Special abilities
- Starts with Sense Heading at the racial cap of 50.
- Receives +5 magic and +5 poison resistance.
- Infravision improves sight in darkness.
- Uses a distinctive barrel-roll jump animation.
We can't find the internet
Attempting to reconnect
Something went wrong!
Hang in there while we get back on track
Sturdy defenders and skilled craftsmen whose compact build hides exceptional endurance.
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 armor
Cannot wear robes.
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 North Kaladim
A heavily armored holy warrior who combines tanking with healing and protective magic.
Starts in North Kaladim
A stealthy melee specialist built around positioning, backstabs, locks, and poisons.
Starts in North Kaladim
Starts in North Kaladim
A durable front-line fighter with broad weapon training and strong defensive skills.
Starts in South Kaladim