Just some ideas to help make the races a bit more unique. All of the ideas focus on gameplay style, because x% increased damage is just plain boring and doesn't lend to a specific racial identity. Feel free to post your own ideas. Dwarves: Sturdy tools: Effect: Tools used by Dwarves have a chance not to receive durability damage Reason: Establishes Dwarves as master craftsmen. Primary purpose is to allow for longer sessions of mining to reinforce mining as a part of their culture. Master Stone Carving: Effect: Stone tools can gather the same materials as Iron. Reason: Reinforces the stone craftsmanship emphasis for the dwarves. Allows a culture focused on mining to be more efficient with materials. Elves: Loremaster: Effect: Chance to be reimbursed with experience when using enchanting tables Reason: Establishes the elves as the dominant intellectual race. Trained pets: (not sure how possible this is) Effect: Wolves will aggro targets that have been hit by the owners arrows Reason: Gives more functionality to wolves and reinforces the bond with nature and animals that the elves have. Orc: Endurance: Effect: Sprinting doesnt consume food level as fast (equivalent to walking) Reason: Establishes the physical prowess of an orc. Crippling Blows: Effect: Critical maelee hits cause (blindness/nausia/slowness/or something) Reason: Further establishes the physical prowess of an orc. Gives an extra element in combat to a race dedicated to battle. Tigran: Prowl: Effect: Sneaking removes nametag, reduces mob aggro range, and travels as fast as walking. Reason: Establishes cat-like hunting abilities. Nimble: Receiving damage grants a speed boost. Reason: Cat like reflexes allow Tigrans to more easily avoid attackers. Undead: The Cursed: Effect: Immune to starvation but does not heal by food level Reason: The undead are beings kept alive by their curse, and as such do not require food. Life Sap: Effect: Health recovered when receiving exp points Reason: Simulates either eating a corpse or absorbing the life of a slain enemy to fuel the curse. Naga: Resilient: Effect: Requires less food for passive health regen to apply. Reason: Naga are able to survive with less food than normal due to harsh conditions of homeland. Yanar: Photosynthesis: Effect: Passive Food Saturation regen in direct sunlight. Reason: Reinforces the plant like nature of the species.