Races
The four peoples a hero can come from — humans, elves, dwarves and gnomes — and what each one means for your roster.
Every hero in BattleGuild belongs to one of four playable peoples: humans, elves, dwarves and gnomes. A hero's people is shown on the tavern notes and on the hero sheet, and it decides which classes that hero can be trained into.
How races work
- The tavern offers a hero of a given people. When you hire, you choose their class from the list of classes that people can be trained into. Each people has five.
- Race is identity, not a stat bonus. Being an elf or a dwarf does not change a hero's stats, armor or weapons. A dwarf Mage and an elf Warrior follow the rules of their class like anyone else.
- Same world, different outlook. All four peoples live through the Starfall and the danger of the fallen sky-metal. They differ in how they look at it, never in who they are as individuals: any single hero of any people may think differently from the rest.
- The peoples are not the only inhabitants of the world. Other creatures you meet in the delves are enemies, not heroes. Only these four can join your guild.
Racial skills
Planned content — details may change before release.
Each people is planned to have two racial skills of its own, shared by every class of that people. A racial skill takes one of a hero's five skill slots, so equipping one means giving up a class skill. They cost no Mana and no Stamina; the price is the slot, the cooldown and the limits of the effect.
List of Races
| Race | Outlook on sky-metal | Can be trained as | Racial skills |
|---|---|---|---|
| Humans | Open to it; the most numerous people, and the ones arguing loudest about the old warnings | Mage, Warrior, Rogue, Cleric, Priest | Field Dressing, Rallying Call |
| Elves | Sceptical, but never a refusal to work alongside the others | Ranger, Mage, Priest, Druid, Shaman | Measured Step, Unravel |
| Dwarves | They use it: the first to open the ore, and the ones who learned to refine it | Warrior, Ranger, Rogue, Priest, Shaman | Firm Footing, Shake It Off |
| Gnomes | Generally open to it; small people with a place in every party | Warrior, Rogue, Mage, Druid, Shaman | Snag Cord, Pebble Flick |
What each people brings in battle
Planned content — details may change before release.
| Race | Planned combat identity |
|---|---|
| Humans | Practical support between neighbors: a small heal and a faster attack rhythm for nearby allies |
| Elves | Brief personal protection and removing an enemy's advantages |
| Dwarves | Soaking up pressure and shaking off harmful effects |
| Gnomes | Short interruptions and control over how enemies approach |