There are currently 9 races for you to choose from. A character's race determines their starting location, to which they can teleport at any time for free using the /races spawn command. It also gives them 3 positive and 1 negative traits.
You can change race by visiting the Rebirth NPC at any race's starting town, but you will have to complete that race's rebirth quest.
Race | Description | Starting Location | Traits |
---|---|---|---|
Colvatchian | Hardy humans from the lost kingdom of Colvatchia | Woodport | Positive: +2 armour bonus and during the daytime they gain Haste & Luck
Negative: Inflicted with weakness and blindness if attacked by an enderman |
Nefaryn | Elven natives of Longbirch who are tall, slender and incredibly nimble | Anrekua Glade | Positive: 40% more movement speed, ignore minor fall damage and they gain a jump boost during daytime
Negative: Inflicted with weakness after taking fire damage |
Aquirioth | Tribal lizardfolk natives who are amphibious and love to hunt | Waterlily Swamp | Positive: Faster swim speed, can breathe underwater and have extra health
Negative: Inflicted with hunger while in the Desert or Nether |
Lyonian | Diminutive catfolk who exude knightly valour | Kishi Village | Positive: 70% less fall damage, 5% chance to dodge attacks and nightvision in the dark
Negative: Inflicted with weakness after taking explosion damage |
Netherfolk | Hyper-evolved, fire-proof humans who have adapted to the harsh Nether | Moltenforge Keep | Positive: Immunity to fire and lava and +2 armour bonus
Negative: Inflicted with hunger when coming into contact with water, ice or snow |
Undead | The dead, magically returned to life with newfound sentience | Graveheim | Positive: Immunity to poisons, cannot die of hunger and have extra health
Negative: Take damage if they consume anything other than rotten flesh, spider eyes, poison potatoes or potions |
Zianite | Golems created by dark magic constructed from obsidian and crystal | Cinderstone Cavern | Positive: Immune to knockback, increased strength when mana is full and nightvision in the dark
Negative: Inflicted with slowness after taking explosion or fall damage |
Dwarf | Short and stout humanoids with a love of mining and smithing | Mount Kuldor | Positive: Mine faster, nightvision in the dark and can enhance gold armour uniquely for free
Negative: Slower walk speed |
Goblin | Small, pointy-eared, green tribalfolk with a penchant for mischief, but an eye for invention | Skullcrack Gulch | Positive: Can quickly flee from danger and while in the dark they gain nightvision and can go invisible while sneaking
Negative: Inflicted with slowness briefly on picking up items |
All items (9)