Human Released AFFECTER_Human
Fast learner but burns out. Growth Fatigue is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.
| Talent | Min | Max |
| Will Power | 10 | 30 |
| Intelligence | 10 | 30 |
| Perception | 10 | 30 |
| XP bonus | +15% experience gained |
| Base recruit weight | 100 |
| Background pool | 27 backgrounds |
| Dietary rules | Food & Mood guide |
Settler name pool (137 names)
The default, most common recruit (the highest recruit weight at every clan rank; see the chips above). The only race with an experience bonus. Has the largest procedural name pool.
Elf Released AFFECTER_Elf
Vegetarian by conscience. Carnal Guilt is a mood penalty Elves take when they eat meat, though they ignore the mood penalty of the vegetarian penalty foods (the porridges).
| Talent | Min | Max |
| Strength | -30 | -10 |
| Intelligence | 30 | 50 |
| Agility | 10 | 30 |
| Perception | 10 | 30 |
| Base recruit weight | 25 |
| Background pool | 29 backgrounds |
| Dietary rules | Food & Mood guide |
Settler name pool (135 names)
A support/caster-leaning race. Elves become recruitable at clan rank 2, the first rank with a non-zero Elf weight (see the per-rank chips above). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant).
Lizardman Released AFFECTER_LizardMan
Carnivore by nature. Plant Rage is a mood penalty Lizardmen take from eating vegetables, though they ignore the mood penalty of the carnivore penalty foods (the raw and monster meats).
| Talent | Min | Max |
| Strength | 30 | 50 |
| Constitution | 10 | 30 |
| Will Power | 30 | 50 |
| Intelligence | -30 | -10 |
| Agility | 10 | 30 |
| Base recruit weight | 35 |
| Background pool | 27 backgrounds |
| Dietary rules | Food & Mood guide |
Settler name pool (102 names)
A frontline melee/tank race with a mining and taming focus. Recruitable from clan rank 1 (weight per rank in the chips above). Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore.
Dwarf Unreleased AFFECTER_Dwarf
None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.
| Talent | Min | Max |
| Strength | 10 | 30 |
| Constitution | 30 | 50 |
| Will Power | 10 | 30 |
| Agility | -30 | -10 |
| Base recruit weight | 0 |
| Background pool | 3 backgrounds |
| Dietary rules | Food & Mood guide |
Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art).
White Demon Unreleased AFFECTER_WhiteDemon
None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.
| Talent | Min | Max |
| Constitution | -30 | -10 |
| Will Power | -30 | -10 |
| Intelligence | 10 | 30 |
| Agility | 30 | 50 |
| Perception | 10 | 30 |
| Base recruit weight | 0 |
| Background pool | 3 backgrounds |
| Dietary rules | Food & Mood guide |
Gated and the least developed race: weight 0 at every clan rank, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction.
Tal Unreleased AFFECTER_Tal
None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').
| Talent | Min | Max |
| Strength | 10 | 30 |
| Will Power | 30 | 50 |
| Intelligence | 10 | 30 |
| Perception | -30 | -10 |
| Base recruit weight | 0 |
| Background pool | 3 backgrounds |
| Dietary rules | Food & Mood guide |
Gated. Weight 0 at every clan rank and no name pool, so it cannot be recruited. Of the 3 unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first.
Lycan Released AFFECTER_Lycan
Nocturnal. Lycans run on a night rhythm. Nocturnal - Nighttime applies after dark and moves every one of the 6 major stats by +15%. Nocturnal - Daytime applies during the day and moves the same stats by -10%. Every stat therefore swings from one to the other with the clock, so a Lycan team is built around fighting at night.
| Talent | Min | Max |
| Strength | 10 | 30 |
| Will Power | -30 | -10 |
| Agility | 10 | 30 |
| Perception | 30 | 50 |
| Base recruit weight | 25 |
| Background pool | 24 backgrounds |
| Dietary rules | Food & Mood guide |
Settler name pool (22 names)
Released in B.0.3.40; DS_B.0.4.11 added the Spear +2 aptitude. Recruitable from clan rank 3, the first rank with a non-zero Lycan weight (see the per-rank chips above). Perception-focused with a Spear +2 aptitude, Bow, Nature and Water Magic +1 and a Greatsword -1 penalty: a spear race first, a bow or nature/water caster second. The day/night stat swing is the largest conditional modifier any race carries.