|Ashes of Urh'Rok:||1.0.6|
|Embers of Rage Version:||1.0.4|
|Forbidden Cults Version:||1.0.1|
|Warning: this page contains spoilers.|
|This page may contain information that you might not want revealed. Read at your own risk.|
All creatures have a race: Monsters, NPCs, and players. Races consist of two parts; type and sub-type. Type is usually a species, while the sub-type is a variety of the species. For example, if you choose to play as a Higher, your type will be "Human", and your sub-type "Higher". This will be displayed as "Human/Higher" in the game. NPC examples include Demon/Major, Demon/Minor, Animal/Canine, and so forth.
There are sixteen playable races in ToME, six available by default, and ten unlockables (and/or require purchasing DLC).
Additional races created by the player community also exist as add-ons. While they offer more options and flavor, some may have unresolved bugs or balance issues.
Bold numbers are bonuses.
Italic numbers are penalties.
Racial stat modifiers do not change your base stats.
|Race||Str||Dex||Con||Mag||Wil||Cun||Luck||Exp Penalty||Life Rating||Racial Talents|
|Cornac||0||0||0||0||0||0||0||0||10||(starts with +1 category point and +1 class/generic points. Also, +1 class/generic points per 10 levels)|
|Doomelf (# * !)||-2||+1||+1||+3||+2||0||0||+12%||9|
|Drem (% *)||+3||+1||+1||+2||-1||0||0||+12%||12|
|Ogre (* !)||+3||-1||0||+2||-2||+2||0||+15%||13|
|Krog (% *)||+3||-1||+2||-2||+2||0||0||+15%||13|
|Ghoul (* $)||+3||+1||+5||0||-2||-2||0||+12%||14|
|Skeleton (* $)||+3||+4||0||0||0||0||0||+20%||12|
|Kruk Yeti (& * !)||+5||-3||+4||0||+1||-1||0||+12%||13|
|Whitehoof (& * $)||+3||-1||+2||+2||-3||+1||0||+15%||14|
|Parasite (% **)||0||0||0||0||0||0||0||0||as origin|
(*) Race must be unlocked.
(# Requires Ashes of Urh'Rok)
(% Requires Forbidden Cults)
($ are undead - so cannot ever betray escorts or go Anti-Magic - only relevant for Maj'Eyal campaign. Get some immunities and special skill interactions - notably, can't heal with many Nature abilities and cannot use infusions, only runes)
(! has racial spells, making them virtually pointless to take for an anti-magic character, but they can still betray escorts if they have no points in their racial tree and no runes - only relevant for Maj'Eyal campaign)
- Note: Drem have the innate spell to teleport back to their starting location, which would normally exclude them from anti-magic or betrayals - but this can be avoided: the Worm That Devours starter quest can be skipped by ignoring the portal to the Worm and going straight to the Maj'Eyal map. After 999 turns the quest fails, causing the teleport spell to be removed from the character. After that, provided they still meet the conditions for Zigur, they can betray escorts or go Anti-Magic the same as any other race.
(**) Needs Fanged Collar Artifact Amulet; Char must die; removes head item slot and the collar can't be removed