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Race Guide

Halfling

Small, quick-footed residents of the Misty Thicket with strong practical and natural talents.

Racial traits

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

Special abilities

  • Can Hide and Sneak, each with a racial cap of 50.
  • Receives +5 disease and +5 poison resistance.
  • Infravision improves sight in darkness.
  • Consumes food and drink more quickly.

Experience

5% more experience gained

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

Armor fit

Small 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.

Brell Serilis Neutral
Bristlebane Neutral
Karana Neutral
Rallos Zek Evil

Class choices

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

Cleric

A divine caster focused on powerful healing, protection, and fighting the undead.

Bristlebane Neutral

Starts in Rivervale

Druid

A nature priest with healing, damage shields, elemental magic, and fast travel spells.

Karana Neutral

Starts in Rivervale

Paladin

A heavily armored holy warrior who combines tanking with healing and protective magic.

Karana Neutral

Starts in Rivervale

Ranger

A mobile fighter who blends weapons, tracking, archery, and practical nature magic.

Karana Neutral

Starts in Rivervale

Rogue

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

Brell Serilis Neutral

Starts in Rivervale

Bristlebane Neutral

Starts in Rivervale

Warrior

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

Brell Serilis Neutral

Starts in Rivervale

Rallos Zek Evil

Starts in Rivervale