User:Alinor/CA Overview

A Summoner's Guide to Race Selection

In EverQuest II, every race can be every class. However, there are some fundamentals to consider when picking your race. Ultimately, the choice is yours, but here are a few things to keep an eye on when picking your race.

This guide is tailored around Summoner's specifically. Note is taken when describing the differences between Necromancers and Conjurors.

Race Charts

For Conjurors and Necromancers, the primary statistics are Intelligence and Stamina, which affect your Power and Hit Point pools respectively.

Mages, Summoners, Conjurors, and Necromancens get a stat bonus upon choosing your class. They are as follows.

Mage: +3 Agility, +2 Stamina, +5 Intelligence Summoner: +3 Agility, +2 Stamina, +5 Intelligence Conjuror: +3 Agility, +2 Stamina, +5 Intelligence Necromancer: +3 Agility, +2 Stamina, +5 Intelligence

This chart represents the starting statistics at level 1.

Code: Race     Alignment Vision      Starting Stats                Starting Resistances Enhancement STR AGI STA INT WIS Cold Disease Divine Heat Magic Mental Poison Barbarian Neutral  None        25  20  25  12  18    4     3      3     4     0      0      3 Dark Elf Evil      Ultravision 13  23  15  26  23    0     0      5     0     5      2      2 Dwarf    Good      Ultravision 22  16  25  12  25    0     2      1     0     5      4      2 Erudite  Neutral   Aura Sense  12  18  15  30  25    2     0      0     2     5      5      0 Fae      Good      Infravision 10  30  10  25  25    0     5      2     0     5      0      5 Froglok  Good      Aquavision  16  24  20  20  20    0     3      4     0     4      0      3 Gnome    Neutral   Ultravision 12  25  16  27  20    1     1      3     1     4      4      0 Halfling Good      Infravision 15  30  17  16  22    0     3      2     0     2      4      3 Half Elf Neutral   Infravision 17  25  18  21  19    1     1      3     1     4      4      0 High Elf Good      Infravision 10  22  15  23  30    0     0      4     0     4      4      2 Human    Neutral   None        20  20  20  20  20    3     3      3     3     3      3      3 Iksar    Evil      Aquavision  18  22  18  20  22   -5     4      0     5     3      3      4 Kerra    Neutral   Infravision 22  23  20  15  20    3     4      0     3     0      0      4 Ogre     Evil      Ultravision 30  15  25  15  15    5     3      0     5     3     -5      3 Ratonga  Evil      Sonicvision 10  30  15  25  20    0     5      0     0     3      1      5 Troll    Evil      Ultravision 25  18  30  10  17    5     4      1    -5     2      3      4 Wood Elf Good      Infravision 14  30  16  17  23    4     3      0     3     0      0      4

The table below represents your statistics at level 20.

Code: Race     Alignment Vision          Stats Enhancement STR AGI STA INT WIS Barbarian Neutral  None        25  29  31  27  18 Dark Elf Evil      Ultravision 13  32  21  41  23 Dwarf    Good      Ultravision 22  25  31  27  25 Erudite  Neutral   Aura Sense  12  27  21  45  25 Fae      Good      Infravision 10  39  16  40  25 Froglok  Good      Aquavision  16  33  26  35  20 Gnome    Neutral   Ultravision 12  34  22  42  20 Halfling Good      Infravision 15  39  23  31  22 Half Elf Neutral   Infravision 17  34  24  36  19 High Elf Good      Infravision 10  31  21  38  30 Human    Neutral   None        20  29  26  35  20 Iksar    Evil      Aquavision  18  31  24  35  22 Kerra    Neutral   Infravision 22  32  26  30  20 Ogre     Evil      Ultravision 30  24  31  30  15 Ratonga  Evil      Sonicvision 10  39  21  40  20 Troll    Evil      Ultravision 25  27  36  25  17 Wood Elf Good      Infravision 14  39  22  32  23

Good vs Evil

In the end, all Conjurers must be good-aligned, and therefore a citizen of Qeynos. Good races start in Qeynos (or Kelethin, depending on race) and have an immediate advantage. Neutral races have the option of starting in Qeynos (or in the case of Gnome and Half Elf, Kelethin), and those that do have an advantage as well. Evils start in Freeport, and must complete the betrayal quest to become Qeynos or Kelethin citizens, and have a major disadvantage in this aspect.

Likewise, all Necromancers must be evil-aligned, and therefore a citizen of Freeport. Evil races start in Freeport and have an immediate advantage. Neutral races have the option of starting in Freeport, and those that do have an advantage as well. Goods start in Qeynos or Kelethin, and must complete the betrayal quest to become Freeport citizens, and have a major disadvantage in this aspect.

Statistical Comparisons

The two primary statistics for Summoners are INT and STA. INT determines the power pool of all Mages, including Conjurors and Necromancers. STA determines total hit points of all classes.

I use five methods to determine which race is ideally suited to becoming a Summoner. In the end, statistics are irrelevant and should not be used as a primary means of race selection, but it is still important to be aware.

My five ranks are:
 * Rank by Int
 * Rank by Sta
 * Rank by Int + Sta
 * Rank by 2 x Int + Sta
 * Rank by Int + 2 x Sta

Each ranking has an advantage and disadvantage. Rank by Int and Sta only compare one aspect of the class, and ignore the other aspect. Int + Sta compares both aspects as if they are equal. 2 x Int + Sta, and Int + 2 x Sta compare both aspects of the class. This chart represents the statistics at level 20.

Code: Rank Int           Sta            Int + Sta      2 x Int + Sta  Int + 2 x Sta 1   Erudite (45)   Troll (36)     Erudite (66)   Erudite (111)  Troll (97) 2   Gnome (42)     Dwarf (31)     Gnome (66)     Gnome (106)    Ogre (92) 3   Dark Elf (41)  Barbarian (31) Dark Elf (62)  Dark Elf (67)  Dwarf (89) 4   Fae (40)       Ogre (31)      Human (61)     Ratonga (101)  Barbarian (89) 5   Ratonga (40)   Human (26)     Ogre (61)      High Elf (97)  Erudite (87) 6   High Elf (38)  Kerra (26)     Ratonga (61)   Fae (96)       Human (87) 7   Half Elf (36)  Froglok (26)   Troll (61)     Half Elf (96)  Froglok (87) 8   Froglok (35)   Half Elf (24)  Froglok (61)   Human (96)     Gnome (86) 9   Human (35)     Iksar (24)     Half Elf (60)  Froglok (96)   Half Elf (84) 10  Iksar (35)     Halfling (23)  High Elf (59)  Iksar (94)     Dark Elf (83) 11  Wood Elf (32)  Wood Elf (22)  Iksar (59)     Ogre (91)      Iksar (83) 12  Halfling (31)  Gnome (22)     Dwarf (58)     Wood Elf (86)  Ratonga (82) 13  Kerra (30)     High Elf (21)  Barbarian (58) Kerra (86)     Kerra (82) 14  Ogre (30)      Erudite (21)   Fae (56)       Troll (86)     High Elf (80) 15  Dwarf (27)     Dark Elf (21)  Kerra (56)     Dwarf (85)     Halfling (77) 16  Barbarian (27) Ratonga (21)   Halfling (54)  Halfling (85)  Wood Elf (76) 17  Troll (25)     Fae (16)       Wood Elf (54)  Barbarian (85) Fae (72)

Recommended Races: Erudite, Gnome, Froglok, Dark Elf Average Races: Ratonga, High Elf, Half Elf, Human, Iksar, Kerra, Ogre, Barbarian Worst Races: Troll, Wood Elf, Dwarf, Halfling

Individual Race Breakdowns

Barbarian Pros: -High STA, STR, AGI -Can start in both Qeynos and Freeport Cons: -No Vision Enhancement -Very Low INT

Dark Elf Pros: -Very High INT -Ultravision -Can start in Freeport (Necromancers) Cons: -Must start in Freeport (Conjurers) -Low STA

Dwarf Pros: -High STA, STR -Infravision -Can start in Qeynos or Kelethin (Conjurers) Cons: -Cannot start in Freeport (Necromancers) -Very Low INT

Erudite Pros: -Very High INT -Aura Sense -Can start in Qeynos and Freeport Cons: -Low STA, very low AGI -No night vision

Fae Pros: -Very High INT -Innate Feather Fall -Infravision -Starts in Kelethin (Conjurers) Cons: -Very Low STA, very low STR -Cannot start in Freeport (Necromancers)

Froglok Pros: -Starts in Qeynos (Conjurers) -High Agility, overall balanced stats -Aquavision Cons: -Cannot start in Freeport (Necromancers) -Low Strength

Gnome Pros: -Can start in Qeynos, Kelethin and Freeport -Very high INT -Ultravision Cons: -Low STA, very low STR

Halfling Pros: -Starts in Qeynos (Conjurers) -Infravision -Very high AGI Cons: -Very low STA, INT -Cannot start in Freeport (Necromancers)

Half Elf Pros: -Can start in Qeynos, Kelethin and Freeport -Infravision -High AGI Cons: -Low STA

High Elf Pros: -Can start in Qeynos or Kelethin (Conjurers) -Infravision -High INT Cons: -Low STA, very low STR -Cannot start in Freeport (Necromancers)

Human Pros: -Can start in Qeynos and Freeport -Highest average resists -Balanced Stats Cons: -Doesn't stand out in any way, stat-wise -No vision enhancement

Iksar Pros: -Aquavision -Starts in Freeport (Necromancers) Cons: -Cannot start in Qeynos or Kelethin (Conjurers) -Resistance Penalty

Kerra Pros: -Can start in Qeynos and Freeport -Infravision -High AGI, STA Cons: -Very low INT

Ogre Pros: -Very high STR, STA -Ultravision -Starts in Freeport (Necromancers) Cons: -Cannot Start in Qeynos or Kelethin (Conjurers) -Very low AGI, INT -Resistance Penalty

Ratonga Pros: -Sonicvision -Very high AGI, High INT -Starts in Freeport (Necromancers) Cons: