EQ 2 Erudites Race Guide

June 2, 2009 – 3:08 am
Posted by: arosavi
In Ever Quest II, the Erudites are one of nineteen starting races which are available with the original version of Ever Quest 2.

They’re the most brilliant race on Norrath. Even though they have descended from humans, they have transformed into a very different race very centuries of concerted arcane study. Their skin has changed from what was once a healthy brown to an almost inhuman gray, they tend to cover themselves in shimmering arcane tattoos. They are physically weak but have excellent intelligence and wisdom scores. They are a neutral race which means that every class is open to them from the very beginning of the game. They called the island continent of Odus their home but it was destroyed or rendered missing during the great cataclysm that shattered the world.
As suggested, they have a massive intelligence and large foreheads, supposedly to hold their huge brains. Erudites have arcane markings and runes that cover their bodies. Erudites focus all their attention on magic and the pursuit of knowledge. They are traditionally dark skinned but some Erudites can be very pale.
To some extent, they don’t make very good scouts for fighters but their high intelligence can give shadowknights prefer to focus on casting a bit of a boost. Their intelligence is certainly excellent, as is their wisdom. Their racial abilities are Clear Mind, which increases their out of combat power regeneration by 47, Falling Grace, an innate slow fall ability and Aura Sense, which causes any NPC with casting capabilities to carry a faint glow around them while the ability is activated.
Erudites have three innate racial abilities such as Clear Mind, Falling Grace and Aura Sense. Clear Mind is a passive ability and increases the out of combat power regeneration rate of the Erudite by forty-seven per tick. Falling Grace reduces the maximum falling speed of the caster and allows for taking short-cuts or saving themselves from missteps. Aura Sense has two hour duration and a two second recast time. Aura Sense grants Aura Vision, an enchantment that causes all magical beings in the casters vision to glow with a mystical aura.
Every ten levels, the Erudite can choose one of the following ten racial traditions. The first eight listed are passive abilities. Casting Fury increase the casting speeds of the caster by 5% and the maximum power of the caster by 2%. Chemist increases the Chemistry skill by five. Erud’s Teachings increases damage spell critical strike chance of the caster by 2% and increases the Disruption skill of the caster by five.
Homeward Bound reduces the recast time of city gate spells by ten minutes. Intellect of the Sage increases the intelligence stat of the Erudite by five. Intellectual Feasting increases the duration of food by 25%. Magical Protection increases the mitigation versus magic damage by 237. Scholarly Pursuit increases the success chance of tradeskills by five percent.
Erudites have two activated racial traditions like Arc of Lightning and Ward of Glyphs, the former deals magic damage to an encounter which the damage scales with level and has a three minute recast time. The latter has a-twenty second duration and a five minute recast time which absorbs 768 points of damage directed at the caster.

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