As a new or returning player to EverQuest II, some of the choices you face when creating your character can be a bit daunting. One of those choices is your class. Here's some information on the different classes available in EQII, and links to some guides that might help you make this tough decision.

EverQuest II has 24 classes available to players. Class is chosen during the character creation process, after race, gender, appearance, and starting city are selected.

Please note that not all classes are available to all races initially. Races are chosen by alignment (good, neutral, or evil) and appropriate classes are then available to choose from, depending on the race alignment. For example, you cannot choose to be a Dark Elf ranger or a Froglok defiler during the character creation process. There are some exceptions to this rule when a character betrays their home city, but not during the initial character creation.

Classes are based on four main archetypal roles: the fighter, the mage, the priest, and the scout.

Here are some helpful guides to assist in choosing the right class for you:

Character Class Archetypes


FIGHTERS

• Brawlers

Monk Bruiser

• Crusaders

Paladin Shadowknight

• Warriors

Guardian Berserker
     

MAGES

• Enchanters

Illusionist Coercer

• Sorcerers

Wizard Warlock

• Summoners

Conjuror Necromancer
     

PRIESTS

• Clerics

Templar Inquisitor

• Druids

Fury Warden

• Shamans

Mystic Defiler
     

SCOUTS

• Bards

Troubador Troubador Dirge

• Predators

Ranger Assassin

• Rogues

Swashbuckler Brigand

 

Character Classes


Assassin

The Assassin is the master of sinister strikes and opportunistic attacks.  Exceptionally skilled at surprising unwitting opponents, they strike suddenly and inflict massive damage.  Assassins are known for using deadly poisons to debilitate their targets before finishing them off.

Assassins start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Berserker

The Berserker is the personification of unbridled aggression and fury.  They are fearsome opponents, especially when facing many foes at once.  Berserkers stand at the forefront of battle, unleashing their devastating rage upon the enemy while keeping unwanted attention away from their allies.

Berserkers are neutral and can start in any city, depending on race.

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Brigand

Brigands are crafty rogues who employ intimidation and force to subdue their enemies.  The Brigand maintains an element of unpredictability to arouse discomfort, fear, and confusion in an opponent.  Strikes from a Brigand will often leave a foe crippled and vulnerable to further attacks.

Brigands start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Bruiser

Bruisers are relentless juggernauts of strength and intimidation who have transformed their bodies into vicious weapons to inflict pain and suffering upon their enemies.  Masters of physical combat, Bruisers rely heavily upon deflection and agility to avoid attacks as they brutalize their foes.

Bruisers start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Coercer

The Coercer is capable of subduing enemies, sending them into a paralyzing state of fascination or causing them to flee in uncontrollable terror.  Master of domination, Coercers can subjugate the mind of another, taking complete control and forcing an unwitting creature to do their bidding.

Coercers start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Conjuror

Though possessing many potent abilities, the greatest weapons in the Conjuror’s arsenal are the powerful elemental minions summoned forth to do their bidding.  These dutiful servants obey their master’s every command, whether ordered to stand guard or launch attacks against the Conjuror’s foes.

Conjurors start in the good cities of Kelethin or Qeynos, depending on race.

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Defiler

The Defiler is a shaman of corruption and spiritual enslavement.  A powerful ally, Defilers are able to mend wounds and remove ailments from the afflicted.  Fearsome in battle, Defilers employ ancient rituals of dark power to sicken, harm and reduce the fighting prowess of the enemy.

Defilers start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Dirge

Dirges play songs of despair, misery and lamentation that invoke intense fury and aggression within the hearts of their allies.  The Dirge can use music to inflict great hopelessness and longing in enemies, demoralizing them so completely that their abilities are significantly diminished.

Dirges are neutral and can start in any city, depending on race.

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Fury

Embodying the primal forces of nature, the Fury is equally capable of both defense and destruction.  In addition to regenerative healing, Furies can enhance the physical attributes and mystical might of their allies, making the attacks of their party members even more formidable.

Furies are neutral and can start in any city, depending on race.

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Guardian

Guardians are the anchor of any group of adventurers, providing leadership and protection for their allies.  Combining durable armor with an impressive array of defensive skills, Guardians can remain standing after absorbing substantial amounts of physical damage from their enemies.

Guardians are neutral and can start in any city, depending on race.

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Illusionist

Illusionists employ subtlety and distraction to impose their will upon the enemy.  Using their mental acuity to confuse, misdirect and subdue their opponents, Illusionists can bring order to an otherwise chaotic environment while bestowing beneficial enhancements upon their allies.

Illusionists start in the good cities of Kelethin or Qeynos, depending on race.

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Inquisitor

Capable of serving as the cornerstone of any adventuring party, the Inquisitor can heal wounds and purge ailments such as disease and poison.  Inquisitors invoke divine strikes against their opponents and retaliate with unyielding conviction against those who dare to harm their allies.

Inquisitors start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Monk

The Monk is a spiritual combatant who believes in the philosophy of mind-over-body.  This mastery of physical prowess allows Monks to hasten their formidable attacks, purge their bodies of ailments, move invisibly past their enemies and even fool opponents into believing them dead.

Monks start in the good cities of Kelethin or Qeynos, depending on race.

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Mystic

The Mystic is a shaman of spiritual preservation and enlightenment.  Mystics are known for their poverty warding spells that protect allies from harm.  The Mystic can enhance the party’s attributes and provide magical protection in combat while inflicting debilitating weakness upon the enemy.

Mystics start in the good cities of Kelethin or Qeynos, depending on race.

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Necromancer

The Necromancer is the unholy master of death and decay.  Dominating the unloving, necromancers summon fourth undead servants that attack their opponents without fear or hesitation.  Necromancers employ dark arcane magic that weakens the enemy as they drain away its life force.

Necromancers start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Paladin

The epitome of honor and valor, Paladins excel in martial combat while employing divine magic to enhance their abilities and strike down their enemies.  By invoking both protective and healing magic, the Paladin can often survive battles that would crumble those of lesser resolve.

Paladins start in the good cities of Kelethin or Qeynos, depending on race.

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Ranger

Rangers are unrivaled in their ability to hunt foes and scout dangers in the untamed wilds of Norrath.  Known for sneaking safely through dangerous territory, Rangers use stealth, perception and cunning to seek out enemies and fell them from a distance with a deadly volley of arrows.

Rangers start in the good cities of Kelethin or Qeynos, depending on race.

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Shadowknight

Shadowknights are malevolent crusaders who wreak fear, hate and despair upon all who would oppose them.  In addition to their formidable martial art skills, Shadowknights conjure dark magic with which they can enhance their abilities and drain away the life force of their enemies.

Shadowknights start in the evil cities of Neriak, Timorous Deep, or Freeport, depending on race.

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Swashbuckler

The Swashbuckler is a dashing rogue known for flamboyant acts and grandiose accomplishments.  Using cunning and skill, Swashbucklers inflict devastating attacks against foes before slipping into the shadows.  Masters of misdirection, Swashbucklers often avoid the blame for their potent strikes.

Swashbucklers start in the good cities of Kelethin or Qeynos, depending on race.

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Templar

Templars use divine power to mend the wounded and cure the suffering of the afflicted.  They can enhance the fortitude of their allies while making their opponents more vulnerable to attack.  Templars can pacify foes, nullifying their normal combat attacks for a short time.

Templars start in the good cities of Kelethin or Qeynos, depending on race.

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Troubador

Troubadors inspire and protect their companions with songs of bravery and heroism.  By infusing music with magic, Troubadors embolden their allies into performing outstanding feats of courage against their opponents.  The Troubador’s songs are particularly popular with spell casters.

Troubadors are neutral and can start in any city, depending on race.

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Warden

Wardens invoke their druidic powers to mend wounds and purge disease and poison from their allies.  While Wardens excel in regenerative healing, they can also command the forces of nature against their foes.  They can change shape, imbuing themselves and their allies with the form of the great wolf.

Wardens are neutral and can start in any city, depending on race.

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Warlock

Warlocks are master of death and decay who channel the forces of poison and disease, bringing an untimely end to their enemies.  By invoking these dark powers and unleashing destruction all around them, Warlocks can deal devastating damage against multiple opponents at once.

Warlocks are neutral and can start in any city, depending on race.

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Wizard

The Wizard can unleash the purest forms of destruction by harnessing the arcane magic of fire and ice.  Channeling the full force of these elements into deadly focus, no other type of mage is able to match the Wizard’s ability to inflict such great devastation upon a single target.

Wizards are neutral and can start in any city, depending on race.

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