Choosing the right race dictates your overall build efficiency. Common races provide modest bonuses, while rare and mythic options grant game-changing combat mechanics. Below is an overview of the available bloodlines, categorized by their rarity and inherent traits.
Human (Common - 37.7% Chance)
Adaptable and steady beneath any burden. Provides a +10% bonus to XP and class mastery gained from battles, making it a reliable starting option for new players.
Ashborn (Uncommon - 9.4% Chance)
Marked by heat, hardship, and stubborn life. Offers a cost-effective performance boost with +8% max HP and +6% attack power.
Goblin (Uncommon - 8.7% Chance)
Clever little scavengers granting +8% more gold and a 6% better chance to find bonus loot during your dungeon runs.
Dwarf (Uncommon - 8.7% Chance)
Sturdy adventurers outfitted with +15 maximum HP and +6% defense, providing a solid frontline buffer.
Stonekin (Uncommon - 8.0% Chance)
Dense-boned survivors offering +20 maximum HP and 15% stronger Fist attacks, ideal for close-combat brawler builds.
Sylvan (Rare - 7.2% Chance)
Old-wild spellcasters granting +12% Nature damage alongside the Call Sylph skill, which summons a fairy ally that fights and heals.
Slime (Rare - 6.5% Chance)
Springy translucent folk who resist blunt force, fear flame, and naturally regenerate health after battles conclude.
Vesper (Rare - 5.8% Chance)
Arcane-veiled folk featuring greater Energy reserves, stronger magic, and a valuable chance to evade hostile incoming abilities. Highly recommended for magic-focused setups.
Mushroom (Rare - 4.3% Chance)
Spore-born wanderers with a unique defensive counter: when hit, there is a 16% chance their spores will poison the attacker.
Celestine (Mythic - 1.4% Chance)
A scarce bloodline carrying a pale star-sign, offering +6% critical strike chance, +4% dodge, and +6% magic power.
Seraph (Mythic - 0.7% Chance)
Pale celestial wanderers crowned by a living golden halo. Features Angelic Blessing, causing allies to take 10% less damage and receive 25% stronger healing on the first turn for 2 rounds.
Nightborne (Mythic - 0.7% Chance)
An old moonlit bloodline with crimson eyes and a hunter's thirst. Features Bloodthirst, where every attack heals you for 15% of the damage dealt (capped at 7% of your max HP per move), making survivability exceptionally high.
Tideborn (Mythic - 0.7% Chance)
Sea folk with fins for ears and the tide in their veins. Features Tidal Grace, which automatically heals 5% of your max HP at the start of each of your turns.