least be tolerated in larger cities such as . All dark elves are born with , which allows them to see as clearly in the dark as they do during the day. They all have the ability to hide, and they can wear small or medium .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
65 | 70 | 90 | 75 | 93 | 99 | 60 | +30 | |
60 | 65 | 90 | 75 | 83 | 109 | 70 | +30 | |
60 | 75 | 90 | 75 | 83 | 109 | 60 | +30 | |
60 | 65 | 90 | 85 | 83 | 109 | 60 | +30 | |
60 | 65 | 100 | 85 | 83 | 99 | 60 | +30 | |
70 | 70 | 90 | 75 | 83 | 109 | 65 | +20 | |
70 | 75 | 95 | 75 | 83 | 99 | 60 | +25 | |
60 | 75 | 90 | 75 | 83 | 109 | 60 | +30 |
Dwarf
were created by The Duke of Below, , in the depths of , which is where they still reside. The city of produces some of the fiercest and , but also some of the most skilled and most dexterous . As residents of , the dwarves are friendly with both the elves and , and also any other good-natured cities. They do not tolerate the likes of or , and have a long history of war with the . Living daily life in the caves of Kaladim, dwarves are born with , enhancing their sight in the dark. They also have an innate sense of direction and begin with plus +5 resistance to both and . Dwarves can only wear small .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
95 | 95 | 70 | 90 | 93 | 60 | 45 | +30 | |
100 | 95 | 70 | 90 | 88 | 60 | 50 | +20 | |
90 | 90 | 80 | 100 | 83 | 60 | 45 | +30 | |
100 | 100 | 75 | 90 | 83 | 60 | 45 | +25 |
Erudite
believe they are the next step in the evolutionary chart after , just as the humans evolved from the . They are the most intelligent race found on and, therefore, excel as , , and . Led by a man named Erud, they left the city of and founded the city of on the small continent of . Before long, a rebel faction led by a man named Miragul, broke away from Erudin and founded the city of where he and his followers could freely practice . Miragul and his people are referred to as Heretics by those true to Erudin. There are a few Erudites that devote their lives to or as a . And depending upon which city they're born, Erudites can also become or . Like other humans, Erudites have no enhanced vision, making the darkness of night difficult to deal with. All Erudites have an innate plus +5 to resistance, -5 to resistance, and wear medium .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
65 | 76 | 70 | 70 | 93 | 107 | 70 | +30 | |
60 | 70 | 70 | 70 | 83 | 117 | 80 | +30 | |
60 | 80 | 70 | 70 | 83 | 117 | 70 | +30 | |
60 | 70 | 70 | 80 | 83 | 117 | 70 | +30 | |
70 | 75 | 70 | 70 | 88 | 107 | 80 | +20 | |
70 | 75 | 70 | 70 | 83 | 117 | 75 | +20 | |
60 | 80 | 70 | 70 | 83 | 117 | 70 | +30 |
Gnome
are the smallest race and were also created by . Although small, gnomes are highly intelligent, which is why many decide to become . A few gnomes choose to devote their lives to Brell as a , but their low wisdom makes it a struggle. Their size also grants them great agility and dexterity, which makes for excellent and an occasional . Gnomes make their home in the ancient city of in the . While most gnomes are good-natured, there are those that dwell below the city practicing the arts of , worshiping other , and training to become conniving thieves. All gnomes have an affinity for mechanics, and as such, they have the unique skill of . Gnomes also have , enhancing their vision in the caves of Ak'anon and any other darkness. And, obviously, they wear only small .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
65 | 70 | 85 | 85 | 77 | 98 | 60 | +30 | |
60 | 70 | 85 | 85 | 67 | 108 | 70 | +30 | |
60 | 80 | 85 | 85 | 67 | 108 | 60 | +30 | |
60 | 70 | 85 | 95 | 67 | 108 | 60 | +30 | |
70 | 75 | 85 | 85 | 72 | 98 | 70 | +20 | |
60 | 70 | 95 | 95 | 67 | 98 | 60 | +30 | |
70 | 75 | 85 | 85 | 67 | 108 | 65 | +20 | |
70 | 80 | 90 | 85 | 67 | 98 | 60 | +25 | |
60 | 80 | 85 | 85 | 67 | 108 | 60 | +30 |
Half Elf
, as their name would suggest, are half and . The elven half is almost always from a , for the do not see the humans as equals. While half elves are generally good-natured, they are often nomads as they are not fully accepted in either the human or elven cities. Because of this, many half elves become or wandering the wilderness. Some become , traveling the world to their own tune. Others struggle with their lack of acceptance and become . And occasionally, a half elf will choose to try to gain acceptance by becoming a or for their chosen home town, whether it is in , , , or rarely in . Half elves do get from their elven parent, and are able to wear medium like their human parent.
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
75 | 70 | 90 | 95 | 60 | 75 | 85 | +25 | |
70 | 80 | 90 | 85 | 65 | 75 | 75 | +30 | |
80 | 75 | 90 | 85 | 65 | 75 | 85 | +25 | |
75 | 80 | 100 | 85 | 65 | 75 | 75 | +20 | |
70 | 70 | 100 | 95 | 60 | 75 | 75 | +30 | |
80 | 80 | 95 | 85 | 60 | 75 | 75 | +25 |
Halfling
are a humble, laid back race of people that live in the town of , which is located in central . They are known across for their skills in both and , most notably with . Most halflings are content with becoming , , , or . But some halflings decide to journey outside of the thicket becoming some the best and the world has seen. Some join the defense of the great wall and become , and there are a few who join the Church of Mischief as devout of . Halflings have great agility and dexterity, with surprising strength for their size. They are also wiser than their laid back demeanor would lead most to believe. Although not very attractive, halflings are some of the kindest people you'll find. All halflings can see fairly well in the dark thanks to , and they have +5 resistance to both and . Even the warriors, clerics, and druids have the ability to and hide, and all halflings wear small .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
75 | 80 | 95 | 90 | 90 | 67 | 50 | +30 | |
70 | 85 | 95 | 90 | 90 | 67 | 50 | +30 | |
80 | 80 | 95 | 90 | 85 | 67 | 60 | +20 | |
75 | 85 | 105 | 90 | 85 | 67 | 50 | +20 | |
70 | 75 | 105 | 100 | 80 | 67 | 50 | +30 | |
80 | 85 | 100 | 90 | 80 | 67 | 50 | +25 |
High Elf
are the original race created by , the Mother of All. They refer to themselves as the Koada`Dal. Their nobles were abducted by long ago in his creation of the . The high elves were then driven from their homes in by , the Burning Prince, when he scorched the into . The elves who survived made new homes on the continent of in . Even now, they are constantly attacked by Innoruuk's abominations as he has now twisted his own race of into attack the elves. High elves are more intelligent than their nature loving cousins, the . Many high elves become excellent , , and . While intelligent, they are also quite wise, which lends to their adeptness as and . All high elves are good-natured, but are often found to be rude or prude by other races. Those other races won't kill high elves on sight as they would dark elves, but may charge a higher price or simply not to talk high elves at all. High elves can see decently in the dark thanks to , and they can wear either small or medium .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
60 | 70 | 85 | 70 | 105 | 92 | 80 | +30 | |
55 | 65 | 85 | 70 | 95 | 102 | 90 | +30 | |
55 | 75 | 85 | 70 | 95 | 102 | 80 | +30 | |
65 | 70 | 85 | 70 | 100 | 92 | 90 | +20 | |
55 | 75 | 85 | 70 | 95 | 102 | 80 | +30 |
Human
of can choose almost any profession and can either come from the west coast city of or the east coast city of . They have the most balanced distribution of base statistics and can align themselves with almost any , . The only class unavailable to humans is , but they do have the unique option of being . Humans have no enhanced vision in the dark and only wear medium .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
80 | 75 | 75 | 85 | 75 | 75 | 85 | +25 | |
80 | 80 | 75 | 75 | 85 | 75 | 75 | +30 | |
75 | 85 | 75 | 75 | 85 | 75 | 75 | +30 | |
75 | 75 | 75 | 75 | 75 | 85 | 85 | +30 | |
75 | 85 | 75 | 75 | 75 | 85 | 75 | +30 | |
80 | 80 | 85 | 85 | 75 | 75 | 75 | +20 | |
75 | 75 | 75 | 85 | 75 | 85 | 75 | +30 | |
85 | 80 | 75 | 75 | 80 | 75 | 85 | +20 | |
75 | 75 | 85 | 85 | 75 | 75 | 75 | +30 | |
85 | 80 | 75 | 75 | 75 | 85 | 80 | +20 | |
85 | 85 | 80 | 75 | 75 | 75 | 75 | +25 | |
75 | 85 | 75 | 75 | 75 | 85 | 75 | +30 |
Ogre
were created by The Warlord, , as the greatest race of soldiers ever created. The ogres of ancient times were also highly intelligent and wielded powerful magics along with their brute strength, but their vanity became their downfall as they attempted an assault, along with Zek's other creations ( and ) upon the themselves. In defeat, Zek's children were cursed by the other gods. The giants are almost completely extinct; the goblins' history was eradicated; and ogres lost almost all of their intelligence. The ogres of today are forced to rely primarily on their size and unmatched strength to crush their foes. Some ogres have retained enough wisdom to become , and some struggle to learn the ways of by becoming . But, most commonly, ogres leave Oggok on a warpath of destruction as the most fearsome in all of . Ogres are friendly with the neighboring and are tolerated by the , while some ogres have gone out of their way to prove themselves to the and are allowed in . All ogres have the ability to opponents, to see in the 's darkness, and wear only large . They are also weak to .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
140 | 127 | 70 | 70 | 67 | 70 | 42 | +20 | |
130 | 127 | 70 | 70 | 77 | 60 | 42 | +30 | |
140 | 132 | 75 | 70 | 67 | 60 | 37 | +25 |
Troll
are much like their neighboring . Large, strong, and dim-witted. Trolls, though, don't have a curse to blame; that's just how they are. The biggest perk about trolls though is their innate regenerative ability. They faster than any other race. That combined with their strength and stamina make them some of the best in the land. Also like ogres, some trolls attempt to learn the arts of and by becoming and in their devotion to hate and fear. Trolls are often found trading with in when items cannot be found in their own home of . They are hated and feared by most other races, which is how they like it. Trolls wear only large .
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
117 | 114 | 83 | 75 | 60 | 62 | 45 | +20 | |
108 | 114 | 83 | 75 | 70 | 52 | 42 | +30 | |
118 | 119 | 88 | 75 | 60 | 52 | 40 | +25 |
Wood Elf
, along with the , were driven from (now Antonica) by . While the high elves built the glorious , the wood elves built a magnificent treetop city known as . Wood elves are not nearly as arrogant as their high elf cousins, which explains the existence of . As one would imagine, wood elves are devout followers of and all of her creations. They lack strength but make up for it with their agility and dexterity. Wood elves make for excellent and . Some spread the word of Tunare as . Kelethin also produces they call scouts sent forth to collect intelligence on their enemies. And a few wood elves discard their empathy for nature and take on a life of defending the city as a . All of them have , helping them see through the darkness of the . They also have the ability to food and water. Like other elves, they can wear small or medium . Wood elves refer to themselves as the Feir`Dal when using the Elvish tongue.
Class | Strength | Stamina | Agility | Dexterity | Wisdom | Intelligence | Charisma | Bonus Points |
---|---|---|---|---|---|---|---|---|
70 | 65 | 95 | 90 | 80 | 75 | 85 | +25 | |
65 | 75 | 95 | 80 | 90 | 75 | 75 | +30 | |
70 | 75 | 105 | 80 | 85 | 75 | 75 | +20 | |
65 | 65 | 105 | 90 | 80 | 75 | 75 | +30 | |
75 | 75 | 100 | 80 | 80 | 75 | 75 | +25 |
Race/Class Combination Chart
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X | X | X | X | X | X | X | X | |||||||
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X | X | X | X | X | X | X | ||||||||
X | X | X | X | X | X | X | X | X | ||||||
X | X | X | X | X | X | |||||||||
X | X | X | X | X | X | |||||||||
X | X | X | X | X | X | |||||||||
X | X | X | X | X | X | X | X | X | X | X | X | X | ||
X | X | X | ||||||||||||
X | X | X | ||||||||||||
X | X | X | X | X |
Deities
Along with an adventurer's race and , is also the basis for much of their faction standing, and, for some races, from which city they begin. Norrathians cannot convert to another religion at any point in life, and must deal with both the benefits and repercussions of their beliefs. Some choose to be Agnostic, but here are the that are most worshipped by 's people.
Bertoxxulous - The Plaguebringer
' plague-ridden followers believe in one simple rule: Everything Dies. While disgusting and horrific to most, they see the decomposition of flesh as a sacred thing. Bruises, blisters, pus, oozing sores, infected cuts, and contagious rashes are just a few things that followers of Bertoxxulous treasure. Unsurprisingly, are some of his most common devotees. While they surround themselves in death and unlife, do not mistake them as ones who seek death themselves. It is their mission to serve Bertoxxulous to spread disease around the world for as long as possible.
Races | Classes |
---|---|
Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard | |
Rogue, Warrior | |
Cleric, Enchanter, Magician, Rogue, Shadow Knight, Warrior, Wizard |
Brell Serilis - The Duke of Below
' followers believe the surface of the world to be an utter waste of time and space. True happiness for them is found beneath the crust of the world, in the darkness of the and . Sadly, this is about the only thing that Brell's followers can agree. Brell probably has one of the most diverse populations of devotees. The of Kaladim believe without question that they are the true children of Serilis. But the ferocious of the world vehemently disagree. and Gnolls were his first creations, but Brell later turned his attention to his more intelligent children, the Dwarves and of . The gnolls still worship him, as they have built a temple in Jaggedpine Forest to prove it, but the kobolds have turned their back on him as they believe he did the same to them. The clan of Runny Eye believe Brell to be their father, despite it being well known that is he one who created the goblin race.
Races | Classes |
---|---|
Cleric, Paladin, Rogue, Warrior | |
Cleric, Enchanter, Magician, Paladin, Rogue, Warrior, Wizard | |
Bard | |
Druid, Ranger, Rogue |
Cazic-Thule - The Faceless
's followers are deathly afraid of him, but believe that spreading this intense into the hearts and minds of others will earn the Faceless' favor. Hope is the eternal enemy of any true Cazicite. Terror, fright, and dread, and living sacrifice are the tools of a devotee of Cazic-Thule. Most tribes are devout followers of Cazic-Thule, but his population of more intelligent races grows every day. It is their beliefe that soon all of will be enveloped in a fog of nightmares. A massive temple to The Faceless was built centuries ago by the in the of The Feerrott. The of also worship the Lord of Fear.
Races | Classes |
---|---|
Necromancer, Shadow Knight | |
Shadow Knight, Warrior | |
Shadow Knight, Shaman, Warrior |
Erollisi Marr - The Queen of Love
teaches her followers that love conquers all. She, along with her twin brother , created the during the Age of Monuments. It is believed that the evolution of Barbarians to was sparked by the divine touch of Erollisi. While love is a beautiful thing, Erollisi's devotees are not so obtuse to believe a Norrath without war is possible. They are willing to enter battle themselves if it means defending the principles, people, and places they love. Followers of Erollisi believe the most honorable death would be earned defending someone or something they love deeply. A great number of entrust their hearts to the ideals of Erollisi Marr. An order of and paladins devoted to Erollisi and Mithaniel once held political power in , but were driven out by the captain, . A few members of the population also worship the Queen of Love.
Races | Classes |
---|---|
Bard, Paladin, Rogue, Warrior | |
Enchanter, Magician, Wizard | |
Bard, Cleric, Enchanter, Magician, Paladin, Rogue, Warrior, Wizard | |
Bard |
Fizzlethorpe Bristlebane - The King of Thieves
Those who claim as their god are all about having fun above all other things. and the most common devotees, but there are a great many gyspies that worship him as well. Mischief is encouraged heavily among the King of Thieves' followers. While other religions focus on honor, fear, or peace, these clever and witty tricksters have rituals consisting of practical jokes. Followers of other gods may sometimes find these mischief makers annoying, but very few of them have evil intentions. During the , the most devout followers of Bristlebane are the of , where a chapel has been erected in honor of the King of Thieves.
Races | Classes |
---|---|
Rogue | |
Rogue | |
Rogue | |
Cleric, Rogue | |
Bard, Rogue | |
Cleric, Paladin, Rogue | |
Bard, Rogue | |
Bard, Rogue |
Innoruuk - The Prince of Hate
Almost the entire race sees as their true father. They trust in him that hate is the driving force in the universe. Their devotion to hate has led them to believe love is simply a means for the weak-minded fools of the world who are too scared to take what they want. Spite is the only true way to overpower your enemies. Innoruuk's children believe in their dark hearts that if they could combine their hate collectively, they could destroy . Understandably, the most devout followers of Innoruuk are found in , where the dark elves have erected a large church, among other shrines, in his honor.
Races | Classes |
---|---|
Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard | |
Warrior | |
Cleric, Enchanter, Magician, Necromancer, Rogue, Shadow Knight, Warrior, Wizard | |
Shadow Knight, Shaman, Warrior |
Karana - The Rainkeeper
's followers invest all of their faith in the life-giving and destructive force of storms of all types. Typical followers of Karana are farmers, , and . While they respect the power of the Storm Lord, they often provide shelter to travelers, for they are mostly good-natured people who value honesty. Much like the followers of , a great deal of Karana's devotees live a life of a nomad. The plains of western are named after Karana due to the frequent rain in the region that provides excellent farming for .
Races | Classes |
---|---|
Bard, Druid, Paladin, Ranger, Rogue, Warrior | |
Druid, Ranger | |
Enchanter, Magician, Wizard | |
Bard, Cleric, Druid, Enchanter, Magician, Paladin, Ranger, Rogue, Warrior, Wizard | |
Bard, Rogue, Warrior |
Mithaniel Marr - The Lightbringer
's followers believe they are distinguished from the beats of the world by their valor and honor. He, along with his twin sister, created the of and are believed to have sparked the evolution of the from those Barbarians. The twins are also responsible for the of the world. Followers of Marr live a life of a high moral standard and devote much of their lives to spreading the word of truth and selflessly giving to charity. Throughout , they are known as the most noble warriors in the world. These and fight for the sake of all that is good in the world and will do so without fear of death. Many would say that Marr's followers take their cause a bit too seriously, having short patience for humor or mischief.
Races | Classes |
---|---|
Bard, Paladin, Warrior | |
Enchanter, Magician, Wizard | |
Bard, Cleric, Enchanter, Magician, Paladin, Warrior, Wizard | |
Bard |
Prexus - The Oceanlord
' followers believe in the raw power of the world's oceans. They do not worship the element of water specifically, but it is their belief that life originated in the sea and it will consume those who do not respect it. The Oceanlord's devotees almost always live in cities or towns on the coasts of the world. Prexus is not a commonly worshiped god, but he has many faithful sailors and fishermen. The have erected a church in to worship Prexus, and many to train young and .
Races | Classes |
---|---|
Cleric, Enchanter, Magician, Paladin, Wizard | |
Bard, Warrior | |
Bard | |
Bard |
Quellious - The Tranquil
Peace is the primary focus for any followers of . Do not take them lightly though, for they will fiercely defend themselves and those they love. Quellious' followers seek the inner peace that will teach them the true meaning of their lives and the world itself. They believe that through the sharing of the knowledge gained through this enlightenment, peace throughout the world is obtainable. The most common followers of Quellious are nomads, such as .
Races | Classes |
---|---|
Cleric, Enchanter, Magician, Paladin, Wizard | |
Bard | |
Bard, Monk | |
Bard |
Rallos Zek - The Warlord
's followers believe in the idea of only the strong shall survive. War is the only venue to earn the favor of the gods and achieve enlightenment. They believe the universe was created in the midst of battle and so too shall it end. Those who fall in battle are quickly forgotten by Zek's faithful, for the dead were too weak to pass the test. Most are devout followers of Zek.
Races | Classes |
---|---|
Warrior | |
Warrior | |
Warrior | |
Bard, Warrior | |
Warrior | |
Bard, Warrior | |
Shadow Knight, Shaman, Warrior | |
Warrior | |
Bard, Warrior |
Rodcet Nife - The Prime Healer
's faithful all accept an oath to battle and until succumbing to either. They are very kind to others and live a life of simplicity. One should not mistake them for being pacifists though, for they do not only seek to cure disease and illness, but explore the world searching intensely to for the root of these plagues. and and from western Antonica are the largest contingent of Rodcet's faithful. It is their belief that the evils of the universe shall one day be expunged and the looming darkness of death never be seen again.
Races | Classes |
---|---|
Bard, Paladin, Rogue, Warrior | |
Bard, Cleric, Enchanter, Magician, Paladin, Rogue, Warrior, Wizard | |
Bard |
Solusek Ro - The Burning Prince
Followers of the put their faith in the power of . They believe aggression is the only way to obtain the things they desire in the world and they fear very little. Ro's faithful are typically blunt and direct in their manner of speaking, which is viewed as unkind or rude to most others, but they care not. They are not out to make friends, only to earn respect. Since fire is the focus of most , they are Solusek Ro's most devout followers.
Races | Classes |
---|---|
Wizard | |
Wizard | |
Wizard | |
Bard | |
Wizard | |
Bard, Wizard | |
Bard |
The Tribunal - The Six Hammers
For true followers of the , only one thing matters; Justice. Many of the world's police, , and governors worship The Tribunal, the most devout recognize only one law or court in the universe; that of the Tribunal themselves. Through methodical patience, it is their sacred duty to deal out punishment, vengeance, and retribution to those who rightfully deserve it. Patience may be the most important quality in any follower of the Tribunal, for if they punish an innocent, they will answer to the Six Hammers personally. are the most common followers of the Tribunal.
Races | Classes |
---|---|
Rogue, Shaman, Warrior | |
Bard, Warrior | |
Bard | |
Warrior |
Tunare - The Mother of All
's followers believe, despite what any one else thinks, that Tunare is the mother of all living things. They understand that not everyone accepts this ideology, but is their goal to protect and preserve the living, breathing world they inhabit. Many , , and most in general follow the ways of Tunare.
Races | Classes |
---|---|
Bard, Druid, Paladin, Ranger, Rogue, Warrior | |
Cleric, Enchanter, Magician, Paladin, Wizard | |
Bard, Druid, Ranger | |
Bard, Druid, Ranger, Rogue, Warrior |
Veeshan - The Wurm Queen
was the first of the gods of influence to discover the world of Norrath. It is said that she soars throughout the universe claiming planets that she deems worthy of her brood. She does not have many non- followers, but there are who live through life with such a sense of rejection that they choose to worship dragonkin.
Races | Classes |
---|---|
Bard | |
Bard | |
Bard |
The World of Norrath
The known world of consists of three continents. In the center is the largest of the three, . It features nearly every type of environment from icy mountains to scorching deserts, and from humid jungles to rolling plains. Antonica is home to Norrath's population of (, , ), (), (), (), and (). Across the Ocean of Tears to the east is the continent of . It is a land full of mystical creatures such as and . Faydwer is also home to Norrath's population of (), (), (), and (). From Antonica, across the water of Erud's Crossing, to the west lies the small continent of . It is a dark, forested continent with rocky beaches. Odus is home Norrath's population of (, ). Within the world of Norrath, there are also several astral that have been discovered including , , and .
Antonica
, formerly known as Tunaria, is the largest of the three continents in the known world. The northern reaches of this land are mountainous with icy peaks of in the west to the volcanoes of in the east. Across the center of Antonica, divided by the Serpent's Spine, are the rolling and a region simply known as the . In the southeast, what was once the richest forest in all of Norrath, is now the scorching, barren . And in the south, guarded by the are the humid and dangerous jungle known as and the .
The Arena
can be found on the western edge of . The Power of Discord holds sway over the Arena and allows any adventurer who chooses to enter to harm other adventurers, regardless of the normal influences of Order. Many have been held within its walls. Occasionally, tournaments known as the Best of the Best are held to determine the elite of each class or team. The origins of the Arena are unknown, though many believe that the themselves once battled within its confines. The believe it to have been built by himself. No creatures can be found to hunt here. The Arena does serve as a great place for adventurers of southern to bind their soul.
Befallen
can be found on the southern edge of the where the begin to merge with the . The was once a proud temple maintained by The Ashen Order of . Now it has been overrun with and others practicing the arts of . The dark elves claim the dungeon is the last remnant of the ancient city of Takish Hiz, the great city. Many of the passages in Befallen require that must be obtained from various notable enemies within the dungeon. A skilled can and speed up his or her party's progress significantly.