Special abilities
- Can Slam without equipping a shield.
- Regenerates health faster than most races.
- Infravision improves sight in darkness.
- Receives -20 fire resistance.
- Consumes food and drink more quickly.
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Large, resilient swamp dwellers who favor brutal melee combat and dark spiritual magic.
These traits come from the Classic rules used by Project Zek. Armor material access still depends on class.
20% less experience gained
This is the racial modifier and does not include class or server-wide bonuses.
Large 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 dark knight who pairs heavy armor with life-draining, fear, and necromantic magic.
Starts in Grobb
Starts in Grobb
A spiritual caster known for slows, strong buffs, healing, alchemy, and damage over time.
Starts in Grobb
Starts in Grobb
A durable front-line fighter with broad weapon training and strong defensive skills.
Starts in Grobb
Starts in Grobb
Starts in Grobb