If you thought twelve races was a lot to choose from, EverQuest isn't slacking in your options for character classes either. There are a total of fourteen classes available in EverQuest, although no one race can be all of the classes. Now, in no particular order, the classes of EverQuest:
Warrior: Warriors are your basic fighters in the game. They're big and tough and ideally are big clanking steel cans that exude death and pointy edges. Warriors are designed to take a lot of punishment as well as putting a lot of hurting in other things, so they get the most hit points of all classes.
Ranger: Rangers are something of a hybrid of Warriors and Druids. They're quite at ease in the wilderness and have some abilities borrowed from both Warriors and Druids. Rangers get some spellcasting abilities at higher levels.
Paladin: Paladins are your archetypal holy knights, standing up for freedom, justice, goodness, and the Norrathian way. Your basic do-gooder who delivers on their beliefs with a strong sword arm, some Clerical spells, and some unique abilities all their own.
Shadow Knight: The evil counterpart and nemesis of the Paladin. Your basic black knight, evil badass, something of a cross between a Warrior and a Necromancer with powers granted to them by the dark gods they serve. Now, is it "rape, burn, pillage" or "rape, pillage, burn?"
Monk: Before you break out your Gregorian Chant CD, think Shaolin here. The Monks of Norrath are dedicated to shaping their bodies into a pure weapon - your martial artists of the world. They are spiritual as well, and the gods have been known to reward their piety by magically enhancing their attacks.
Bard: Bards are a little bit of jacks-of-all-trades due to their wandering nature, with a bit of fighting skill, but their pursuit in life is their art: music. Highly charismatic and amiable, Bards are good folk to have around, not only for entertainment, but because their songs are practiced to such a degree that they're spells of a sort. Once a Bard begins to sing and play an instrument, a magical effect can occur which lasts as long as the Bard performs.
Rogue: The Rogues of Norrath are a bit thief, a bit assassin, and a bit fighter. While they are skilled with many weapons, they tend to prefer to avoid direct confrontation whenever possible and would in fact prefer not to be discovered at all. Their choice method of attack is from the rear, and they can sneak away when necessary. Oh yes, they have a knack for opening things...
Cleric: Clerics are you basic priests and holy men. They pray to their patron deity for spellcasting abilities, which focus primarily upon healing, and even at higher levels the power to resurrect slain player characters. When necessary, Clerics can also call down some divine wrath upon their foes.
Druid: Druids are dedicated to, and at home in, nature and the outdoors. Their dedication to that which is natural allows them to call upon the power of nature to cast spells, and they share some woodland skills with Rangers. Druids will never be attacked by an animal unless they attack it first.
Shaman: Shamen are spellcasters somewhat similar to Clerics but are a bit more primitive, like a tribal witch doctor or voodoo priest. They have an interesting mix of healing and offensive spells.
Wizard: Wizards are the seekers of arcane knowledge and magic, and their spells are suited to this pursuit. They can view things from afar and magically transport themselves to distant places. Wizards have the most fun defense in the game - purely offensive, destructive spells of great power.
Magician: Magicians are the great summoners of the world, specializing in summoning items and creatures to meet their needs or do their bidding. While they're not as powerful as Wizards with direct offensive magic, they sport the distinction of being able to say "Watch while I pull a vorpal bunny out of my hat."
Enchanter: Enchanters, well, enchant. Their magical specialty is in charming creatures or people to do their bidding and in enhancing the capabilities of weapons and other items.
Necromancer: Gone to the dark side (faster... more seductive...), Necromancers deal in death and dead things. As if leeching the life out of things wasn't enough, Necromancers can magically animate corpses and skeletons to do their dirty work for them.
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