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Races of Zephara

Ten distinct playable options: six core races and four Beastkin tribes, each shaped by the Titans and the Sundering

The races of Zephara were shaped by the Titans before the Sundering. Each carries echoes of divine power in their blood—gifts and burdens that define their cultures, abilities, and place in the world.

Human Warrior

Humans

The Adaptable Ones

The most numerous and adaptable of Zephara's races. Humans built the great cities, founded the Council of Realms, and spread across every region. What they lack in innate magical gifts, they make up for in determination and versatility.

Adaptable — Bonus skill points

Ambitious — Faster XP gain

Diplomatic — Faction reputation bonus

Dwarrow Thane

Dwarrow

The Stone-Blessed

Children of the mountains, shaped by Glacius and Terra. The Dwarrow carved vast underground kingdoms beneath the Frostpeak Reaches. Master smiths and miners, they guard ancient traditions and the Ice Shard entrusted to their care.

Stoneborn — Natural armor bonus

Master Crafters — Smithing bonus

Frost Resistant — Cold damage reduction

Sylvari Elder

Sylvari

The Green Wardens

Born from the union of Terra's earth and Tempestus's breath, the Sylvari are deeply connected to nature. They dwell in the Verdant Expanse, building their cities among the ancient trees. The Emerald Circle druids are primarily Sylvari.

Nature Bond — Nature magic bonus

Keen Senses — Enhanced perception

Fleet Footed — Movement speed bonus

Sunborn Priest

Sunborn

The Illuminated

Descendants of humans blessed by Ignis, the Sunborn carry fire in their veins. They built a great empire in the Amber Wastes, now ruled by a theocracy devoted to the memory of the Fire Titan. Their priests command powerful flame magic.

Ignis Blood — Fire magic bonus

Heat Resistant — Fire damage reduction

Radiant — Light spell enhancement

Tide-Kin Captain

Tide-Kin

Children of the Storm

Aqualis's chosen people, amphibious beings who dwell both above and below the waves. The Tide-Kin remember secrets lost to surface dwellers—ancient ruins predating the Sundering lie in their underwater domain.

Amphibious — Breathe underwater

Water Affinity — Water magic bonus

Pressure Adapted — Deep diving ability

Grimkin

Grimkin

The Cursed Ones

Humans transformed by Shadowfen's corruption but who retained their free will. The Grimkin are feared and shunned, yet they prove that corruption doesn't equal evil. They fight to reclaim their humanity while wielding the very darkness that changed them.

Shadow Touched — Dark magic bonus

Corruption Immune — Cannot be corrupted

Night Vision — Perfect vision in darkness

The Beastkin Tribes

Four distinct tribes, each embodying a different aspect of the wild. United in the Confederacy, they guard the Eastern Marches and carry Gaia's blessing in their blood.

Vythrak - Serpent Tribe

Vythrak

The Serpent Tribe

"Patience and poison—the serpent strikes once."

Lean and calculating, with iridescent scales and forked tongues. The Vythrak are scholars, assassins, and alchemists—the Confederacy's spies and strategic advisors.

Serpent's Cunning — Stealth & alchemy bonus

Venomous — Poison damage bonus

Patient Hunter — Critical strike bonus

Thornhide - Rhino Tribe

Thornhide

The Rhino Tribe

"We are the fortress. We do not break."

Massive and immovable, with natural bone armor and powerful horns. The Thornhide are warriors and master smiths who provide the Confederacy's military might.

Natural Armor — Massive defense bonus

Unstoppable — Cannot be knocked down

Charge — Devastating melee attacks

Ironpaw - Wolf Tribe

Ironpaw

The Wolf Tribe

"The pack is eternal. Together we conquer."

Swift and fierce, with elongated ears and pronounced canines. The Ironpaw are scouts and rangers who roam the Eastern Marches in tight-knit packs.

Pack Tactics — Bonus with allies nearby

Swift Runner — Enhanced movement speed

Keen Tracker — Superior tracking ability

Ursine - Bear Tribe

Ursine

The Bear Tribe

"The earth speaks to those who listen."

The largest Beastkin, towering and powerful with thick fur. The Ursine are shamans and chieftains—spiritual leaders who guard sacred groves and ancient wisdom.

Primal Fury — Berserker rage ability

Nature Magic — Shamanic powers

Mighty Strength — Maximum carry weight

Choose Your Heritage

Your choice of race affects starting abilities, faction relationships, and unique dialogue options throughout the game. Some quests and areas may be easier—or harder—based on your heritage.

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