Category:Classes

From EQ2-Daily.com EQ2 Wiki

(Redirected from Classes)

In Everquest 2, every character must have an adventurer class that you choose during character creation. Your adventuring class provides class abilities as you level up.

In addition, you may choose an artisan class for your character. Your artisan class progresses separately from your adventuring class and does not specialize until you level it up.


Contents

Adventurer classes

A character's adventurer class is chosen at creation. Every class is associated with an archetype that indicates an orientation towards the balanced group roles of tank (fighter archetype), healer (priest archetype), and damage dealer(scout and mage archetype). Broadly, in a group situation, any priest can be a healer, any fighter can be a suitable tank, any mage or scout can deal damage. Each specific class brings unique abilities to the group such as buffs, debuffs, special effects, types of damage, and crowd control abilities. Some combinations will be more effective than others in forming a balanced group and a balanced group is not required for every game activity.

Selecting a class

Evil classes, such as the Shadowknight or Assassin, are only available to neutral or evil races and can only start in Neriak or Freeport. Good classes, such as the Paladin or Ranger, are available to neutral or good races. Neutral classes, such as the Guardian, are available to all races. Ivory background means the class is neutral, light blue background means good, reddish background means evil.

Fighter Warrior Berserker
Guardian
Crusader Paladin
Shadowknight
Brawler Monk
Bruiser
Scout Bard Troubador
Dirge
Predator Ranger
Assassin
Rogue Swashbuckler
Brigand
Priest Druid Fury
Warden
Cleric Templar
Inquisitor
Shaman Mystic
Defiler
Mage Sorcerer Wizard
Warlock
Summoner Conjuror
Necromancer
Enchanter Illusionist
Coercer

Character Advancement

Your adventuring class will rise in level as you obtain experience points from slaying monsters, completing quests, finishing collections, and discovering new areas.

There are achievement abilities for every adventuring class that become available when you reach level 10. Achievement abilities are obtained by gathering achievement experience from completing quests, defeating named monsters, acquiring rare treasures, and gaining experience after you have reached the level cap. Achievement experience accumulates until you earn a point, which can be spent to obtain achievement abilities.

Artisan classes

A character can also undertake an artisan class (aka trade-skill speciality), completely separate from his/her adventuring class. Artisan classes progress by creating items and the benefit of progressing in your artisan class is the ability to create a greater variety of higher level products.

The artisan classes branch at levels 10 and 20. At these branching levels, you can choose subclasses to learn and create more specialized products.

Tradeskill Class Tree
ArchetypeClassSubclassProducts
Artisan CraftsmanCarpenterhousehold items
Provisionerfood and drink
Woodworkerwooden equipment
OutfitterWeaponsmithmetal weapons
Armorsmithmetal armors
Tailorcloth and leather armors and items
ScholarAlchemistpoisons and potions
Jewelerjewelry
Sagepriest and mage spells

Secondary Skills

The Echoes of Faydwer expansion introduced two secondary tradeskills - tinkering and transmuting. Characters do not gain separate experience points for these tradeskills; maximum skill level rises with the primary artisan or adventuring class level.

Secondary Skills
Tinkererclockwork contraptions
Transmuterdestroys select equipment to create special materials

References

Much of this material was taken from: