Special abilities
- Can Forage and Hide, each with a racial cap of 50.
- Infravision improves sight in darkness.
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Agile forest dwellers closely tied to nature, archery, and the defense of Greater Faydark.
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
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 versatile support class whose songs provide control, movement, recovery, and group power.
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
A nature priest with healing, damage shields, elemental magic, and fast travel spells.
Starts in Greater Faydark
A mobile fighter who blends weapons, tracking, archery, and practical nature magic.
Starts in Greater Faydark
A stealthy melee specialist built around positioning, backstabs, locks, and poisons.
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark
A durable front-line fighter with broad weapon training and strong defensive skills.
Starts in Greater Faydark
Starts in Greater Faydark
Starts in Greater Faydark