Race Guide

Welcome to the Race Guide! This player curated guide looks at the various races, from their attributes to their racial passives, and organizes their available classes into a tier list. The aim of this guide is to help you choose the best Race for your preferred class from a statistical perspective.

Contributions to the guide are welcome. If you disagree with a large portion of the guide, you are instead encouraged to create your own. Make sure to put tag it with the appropriate category, so that users can find it.

For additional player guides, please see the Guides page for all of the guides available on the wiki.

Archai
Passives Natural Acclimation is an occasionally useful passive, and one that doesn't factor heavily into class consideration.

Living Reservoir all mana-drain effects are reduced by 20%.
 * Great: Druid, Shaman, and Wizard
 * Subpar: Warrior and Monk. Neither possess mana, making this passive useless for them.

Effervescent grants immunity to effects that drain Endurance.
 * Great: Warrior and Monk
 * Subpar: Druid, Shaman, and Wizard. While all classes have Endurance, it is less pivotal a resource to these classes than others.

Elemental Attunement grants a bonus to the effectiveness of abilities that match the elemental attunement of the Archai.
 * Great: Druid, Shaman, and Wizard all have access to elementally diverse spells and abilities. Wizards will benefit greatly from this trait, as they gain a special bonus on their own by using the elemental magic consecutively.
 * Subpar: Warrior and Monk. Warriors and Monks lack elemental abilities/spells, making this trait useless for them.

Actives

TBA

Dark Myr
Passives Born of Deep Waters, Vestige of Syronai and Perceptive are largely out-of-combat passives and factor very little into class consideration.

Embittered Psyche increases Stealth effectiveness, and also increases stealth awareness by 10 points.
 * Great: Rogue is the only class known to have access to Stealth.
 * Subpar: All but the Rogue. No other class is known to have access to stealth.

Actives

TBA

Dwarf
Passives Ice and Stone is an occasionally useful passive, and one that doesn't factor heavily into class consideration.

Fortitude gain extra Hit Points from each point of Stamina. An excellent passive for every class.

Grip of the Dwarven Father grants immunity to being Disarmed.
 * Great: All but the Enchanter
 * Subpar: Enchanter. Though being disarmed will cost the Enchanter some of their statistics, it's not as impactful as it would be for other classes.

Mountain-forged Increases Blunt Weaponry skills by 10 points.
 * Great: Cleric. As Blunt is the only weapon type available to the cleric, you won't have issues with your new weapon being the wrong item type for the bonus.
 * Decent: Paladin, Rogue, Warrior. Each of them have the capacity to wield blunt weapons and will engage in melee combat, but since they all have access to more weapon types, there will be times when this passive doesn't function at all.
 * Subpar: Enchanter. While they can use blunt weapons, the Enchanter is unlikely to utilize this passive.

Actives

TBA

Elf
Passives Despite their peaceful appearance, Elves come with a slew of combat oriented passive abilities.

Lucent Ancestry grants innate bonuses to Nature Magic resistance, and increases the effectiveness of Nature abilities
 * Great: Druid, Ranger and Shaman all have access to nature based magic.
 * Supbar: Enchanter, Rogue, Summoner, Warrior and Wizard don't have access to any nature related abilities or spells.

Nimble increases the effectiveness of abilities modified by Agility.
 * Great: Ranger and Warrior both favor Agility as a stat, making this a great passive for them.
 * Decent: Every other class.

Sagacious gain additional Spell Rating for each point of Wisdom.
 * Great: All except Rogue and Warrior
 * Subpar: Rogue and Warrior. At this stage of development (aug. 2020) it is hard to say whether or not "spell" rating effects abilities (such as those used by Warriors and Rogues)

Unflinching chance to resist being knocked down or back. A universally beneficial trait, as being moved interrupts casting.

Deftness gain additional Attack Rating for each point of Dexterity.


 * Great: Ranger, Rogue and Warrior all utilize auto attacking for dealing damage.
 * Subpar: Enchanter, Druid, Shaman, Summoner and Wizard. These classes favor spell casting over auto attacking, making this a generally pointless trait.

Actives

TBA

Gnomes
Passives Gnomes are limited in their class repertoire, but befitting the most arcane focused race on Terminus, they provide strong benefit to the caster classes.

Incantation Mastery gives them a 20% chance to resist Silence effects. This is probably their weakest trait, but not at all a negligible one and useful for all of their available classes.

Constant Scholar increases the rate at which skills improve. As there are a vast array of skills, from melee to spells, combat to professions, this trait is universally useful.

Enigmatic Brilliance makes them gain more Mana from each point of Intelligence.


 * Exceptional: Enchanter, Summoner, Necromancer, Wizard
 * Subpar: Rogue, as they have no mana whatsoever. [[file:bullet.png]]

Ethereal Being increases dodge chance by 3%.
 * Exceptional: Rogue. As scouts, mischief-makers and melee characters, an extra boost to the Rogue's dodge chance is welcomed.
 * Subpar: Enchanter, Summoner, Necromancer, Wizard. At the end of the day, it's only 3% and, in an ideal situation, none of the casters will find much use from this trait. It remains to be seen how much Dodge modifiers Casters will have access to.

Actives

TBA

Halflings
Halflings have some interesting passives, but only one really influences class choice.

Passives Wraith Hunters, Wild Mind and The Fire of Youth are universal traits

Dagger Specialization increases the Dagger skill by 10 points.
 * Exceptional: Rogue
 * Subpar: All except Rogue.

Actives

TBA

Human
Passives Wanderlust increases the experience gained via exploration, as well as boosting faction gains with neutral factions. These traits are useful to all classes and are not factored heavily during consideration for class viability.

A People Inspired increases melee, Ranged and Spell haste by 2%. Every class benefits from this

Shield Specialization increases Shield Mastery skill by 10 points.
 * Exceptional: Paladin and Warrior. Both Paladins and Warriors have abilities that rely on them equipping a shield, and so will find Shield Specialization a handy boost.
 * Subpar: Dire Lord, Monk, Rogue and Ranger. These classes either can't equip shields at all or rarely do, and thus gain little to no benefit from this passive ability.
 * Additionally, it's worth considering that while Enchanters, Summoners and Wizards can equip certain shields, in an ideal situation they don't want to be taking the hits. This makes the passive occasionally useful at best.

Thronefastian Charm increases the effectiveness of skills and abilities modified by Charisma.
 * Exceptional: Enchanter, Paladin
 * Decent: Ranger
 * Subpar: All other classes.

Actives

TBA

Ogres
Passives

Staggering Strength increases Critical Damage by 5%. Both spells and abilities can critical, and this trait doesn't specify a requirement that the critical originate from a melee attack, making it a great trait for every class.

Broken Maw's Grit gives additional Attack Rating for each point of Strength.


 * Exceptional: Dire Lord, Warrior
 * Subpar: Druid, Shaman. Unlike Clerics, neither healer has abilities that suggest they will be encouraged to participate in melee combat, making this pointless for them.

Battle Hardened gives them a 25% chance to resist non-magical stun effects, and if used with Battle Trance (presumably their Racial Active), makes it non-magical stun Immunity. When combined together in this way, it's a fantastic trait for Dire Lord and Warrior, and an excellent emergency trait for Druid and Shaman, as it can help prevent the from being interrupted should they find themselves on agro.

Actives

TBA

Skar
Passives While a visually unique race, Skar have some of the least impressive racial passives and none of them particularly influence their class picks. Long-Suffering, Fear of the Nine God and Pack-Hunter are universally useful. The one exception is the 5% health bonus from Long-Suffering, which is more beneficial to Dire Lords than the other classes, as they have abilities that are modified by their max health points.

Actives

TBA