Racial Traits
Race-specific bonuses you equip in up to four slots. Not the same as Skills.
Racial Traits are race-specific bonuses you equip on your character. They are not the same as Skills (Hunting, Smithing, Farming, Seafaring, Animal Taming). Skills rise with practice; racial traits are a fixed pool unique to your race that you choose and equip.
Open them from the Character screen → Racial Traits.
How they work
- You may equip up to 4 racial traits at once from your race's pool.
- Trait slots unlock with level:
| Slot | Unlocks at |
|---|---|
| 1 | Level 2 |
| 2 | Level 6 |
| 3 | Level 10 |
| 4 | Level 14 |
- Equip, unequip, and reorder by drag and drop.
- Saving a new equipped set costs 1000 gold once (reordering alone is free).
- Changing race clears your equipped racial traits.
- Death always clears your equipped racial traits, even if you Rebirth through a house.
Epic story unlocks
Some of the strongest traits in each race's pool stay locked until you advance the Epic Quests storyline. Claim the chapter rewards from certain books to permanently add those traits to your pool. Until then, they appear greyed out on the Racial Traits screen.
Dwarf
See also the Dwarf race page.

Endurance of Stone
+25 Armor
The mine is stubborn, just like you. But dwarves are hard as the stone itself. Working under the mountain toughens your body and raises your armor by +25.

Return to Mitron
Once a Day: Travel to Mitron
Mitron's stone roads never leave your mind. Once a day, ignoring your weariness, you may return to your homeland.

Hammerhand
+2.5% Smithing Chance
No one forges iron like the dwarves. This lets you carry your ancestors' craft into your own work. Raises item upgrade chance by +2.5%.

Axe-master
+25 Attack with Axe
An axe in a dwarf's hand becomes a machine of ruin. Years at the anvil have hardened your wrist. When you attack with an axe, you gain +25 attack.

Deep Pockets
Alliance Donate Limit 200
Dwarves are not miserly; their purses are simply deep. The gold you may donate to the alliance treasury each day rises to 200.

Armor-breaker
2x Damage to Enemy Armor in Fights
Axes forged with dwarven skill deal twice as much wear to an enemy's armor. They are nothing like elven toothpicks.

Elf-friend
Summon Elf Guard
Friendship between elves and dwarves hangs by a thread. Still, you may call a guard from Praguh's people to aid you on group quests.
Elf
See also the Elf race page.

Grace of Faelwyn
+25 Speed
Your feet barely touch the ground. You move as if gliding, and your speed rises by +25.

Return to Faelwyn
Once a Day: Travel to Faelwyn
The Golden Forest will not refuse you. Once a day you may leave the road and stand again in Praguh's capital.

Sylvan Veil
-5% Scout Success Chance vs You
Leaves cover your trail and shadow swallows your steps. Scouts who hunt you find the path -5% harder.

Tide-reader
+2.5% Seafaring Chance
You read the speech of the waves. You feel the storm before the wind turns. At sea, your success chance rises by +2.5%.

Bow-master
+25 Attack with Bow
The bow breathes in your hands. When the string is drawn, the target has nowhere to hide. While you wield a bow, you gain +25 attack.

Windrunner
-20% Travel Time
You glide like the wind on forest roads. Even a long path ends early under your feet. Your travel time is reduced by 20%.

Keen Counsel
+20% Counselor Intelligence
As Counselor, your ears catch every whisper. Alliance intelligence arrives at your door +20% more often.
Human
See also the Human race page.

Heart of Lion
+25 Courage
When the line breaks, men do not yield. A lion's heart steadies you; your courage rises by +25.

Return to Sinraen
Once a Day: Travel to Sinraen
Sinraen's walls can be seen from afar. Once a day, without heeding weariness, you may return to your homeland.
Green Thumb
+2.5% Farming Chance
The soil sprouts at your touch. Seeds grow more hopeful in your hands. Your farming success chance rises by +2.5%.

Sword-master
+25 Attack with Sword
In Sinraen even children sleep clutching their swords. In your hand, steel speaks. While you wield a sword, you gain +25 attack.

Fellowship
Group Quest Outcome Luck
Walking alone takes daring. With friends beside you, fortune follows. If anyone in the party has Fellowship equipped, the group's outcome chances improve the same way as a horseshoe. Stacks with horseshoe.

Duty-bound
+20% Captain's Sacrifice
Men make fine leaders and pioneers. Leadership demands sacrifice. As Captain of an alliance you do not leave your people behind; you throw yourself forward +20% more than others.

Elf-friend
Summon Elf Guard
The kings of Sinraen have long kept counsel with Praguh's people. You may call an elven guard to aid you on group quests.
Orc
See also the Orc race page.

Ironhide
+25 Armor
Orc flesh learns war the hard way. Blows glance off hide as tough as iron; your armor rises by +25.

Return to Tien
Once a Day: Travel to Tien
Tien's fire still burns within you. Once a day you may leave the road and return to Annamor's fortress.

Drake-bond
Dragon Tame & Train, +1% Damage
An old bond ties orc and dragon. Taming gains +10 success chance. You train them 10% more efficiently, and their breath hits +1% harder.

Sword-master
+25 Attack with Sword
Orc steel is meant to bite. In your fist a sword is not a duelist's toy — it is a butcher's tool. While you wield a sword, you gain +25 attack.

Hunt-scent
+5% Scout Success Chance
The wind carries your enemy's scent to you. Fear leaves a trail, and you read it well. When you send a scout, success chance rises by +5%.

Weapon-breaker
2x Damage to Enemy Weapons in Fights
Orcs love to shatter steel. In fights you often aim for the foe's weapon and deal twice the wear to it.

Duty-bound
+20% Captain's Sacrifice
Orc captains do not hang back and shout. Leadership is a charge, not a speech. As Captain of an alliance you throw yourself forward +20% more than others.
Goblin
See also the Goblin race page.

Fleetfoot
+25 Speed
Goblin feet were made for hard roads. Those who chase you struggle to catch up. Your speed rises by +25.

Return to Salderan
Once a Day: Travel to Salderan
Salderan's tunnels know your name. Once a day you may leave the open road and appear again in your nest.

Shadow Cloak
-5% Scout Success Chance vs You
Night is on your side. Your shadow cloak covers your trail; scouts who follow you lose the scent more often.

Soft-step
+25 Speed with Boots
A quiet step is a fast step. Boots made from enemy hide carry your silent feet without touching the ground. While wearing boots, you gain +25 speed.

Four Legs Run
-20% Travel Time
You travel low and tireless, like a little worm. The road shortens under your feet. Your travel time is reduced by -20%.

No Witness
No Murder Witness
When you strike, everyone flees in fear. No one witnesses your final blow, and no witness remains.

Keen Counsel
+20% Counselor Intelligence
As Counselor, your ears catch every whisper. Alliance intelligence arrives at your door +20% more often.
Dark Elf
See also the Dark Elf race page.

Shadow of Vael
+15 Courage, +10 Speed
Your ancestors' agility has not yet left you. Your courage comes from homelessness. When equipped, it grants both bonuses at once.

Return to Vael
Once a Day: Travel to Vael
The false palace still calls its children home. Once a day you may leave the road and stand again before Eryndor's gates in Vael.

Cursed
No Heir or Vengeance Bonus
Dark Elves live in the shadow of this curse. When you die while this trait is equipped, rebirth through a house does not save you. Those you killed cannot use the vengeance bonus against you either.

Tide-reader
+2.5% Seafaring Chance
You read the speech of the waves. You feel the storm before the wind turns. At sea, your success chance rises by +2.5%.

Bow-master
+25 Attack with Bow
The bow breathes in your hands. When the string is drawn, the target has nowhere to hide. While you wield a bow, you gain +25 attack.

Windrunner
-20% Travel Time
You glide like the wind on forest roads. Even a long path ends early under your feet. Your travel time is reduced by 20%.

Jewel Enthusiast
2x Damage to Enemy Jewels in Fights
The Dark Elves' cosmetic vanity, inherited from Faelwyn, drives them to envy their enemies' jewelry. Your opponent's ring and necklace wear twice as fast in honour PvP.
