EverQuest II Summoners
The EverQuest II website for Conjurors and Necromancers.

A Conjuror'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 Conjurors specifically.

Things to Consider:

  1. Alignment
  2. Stat Distribution
  3. Racial Traditions

Alignment

Conjurors are a good class, and therefore must be a citizen of either Qeynos or Kelethin in order to be a Conjuror. Out of the seventeen races available:

It is highly recommended novice and beginner players pick a good or neutral race that starts in Qeynos or Kelethin so that you do not need to do the Betrayal quest.

Stat Distribution

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

You receive a stat boost as you level. They are as follows:

Level 3: +3 Agility, +2 Stamina, +5 Intelligence
Level 10: +3 Agility, +2 Stamina, +5 Intelligence
Level 20: +3 Agility, +2 Stamina, +5 Intelligence

This chart represents the starting statistics at level 1.

RaceAlignmentVision
Enhancement
Starting StatsStarting Resistances
STRAGISTAINTWISColdDiseaseDivineHeatMagicMentalPoison
BarbarianNeutralNone25202512184334003
Dark ElfEvilUltravision13231526230050522
DwarfGoodUltravision22162512250210542
EruditeNeutralAura Sense12181530252002550
FaeGoodInfravision10301025250520505
FroglokGoodAquavision16242020200340403
GnomeNeutralUltravision12251627201131440
HalflingGoodInfravision15301716220320243
Half ElfNeutralInfravision17251821191131440
High ElfGoodInfravision10221523300040442
HumanNeutralNone20202020203333333
IksarEvilAquavision1822182022-5405334
KerraNeutralSonicvision22232015203403004
OgreEvilUltravision301525151553053-53
RatongaEvilSonicvision10301525200500315
TrollEvilUltravision2518301017541-5234
Wood ElfGoodInfravision14301617234303004

This chart represents your statistics at level 20, after receiving your final stat boost:

RaceAlignmentVision
Enhancement
Stats
STRAGISTAINTWIS
BarbarianNeutralNone2529312718
Dark ElfEvilUltravision1332214123
DwarfGoodUltravision2225312725
EruditeNeutralAura Sense1227214525
FaeGoodInfravision1039164025
FroglokGoodAquavision1633263520
GnomeNeutralUltravision1234224220
HalflingGoodInfravision1539233122
Half ElfNeutralInfravision1734243619
High ElfGoodInfravision1031213830
HumanNeutralNone2029263520
IksarEvilAquavision1831243522
KerraNeutralSonicvision2232263020
OgreEvilUltravision3024313015
RatongaEvilSonicvision1039214020
TrollEvilUltravision2527362517
Wood ElfGoodInfravision1439223223

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:

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.

RankIntStaInt + Sta2 x Int + StaInt + 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)

My final rankings, with difficulty of creating and playing a Conjuror, are as follows:

Racial Traditions

Some races have distinct advantages when it comes to Racial Traditions that will benefit the Conjuror class the most. Here is a list of the most beneficial Racial Traditions for a Conjuror.

Barbarian
Brewmaster - +5 to Provisioner Skills
Blood of Halas - +3/level Cold Resist
Herbology - +5 Alchemist Skills
Remembrance of Halas - +5 Defense
Strong Jawed - +3% Crush Resistance

Dark Elf
Elven Relexes - +5 Agility
Innoruuk's Cauldron - +3% Power Pool
Poison Crafter - +5 Alchemist Skills
Pursuit of the Arcane - +5 Sage Skills
Sinister Cunning - +5 Intelligence
Strength of Will - +3/level Mental Resist

Dwarf
Brell's Blessing - +3% Hit Points
Endurance - +5 Stamina
Fortitude of Kaladim - +5 Defense
Hearty Constitution - +3/level Disease Resist
Master of the Tumpy Tonic - +5 Provisioner Skills
Spell Shrug - +3/level Magic Resist
Weapon Forger - +5 Weaponsmith Skills

Erudite
Chemist - +5 Alchemist Skills
Knowledge of the Ether - +3/level Magic Resist
Path of Learning - +5 Intelligence
Scholarly Pursuit - +5 Sage Skills
Trained Mind - +3/level Mental Resist

Fae
Aerial Dodging - +5 Defense
Escaping Dive - Point-blank Hate Reduction, Random Teleport within 5 meters (30 minute reuse)
Fae Dexterity - +5 Agility
Fae Fire - Next 3 attacks will deal heat damage (15 minute reuse)
Fae Flight - +5% In-Combat Movement Speed
Forest Knowledge - +5 Woodworker Skills
Glide - Allows you to jump MUCH farther than before
Magic of the Fae - +3% Power Pool
Magical Teachings - +5 Sage Skills
Toxic Protection - +3% Poison Resist

Froglok
Astounding Leap - Hate reduction, AE stun and Teleport (30 minute reuse)
Fervor of Marr - +5 Armorer Skills
Lower Temperature - Cures heat impairments (30 minute reuse)
Natural Acrobat - +5 Agility
Raise Temperature - Cures cold impairments (30 minute reuse)
Spontaneous Metamorphosis - +2% Hit Points, +1% Trauma Mitigation
Zealotry of Marr - +5 Weaponsmith Skills

Gnome
Ak'Anon Innovation - +5 Intelligence
Chemical Calculations - +5 Alchemist Skills
Confusing Babble - Reduces Aggro (30 minute reuse)
Flash of Insight - +3% Power Pool
Forge Invention - +5 Weaponsmith Skills
Singed Eyebrows - +3/level Heat Resist
Sniffle Stopper - +3/level Disease Resist

Half Elf
Ayr'Dal Adornment - +5 Jeweler Skills
Dual Breed - +3% Power Pool, +3 Stamina
Elven Reflexes - +5 Agility
Gift of the Faydark - +5 Woodworker Skills
Perseverance - +5 Stamina
Sinister Cunning - +5 Intelligence
Tenet of Takish'Hiz - +3/level Magic Resistance

Halfling
Distracting Hoax - Reduces Aggro (30 minute reuse)
Jumjum Regimen - +3% Hit Points
Light on the Feet - +5 Avoidance
Niami's Tutelage - +5 Provisioner Skills
Pants Patcher - +5 Tailor Skills

High Elf
Apperception - +5 Intelligence
Elven Reflexes - +5 Agility
Esoteric Study - +5 Sage Skills
Gift of Tunare - +5 Wisdom
Gilding of Felwithe - +5 Jeweler Skills
Graceful Movements - +2 Defense and Parry Skills
Strength of the Koada'Dal - +3% Power Pool
Tenet of Takish'Hiz - +3/level Magic Resistance

Human
Clothier - +5 Tailor Skills
Determination - +3% Power Pool
Environmental Adaptability: Cold - +3/level Cold Resist
Environmental Adaptability: Heat - +3/level Heat Resist
Metallurgy - +5 Armorer Skills
Perseverance - +5 Stamina
Physical Adaptability - +5 Defense Skill

Iksar
Dark Medicine - +5 Alchemist Skills
Greenmist Salvation - +3/level Disease Resist
Honed Body - +5 Agility
Legacy of the Shissar - +3% Power Pool
Tough Scales - +5 Defense Skill
Whipstitch - +5 Tailor Skills

Kerra
Ancestral Protection - +3/level Divine Resist
Eyes of the Night - Ultravision (10 minute reuse)
Fletness of Foot - +5 Agility
Gift of the Land - +5 Alchemist Skill
Tree Crafter - +5 Woodworker Skills
Warm Fur - +3/level Cold Resist

Ogre
Lifted Curse - +5 Intelligence
Oggokian Trade - +5 Weaponsmith Skills
Rallosian Conditioning - +5 Stamina
Rallosian Readiness - +5 Armorer Skills
Toughened Hide - +5 Defense
War Ready - +3% Hit Points

Ratonga
Increased Immunities - +3/level Disease Resistance
Instrument of the Underfoot - +5 Weaponsmith Skills
Poison Play - +5 Alchemist Skills
Rodent Reflexes - +5 Agility
Swift Scurry - +5 Avoidance
Toxic Tolerance - +3/level Poison Resistance

Troll
Gift of Innothule - +3/level Disease Resistance
Manical Madness - +3% Power Pool
Mender of the Mire - +5 Armorer Skills
Resilience - +5 Stamina
Troll Gourmet - +5 Provisioner Skills

Wood Elf
Elven Reflexes - +5 Agility
Faydwer Fashions - +5 Tailor Skills
Gift of the Faydark - +5 Woodworker Skills
Herbal Protection - +3/level Disease Resist
Vitality of the Fier'Dal - +3% Power Pool
Wind Warrior - +2 Defense and Parry Skill

Final Summary

Barbarian
Pros: High STA, STR, AGI, Can Start in Qeynos
Cons: No Vision Enhancement, Poor Racial Traditions, Very Low INT

Dark Elf
Pros: Very high INT, Ultravision, Excellent Racial Traditions
Cons: Low STA, Must start in Freeport

Dwarf
Pros: High STA, STR, Infravision, Can Start in Qeynos or Kelethin
Cons: Very Low INT, Poor Racial Traditions

Erudite
Pros: Very High INT, Aura Sense, Excellent Racial Traditions, Can Start in Qeynos
Cons: Low STA, Very Low AGI, No Night Vision

Fae
Pros: Very High INT, Innate Feather Fall, Infravision, Excellent Racial Traditions, Starts in Kelethin
Cons: Very Low STA, very low STR

Froglok
Pros: High AGI, Must Start in Qeynos
Cons: Low STR, Poor Racial Traditions

Gnome
Pros: Very High INT, Ultravision, Excellent Racial Traditions, Can Start in Qeynos or Kelethin
Cons: Low STA, very low STR

Halfling
Pros: Very High AGI, Infravision, Must Start in Qeynos
Cons: Very Low STA, very low INT, Poor Racial Traditions

Half Elf
Pros: High AGI, Infravision, Excellent Racial Traditions, Can Start in Qeynos or Kelethin
Cons: Low STA

High Elf
Pros: High INT, Infravision, Excellent Racial Traditions, Can Start in Qeynos or Kelethin
Cons: Low STA, very low STR

Human
Pros: Balanced stats, well rounded resists, Can Start in Qeynos
Cons: No vision enhancement, poor racial traditions

Iksar
Pros: Aquavision, Average Racial Traditions
Cons: Resistance Penalty, Must Start in Freeport

Kerra
Pros: High AGI, High STA, Sonicvision, Can Start in Qeynos
Cons: Very Low INT, Poor Racial Traditions

Ogre
Pros: Very High STR and STA, Ultravision, Average Racial Traditions
Cons: Very Low AGI, INT, Resistance Penalty, Must Start in Freeport

Ratonga
Pros: Very High AGI, High INT, Sonicvision
Cons: Must Start in Freeport, Poor Racial Traditions

Troll
Pros: Very High STR and STA, Ultravision, Average Racial Traditions
Cons: Must Start in Freeport, Extremely Low INT, Resistance Penalty

Wood Elf
Pros: High AGI, Infravision, Can Start in Qeynos or Kelethin, Average Racial Traditions
Cons: Very Low INT, STR, Low STA


Version: 2006.11.14