Races

You pick a race when you create a character, and you keep it for that character's life (until you Reincarnate). Grinweld has no classes — a race is purely a set of numbers, and "fighter" or "mage" is something you become through your Stats and Equipment choices.

A race is exactly three things:

  1. Starting stats — your STR / DEX / NTL / WIS / VIT at level 1.
  2. Per-level growth — how much a stat gains when you pour a level-up into it (added on top of the flat bonus; see Leveling & XP).
  3. Mastery caps — how high each Mastery can climb. This is the real long-term identity of a race.

Why caps matter more than starting stats. Starting stats are a rounding error after a few hundred levels. Mastery caps are permanent ceilings: a race capped at Bow 120 will out-shoot a race capped at Bow 90 forever, all else equal. Choose your race for the masteries you want to push, not for its opening numbers.

The six launch races

Race Theme STR DEX NTL WIS VIT Best at
Aelderkin All-rounder 14 14 14 14 14 Flexibility — every cap at 100
Mossgrim Bog tank 15 12 14 12 17 Maces & Armour; survival
Thistrel Thorn-quick archer 12 16 12 16 14 Bows, evasion, doublehit
Glimmane Gloaming scholar 12 11 17 16 14 Elemental spellcasting
Bramblyn Briar brawler 16 14 10 11 15 Axes & maces; raw melee
Veilborn Twilight drinker 13 12 15 15 13 Drain/heal sustain caster

Per-level growth (added when you raise that stat)

Race STR DEX NTL WIS VIT
Aelderkin 10 10 10 10 10
Mossgrim 12 8 10 8 14
Thistrel 8 14 8 12 10
Glimmane 7 8 15 13 9
Bramblyn 13 11 6 8 12
Veilborn 9 9 12 12 10

Mastery caps (the ceilings that define each race)

Caps not listed below default to 100 for Aelderkin and are otherwise close to each race's "off-axis" value. Doublehit is always hard-capped at 100 game-wide; the race cap just sets how close you can get. Ranks and some Accessories raise these caps further.

Race Signature caps Doublehit cap
Aelderkin Everything 100 50
Mossgrim Mace 115, Armour 125, elements ~90 40
Thistrel Bow 120, Sword 110, Armour ~90 65
Glimmane Fire/Cold/Air 120, Arcane 115, Drain 110 30
Bramblyn Axe 120, Mace 115, Sword 105, Armour 105 60
Veilborn Drain 125, Arcane 120, elements 105 45

How to read each race

  • Aelderkin"Hedge-born wanderers... take to any craft with the same quiet stubbornness." The safe first pick. 14s across the board, even growth, every cap at 100. It never specializes, but it can pivot to any build and never hits a wall the others would. Great for learning the game.

  • Mossgrim"Bog-kin with stone patience and peat in their veins." The tank. Highest VIT (17) and the highest Armour cap (125) in the game, plus a strong Mace cap (115). Slow, durable, forgiving. Pairs naturally with shields and Armour-mastery training in the Mossback Warrens.

  • Thistrel"Thorn-quick fae who duel the wind for sport." The skirmisher. DEX 16 means high melee hit and evasion, a class-leading Bow cap (120), and the best Doublehit cap (65) — so it lands extra strikes more often than anyone. Glass-leaning but deadly.

  • Glimmane"Moon-eyed scholars of the gloaming." The blaster. NTL 17 and triple 120 caps in Fire/Cold/Air make it the premier elemental nuker. Low STR and Doublehit; lives and dies by spell damage and a heal slot.

  • Bramblyn"Briar-blooded brawlers grown from soldier-graves." The bruiser. STR 16 and an Axe cap of 120 for the biggest melee swings, backed by decent VIT and Armour. The straightforward "hit it until it stops" race.

  • Veilborn"Twilight-kin who drink at the seam between worlds." The sustain caster. Balanced 15/15 NTL/WIS with the best Drain (125) and Arcane (120) caps — it heals as it damages and almost never has to stop. Lower VIT, but it rarely needs it.

Picking your first race

  • Want to never feel boxed in? → Aelderkin.
  • Want to survive your mistakes? → Mossgrim.
  • Want to delete things fast? → Glimmane (spells) or Bramblyn (melee).
  • Want a slippery, multi-hit striker? → Thistrel.
  • Want to grind forever without healing breaks? → Veilborn.

There are no advanced/reincarnation races at launch — see Reincarnation for how that system works when those are added.


Next: StatsMasteriesBuild Guide