|“||Nearly a thousand years ago, the first of nine races were brought to Terminus, an ancient planet ruled by Rok’Nhilthamos, the Dragon King. Bound together by the mystery of their arrival, the races broke apart after the War of Gods threatened their very existence. Now, after a millennia of searching, the secrets of this world remain buried like bones beneath skin.||„|
|~ Official Description|
There are currently 9 races to choose between:
The Race you choose will determine what classes are available to play. Class restrictions are determined by that race's history and lore. In the following image, you can see the current (ca. 2017) plans for class restrictions by race. These are subject to change.
Races have access to a set of Racial Passives and Racial Actives which are unique to that race. Unlike Class Passives, you do not need to slot Racial Passives.
|Living Reservoir: All mana-drain effects are reduced by 20%
Effervescent: Grants immunity to effects that drain Endurance.
Elemental Attunement: Grants a bonus to the effectiveness of abilities that match the elemental attunement of the Archai.
Natural Acclimation: Innate bonus to an Acclimation Score based on the Archai's Attunement.
|Vestige of Syronai: Grants underwater breathing and increases Swimming speed.
Perceptive: Increases Insight skill by 10 points.
Embittered Psyche: Increases Stealth Awareness by 10 points and increases Stealth effectiveness
Born of Deep Waters: Bonus to Anaerobic and Pressure Acclimation scores.
|Fortitude: Dwarves gain extra Hit Points from each point of Stamina.
Grip of the Dwarven Father: Immunity to being Disarmed.
Ice and Stone: Innate bonus to Cold Resistance as well as Frigid and Toxic Acclimation scores.
Mountain-forged: Increases Blunt Weaponry skills by 10 points.
|Lucent Ancestry: Grants an innate bonus to Nature Magic resistance and increases the effectiveness of Nature abilities.
Nimble: Increases the effectiveness of abilities modified by Agility
Deep Recitation (Ashen): 20% chance to resist Spell interruption and Counterspell abilities.
Sagacious (Ashen): Gain additional Spell Rating for each point of Wisdom.
Unflinching (Ember): 20% chance to resist Knockdown and Knockback abilities.
Deftness (Ember): Gain additional Attack Rating for each point of Dexterity.
|Incantation Mastery: 20% chance to resist Silence effects.
Enigmatic Brilliance: Gnomes gain more Mana from each point of Intelligence.
Ethereal Being: Increases dodge chance by 3%.
Constant Scholar: Increases the rate at which skills improve.
|Wraith Hunters: Grants a bonus to the damage inflicted to Wraith targets.
Wild Mind: Innate 20% chance to resist Charm and Mesmerization effects.
The Fire of Youth: Grants a bonus to the effects of Consumables.
Dagger Specialization: Increase the Dagger skill by 10 points. 
|A People Inspired: Increases Melee, Ranged and Spell haste by 2%.
Wanderlust: Bonus to faction gained with neutral factions and increases experience gained through Exploration.
Shield Specialization: Increases Shield Mastery skill by 10 points.
Thronefastian Charm: Increases the effectiveness of skills and abilities modified by Charisma. 
|Broken Maw's Grit: Ogres gain additional Attack Rating for each point of Strength.
Staggering Strength: Increases Critical Damage by 5%
Battle Hardened: 25% chance to resist non-magical stun effects. Stun Resistance becomes Stun Immunity during Battle Trance.
|Long-Suffering: Increases max health by 5%.
Fear of the Nine God: 20% chance to resist Fear effects.
Pack-Hunter: Up to 5% additional movement speed when in range of Skar group members.
Note: Elves have two playable sub-races: Ashen or Ember. Both have access to the first two passives, with the remaining two determined by the sub-race.
For more detailed information about attributes/statistics in general, please see Attributes.
The race you choose determines your starting attributes. You are then given a certain amount of stat points to spend, which you may put wherever you like.
Race and Faction
For more detailed information about faction, please see Faction.
Races have a specific set of faction at the start, which determines what areas they can readily access. For example, a Skar is welcome in Skargol, but will not be readily welcomed in the Human city of Thronefast. To be able to enter Thronefast, they will have to find ways to increase their faction with the humans who live there.
- See the Fan Videos page for videos created by fans and players, including Racial Lore videos.
For more images relating to a specific race, please see their Race page.
Archai race symbol (Pre-Alpha)
Dark Myr race symbol (Pre-Alpha)
Dwarf race symbol (Pre-Alpha)
Elf race symbol (Pre-Alpha)
Gnome race symbol (Pre-Alpha)
Halfling race symbol (Pre-Alpha)
Human race symbol (Pre-Alpha)
Ogre race symbol (Pre-Alpha)
Skar race symbol (Pre-Alpha)
|Archai Dark Myr Dwarf Elf Gnome Halfling Human Ogre Skar|