Special abilities
- Can Hide with a racial cap of 50.
- Ultravision provides excellent sight in darkness.
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Cunning subterranean elves with strong magical talent and close ties to the dark gods.
These traits come from the Classic rules used by Project Zek. Armor material access still depends on class.
No racial modifier
This is the racial modifier and does not include class or server-wide bonuses.
Small or Medium armor
Can wear robes when allowed by class.
A race can appear on more than one team. The deity selected at character creation decides the final allegiance.
Each class may have a different set of valid deities and starting cities.
A divine caster focused on powerful healing, protection, and fighting the undead.
Starts in Neriak - 3rd Gate
A control specialist using mesmerization, charm, haste, mana recovery, and illusions.
Starts in Neriak - Commons
A pet-focused arcane caster with summoned equipment, elemental servants, and direct damage.
Starts in Neriak - Commons
A self-reliant caster using undead servants, damage over time, fear, and life conversion.
Starts in Neriak - 3rd Gate
A stealthy melee specialist built around positioning, backstabs, locks, and poisons.
Starts in Neriak - 3rd Gate
Starts in Neriak - 3rd Gate
A dark knight who pairs heavy armor with life-draining, fear, and necromantic magic.
Starts in Neriak - 3rd Gate
A durable front-line fighter with broad weapon training and strong defensive skills.
Starts in Neriak - Commons
Starts in Neriak - Commons
A pure damage caster with explosive elemental spells and long-distance teleportation.
Starts in Neriak - Commons
Starts in Neriak - Commons