Crit / active-style damage
Bonuses
- +10% active-style damage
- +5% Ether
- +5% crit strength
- +10% crit chance
- +20% crit strength
- critical hits restore Ether
Drawbacks
- -10% healing regen
- -5% health
Database · Races
There are five MythFall races, and you get a random one when you create a character. Rarity matters: the rarer a race rolls, the stronger its ceiling — but the top tiers pay for it with real drawbacks. You can change race later with a Race Spin, so many players start on Human to level fast, then re-roll toward a build.
This page ranks all five MythFall races by rarity and roll chance, with full stats. The odds run from Human at 60% down to Nephilim at 0.5% — that spread is the backbone of the whole game's rarity system. Among the MythFall races, a Nephilim roll is a once-in-two-hundred event, while Human shows up in three of every five rolls, so most players plan around whichever of the MythFall races they actually get.
Crit / active-style damage
Mage — night powerspike
Melee tank / posture-breaker
Sustain mage
Fast-progression all-rounder
Every one of the MythFall races with its rarity, roll chance, tier, role and full stat kit. Ranked rarest first — the same order the tier list uses. See the tier list for how these translate into launch rankings.
| Race | Rarity | Roll | Tier | Role | Bonuses | Drawbacks |
|---|---|---|---|---|---|---|
| Nephilim | Mythic | 0.5% | S | Crit / active-style damage | +10% active-style damage; +5% Ether; +5% crit strength; +10% crit chance; +20% crit strength; critical hits restore Ether | -10% healing regen; -5% health |
| Duskborn | Legendary | 5% | S | Mage — night powerspike | +10% crit damage; +6% magic strength; +6% Ether; +20% magic strength at night; surging Ether regen at night | -5% weapon strength; -5% fighting strength |
| Minotaur | Epic | 10% | A | Melee tank / posture-breaker | +10% defense; +5% health; +5% weapon strength; +5% fighting strength; -25% incoming posture damage; +50% stagger damage | -10% Ether; -10% magic strength |
| Druid | Rare | 24% | B | Sustain mage | +5% health regen; +5% magic strength; +5% Ether; +10% magic strength in forests; doubled health & Ether regen in forests | -5% weapon strength; -5% fighting strength |
| Human | Common | 60% | C | Fast-progression all-rounder | +5% XP gained; +5% mastery gain | No direct combat bonuses |
Your race is permanent until you spend a Race Spin to roll again. Race Spins are earned in the AFK World and carried over from early access, so you build a small stock over time. Because each spin uses the same 60 / 24 / 10 / 5 / 0.5 odds, chasing a specific high-rarity race like Duskborn or Nephilim can take many spins — plan around what you actually rolled rather than banking on a Mythic. Human's extra XP and mastery gain make it a genuinely good race to sit on while you accumulate spins and level up. Of all the MythFall races, it is the one that never feels like a wasted roll.
Of the MythFall races on the launch stat kits, Nephilim (Mythic, crit/active-style damage) and Duskborn (Legendary, night-time magic) top the list, with Minotaur the best defensive and posture-breaking pick. Human is the weakest in combat but the fastest to level. "Best" depends on your build — see the tier list.
Of the MythFall races, Nephilim only comes from a race roll or a Race Spin, at a 0.5% chance — roughly one in two hundred. There is no guaranteed method; you accumulate Race Spins in the AFK World and keep rolling.
Yes. A Race Spin re-rolls your race using the same odds. Balances of Race Spins carry over from early access.