edit (11/20/09): Traditions have changed since I wrote this post, refer to this link for updated traditions.
The Norrathian Newbie is back! I’ve finally dusted it off, and have decided on a new EQ2-related topic to discuss. Feel free to check out previous editions here.
As a Preface, I will say that I have written on this topic before. You can see that post here. When I wrote that post, it was before Game Update #40 (otherwise known as the expansion, “Rise of Kunark”) was released. At that time, racial abilities and stats meant little to a new character, and though I’m not going to retract my statement that “ultimately race does not affect the overall performance of a class”, it is fair to say that there is an optimal starting point, now. At this point I am going to list facts that could be easily found at any other informative gaming site, but also add some opinion, and hopefully help some people out that are curious as to “Which Race is Best for X Class”? Since my old post still gets a lot of traffic, I’m going to try to redirect it’s traffic to this post, which may prove to be more relevant.
All classes get a fairly balanced choice of racial traits, some modified dependant on if you pick a melee or spell based class. All classes get one trait that increases mitigation against a particular damagetype, along with two tradeskill enhancing traits. For simplicity, I’m not going to cover tradeskill enchancing traits, mainly because the common question isn’t “which race makes the best weaponsmith?”. Though the best case scenario would be to pick a race that is best suited for a particular class and tradeskill, many people avoid the tradeskilling portion of the game altogether, so we’ll be concentrating on adventuring only.
Also, because it may be confused what races can be what classes, it can be determined as follows: Good-only classes consist of Monk, Paladin, Illusionist, Conjuror, Mystic, Templar, Swashbuckler and Ranger. Neutral classes are Guardian, Berserker, Wizard, Warlock, Warden, Fury, Dirge and Troubador. Evil-only classes are Bruiser, Shadow Knight, Coercer, Necromancer, Defiler, Inquisitor, Brigand and Assassin.
Good Races:
Dwarven Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Short but Strong | +3% HP | Permanent |
Body by Butcherblock | +HP Regeneration, +STR | 3 min, Recast 10 min |
Dwarven Fortitude | +5 STA | Permanent |
Defender of Kaladim | +5 Defense | Permanent |
Rush into Battle | sprint +10%, initial sprint cost -25% | Permanent |
Master of the Tumpy Tonic | +5 to Artistry | Permanent |
Strong Heart | +3% Disease Resistance | Permanent |
Aggressive Strike | 2% heal crit and +5 ministration/2% melee crit and +5 aggression | Permanent |
Weapon Forger | 5% increase to Weaponsmith success | Permanent |
Fury of Blades | AE melee attack (4 targets) | 2.0 cast, 2 minute recast |
Innate Abilities | ||
Name | Effect | Duration |
Summon Tumpy Tonic | Summons alcoholic 40 minute duration drink | 3 second cast, 10 second recast |
Mining Expertise | 1 second reduction to mining | Permanent |
Dwarves racial traits are geared towards increasing hit points, defense, and they get an additional aoe attack to add to their repertoire. Depending on if you choose a caster or a melee based class, you will also gain +2% to heals or melee crits respectively. Knowing this, the best possible class choice for a Dwarf is one of the fighter archetype. Hit points are important to all classes, but more so to those melee oriented. A healer class would be a good secondary choice for a Dwarf, mainly because they would benefit from the increase to ministration and the heal crits. Scouts and Mages would see the least amount of benefit from Dwarven traditions.
Fae Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Aerial Dodging | +1% Spell Damage and Healing crit chance, +5 Defense skill |
Permanent |
Escaping Dive | Blinks (teleports) target 10 meters in a random direction and decreases threat |
5 min Recast |
Fae Dexterity | +5 Agility | Permanent |
Fae Fire | AoE (from caster) DD & DoT, Heat attack, max 4 targets, 10 meter radius |
Duration 6 secs, 2 sec Cast, 1 min Recast |
Fae Flight | +5% Movement in and out of combat | Permanent |
Forest Knowledge | +5 Fletching skill | Permanent |
Glide | Increased Jump distance (if not on a mount) | Permanent |
Magic of the Fae | +3% max Power | Permanent |
Magical Teachings | +5 Scribing skill | Permanent |
Toxic Protection | Increases Mitigation vs Poison damage | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Wind Walker | +50% movement speed | Duration 36 secs, 5 min recast |
Safe Fall | 100% Safe Fall unless mounted or struck while falling |
Permanent |
Infravision | Grants Heat Vision | 2 Hours |
A Fae’s racial traits are more focused on increasing avoidance and power, and decreasing hate. As such, a young Fae would be best suited towards a scout or mage class. Bothclass archetypes generate hate through DPS, so both need as many threat decreasers as possible, and higher avoidance for when they manage to steal aggro. A well versed healer could make a Fae as well, but better combinations exist.
Froglok Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Astounding Leap | Blink and Deaggro | Instant (recast 5 min) |
Soft Landing | 25% Reduction in falling damage | Permanent |
Fervor of Marr | 10% Reduced power cost for Metal Shaping | Permanent |
Marr’s Glorious Blade | AOEcrushing damage | 2.0 casting time (recast 2 min) |
Crusader’s Respite | Out-of-Combat Health regen, +Wis | 3 min, 5 min recast |
Natural Acrobat | +5 AGI | Permanent |
Cold Blooded | +Mitigation vs Heat and Cold | Permanent |
Spontaneous metamorphosis | +3% Max Health | Permanent |
Valor In Battle | 2% heal crit and +5 ministration/2% double attack and +5 crushing | Permanent |
Zealotry of Marr | 5% increased Weaponsmithing success | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Gills | Water Breathing | Permanent |
Hydromotion | Water Walking (walk/jump on the bottom of the body of water) | Permanent |
With a mixed bag of racial traits, Frogloks are suitable for most any class. However, the best class choices in my opinion would be healer or scout. A Froglok healer would benefit from heal crits, agility (avoidance), and the threat decreaser, as healers can steal aggro as well. A Froglok scout would also benefit from agility, the deaggro, and the + to melee skills.
Halfling Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Mischievous Strike | Piercing attack, Melee skill debuff | .5 second cast, 30 sec recast |
Wisdom of Riverdale | +5 WIS | Permanent |
Protection of the Jum Jum | All damage ward | 1.0 second cast, 5 min recast |
Jumjum Regimen | +3% Max Health | Permanent |
Poison Expertise | 25% increased poison trigger | Permanent |
Light on Feet | +Out-of-Combat HP Regen, +AGI | 3 min, 10 min recast |
Rivervale’s Protection | +Mental resist | Permanent |
Niami’s Tutelage | 5% success chance to Provisioner skills | Permanent |
Pants Patcher | 10% power reduction to Tailor reactions | Permanent |
Vale Protector | 2% melee crit and +5 piercing/2% heal crit and +5 ministration | Permanent |
Innate Abilities | ||
Halfling’s Feast | 25% increased duration for food/drink | Permanent |
Always Prepared | Summons 40 min duration food | ? cast, ? recast |
Infravision | Grants Heat Vision to caster | Instant, 2 Hours |
A Halfling’s best choice is to be a scout. With an additional debuff, a short ward, extra poison triggers, and melee crits, it’s only obvious. A good secondary choice could be a healer, but some of the racial traits would be wasted.
High Elf Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Arcane Knowledge | +3% max Power | Permanent |
Connisseur of Fine Wines | +25% Drink Duration | Permanent |
Elven Wisdom | +5 Wisdom | Permanent |
Esoteric Study | +5 Scribing skill | Permanent |
Fury of Felwithe | Heat AOE, DD | Instant, 2 sec Cast, 2 min Recast |
Gilding of Felwithe | +5 Artificing skill | Permanent |
Graceful Movements | +5 Defense & Parry | Permanent |
Harmonious Mind | Out-of-Combat Power Regen & +Wis | 3 mins, 10 min Recast |
Tenet of Takish’Hiz | Increases Mitigation vs Magic damage | Permanent |
Training of the Koada’Dal | +2% Spell Damage and +5 Disruption/+2% Heal Crit and +5 Ministration | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Intricate Creation | Tradeskill Power Reduction | Permanent |
Mind over Matter | Slow Fall | Until Cancelled |
High Elves are best suited for the magical arts. Additional power, wisdom, spell damage or heal crits, clearly make the mage and healer archetypes the best choice.
Wood Elf Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Elvish Spirits | +25% Drink Duration | Permanent |
Faydark’s Champion | +2% Ranged Crit and +5 Ranged/+2% Healing Crit and +5 Ministration | Permanent |
Faydwer Fashions | +5% Tailoring success | Permanent |
Forest Fire | Heat AOE, DD | Instant, 2 sec Cast, 1 min Recast |
Gift of the Faydark | 10% power reduction of Fletching skills | Permanent |
Light Footed | Reduces snare effects by 25% | Permanent |
Natural Recovery | Out-of-Combat Power Regen and +sta | 3 min, Recast 10 min |
Shield of Nature | +Mitigation vs Disease damage | Permanent |
Vitality of the Fier’Dal | +3% max Power | Permanent |
Wisdom of the Faydark | +5 Wis | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Keeper of the Forest | 1 sec reduction to gathering/foresting | Permanent |
Camo | Stealth | 1 min, 5 min recast |
Infravision | Grants Heat Vision | 2 Hours |
Simply put, Wood Elves are geared for healing. Additional power will be gained, additional wisdom, and healing crits seal the deal. A secondary choice that would work fairly well would be that of the ranger class, simply because of the + to ranged and ranged crit.
Barbarian Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Brewmaster | 5% provisioning success chance | Permanent |
Herbology | +5 Alchemy | Permanent |
Sprint into Battle | Initial Sprint Power cost reduced by 25%, +10 sprint speed | Permanent |
Battle Reprieve | Out-of-Combat Health regen, +str | 3 min dur, 10 min recast |
Barbaric Rage | At 30% health or below, +defensive skills | Permanent |
Blizzard | +Cold Resist | Permanent |
Halasian Authority | 5 str | Permanent |
Defender of Everfrost | +1% melee crit, +1% double attack and +5 parry/+2% heal crit and +5 ministration | Permanent |
Tundra Slam | DD + 2.5sec stun/knockback | Instant, 30 sec recast |
Tribal Strength | +3% health | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Tundra Endurance | +5% movement speed | Permanent |
Summon: Halasian Brew | Summon alcoholic 40 min drink | ? cast, ? recast |
Barbarians are built to tank, and built to last. Every last racial trait points to the tanking profession. Additional health, + to defensive skills, extra strength, extra health, and an additional stun all adds up to being a meat shield. You may have noticed the optional + to heal crits and ministration. Just ignore that. It’s there to trick you.
Erudite Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Arc of Lightning | Magic Encounter AoE, DD | 3 min Recast |
Casting Fury | +2% Max Power and Casting Time reduced by +5% | Passive |
Chemist | +5 Chemistry | Passive |
Erud’s Teachings | +2% Spell Crit Chance and +5 Disruption | Passive |
Homeward Bound | Reduces Call of City spells by 10 min | Passive |
Intellect of the Sage | +5 INT | Passive |
Intellectual Feasting | +25% to Food Duration | Passive |
Magical Protection | +3% Magic Resist | Passive |
Scholarly Pursuit | +5% Success to Sage Tradeskill Class | Passive |
Ward of Glyphs | DPS Magic-absorbing rune | 20 sec duration, 5 min recast |
Innate Abilities | ||
Name | Effect | Duration |
Clear Mind | Out-of-Combat Power Regen Bonus | Passive |
Falling Grace | Slow Fall | Until Cancelled |
Erudites are most definitely geared towards being mages. Additional power, crits, disruption, intelligence. It all makes sense doesn’t it? One note, an Erudite Paladin or Shadowknight would benefit from all of these racial traits, though they would be leaning more heavily on their spell-casting talents than their tanking.
Gnome Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Lost in the Crowd | Shrink, deaggro, lower 1 threat position | Instant, 5 min recast |
Clockwork Army | Summons 3 clockwork dumbfire pets | 25 sec duration, 5 min recast |
Steamfont’s Magical Barrier | +Magic Resist | Permanent |
Forge Invention | 10% Reduced Power cost for Weaponsmithing | Permanent |
Chemical Calculations | 5% increased success chance at Alchemy | Permanent |
Ak’Anon’s Innovation | +5 Int | Permanent |
Healthy Appetite | 25% Increased Food duration | Permanent |
Flash of Insight | +3% Max Power | Permanent |
Clear Mind | Out-of-Combat Power Regen, +Int | 3 min, 10 min recast |
Meldrath’s Teachings | +2% melee crit and +5 parry/+2% spell crit and +5 focus | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Clockwork Expertise | +10 Tinkering and reduced Power usage | Permanent |
Illusion: Clockwork | Clockwork illusion | Until Cancelled |
Another race that would excel at being a scout or a mage. Gnome scouts would enjoy the deaggro, melee crits, and the intelligence. Gnome mages would enjoy the same, swapping out melee crits with spell crits.
Half Elf Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Ayr’Dal Adornment | +5 Artificing skill (Jeweler) | Permanent |
Elven Reflexes | +5 Agility | Permanent |
Forest Navigation | +5% Movement (out-of-combat) | Permanent |
Gift of the Faydark | +5% Fletching success (Woodworker) | Permanent |
Hardiness | +1.5% max Health & Power | Permanent |
Misfits Trickery | Decrease Threat and -1 hate position | Instant, Recast 5 min |
Mixed Knowledge | +1% Combat Crit and +5 Parry/+1% Spell Crit and +5 Focus | Permanent |
Piercing Stab | Piercing DD, mit debuff | 1 min, Recast 1 min |
Rebellious Spirit | +Mitigation vs Magic damage | Permanent |
Tend Wounds | Out-of-Combat Health Regen, +Str | 3 min, Recast 10 min |
Innate Abilities | ||
Elven Heritage | 1s reduction to gathering and foresting | Permanent |
Camouflage | Stealth | 1 min, 3 min recast |
Half-elves are one of the easiest classes to fit in any mold. Though they are most optimal filling the shoes of a scout or mage, they are hearty enough to be a tank and wise enough to be a healer. My ideal pick would be scout.
Human Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Bayle’s Strike | Slashing DD | 30 sec recast |
Clothier | +5% Tailoring success | Permanent |
Diplomacy | Soothe spell, does not affect epics | 20 secs, 2 min Recast |
Diversity | +5 All (primary) Crafting skills | Permanent |
Environmental Adaptability | +Mitigation vs Cold & Heat damage | Permanent |
Perserverance | +5 Sta | Permanent |
Ruggedness | +3% max Health | Permanent |
Tend Wounds | Out-of-Combat Health regen, +Str | 3 mins, 10 min Recast |
Urban Sprawl | -10 min on recast times of City Recall spells | Permanent |
Versatility | +7 Crushing, Slashing, Piercing, Ranged, Deflection, Disruption, Defense, & Ministration |
Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Multitalented | .5s reduction to all harvesting times | Permanent |
Will to Survive | Summon 40 min duration drink | 3 sec cast, 10 sec recast |
Like Half-elves, Humans are a true jack-of-all-trades race. Judging by racial traditions alone, I would suggest a Human tank class, but they don’t truly excel at anything.
Kerra Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Leaping grace | Deaggro, teleport | 5 min recast |
Claw | Slashing DD, mit debuff | 1 min recast |
Gift of the Land | 10% reduced Alchemy Power cost | Permanent |
Timber Shaper | +5 Fletching | Permanent |
Feline Grace | 25% falling damage reduction | Permanent |
Kerra Speed | 5% Out-of-Combat movement speed buff | Permanent |
Ancestral Protection | +Divine resist | Permanent |
Fleetness of Foot | +5 agi | Permanent |
Tribal Knowledge | +3% max Power | Permanent |
Murrar Shar’s Guidance | 2% melee or healing crit, +5 parry or ministration | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Feral Rage | +50% movement speed in & out-of-combat | 36 sec duration, 5 min reuse |
Sneak Attack | +15% movement speed when stealthed/invis | Permanent |
Sonicvison | Gives everything a nice yellow tinge and allows you to see in dark | Toggled |
The Kerra are a stealthy race, complete with deaggros, crits, and + to agility. Based on these racial traits, a scout class would be optimal. A caster or healer would benefit from Kerran traits as well, so don’t rule them out just yet.
Arasai Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Escaping Dive | Area Deaggro and 10-meter teleport | Instant, 5 min recast |
Aerial Dodging | 2% melee crit or spell crit, +5 defense | Permanent |
Glide | Jump farther (long hang-time) | Permanent |
Arasai’s Endurance | In-combat Power Regen | Permanent |
Arasai’s Flight | +5% movement Speed | Permanent |
Magic Protection | +3% Magic Resistance | Permanent |
Arasai Savvy | +5 Intelligence | Permanent |
Neriak Precision | +5 Artificing | Permanent |
Transmograpy | +5 Transmuting | Permanent |
Dark Envy | 5% Melee and Spell Crit 10% Increased Casting Speed +25 DPS, -Parry, -Defense |
24 seconds, 5 min recast |
Innate Abilities | ||
Name | Effect | Duration |
Wind Walker | +50% movement speed | 36 sec, 5 min recast |
Safe Fall | Safe Fall, unless mounted or struck while falling | Permanent |
The Arasai are much like their Fae cousins, though their class choices will be different, as they reside on opposite sides of the fence. Just like the Fae, their racial traits are very similar, and best class choices are scout or mage.
Dark Elf Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Knowledge of Neriak | +5 INT | Permanent |
Shadow Slip | Teleport 10 meters, deaggro, -1 Threat Position | Instant, 5 min recast |
Poison Expertise | +25% trigger count of poisons | Permanent |
Fueled by Hate | Out-of-Combat Power Regen, +Mit vs magic | 3 min, 10 min recast |
Hateful Mind | +3% max Power | Permanent |
The Foci’s Magical Protection | +Mit vs magic | Permanent |
Innoruuk’s Gift | +2% Double Attack and +5 Piercing/+2% Spell Crit and +5 Disruption | Permanent |
Poison Crafter | +5% Alchemy success chance | Permanent |
Pursuit of the Arcane | -10% Power cost for Sage abilities | Permanent |
Fury of Innoruuk | 5% Melee and Spell Crit, +10% Casting Speed +35 Attack Speed, -Parry, -Defense |
30 seconds, 5 min recast |
Innate Abilities | ||
Name | Effect | Duration |
Master of the Shadows | +15% movement speed while stealth/invis | Permanent |
Hover | Slow Fall | Until Cancelled |
For whatever reason, the Arasai and Dark Elves share almost the same exact racial traits, most likely because the Arasai were created by Dark Elves. Thusly, the same class choices apply; scout or mage.
Iksar Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Dark Medicine | +5 Chemistry | Passive |
Greenmist Salvation | +3% Disease Resist | Passive |
Honed Body | +5 AGI | Passive |
Legacy of the Shissar | +3% Max Health | Passive |
Proficient Swimmer | Water Breathing | Passive |
Reptilian Grace | -25% Falling Damage | Passive |
Tough Scales | +5 to Defense and Deflection | Passive |
Venemous Strike | Disease DD + DoT | 12 sec duration, 1 min recast |
Venril’s Guidance | +2% Melee Crit and +5 Parry (Melee) or +2% Spell Crit and +5 Focus (Caster) |
Passive |
Whipstitch | -10% Power cost for Tailor skills | Passive |
Innate Abilities | ||
Name | Effect | Duration |
Reptilian Ancestry | Out-of-Combat Health Regen | Passive |
Defensive Coloration | Stealth | 10% of power every 3 sec for 1 min or until power runs out, 5 min recast |
Aquavision | Clear view under water | 2 hours |
The Iskar are another durable race. Their racial abilities point them to the tank classes. Other melee oriented (scout) classes may be suitable for you, but a tank would be ideal.
Ogre Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Battle Rest | Out-of-Combat Health Regen, +Str | 3 min, 5 min recast |
Oggokian Trade | -10% Power cost for Weaponsmithing | Permanent |
Rallosian Readiness | +5 Metal Shaping | Permanent |
Brute Strength | +5 Str | Permanent |
Impenetrable Will | Stun Immunity | 10 sec, 5 min recast |
Armor of the Feerott | +Physical Mit | Permanent |
Rallos Zek’s Blessing | +3% Health | Permanent |
Many Marches | -10% initial sprint Power cost, +10% sprint speed | Permanent |
Shoulder Slam | DD + short stun | Instant, 30 sec recast |
Oggokian Aggression | 2% Melee Crit, +5 Aggression | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Rock Thrower | 1sec reduction to mining | Permanent |
Commanding Presence | Enlarges caster by 20% | Until Cancelled |
Big, dumb, strong. By hey, they can take a beating and dish it out as well. The + to physical mitigation clearly points to the tank classes, not to mention all of their other abilities. Essentially, they’re an uglier version of the Barbarians.
Ratonga Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Poisonous Bite | Poison DD + DoT | 10 sec, 30 sec recast |
Dark Agenda | +3% max Power | Permanent |
Soul Mending | Out-of-Combat Health regen, +agi | 3 min, 10 min recast |
Poison Expertise | +25% poison trigger count | Permanent |
Instruments of the Underfoot | +5 Metal Shaping | Permanent |
Pitiful Plea | -1 Threat position | Instant, 5 min recast |
Poison Play | -10% Power cost on Alchemy skills | Permanent |
Rodent Reflexes | +5 Agi | Permanent |
Street Thug | 2% Melee crit or Spell crit, +5 Piercing or Disruption | Permanent |
Antidote | +Poison Mit | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Shadow Lurker | +15% movement speed while stealthed/invis | Permanent |
Rob | Pick Pocket | Instant, 5 min recast |
Sonic Vision | Instant | 2 Hours, Instant recast |
Like the other small races, Ratonga are predisposed to being scouts. A good second pick is a mage class, though it will be less beneficial.
Sarnak Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Weapon Production | -10% Weaponsmith power cost | Permanent |
Reflexive Landing | -25% Falling damage | Permanent |
Stride | +5% movement speed | Permanent |
Junglewalk | -25% movement penalty from snares | Permanent |
Spirituality | +3% Divine Resistance | Permanent |
Insight | +5 Wis | Permanent |
Carpenter’s Touch | +5 Sculpting | Permanent |
Fire Breath | Heat Front-Arc AoE, 3 targets | Instant, 2 min recast |
Break Will | +2% Bonus to Un-Resistablility of Taunts/Spells | Permanent |
Herbal Supplementation | 2% Melee crit or Healing crit, +5 Crushing or Ministration | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Hunter’s Fury | +50% movement speed | 36 sec, 5 min recast |
Gathering | .5 second reduction to all harvesting times | Permanent |
Fish Vision | Grants fish vision to the caster | 2h duration,2 sec recast |
The Sarnak don’t have any racial abilities that point to any one class archetype. Really, all abilities are fairly general, and could be used by any class. More lean towards healer than anything else, but the choice is ultimately yours.
Troll Traditions
Choose one of these every 10th level up to 80. | ||
---|---|---|
Name | Effect | Duration |
Brutal Bashings | DD + Stun | Instant, 30 sec recast |
Swamp Breath | Water Breathing | Permanent |
Cazic Thule’s Gift | Fear Immunity | 10 sec, 5 min recast |
Mender of the Mire | +5% Armorer success chance | Permanent |
Gift of Innothule | +Disease Mit | Permanent |
Maniacal Madness | +3% max Power | Permanent |
Troll Gourmet | +5 Artistry skill | Permanent |
Tasty Things | +25% food duration | Permanent |
Bog Bully | +5 Strength | Permanent |
Thule’s Guidance | 1% Melee crit, 1% Double Attack, +5 slashing | Permanent |
Innate Abilities | ||
Name | Effect | Duration |
Innothule’s Blessing | Out-of-Combat Health Regen | Permanent |
Summon: Filthy Water | Summons 40 minute duration drink | ? cast, ? recast |
Kinda big, kinda dumb, kinda strong. The Troll’s racial trait choices also lean towards tanking, though any melee oriented class would work. Weak spell casters.
I hope this updated version of my previous article comes in handy for new players, and even for the old as a quick reference. As a quick note, all of the above tables were copied directly from the EQ2 Wikia. My apologies for any sloppy formatting, still getting used to the new wordpress dashboard setup (and a bit rusty with tables, especially ones that were copied).
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