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Tradeskill Racial Traits

Unlocking racial abilities/traditions every 10 levels works off adventuring or tradeskill level, whichever is higher. (So, if you are a level 80 crafter, but only a level 20 adventurer, you get to choose eight traditions, instead of 2.)

The tradition options will be broken into the following categories, and you can mix & match at will to customize your character: Attribute, Combat, Noncombat, Pools (health/power), Resist, Tradeskill. Of course, since this is a tradeskill site, we will only cover the tradeskill abilities. If you wish a complete breakdown of all racial abilities, Zam has a compilation of them.

  • Aerakyn: +2% success chance, +2% progress, +2 durability, 10% power reduction on sage arts
  • Arasai: +2% success chance, +2% progress, +5 artificing skill, +5 transmuting skill, 10% power reduction on woodworker arts
  • Barbarian: +1% durability and success chance, +2 durability every round, +5 artistry skill, +5 chemistry skill, +5 sculpting skill
  • Dark Elf: +2% progress, +2% success chance, alchemist: +2 durability every round, 10% power reduction on sage arts, +5 metal shaping skill
  • Dwarf: +1% durability & success chance, +2 durability every round, +5 artistry skill, weaponsmith +2 durability every round, 10% power reduction on sage arts
  • Erudite: +2% success chance, +2 durability every round, +2 sage durability every round, +5 chemistry skill, 10% reduction on tinkering power costs
  • Fae: 2% progress, 2% progress, +5 fletching, +2 durability, 10% power reduction on tailor arts
  • Freeblook: +2% success chance, +2% progress, +2 durability every round on alchemist, 10% power reduction on alchemist arts, +5 to all tradeskills
  • Froglok: +1 durability & success chance, +2 durability every round, 10% power reduction on armorer arts, weaponsmith +2 durability every round, +5 scribing skill
  • Gnome: +2% success chance, +2% progress, 10% reduction on weaponsmith power costs, +2 durability on alchemy every round, +5 sculpting skill. In addition, gnomes get the following as innate abilities (automagically granted): 25% power reduction on tinkering skill power cost, +10 tinkering skill
  • Halfling: +2 durability every round, 2% progress increase, 10% less power needed on tailoring reaction arts, 5% increase in success chance for provisioner, +5 Artificing skill
  • Half Elf: +2% success chance, +2% progress, +5 artificing skill, +2 durability/round on woodworker, +5 sculpting skill
  • High Elf: +2% success chance, +2 durability each round, +5 scribing skill, +5 artificing skill, 10% reduction in tailor reaction art power costs
  • Human: +2% success chance increase, +2% progress increase, +2 durability each round with tailoring; chemistry/metalworking/artificing/sculpting/tailoring/scribing/artistry/fletching/metal shaping all +5 to skill; transmuting +5 to skill
  • Iksar: +1 to success chance & durability, +2% success chance increase, +5 to chemistry skill, 10% reduction in tailoring power cost, 10% reduction in armorer power cost
  • Kerra: +2% success chance, +2% progress, +10% power reduction on alchemy reaction arts, +5 fletching skill, +5 tailoring
  • Ogre: +1 to success chance & durability, +2 durability gain every round, +5 metal shaping skill, +10% power reduction for weaponsmith arts, +10% power reduction for provisioner arts
  • Ratonga: +2% success chance, +2% progress, +5 metalworking skill, +10% power reduction for alchemy arts, +5 sculpting skill
  • Sarnak: +1% to success chance & durability, +2 durability every round, 10% power reduction in weaponsmith arts, +5 sculpting skill, +10% power reduction in sage reaction arts
  • Troll: +2 durability every round, +1% to success chance & durability, +5 artistry skill, +2% success chance for armorer, +5 artificing skill
  • Wood Elf: 10% power reduction on woodworking arts, +2% success chance for tailor, 10% power reduction on jeweler arts, +2% progress, +2 durability every round

That is a lot of information to wade through, so let me break it down in a few different ways for you:

Generic Plusses

+ Success Chance + Durability + Progress Durability/Success*
Aerakyn 2% 2% 2%  
Arasai 2%   2%  
Barbarian   +2/round   1/1
Dark Elf 2%   2%  
Dwarf   +2/round +2/round   1/1
Erudite 2% +2/round  
Fae   +2/round 2%,2%
Freeblood 2%   2%
Froglok   +2/round 1/1
Gnome 2%   2%  
Halfling   +2/round 2%  
Half Elf 2%   2%  
High Elf 2% +2/round    
Human 2%   2%  
Iksar 2%     1/1
Kerra 2%   2%  
Ogre   +2/round     1/1
Ratonga 2%   2%  
Sarnak   +2/round   1/1
Troll   +2/round   1/1
Wood Elf   +2/round 2%  
*This field is for a single tradition that affects both, as opposed to separately-bought durability and success chance traditions

Power Cost Reduction on Class Reaction Arts

Alchemist Armorer Carpenter Jeweler Provisioner Sage Tailor Weaponsmith Woodworker Transmuting Tinkering
Aerakyn           10%        
Arasai                 10%    
Barbarian                      
Dark Elf           10%          
Dwarf           10%          
Erudite                     10%
Fae           10%        
Freeblood 10%                    
Froglok 10%                    
Gnome               10%     25% (innate)
Halfling             10%        
Half Elf                      
High Elf             10%        
Human                      
Iksar   10%         10%        
Kerra 10%                    
Ogre         10%     10%      
Ratonga 10%                    
Sarnak           10%   10%      
Troll                      
Wood Elf       10%         10%    
(Currently, gnome has a power cost reduction for weaponsmith reaction arts, but the percentage was not listed)

Plus to Base Skill

Alchemist Armorer Carpenter Jeweler Provisioner Sage Tailor Weaponsmith Woodworker Transmuting Tinkering
Arasai       +5           +5  
Barbarian +5   +5   +5            
Dark Elf   +5                  
Dwarf         +5            
Erudite +5                    
Fae                 +5    
Freeblod +5 +5 +5 +5  +5  +5  +5  +5  +5 +5  +5 
Froglok           +5          
Gnome     +5               +10 (innate)
Halfling       +5              
Half Elf     +5 +5              
High Elf       +5   +5          
Human +5 +5 +5 +5 +5 +5 +5 +5 +5 +5  
Iksar +5                    
Kerra             +5   +5    
Ogre   +5                  
Ratonga     +5         +5      
Sarnak     +5                
Troll       +5 +5            
Wood Elf                      

Other Class-Based Plusses

Alchemist Armorer Carpenter Jeweler Provisioner Sage Tailor Weaponsmith Woodworker
Aerakyn                  
Arasai                  
Barbarian                  
Dark Elf +2 durability/round                
Dwarf               +2 durability/round  
Erudite           +2 durability/round      
Fae                  
Freeblood +2 durability/round              
Froglok               +2 durability/round  
Gnome +2 durability/round                
Halfling         5% success chance        
Half Elf                 +2 durability/round
High Elf                  
Human             +2 durability/round    
Iksar                  
Kerra                  
Ogre                  
Ratonga                  
Sarnak                  
Troll   2% success chance              
Wood Elf             2% success chance     

 

 

Created: 2009-09-01 02:09:41          
Last Modified By: Niami Denmother          
Last Modified on: 2015-08-25 01:02:43          

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