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Race Guide

Barbarian

Powerful northern fighters with strong bodies and a natural affinity for shamanic traditions.

Racial traits

These traits come from the Classic rules used by Project Zek. Armor material access still depends on class.

Special abilities

  • Can Slam without equipping a shield.
  • Receives +10 cold resistance.
  • Consumes food and drink more quickly.

Experience

5% less experience gained

This is the racial modifier and does not include class or server-wide bonuses.

Armor fit

Medium or Large armor

Cannot wear robes.

Deities and teams

A race can appear on more than one team. The deity selected at character creation decides the final allegiance.

Bristlebane Neutral
Mithaniel Marr Good
Rallos Zek Evil
The Tribunal Neutral

Class choices

Each class may have a different set of valid deities and starting cities.

Rogue

A stealthy melee specialist built around positioning, backstabs, locks, and poisons.

Bristlebane Neutral

Starts in Halas

The Tribunal Neutral

Starts in Halas

Shaman

A spiritual caster known for slows, strong buffs, healing, alchemy, and damage over time.

Mithaniel Marr Good

Starts in Halas

The Tribunal Neutral

Starts in Halas

Warrior

A durable front-line fighter with broad weapon training and strong defensive skills.

Mithaniel Marr Good

Starts in Halas

Rallos Zek Evil

Starts in Halas

The Tribunal Neutral

Starts in Halas