Races
Iksar
Reptilian, disciplined, reviled elsewhere. Starts in Cabilis.
Iksar are the lizard-people of Kunark, descendants of the Sarnak Empire, followers of the dragon Cazic-Thule (though they call him Hate). They start in Cabilis and endure poor faction almost everywhere off their home continent. An Iksar Monk is one of the two iconic builds of the race.
At a glance
| Field | Value |
|---|---|
| Starting city | Cabilis (East and West Cabilis) |
| Continent | Kunark |
| Size | Medium |
| Vision | Infravision |
| Innate | Regeneration (passive HP regen, slightly weaker than Troll), swim speed bonus, +AC from scales |
Available classes
Beastlord (Luclin), Monk, Necromancer, Shadow Knight, Shaman, Warrior.
Iksar cannot roll Cleric, Druid, or any of the arcane caster trio (Enchanter/Magician/Wizard). They cannot roll Paladin, Ranger, Rogue, or Bard. The remaining list is tight but strong.
City of origin
Cabilis (East and West) is carved into the cliffs of southern Kunark, with Field of Bone outside the gates. Trainers for all six allowed classes live in Cabilis, and the Tower of Frozen Shadow (Necromancer), the Shaman priesthood, and the Monk dojo each have their own district. The Kurn's Tower dungeon is immediately east — a Cabilis-local leveling zone.
Iksar leaving Kunark typically take the Dreadlands → Overthere → Firiona Vie route, then the Plane of Knowledge portal (once they've unlocked it). The boat routes from Timorous Deep handle the rest.
Lore notes
The Iksar Empire predates the Combine and was destroyed by a dragon war that left Veeshan's children in charge of Veeshan's Peak and the Iksar in recovery at Cabilis. The Iksar remember this. They also remember who helped and who didn't.
Play note
The Iksar Monk and the Iksar Necromancer both rely on the race's built-in HP regen and AC bonus, which combine to make Iksar the most survivable "fragile" classes in solo play. Iksar Monks skip Fist-only weapon dependencies earlier than other races due to better base AC.
Starting stats
Iksar base stats: STR 70 / STA 80 / DEX 85 / AGI 95 / INT 75 / WIS 90 / CHA 60. The jungle-stalker build: high AGI, high WIS (for Cazic-Thule), low CHA. The 25 bonus points route by class:
| Class | Final primary stat at creation |
|---|---|
| Warrior | STA 105 (STR+10 base tilt) |
| Monk | AGI 120 (hybrid 20-point bonus — Iksar Monk is AGI-tilt, not STR like other races) |
| Shadow Knight | STA 95 (hybrid 20-point bonus, STR+10 / INT+10 base tilt) |
| Necromancer | INT 110 (STA+5, 30-point racial favor) |
| Shaman / Beastlord | WIS 115 (STA+5, 30-point racial favor) |
| Bard / Enchanter (off-canon) | CHA 85 (CHA+25, aid 263) |
| Wizard / Magician (off-canon arcane) | INT 100 (INT+25, aid 261) |
| Cleric / Druid (off-canon priest) | WIS 115 (WIS+25, aid 262) |
| Paladin / Ranger (off-canon hybrid) | STA 105 / AGI 115 (hybrid short-5, aids 264/265) |
| Rogue (off-canon) | DEX 115 (DEX+25 + 5 base, aid 266) |
| Berserker (off-canon) | STR 95 (STR+25, aid 267) |
Iksar Monks use AGI+20 instead of STR+25 — a preserved Al'Kabor design choice that reflects the Iksar Monk's lithe jungle-stalker archetype rather than the kung-fu-bruiser Human Monk. Iksar Beastlord shares the Shaman priest template (both are canonical Iksar classes). The 2026-04-25 P3 patch added pure-base off-canon templates (no class tilts in base) and fixed PoK universal start zone deity combos that had routed canon SK/Necro/Mnk/Shm rolls to the race default aid. See Stat Allocation Patches.
