Races
Froglok
The reclaimers — small and faithful. Starts in Rivervale (reclaimed Guk).
Froglok starts in Rivervale on The Last Camp and comes out of Misty Thicket with a clear identity. Their primary deity tradition is Mithaniel Marr and Marr-aligned temple tradition. Canon ties them hardest to Cleric, Paladin, Shaman, Warrior, Rogue, and Wizard. On The Last Camp, the race keeps that flavor while the class wall comes down.
On The Last Camp
The Last Camp runs the any-race-class doctrine. A Froglok can roll the full table: War, Cle, Pal, Rng, SK, Dru, Mnk, Brd, Rog, Shm, Nec, Wiz, Mag, Enc, Bst, Ber. The old lockouts mattered on Live; here they are character flavor, not a character creation prison. For this race, the newly rollable set is Ranger, Shadow Knight, Druid, Monk, Bard, Necromancer, Magician, Enchanter, Beastlord, and Berserker.
Faction still bites. Froglok characters start in good standing with Rivervale, good-side Marr lines, and halfling-facing merchants. They start hostile or functionally unwelcome around Grobb, Neriak, Cabilis, and old enemies around Guk. Any-race-class does not launder your face; an enemy race at the wrong gate is still an enemy race.
Plane of Knowledge access changes the long game. At level 1, a Froglok reaches PoK through Misty and Runnyeye country toward the Karanas and PoK network. PoK turns the odd Rivervale start into a convenience instead of a constraint
Leveling path
- 1-8: Misty Thicket — wall-side hunting and guard-assisted mistakes.
- 8-15: Runnyeye — goblins where the faction story starts.
- 15-22: South Karana — aviaks, gnolls, and open-field pulls.
- 22-25: Upper Guk — frog history with teeth showing.
AAs after 65
The level cap is 65. After that, advancement moves into Alternate Advancement: class-defining passives, defensive buttons, pet power, crit lines, and travel tools. Pick AAs by job, not vanity; a race choice gives flavor, but AA spend makes the finished character. Start with Cleric AA, Paladin AA, Shaman AA, Wizard AA.