Races
High Elf
Proud, magical, long-lived — the marble-city branch of the elven line. Starts in Felwithe.
High Elf starts in Felwithe and comes out of Greater Faydark with a clear identity. Their primary deity tradition is Tunare. Canon ties them hardest to Cleric, Paladin, Wizard, Magician, and Enchanter. 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 High Elf 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 Warrior, Ranger, Shadow Knight, Druid, Monk, Bard, Rogue, Shaman, Necromancer, Beastlord, and Berserker.
Faction still bites. High Elf characters start in good standing with Felwithe, Kelethin, Kaladim, and Tunare-aligned factions. They start hostile or functionally unwelcome around Neriak, Cabilis, Grobb, Oggok, and evil priest guilds. 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 High Elf reaches PoK through Greater Faydark to the Faydwer travel web and the PoK route. PoK is the operating room; Felwithe is the marble home button
Leveling path
- 1-8: Greater Faydark — bats, wasps, wolves, and orc pawns.
- 8-15: Crushbone Keep — orc belts and early grouping.
- 15-22: Estate Of Unrest — undead rooms and better discipline.
- 22-25: Mistmoore Castle — castle camps when the group can hold pulls.
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, Wizard AA, Enchanter AA.