Pantheon: Rise of the Fallen Wiki
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Classes
Cleric
Druid
Dire Lord
Enchanter
Monk
Paladin
Ranger
Rogue
Shaman
Summoner
Warrior
Wizard
Class Information
Races
Archai
Dark Myr
Dwarf
Elf
Gnome
Halfling
Human
Ogre
Skar
Race Information
Useful Links
Beginner's Guide
Abilities and Spells
Equipment
Crafting
Zones
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Pantheon: Rise of the Fallen
1,093
pages
Explore
Main Page
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Classes
Cleric
Druid
Dire Lord
Enchanter
Monk
Paladin
Ranger
Rogue
Shaman
Summoner
Warrior
Wizard
Class Information
Races
Archai
Dark Myr
Dwarf
Elf
Gnome
Halfling
Human
Ogre
Skar
Race Information
Useful Links
Beginner's Guide
Abilities and Spells
Equipment
Crafting
Zones
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Race Guide
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Race Guide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
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 [[:Category:Guides|Guides]] page for all of the guides available on the wiki. __TOC__ ==Archai== <b> Passives </b></br> [[file:bullet.png]]'''Natural Acclimation''' increases an acclimation score, depending on the element of the Archai <small>(Fire/Scorching | Water/Frigid | Wind/Windshear | Earth/Toxic). </small> This doesn't factor heavily into class consideration. [[file:bullet.png]] '''Living Reservoir''' all mana-drain effects are reduced by 20%. :Great: [[Druid]], [[Shaman]], and [[Wizard]] :Useless: [[Warrior]] and [[Monk]]. [[file:bullet.png]] '''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. [[file:bullet.png]] '''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 abilities. Wizards will benefit greatly from this trait, as they gain a special bonus on their own by using an element consecutively. :Subpar: [[Monks]] only have limited access to elemental abilities. :Useless: [[Warriors]] lack elemental abilities. <b> Actives </b></br> TBA ==Dark Myr== <b> Passives </b></br> '''Born of Deep Waters''' <small>(increases Anaerobic & Pressure Acclimation)</small>, '''Vestige of Syronai''' <small>(underwater breathing and swim speed)</small> and '''Perceptive''' <small>(+10 Insight skill)</small> are largely out-of-combat passives and factor very little into class consideration. [[file:bullet.png]] '''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. <b> Actives </b></br> TBA ==Dwarf== <b> Passives </b></br> [[file:bullet.png]] '''Ice and Stone''' increases Cold Resistance, as well as Frigid and Toxic acclimation scores. This doesn't factor heavily into class consideration. [[file:bullet.png]] '''Fortitude''' gain extra Hit Points from each point of Stamina. An excellent passive for every class. [[file:bullet.png]] '''Grip of the Dwarven Father''' grants immunity to being Disarmed. :Great: All but the [[Enchanter]] :Subpar: [[Enchanter]]. It's not as impactful against them. [[file:bullet.png]] '''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: [[Enchanters]] are unlikely to utilize this trait, as they prefer casting to auto attacking. <b> Actives </b></br> TBA ==Elf== <b> Passives </b></br> [[file:bullet.png]] '''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|Rogue,]] [[Summoner]], [[Warrior]] and [[Wizard]] don't have access to any nature related abilities. [[file:bullet.png]] '''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. [[file:bullet.png]] '''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 <small>(aug. 2020)</small> it is hard to say whether or not "spell" rating effects abilities (such as those used by Warriors and Rogues) [[file:bullet.png]] '''Unflinching''' grants a chance to resist being knocked down or back. A universally beneficial trait, as being moved interrupts casting. [[file:bullet.png]] '''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 casting over auto-attacking, making this a generally pointless trait. <b> Actives </b></br> TBA ==Gnomes== <b> Passives </b></br> [[file:bullet.png]] '''Incantation Mastery''' gives them a 20% chance to resist ''Silence'' effects. Universally useful. [[file:bullet.png]] '''Constant Scholar''' increases the rate at which skills improve. Universally useful. [[file:bullet.png]] '''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]]. :Great: [[Enchanter]], [[Summoner]], <!--[[Necromancer]],--> [[Wizard]]. Though ideally they won't use it much, a raw boost to survivability, no matter how small, is a great trait for all classes. <b> Actives </b></br> TBA <br /> ==Halflings== <b> Passives </b></br> [[file:bullet.png]]'''Wraith Hunters''' <small>(bonus to damage done to Wraiths)</small>, '''Wild Mind''' <small>(+20% chance to resist Charm and Mes)</small> and '''The Fire of Youth''' <small>(grants a bonus to the effects of consumables)</small>. These are universal traits. [[file:bullet.png]] '''Dagger Specialization''' increases the ''Dagger'' skill by 10 points. :Exceptional: [[Rogues]] require a piercing type weapon to use [[File:ROG backstab icon.png|25px|link=]] [[Backstab]], so they will almost always benefit from this trait. :Decent: [[Ranger]] and [[Warrior]]. Both have access to daggers but unlike the Rogue, they don't have an ability requirement to. :Useless: [[Druids]] cannot equip piercing type weapons. <b> Actives </b></br> TBA ==Human== <b> Passives </b></br> [[file:bullet.png]] '''Wanderlust''' increases the experience gained via exploration, as well as boosting faction gains with neutral factions. Universally useful. [[file:bullet.png]] '''A People Inspired''' increases melee, ranged and spell haste by 2%. Universally useful. [[file:bullet.png]] '''Shield Specialization''' increases Shield Mastery skill by 10 points. :Exceptional: [[Paladin]] and [[Warrior]]. Both classes have abilities that rely on them equipping a shield, so they are likely to utilize this boost frequently. :Decent: [[Enchanter]], [[Summoner]]<!--, [[Necromancer]]--> and [[Wizard]]. :Useless: [[Dire Lord]], [[Monk]], [[Ranger]] and [[Rogue]]. None of these classes can equip shields. [[file:bullet.png]] '''Thronefastian Charm''' increases the effectiveness of skills and abilities modified by Charisma. :Exceptional: [[Enchanter]] and [[Paladin]]. :Decent: [[Rangers]]. They have some access to abilities modified by Charisma. :Subpar: All other classes. <b> Actives </b></br> TBA ==Ogres== <b> Passives </b></br> [[file:bullet.png]] '''Staggering Strength''' increases Critical Damage by 5%. :Exceptional: [[Dire Lord]] and [[Warrior]] :Subpar: [[Druid]] and [[Shaman]]. Spells cannot critically hit. <ref>[https://youtu.be/O4AVCTIIE0E?t=3517 Spells can no longer critical (Dec, 2021. Retrieved 2/2022)]</ref> [[file:bullet.png]] '''Broken Maw's Grit''' gives additional Attack Rating for each point of Strength. :Exceptional: [[Dire Lord]] and [[Warrior]] :Subpar: [[Druid]] and [[Shaman]]. Unlike Clerics, neither healer has abilities that suggest they will be encouraged to participate in melee combat. [[file:bullet.png]] '''Battle Hardened''' gives them a 25% chance to resist non-magical stun effects. :Exceptional: [[Dire Lord]] and [[Warrior]]. :Great: [[Druid]] and [[Shaman]]. This can help prevent spell interrupts while being attacked, which could be the difference between landing a heal or not. :::Note: When the [[Ogre]] uses '''Battle Trance''' (presumably a Racial Active), this becomes non-magical stun '''immunity'''. <b> Actives </b></br> TBA <br /> ==Skar== <b> Passives </b></br> '''Fear of the Nine God''' <small>(+20% chance to resist Fear)</small> and '''Pack-Hunter''' <small>(Up to 5% additional movement speed when in range of Skar group members.)</small> are universally useful, if situational. '''Long-Suffering''' increases max health by 5%. Also universally useful and less situational :Exceptional: [[Dire Lords]] have abilities that are modified by their max health points. :Great: Every other class. <b> Actives </b></br> TBA <br /> ==Tier List== A summary of what race(s) best suit a class, along with justifications for why. ;[[File:Cleric.png|25px|link=]] [[Cleric]] | Human : Capable in Melee, Clerics can leverage both the attack speed and spell haste. Though it's more situational than the Dwarf's HP boost from STA, the Shield Mastery is a nice defensive trait for when the Cleric isn't equipping a Celestial Tome. ;[[File:Dire lord.png|25px|link=]] [[Dire Lord]] | Ogre : Not a single of the Ogre's traits is wasted by the Dire Lord. ;[[File:Druid.png|25px|link=]] [[Druid]] | Elf (Ashen) : Druids have access to a lot of Nature spells, and Wisdom is a primary attribute for them. ;[[File:Enchanter.png|25px|link=]] [[Enchanter]] | Gnome / Human: The decision between Gnome or Human depends on one question: "Do you want to Tradeskill"? If you aren't very interested in tradeskilling, then Human is likely the stronger pick. ;[[File:Monk.png|25px|link=]] [[Monk]] | Human : Consistency is the primary factor here. The Human's innate hastes for melee and casting are going to always be functional, and the exploration and faction bonuses are also going to come into play more frequently than traits like the Skar's bonus movement/fear resistance, the Archai's endurance drain immunity/elemental attunement or...any of the Dark Myr's traits. ;[[File:Paladin.png|25px|link=]] [[Paladin]] | Human : Humans win out over Dwarves for much the same reason they did for the Monk: a Dwarf Paladin may not always have a Blunt weapon equipped or need the acclimation bonuses, while a Human is always going to benefit from the melee and spell haste and can reliably leverage the CHA modifier. Again, the exploration and faction traits are a nice touch. ;[[File:Ranger.png|25px|link=]] [[Ranger]] | Elf (Ember) : Dual AGI/DEX effectiveness bonuses, with the added potential of boosting Nature spells. ;[[File:Rogue.png|25px|link=]] [[Rogue]] | Dark Myr / Elf (Ember) / Halfling : Rogues have a lot of interesting options when it comes to Race choice. As Rogues are going to want to have Daggers equipped to use [[File:ROG backstab icon.png|25px|link=]] [[Backstab]], the Halfling is an appealing choice for the damage-minded Rogue. The occasional synergy with the Wraith damage bonus and the boost to consumables are a nice touch On the other hand, an Ember Elf brings a dual synergy with AGI and DEX along with some defensive qualities, like the boost to Nature resistance and the +20% resistance to Knockdown/Knockback effects. They are a happy medium of aggressive and defensiveness, with their traits being more consistently useful. Finally, Dark Myr are on the opposite side of the Halfling. They gain no direct combat benefit for their traits, but they do amplify a critical aspect of the Rogue's kit: Stealth. ;[[File:Shaman.png|25px|link=]] [[Shaman]] | Elf (Ashen) : The same logic as the Druid: they have access to nature spells and WIS is a core attribute for Shamans. ;[[File:Summoner.png|25px|link=]] [[Summoner]] | Gnome / Archai : The gnome is the consistent and "safe" choice. The extra mana is the primary lure, with the added bonus of increased skill experience. The dodge chance and +20% resistance to silence are nice additions. The Archai is the damage oriented pick, thanks to the elemental boost, but is far less consistent than the Gnome. ;[[File:Warrior.png|25px|link=]] [[Warrior]] | Ogre : Similar to the Dire Lord, the Warrior can leverage each of the Ogre's traits. ;[[File:Wizard.png|25px|link=]] [[Wizard]] | Archai / Gnome : Very similar to the Summoner, but the Archai makes a more interesting pick for a Wizard because of their Focus mechanic, which rewards casting the same element continuously and synergizes perfectly with the Archai's Elemental Attunement. As with the Summoner, the Gnome is the consistent choice. ==Reference(s)== <references> </references> [[Category:Guides]]
Summary:
Please note that all contributions to the Pantheon: Rise of the Fallen Wiki are considered to be released under the CC BY-NC-SA
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab