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Race Guide

High Elf

Graceful arcane traditionalists whose natural intelligence favors divine and magical callings.

Racial traits

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

Special abilities

  • Infravision improves sight in darkness.

Experience

No racial modifier

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

Armor fit

Small or Medium armor

Can wear robes when allowed by class.

Deities and teams

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

Erollisi Marr Good
Karana Neutral
Mithaniel Marr Good
Solusek Ro Neutral
Tunare Good

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.

Tunare Good

Starts in Northern Felwithe

Enchanter

A control specialist using mesmerization, charm, haste, mana recovery, and illusions.

Erollisi Marr Good

Starts in Southern Felwithe

Karana Neutral

Starts in Southern Felwithe

Mithaniel Marr Good

Starts in Southern Felwithe

Tunare Good

Starts in Southern Felwithe

Magician

A pet-focused arcane caster with summoned equipment, elemental servants, and direct damage.

Erollisi Marr Good

Starts in Southern Felwithe

Karana Neutral

Starts in Southern Felwithe

Mithaniel Marr Good

Starts in Southern Felwithe

Tunare Good

Starts in Southern Felwithe

Paladin

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

Tunare Good

Starts in Northern Felwithe

Wizard

A pure damage caster with explosive elemental spells and long-distance teleportation.

Erollisi Marr Good

Starts in Southern Felwithe

Karana Neutral

Starts in Southern Felwithe

Mithaniel Marr Good

Starts in Southern Felwithe

Solusek Ro Neutral

Starts in Southern Felwithe

Tunare Good

Starts in Southern Felwithe