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Races & Subraces

Races & Subraces

All playable races, stat bonuses, penalties, and passive abilities

Races & Subraces

5 base races, 14 subraces. Bigger bonuses (+5 to +7)
with REAL penalties (-1 to -2). Race shapes your strengths
and weaknesses - choose wisely.

HUMANS - Versatile, no extreme weaknesses
  ?races human            CHA+3, LUK+2 (no penalty)
  ?races noble_human     CHA+4, WIL+2, INT+1 | STR-1
  ?races street_human    DEX+3, SPD+2, GUI+2 | WIL-1
  ?races frontier_human  CON+3, STR+2, PER+1 | CHA-1

ELVES - Graceful, magical, fragile
  ?races elf              DEX+3, PER+2 | CON-1
  ?races wood_elf          PER+3, AGI+2, DEX+1 | STR-1, CON-1
  ?races high_elf          INT+4, SPI+2, WIL+1 | CON-1, STR-1
  ?races dark_elf          DEX+3, GUI+2, SPD+1 | FAI-1, CHA-1

DWARVES - Tough, skilled, slow
  ?races dwarf            CON+4, STR+1 | SPD-1
  ?races mountain_dwarf  STR+3, CON+3, WIL+1 | SPD-1, AGI-1
  ?races hill_dwarf       CON+3, PER+2, WIT+1 | SPD-1
  ?races deep_dwarf       CON+3, WIL+3, SPI+1 | CHA-2

HALFLINGS - Nimble, lucky, weak
  ?races halfling         LUK+2, AGI+2, WIT+1 | STR-1
  ?races lightfoot       AGI+3, SPD+2, LUK+1 | STR-1, CON-1
  ?races stout            CON+3, LUK+2, WIT+1 | SPD-1

ORCS - Powerful, intimidating, rough
  ?races orc                 STR+4, CON+1 | CHA-1
  ?races half_orc         STR+3, CON+1 | CHA-1
  ?races war_orc          STR+4, CON+2, SPD+1 | INT-1, CHA-2
  ?races shaman_orc       SPI+3, WIL+2, STR+1 | SPD-1, AGI-1

SKILL AFFINITIES - Race affects SP gain speed
  Each race learns certain skills faster (+10-25% SP)
  and others slower (-15-30% SP). Examples:
    Wood Elf: +25% bows, +20% stealth, -20% smithing
    Mountain Dwarf: +25% axes, +25% smithing, -25% stealth
    Dark Elf: +25% stealth, +20% daggers, -25% faith magic
  Use /mastery to see your racial bonuses.

See also: ?classes, ?stats, ?mastery

Races - Human

Versatile and adaptable, balanced with no weaknesses

Races - Human (base)

Stats: CHA+3, LUK+2 (no penalty)
Net: +5 total, 0 penalties

Passive: Adaptable - +10% faster skill learning

Humans are the balanced choice. No dramatic highs
or lows, but they learn faster than anyone.

Subraces: Noble, Street, Frontier
See ?races noble_human, ?races street_human, ?races frontier_human

Races - Noble Human

Eloquent and commanding, but physically weak

Races - Noble Human

Stats: CHA+4, WIL+2, INT+1 | STR-1
Net: +6 total, -1 penalty

Passives:
  Silver Tongue: +5 persuade
  Adaptable: +5% SP gain

Born to privilege. Best social stats in the game,
but don't ask them to carry anything heavy.

Races - Street Human

Quick and cunning, but weak-willed

Races - Street Human

Stats: DEX+3, SPD+2, GUI+2 | WIL-1
Net: +6 total, -1 penalty

Passives:
  Street Smarts: +5 perception in towns
  Escape Artist: +5 flee

Raised in the alleys. Fast hands, faster feet.
But they crumble under mental pressure.

Races - Frontier Human

Tough and observant, but rough around the edges

Races - Frontier Human

Stats: CON+3, STR+2, PER+1 | CHA-1
Net: +5 total, -1 penalty

Passives:
  Hardy: +1 HP regen
  Wilderness Sense: +8 forage, +5 survival

Borderland settlers. Tough, observant, and plain-spoken.
Don't expect them to charm anyone.

Races - Elf

Graceful and keen-eyed, but physically fragile

Races - Elf (base)

Stats: DEX+3, PER+2 | CON-1
Net: +4 total, -1 penalty

Passives:
  Keen Senses: +5 perception
  Nature Affinity: better forage quality

Subraces: Wood Elf, High Elf, Dark Elf
See ?races wood_elf, ?races high_elf, ?races dark_elf

Races - Wood Elf

Forest ghost, deadly accurate but physically frail

Races - Wood Elf

Stats: PER+3, AGI+2, DEX+1 | STR-1, CON-1
Net: +4 total, -2 penalties

Passives:
  Keen Senses: +8 perception
  Forest Shadow: +10 stealth in wilderness

The ultimate ranger/archer race. Invisible in the
woods, deadly at range. Just don't get hit.

Races - High Elf

Magical powerhouse, glass cannon

Races - High Elf

Stats: INT+4, SPI+2, WIL+1 | CON-1, STR-1
Net: +5 total, -2 penalties

Passives:
  Arcane Heritage: +8% SP gain
  Lore Sight: +5 identify

Best caster race. Highest INT bonus in the game.
Devastating magic, but they fold in melee.

Races - Dark Elf

Deadly and sly, but untrustworthy

Races - Dark Elf

Stats: DEX+3, GUI+2, SPD+1 | FAI-1, CHA-1
Net: +4 total, -2 penalties

Passives:
  Dark Vision: no torch underground
  Shadow Born: +5 stealth
  Poison Resistance

Natural rogues and assassins. Deadly underground.
Nobody trusts them, and they like it that way.

Races - Dwarf

Tough and strong, but slow

Races - Dwarf (base)

Stats: CON+4, STR+1 | SPD-1
Net: +4 total, -1 penalty

Passives:
  Dark Vision: no torch underground
  Stone Sense: +5 mining

Subraces: Mountain, Hill, Deep
See ?races mountain_dwarf, ?races hill_dwarf, ?races deep_dwarf

Races - Mountain Dwarf

Living fortress, slow but unstoppable

Races - Mountain Dwarf

Stats: STR+3, CON+3, WIL+1 | SPD-1, AGI-1
Net: +5 total, -2 penalties

Passives:
  Dark Vision
  Master Miner: +12 mining
  Iron Skin: +2 armor

The tankiest race. Nothing moves them, and nothing
stops them. But they won't be dodging anything.

Races - Hill Dwarf

Perceptive and hardy, practical traders

Races - Hill Dwarf

Stats: CON+3, PER+2, WIT+1 | SPD-1
Net: +5 total, -1 penalty

Passives:
  Dark Vision
  Stout Heart: +1 HP regen
  Shrewd: +5 barter

The well-rounded dwarf. Hardy, perceptive,
and they'll talk you into a bad deal.

Races - Deep Dwarf

Iron will forged in darkness, terrifyingly antisocial

Races - Deep Dwarf

Stats: CON+3, WIL+3, SPI+1 | CHA-2
Net: +5 total, -2 penalty

Passives:
  Dark Vision
  Deep Sense: +10 mining, +5 perception, +5 willpower

Unbreakable mental fortitude. The hardest race to
charm, fear, or dominate. But good luck talking to one.

Races - Halfling

Quick and lucky, but physically weak

Races - Halfling (base)

Stats: LUK+2, AGI+2, WIT+1 | STR-1
Net: +4 total, -1 penalty

Passives:
  Lucky: reroll 1 fumble/day
  Nimble Fingers: +5 lockpick

Subraces: Lightfoot, Stout
See ?races lightfoot, ?races stout

Races - Lightfoot Halfling

Untouchable, impossibly quick but fragile

Races - Lightfoot Halfling

Stats: AGI+3, SPD+2, LUK+1 | STR-1, CON-1
Net: +4 total, -2 penalties

Passives:
  Lucky: reroll 1 fumble/day
  Light Step: +12 stealth

The stealthiest race. Nearly impossible to hit
or detect. But a stiff breeze might knock them over.

Races - Stout Halfling

Tough for their size, but slow

Races - Stout Halfling

Stats: CON+3, LUK+2, WIT+1 | SPD-1
Net: +5 total, -1 penalty

Passives:
  Lucky: reroll 1 fumble/day
  Stout Heart: +1 HP regen

The hardy halfling. Surprisingly tough, with
enough luck to survive anything. Just not in a hurry.

Races - Orc

Raw power and toughness, socially crude

Races - Orc (base)

Stats: STR+4, CON+1 | CHA-1
Net: +4 total, -1 penalty

Passives:
  Intimidating Presence: +12 intimidate
  Thick Skin: +2 armor

Subraces: Half-Orc, War, Shaman
See ?races half_orc, ?races war_orc, ?races shaman_orc

Races - Half-Orc

Orc-blooded humans, tougher than a man but rougher than an orc

Races - Half-Orc

Stats: STR+3, CON+1 | CHA-1
Net: +3 total, -1 penalty

Passives:
  Orc Blood: +8 intimidate
  Tough Hide: +1 armor

Orc-blooded humans. The middle ground
between a man and a full orc. Less raw, still rough.
See ?races orc for the full orc line.

Races - War Orc

Combat machine, dumb and rude but terrifyingly effective

Races - War Orc

Stats: STR+4, CON+2, SPD+1 | INT-1, CHA-2
Net: +4 total, -3 penalties

Passives:
  Battle Bred: +10 intimidate
  War Hide: +3 armor
  Battle Cry: +10

The highest raw STR in the game. Born to fight.
Don't expect conversation or problem-solving.

Races - Shaman Orc

Spiritual powerhouse, slow but deeply attuned

Races - Shaman Orc

Stats: SPI+3, WIL+2, STR+1 | SPD-1, AGI-1
Net: +4 total, -2 penalties

Passives:
  Spirit Touched: +5 intimidate, +5 forage, +5% SP gain

The caster orc. Spiritual and wise, with
enough strength to hold their own. Just don't rush them.