EverQuest Classes on Frostreaver
Compare the classes available when you create a character on Frostreaver, including a short overview of each class’s role and the few tradeskills that are restricted by class or race.
Your class determines what you actually do in EverQuest — how you fight, how you support a group, and what tools you have available as you progress.
Race sets your starting statistics, racial abilities and possible class list. Class then defines your play style, your primary strengths, and the long-term path your character will follow.
Frostreaver Launch Rules
Frostreaver launched with Scars of Velious already unlocked. It also launched with Beastlords and Berserkers available from the beginning.
The class list and descriptions below therefore reflect the choices available at Frostreaver’s launch.
Class Quick View
Each card gives a short, practical overview of the class so you can see what kind of character you are creating before you commit.
Bard
A versatile support class combining songs, crowd control, melee combat and utility. Bards are particularly valuable when a group needs movement, buffs or control.
Beastlord
A hybrid melee/caster class accompanied by a warder pet. Beastlords combine melee combat with buffs, debuffs and pet damage.
Berserker
A heavily offensive melee class specialising in axes, throwing weapons and powerful burst damage.
Cleric
The premier traditional healing class. Clerics provide powerful healing, defensive buffs and resurrection.
Druid
A nature-based hybrid combining healing, damage spells, buffs and powerful travel abilities. Druids also have Forage and Tracking.
Enchanter
A powerful support and crowd-control caster specialising in mesmerisation, buffs, debuffs and mana regeneration. Enchanters also play an important role in the creation of deity-specific jewellery, as they can imbue the metals required for these items.
Magician
A powerful caster centred around elemental magic and summoned pets. Magicians also have useful summoning and utility abilities.
Monk
A highly mobile unarmed melee class. Monks rely on martial abilities rather than conventional heavy armour and are particularly effective at pulling and controlling the flow of encounters.
Necromancer
A powerful pet-based caster specialising in damage over time, life-draining magic and summoning. Necromancers also have exceptional solo capability.
Paladin
A heavily armoured holy warrior combining melee combat, healing and defensive abilities. Paladins can serve as tanks while also providing limited healing and utility.
Ranger
A hybrid combining archery, melee combat, nature magic and tracking. Rangers can also contribute useful buffs and utility to a group.
Rogue
A specialist melee damage dealer built around positioning, backstabs and stealth. Rogues also have access to the Poison Making tradeskill, making the class relevant to players interested in poisons as well as combat.
Shadow Knight
An evil-aligned plate-wearing hybrid combining tanking, melee combat, dark magic and lifetaps. Shadow Knights also have strong tools for holding enemy attention.
Shaman
A powerful support hybrid combining healing, buffs, debuffs and offensive magic. Shamans are also the class with access to Alchemy, allowing them to create potions and other alchemical items.
Warrior
The straightforward heavy melee tank. Warriors specialise in weapons, armour and absorbing punishment rather than spellcasting.
Wizard
A pure offensive caster specialising in direct magical damage. Wizards also provide some of the game’s most important long-distance travel through teleportation.
Class & Race Restricted Tradeskills
Most tradeskills can be learned by any character. A few, however, are tied directly to a class or race:
- Alchemy — Shaman only
- Poison Making — Rogue only
- Tinkering — Gnome racial tradeskill
There are also tradeskill interactions worth knowing about when choosing a character. Enchanters are required to imbue the metals used in deity-specific jewellery, making them particularly important if you intend to produce that jewellery yourself.

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