Races
Dark Elf
Underground, spider-priestess aligned, unapologetically evil. Starts in Neriak.
Dark Elf starts in Neriak and comes out of Nektulos Forest with a clear identity. Their primary deity tradition is Innoruuk, Bertoxxulous, Rallos Zek. Canon ties them hardest to Shadow Knight, Cleric, Necromancer, Enchanter, Magician, Wizard, Rogue, and Warrior. 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 Dark 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 Paladin, Ranger, Druid, Monk, Bard, Shaman, Beastlord, and Berserker.
Faction still bites. Dark Elf characters start in good standing with Neriak, the Dark Bargainers, and the Indigo Brotherhood. They start hostile or functionally unwelcome around Felwithe, Kelethin, Kaladim, Halas, Qeynos paladins, and most good 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 Dark Elf reaches PoK through Nektulos to the Commonlands, then to Freeport-side travel if the guards allow it. PoK is neutral ground; Neriak remains the safe evil anchor
Leveling path
- 1-8: Nektulos Forest — spiders, wolves, and skeletons outside the gate.
- 8-15: East Commonlands — tunnel-side camps with one eye on guards.
- 15-22: Oasis Of Marr — crocs, orcs, and undead with room to run.
- 22-25: Befallen — evil access turned into dungeon value.
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 Shadow Knight AA, Necromancer AA, Wizard AA, Enchanter AA.