If you are an existing customer returning to the game or need to reinstall the game, click on the link below to download the EverQuest II Installer. Please note: this is a large file and may take awhile to download. (EverQuest II Installer Size: 15MB)
The Dwarves are a short, sturdy people created by Brell Serilis, renowned for
their bravery and devotion but not so much their intellect. Brash talk and boisterous attitude follow a
Dwarf from the field of battle to the tavern hall. Dwarves have long been one
of Norrath's strongest races. Dwarves make the most
faithful of friends and, should the situation require it, the most tenacious
of enemies.
Dwarves are a good race, they must start in either Qeynos or Kelethin
Fae
Fae are the vivacious heart of
the Greater Faydark. Friendly and light-hearted, they enjoy
playing tricks on the unwary.
Child-like in their superstitions and beliefs as well as highly adept
at magical skills. This gives them a
sense of humor that is often described as tricksy.
Fae are a good race, they start
in Kelethin.
Froglok
Mentally sharp and morally virtuous, the good-natured Frogloks strive to purge villainy and corruption from Norrath. Frogloks were touched by the hand of the god of valor, Mithaniel Marr. They rapidly evolved from short, flimsy
amphibians into a race that is both wise of spirit and formidable in battle.
Over 400 years ago, their deity blessed them with a heightened intellect and
enhanced physical features.
Frogloks are a good race, they
start in Qeynos.
Halfling
The courageous Halflings are good-natured and friendly,
amiable to anyone willing to share a warm meal and a grand tale. Known for their humor, they enjoy mischief and
shenanigans. Some view them as objects of physical abuse and ridicule, but
Halflings are far from being easy targets. They are quite nimble, a fact
belied by their typical appearance.
Halflings are a good race, they start in Qeynos.
High Elf
The fair-skinned high elves embody nobility and
wisdom. They are benevolent people who
strive for order and discipline, though some consider their stoic nature a
sign of arrogance. Their Wood Elf
cousins exist chiefly to do their bidding and most other good races are
merely tolerated. Evil races, especially their mortal enemies the dark elves,
are worthy only of a quick and efficient death.
High Elves are a good race, they
start in either Qeynos or Kelethin.
Wood Elf
Wood Elves are pleasant and friendly. Fierce protectors of the woodlands, they
will do battle with any who dare to taint the purity of nature. Wood Elves love celebration and song,
dedicating their lives to the praise of their creator, Tunare.
Their welcoming and accepting nature has led to close ties with other races,
especially humans. This particular closeness has, in turn, sired the vast
majority of the Half Elf race.
Wood Elves are a good race, they
start in either Qeynos or Kelethin.
Barbarian
Hearty and strong, Barbarians never back away from a just
conflict. Barbarians are loyal
companions and unforgiving enemies. They are tall, powerful humanoids, often blessed
with great muscle mass. Barbarians are known for wearing their emotions on
their sleeves and have no problem with telling someone exactly what they
think. They will gladly back up their boasts with a show of force.
Barbarians are a neutral race. Barbarians who start in Qeynos are good, those who start in Freeport are evil.
Erudite
Though descended from humans, Erudites eschew all ties to their less intellectual ancestry. Their culture is centered upon the
accumulation of arcane knowledge and mystical power. Having chosen this path,
the Erudites are usually slight in build compared
to humans - a characteristic stemming from their distaste for conventional
labor. Erudites consider all other races to be
inferior and have no qualms about saying so.
Erudites are a neutral
race. Erudites who start in Qeynos are good, those who start in Freeport are evil.
Gnome
Gnomes make up for their small stature with tenacity and
ingenuity. Known for their inquisitive
nature, they are constantly tinkering with devices both mystical and
technological. This poking around has gotten them into trouble in the past,
but their craftiness and intellect has allowed them to survive and prosper
despite whatever mischief they might unleash.
Gnomes are a neutral race.
Gnomes who start in Qeynos or Kelethin are good, those who
start in Freeport are evil.
Half Elf
Caught between the cultures of the Elves and Humans, Half
Elves have struggled to establish their own society. They are known for their fierce
determination and independent spirit.
The Half Elves are rebellious which seems to show through in their
hair styles and garb. They have grown somewhat rebellious as a result of
exile and refer to themselves as Ayr'Dal, a term
derived from the old elven word for
"misfit."
Half Elves are a neutral race. Half Elves who start in Qeynos or Kelethin are good, those who start in Freeport are evil.
Human
Sometimes wise and sometimes foolish, humans are capable
of both remarkable ingenuity and startling brutality. Humans are diverse in
nearly every aspect of their abilities and culture. They possess a wide range
of physical features, and their values and principles are equally varied.
Capable of both amazing deeds of kindness and thoughtless acts of cruelty,
they have risen to prominence among many of the older races.
Humans are a neutral race.
Humans who start in Qeynos are good, those who start in Freeport are evil.
Kerra
Kerra worship the spirits of the
land and those of their ancestors.
Their often docile demeanor masks the fearsome and powerful predators
that they are. Kerra are a large humanoid feline race, their bodies covered in fur with colors and
patterns denoting their lineage. They are tall and powerful with great
agility, their tails able to perform menial tasks almost with minds of their
own.
Kerra are a neutral race. Kerra who start
in Qeynos are good, those who start in Freeport are evil.
Arasai
The malicious children of hate and dark magic, Arasai honor their goddess through defiling and torturing
the inferior races across Norrath, taking pure
pleasure in their cruelty. The Arasai are
blindingly loyal to the Teir'Dal Queen Cristanos, whom they worship as a goddess, and are
powerful allies to the dark elves.
Arasai are an evil race, they
start in Neriak.
Dark Elf
Dark Elves are the embodiment of evil and
maliciousness. Sinister, cunning and
dangerous, dark elves coolly prey upon the weak and the ignorant. Dark Elves look down upon all other races,
but in the past have made use of trolls and ogres as evil pawns. Dark Elves
are one of the three known ancient elf races, they are known by the elf word,
Teir'Dal, a word meaning "elf of the
abyss." They have existed for ages in the dark underworlds of Norrath.
Dark Elves are an evil race, they
may start in either Freeport or Neriak.
Iksar
Calculating and cold, the Iksar are a powerful reptilian race whose history is defined by conflict. They are a harsh but disciplined people who
delight in cruelty and conquest. The Iksar are a very strong race, well-suited for the
physical combat styles of the fighter classes. Their keen intellect allows
them to be powerful mages, with a definite emphasis on dark forms of magic.
Their cunning nature allows them to be excellent scouts.
Iksar are an evil race, they may
start in either Freeport or Neriak.
Ogre
Ogres are aggressive brutes who show their opponents
neither sympathy nor mercy. Strong and
intelligent, their physical might is matched only by their hunger for power.
Built for warfare, these hulks long-ago ruled an empire that encompassed most
of Norrath.
No other race is more physically imposing than the Ogres. Their
fat-layered, muscular bodies are covered in thick battle-scarred skin:
coarse, bumpy and hideous to most.
Ogres are an evil race, they may
start in either Freeport or Neriak.
Ratonga
The Ratonga are agile, crafty,
and surprisingly charismatic. Little
is known of their past. They have a
keen perspective and are highly intelligent, but tend to be selfish and
manipulative. They prefer to lurk in
the shadows and remain unseen; whatever they do is intended to be silent and
blend in with the darkness. Though
lacking strength, the excellent agility of Ratonga often makes them perfect scouts.
Ratonga are an evil race, they
may start in either Freeport or Neriak.
Troll
Trolls care only about satisfying their hunger for food
and lust for battle. Their
unpredictable behavior and formidable strength make them fearsome and deadly
opponents. Despite their limitations, trolls are not to be underestimated. A particularly savage clan filled with hate, Trolls have daunting strength and stamina, which make them good fighters of any type.
Trolls are an evil race, they may
start in either Freeport or Neriak.
Sarnak
Bred and magically altered to be the fiercest militia,
the Sarnak of Gorowyn can
be practical and approachable, but when placed in a combat situation, they are
unflinchingly dedicated and vicious. Exiled from their homeland and banished
from Norraths history, the Sarnak emerge to uncover artifacts long thought lost.
Sarnak are an evil race, they start in Timorous Deep.
The EverQuest®II Rise of Kunark trial allows you to get in the game and try out the critically acclaimed gameplay from the best selling EQII all-in-one compilation pack free of charge. No credit card or subscription is required to participate in this trial.