Fifteen Races at Launch and Beyond
EverQuest Legends ships with the twelve classic launch races — Human, Barbarian, Erudite, Wood Elf, High Elf, Dark Elf, Half Elf, Dwarf, Halfling, Gnome, Ogre, and Troll — plus three fan-favorite unlocks: Kerran, Iksar, and Froglok. Race determines your starting city, default faction, and which primary classes are legal on a fresh character. Read the full lore and unlock paths in our races and Kerran guide.
Not every race can be every primary class. The matrix is tighter than original EQ in some spots and looser in others because multiclass trios need viable primaries. Use the class combo builder to score race-primary-secondary-third combinations before you click Create.
Starting Zones for the New Races
Each race spawns in a tuned starter hub. Classic races use their original cities — Freeport, Qeynos, Erudin, Kelethin, and so on. The three expanded races have dedicated zones:
- Kerran → Kerra Isle on Odus, with boat routes to Erudin and Toxxulia Forest
- Iksar → North Ro coast camp, a harsh desert introduction with lizardfolk faction ties
- Froglok → Rathe Mountains, bridging lake country toward classic Kunark-adjacent geography without leaving the pre-Kunark ruleset
Starting zone choice affects your first ten levels of quests, faction grinds, and travel knowledge. If you plan to swap races via unlock tokens later, still learn one continent thoroughly — navigation skill transfers even when your alt spawns elsewhere.
Primary Restrictions and the Level Eleven Lock
At character creation you pick a primary class constrained by your race. Some combinations that existed on emulators may be closed here to keep trios balanced. Your primary defines which spell lists merge first, which armor types you wear without penalty, and which epic quest lines you can eventually pursue.
At level eleven your primary locks permanently. Levels one through five are single-class; you gain a secondary class early (any class your account has unlocked — secondary is not race-gated the same way primary is). At level ten you unlock your third class. Treat levels seven through ten as your final audition for the primary you want to keep. The all classes overview lists every base class and typical pairings.
Building Your First Trio
A strong first character balances solo survivability with group demand. Melee primaries (Warrior, Monk, Ranger) learn pull discipline early; casters (Cleric, Enchanter, Wizard) learn mana and support timing. Because secondary can be any unlocked class, many players pick a defensive or utility secondary before adding burst DPS as the third class at level ten.
Follow our getting started guide for subscription setup, True Box rules, and first-hour quest flow. Cross-check your planned trio against dungeon roles in mid-level zones — Crushbone, Blackburrow, and Lower Guk all reward groups that bring crowd control and healing even with personal loot enabled.