Races

A race adds its own rule on top of the class. Don't look for one race that's best at everything – compare its trait with the job that hero will have in your party.

Four adventurer portraits from Underkeep.
Four adventurer portraits from Underkeep.
Race Racial trait
Human 10% more experience.
Dwarf Infravision and +3% elemental resistance.
Stoneborn Can't wear body armour; gains 1 Armor at levels 1, 5, 9 and 13.
Raven One random beneficial stable mutation and one harmful unstable mutation.
Elk +1 Armor against animals.
Slugman Immune to critical hits; takes double fire damage.

Human and Dwarf

The Human bonus is about levelling up. It has nothing to do with a weapon or a resource, so it doesn't steer you towards any particular class.

The Dwarf has two separate advantages. Infravision is one thing and elemental resistance is another, so that 3% isn't a chance to see in the dark. The resistance protects against damage; it doesn't make a Dwarf immune to every status an elemental attack can bring.

Stoneborn without body armour

A Stoneborn can't wear body armour even if it meets the Strength requirement of a breastplate. The restriction comes from the race, not the attributes. Helmets, gloves, boots and the other slots still work, and on top of that the Stoneborn gains Armor at the levels in the table.

So when you compare it with another front-row hero, add up their total protection. Body armour from a chest can be a big upgrade for one hero and useless to the Stoneborn.

Raven: check the actual mutations

Every Raven gets a random pair of mutations, so two Ravens can turn out very different. Read both. The helpful one might suit the job you had in mind, and the harmful one might get in its way. The stable and unstable labels only tell you which group a mutation belongs to. What it actually does is in the mutation's own description, not the race description.

A few examples:

Mutation Effect
Rubbery Body Immune to Stun.
Bone Plating +1 Armor.
Roommate from the Void Melee attacks restore 5% of the damage dealt as health.
Godzilla Muscles +2 STR.
Photosensitive Eyes −20 to ranged hit chance.
Arcane Appetite Spells cost 1 extra Mana; matters for Wizards and Voidcallers.

Photosensitive Eyes hurts a Raven you're planning to put in the back row with a ranged weapon. For a front-row Raven fighting in melee, Roommate from the Void is a good fit.

Elk and Slugman

The Elk's extra Armor only counts against animals. How much it's worth depends on where you are and what you're fighting.

With a Slugman, plan around both halves of its trait. Before you rely on the immunity to critical hits, find out which enemies and hazards nearby deal fire damage.

Race and class

Your class decides your skills and the resource you pay for them with. Your race adds its trait and affects how your starting attributes tend to come out. Unusual pairings aren't banned, but they still have to meet the same conditions as the rest of the party: range, gear and resources.