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