Racial traditions are available to you at every 10 levels, starting at level 10. You may choose one tradition from the list at each of these instances. Some of them are permanent boosts to your stats, others will be limited use abilities. Which you will want to choose will depend on what you find more useful for your playstyle. I'd suggest that you research which stats are significant to your class, so you pick the ones that will benefit you the most.
For tradeskillers, we have a more specific list of Racial Traditions for you. These are particularly helpful for characters that focus completely on crafting rather than adventuring.
Please e-mail me if you have any question, comments, or corrections!
*UPDATE: 11.27.07 - New traditions and the addition of the Sarnak!
||A maneuver that reduces hate of the nearby enemies
surrounding the Arasai, and blinks the Arasai forward.
||Allows the Arasai to cause additional heat damage with their
next 3 attacks or spells.
||Arasai use speed to their advantage while engaged in
combat. They excel at defense due to their deft and precise movements.
Enhancement, permanently placed upon you, which adds an additional 5
to your Defense skill.
||Combined with the Arasai's natural ability to slow their
descent when falling, Glide allows the Arasai to travel a greater
distance than before after jumping. Glide is inactive while on
||Arasai are known for their strong mental
endurance. As Arasai gain more knowledge of the world around them,
their mental endurance grows stronger. Enhancement, permanently
placed upon you, which increases your power regen per tick. This
effect increases every 10 levels.
||The Arasai prefer hovering to walking when they move
around, allowing them to have increased movement in or out of combat.
||The strong will of the Arasai gives them an
increase resistance to magic. Enhancement, permanently placed upon
you, which provides an additional 3 percent to your Magic mitigation.
||Arasai are cunning and always looking to sharpen their
minds. "Think one step ahead, or prepare to be left behind."
Enhancement, permanently placed upon you, which increases your
intelligence skill by 5.
||The keen eyes and geological knowledge of the arasai
make them experts when dealing with Gems. Enhancement, permanently
placed upon you, which increases your Jewelcrafting skill by 5.
||Arasai have mastered the use of dark techniques that
allow them to be experts at transmuting. Enhancement, permanently
placed upon you, which increases your Transmuting skill by 5.
|| A damaging attack that knocks back the target and stuns them for a short duration.
||Barbarians have always been well known as one of the strongest races on Norrath. Halasian Authority grants them an additional 5 strength.
||When the barbarian gets low on health they become filled with rage improving their defensive skills until their health improves.
|Sprint into Battle
||Allows the barbarian to use less power when sprinting initially and improves their maximum speed while sprinting.
||Never one to rest for long, the barbarian gains improved health regeneration while out of combat plus some additional strength.
||Grants the barbarian an additional 3% to their maximum health.
||Born in the frost of Everfrost, barbarians have adapted to the cold over time making them more resistant to cold based attacks.
|Defender of Everfrost
||Grants the barbarian an additional chance to hit multiple targets or critical heal. The barbarian also gets improved skill in parry or minstration. The abilities gained depend on the barbarians profession.
||Grants the barbarian an additional chance to succeed while making food or drink.
||Grants the barbarian additional skill in Alchemy.
|Fury of Innoruuk
||The dark elf becomes infused with hatred. This
hatred for their enemy allows them to attack faster, cast faster and
improves their chance for melee and spell criticals.
|Knowledge of Neriak
||The Tier'dal are an exceptionally intelligent
race and gain extra intelligence as a result.
||The dark elf temporarily disappears from view as they
teleport to a nearby position causing them to drop a hate position and
lose additional hate.
||Skilled in the use of poisons, the Dark Elves gain
an additional 25% to their crafter poison trigger amount.
|Fueled by Hate
||Fueled by their hatred the dark elf gains additional
out of combat mana regen and additional magic resistance.
||The dark elf gains an additional 3% power.
|The Foci's Magical Protection
||The dark elf gains additional magical
||As a disciple of Innoruuk, the dark elf gains an
additional chance to double attack and additional piercing skill if
they are a melee class. Casting classes gain an additional chance to
critical with spells as well as additional disruption skill.
||Those dark elves who choose Alchemy as a tradeskill
profession will gain an additional chance to succeed while crafting.
|Pursuit off the Arcane
||Dark Elves are particularly adept at creating
spells allowing them to use less power with their reaction arts.
|Fury of Blades
||A melee attack that allows the dwarf to do a small
amount of damage to surrounding enemies.
||Dwarves are a hearty race and gain additional
points of stamina.
|Defender of Kaladim
||Nothing complements a good offense like a good
defense. Dwarves gain additional defense skill.
|Rush into Battle
||They may be short, but when called into battle the
dwarves can charge pretty quickly. Their superior endurance allows
them to use less power initially while sprinting while also running a
|Body by Butcherblock
||The dwarf gains additional out of combat health
regeneration and additional strength.
|Short but Strong
||They may be one of the shorter races but they are
also a hearty race that gains them additional hitpoints.
||A strong heart helps to prevent diseases. The dwarf is
more resistant to disease attacks.
||Known to be fierce warriors, dwarves gain an additional chance to critical melee attacks and additional aggression.
|Master of the Tumpy Tonic
||Dwarves love a good meal and some fine
drinks. Their love for food and drink grants them extra skill while
||Dwarves are known as some of the finest weapon makers
on Norrath. As a result of their skill they gain an additional success
chance to weaponsmithing.
|Arc of Lightning
||The erudite calls upon their arcane powers to strike down nearby enemies with bolts of lightning.
|Intellect of the Sage
||Grants the erudite additional points of intelligence.
|Ward of Glyphs
||A magical ward which absorbs some of the damage done to the erudite.
||Lowers the recast time of the city call spells.
||Extends the duration of foods so the erudite can focus on studying their scrolls for additional knowledge.
||Grants the erudite additional speed in casting.
||Their knowledge of magic makes the erudite less susceptible to magical based attacks.
||Improves the chance for a sage to have a successful round while crafting.
||Grants the erudite an extra chance to critical spells as well as additional disruption skill.
||The erudite gains additional skill in chemistry.
||A maneuver that reduces hate of nearby enemies
surrounding the Fae, and blinks the Fae forward.
||he fae envelops their surrounding enemies in a wave of
flames with additional heat damage over time.
||Fae are extremely quick in combat. "If you are like
the butterfly in strong wind, none will be able to catch you."
Enhancement, permanently placed upon you, which adds an additional 5 to
your Defense skill.
||Combined with the Fae's natural ability to slow their descent
when falling, Glide allows the Fae to travel a greater distance than
before after jumping. Glide is inactive while on horseback.
|Magic of the Fae
||Fae are naturally magical creatures. Enhancement,
permanently placed upon you, which increases your maximum power pool by
||he Fae prefer hovering to walking to move around,
allowing them to have increased movement in or out of combat.
||Fae are naturally resistant to the hostile
environments that can be found in the forest. Enhancement, permanently
placed upon you, which provides an additional 3 percent to your poison mitigation.
||Fae are extremely dexterous and agile. "In a world
where lives are ended in the blink of an eye, quick reflexes are what
separate the swift from the dead." Enhancement, placed permanently
upon you, which provides an additional 5 Agility.
||Fae have a tradition of passing their knowledge of
magic through the generations. Enhancement, placed permanently upon
you, which increases your Scribing skill by 5.
||Fae are natural residents of the forest, and have
mastered conservative use of the trees they use in their crafting.
Enhancement, placed permanently upon you, which increases your
Fletching skill by 5.
|Marr's Glorious Blade
||A low damage melee attack that hits your
||Naturally skilled at jumping through the air, the
frogloks gain additional agility.
||Causes the froglok to jump to a nearby spot causing
them to lose hate with the target.
||Not only can the frogloks jump well but they also take
less damage when falling.
||Allows the froglok to regenerate health faster
while out of combat. The froglok's wisdom is also increased for the
duration of the spell.
||Grants the froglok additional maximum
||Cold blooded creatures can adapt to a variety of
temperatures allowing the froglok to be more resistant to cold and heat
|Valor in Battle
||Grants the froglok a chance to double attack or an
improved chance to critical heal as well as additional skill in
crushing or ministration based on their profession.
|Fervor of Marr
||Frogloks take pride in creating intricate weapons.
Their skill in making weapons allows them to use less power than
|Zealotry of Marr
||Grants the froglok armorer an increased chance to
||Gnomes love their clockworks and can summon a few of their clockwork pets to attack their foes.
||It takes some extra intelligence to create all those gadgets. Gnomes receive extra intelligence.
|Lost in the Crowd
||As one of the shorter races, gnomes can easily disappear in a crowded area. This ability causes the gnome to shrink slightly while deaggroing themselves with their current target.
||For a short while the gnome gains extra intelligence as well as extra out of combat mana regeneration.
||Coming up with new gizmos and gadgets all day sure can make a gnome hungry. Gnomes gain extra duration to foods they consume.
|Flash of Insight
||It takes a strong mind to tinker a new gizmo. Gnomes gain additional power.
|Steamfont's Magical Barrier
||Grants the gnome additional protection against magical attacks.
||The gnome gains additional skill in parry and focus as well as an additional chance to critical melee and spell attacks depending on their primary profession.
||Tinkering may be their specialty but the gnomes also excel at creating fine weapons. While crafting weapons, the gnome will use less power.
||Although they have not turned lead into gold yet, gnomes are expert alchemists. They gain extra chance to succeed each tradeskill round.
||A medium damage piercing attack that debuffs the targets physical mitigation.
||Half elves are blessed with remarkable agility from their elven heritage.
||The half elf is able to trick their opponent causing them to drop down the hate list.
||The half elf gains additional health regen while out of combat while additionally receiving extra strength.
||Half elves can quickly navigate through dense forests like their elven cousins. As a result, half elves gain additional movement speed while out of combat.
||The half elf shares some qualities of both humans and elves granting them additional health and power.
||The half elf gains additional resistance to magical attacks.
||Sharing in the knowledge of their human and elf cultures, half elves gain additional ranged and spell critical chances as well as additional ranged and focus skill depending on their profession.
||Grants the half elf additional skill in artificing.
|Gift of the Faydark
||As part of their elven heritage, Half Elves are skilled woodworkers. They receive an additional chance to succeed while woodworking.
||A piercing attack that also debuffs the targets
|Wisdom of Rivervale
||Grants the halfling additional wisdom.
|Protection of the Jum Jum
||A short duration ward that protects the
halfling from damage.
||Grants the halfling an additional 25% to the maximum
number of times a poison can proc.
|Light on Feet
||Grants the halfling additional out of combat health
regeneration plus additional agility.
|Jum Jum Regimen
||A diet full of Jum Jum makes for a healthy halfling.
The halfling gains an additional 3 percent to their maximum health.
||Grants the halfling additional protection from
||Grants the halfling an additional chance to critical
melee attacks or heals. They also get additional skill in piercing or
ministration. The skills gained depend on the halfling's profession.
||Reduces the amount of power needed while using
tailoring reaction arts.
||The halflings love to make feasts just as much as
they enjoy eating all the food. Halflings gain an additional chance to
succeed while provisioning.
|Fury of Felwithe
||A fire based attack that hits enemies surrounding
the high elf.
||Grants the high elf additional points of wisdom.
||The high elves may be one of the wiser and more
intelligent of the elven races but they still possess the defensive
grace of the other elves. Graceful movements grants the high elf
additional skill in parry and defense.
||The high elf enters into a meditative state that
grants them additional out of combat power regeneration. They also
gain additional wisdom for the duration of the spell.
|Connoisseur of Fine Wines
||The high elves really enjoy sipping and
savoring the flavor of their wines granting them additional duration to
||High elves excel with magical abilities. Their
aptitude for magic gives them increased maximum power.
|Tenet of Takish'Hiz
||The high elf gains additional resistance to
|Training of the Koada'Dal
||Grants the high elf an additional chance to
critical damage or heal spells. They also gain additional skill in
disruption or ministration. The bonuses depend on their chosen
|| Grants the high elf additional skill in scribing.
|Gilding of Felwithe
||Grants the high elf additional skill in
||A quick precise slashing attack.
||Humans have found a way to survive all over Norrath. As a result of their surviving many climates, the humans gain additional stamina.
||Humans prefer peace over battle. Diplomacy lowers the aggro radius of the target encounter for a short duration.
||Grants the human additional out of combat health regeneration in addition to extra strength.
||Humans can be found in most of the cities across Norrath and thus gain reduced recast time for the city call spells.
||With their ability to easily adapt to a variety of conditions, humans gain additional stamina.
||Humans have adapted to many of Norrath's environments and gain additional resistance to both heat and cold.
||In times of war, humans can make fine warriors. With such a broad adventure background, humans gain additional crushing, piercing, slashing and ranged skill.
||As their population continues to grow, humans have become quite adept at fashioning clothes quickly. As a result, humans gain additional chance to succeed every round while tailoring.
Humans are a broad culture that practices many different tradeskills. As a result, humans gain additional skill in all tradeskill professions.
||A poisonous attack that does upfront damage along
with recurring damage over time.
||Iksar are a very agile race and gain additional agility.
||The iksar have thick scales that grant them additional
||Iksar are not only proficient on land but also in
the water. They have learned to hold their breath under water for long
periods of time much like other reptiles.
||Grants the iksar reduced damage from falling.
|Legacy of the Shissar
||Grants the iksar additional health.
||The hard scale armor of the iksar also make them
very resistant to disease.
||The iksar gain an additional chance to critically hit their foes with melee or spell based damage. The iksar are also superior defenders gaining additional skill in parry and focus.
||Skilled in the art of alchemy, iksar gain additional
skill in chemistry.
||Grants the iksar a reduction in power cost while tailoring.
||A medium damage attack that also debuffs the targets physical mitigations.
|Fleetness of Foot
||Kerran are well known for having remarkable agility. Grants the kerra additional agility.
||The kerra leaps to a position nearby causing the enemy to lose hate for the enemy.
||Felines are known to land easily granting the kerra reduction in falling damage.
||Grants the kerra additional speed while running out of combat.
|| The accumulated knowledge of the kerran tribe allow them to raise their maximum power.
||Grants the kerra additional resistance to divine attack.
|Murrar Shar's Guidance
||Murrar Shar has taught the kerra to increase their melee or heal critical chance while also granting them additional parry and minstration skill depending on their profession.
|Gift of the Land
||Living off the land has taught the kerra how to mix together a variety of natural substances into potions. This knowledge of alchemy allows them to use less power while using their chemistry reaction arts.
||Grants the kerra additional skill in fletching.
||The ogre executes a melee attack that does medium
damage while stunning the target briefly.
||Ogre are one of the strongest races on Norrath an gain
an additional strength bonus.
||The ogre becomes immune to stuns for a short
||The ogre gains additional strength and out of combat
health regeneration for a short duration.
||The ogre's endurance has benefited from their many
marches into battle. As a result they use less initial power and gain
additional speed while sprinting.
|Rallos Zek's Blessing
||As loyal followers of Rallos Zek, the ogres
gain additional hitpoints for battle.
|Armor of the Feerott
||Ogres are fierce warriors that gain additional
mitigation to physical attacks.
||As fierce warriors, ogres gain an additional
chance to critical melee attacks plus additional aggression skill.
||Ogres are adept at creating a variety of armors
and gain additional Metalshaping skill.
||As skilled weaponsmiths, the ogre uses less power when
creating items of their profession.
||A poisoning attack that deals additional poison damage
||To help the ratonga avoid their most feared enemies
they gain extra points of agility.
||The ratonga pleads for mercy from his enemy causing them
to lose a hate position and additional points of hate.
||Grants the ratonga a 25% increase to the number of
times a poison can trigger.
||The ratonga gains additional out of combat health
regeneration plus a temporarily boost to strength.
||Grants the ratonga an additional 3% maximum power.
||Those who dabble with poisons also make sure they are
protected from poisons. As a result ratonga are not as susceptible to
poison based attacks.
||Grants the ratonga an additional chance to melee or spell
critical. They also gain additional piercing and disruption skill.
These additional gains depend on the ratongas chosen profession.
|Instruments of the Underfoot
||The ratonga gains an additional 5 points
of skill for weaponsmithing.
||Ratonga are skilled at creating vile poisons to kill
their enemies. The expertise in alchemy allows them to use less power
||Causes heat damage to nearby enemies in front of you.
||Sarnak use herbal components in their
spellcasting that improve the effectiveness of their remedies.
Enhancement, permanently placed upon you, which adds an additional 5 to
your Ministration skill and a 2% increase in your chance at Critical
||Sarnak are not as hindered traveling through foliage as
other races are. Enhancement that reduces the penalty of movement
reduction effects on you by 25%.
||Experience traversing the continent of Kunark having
conditioned Sarnak to move faster. Enhancement that increases movement
speed in and out of combat by 5%.
||Sarnak are adept at breaking the magical defenses of their
enemies. Enhancement that enhances the potency of your spells and
taunts by reducing resistibly to their effects by 2%.
||Kunark poses many vertical challenges to its
inhabitants. The Sarnak have adapted and learned to fall greater
distances. Enhancement that reduces falling damage by 25%.
||Having practiced many rituals of a divine nature, Sarnak
are also adept at resisting sources of divine harm. Enhancement,
permanently placed upon you, which provides an additional 3 percent to
your divine mitigation.
||Sarnak are ritualistic creatures of Kunark. Enhancement,
permanently placed upon you, which provides an additional 5 wisdom.
||Sarnak have a rich history of producing weaponry
efficiently to supply the Sarnak ranks. Enhancement, permanently
placed upon you, which reduces the power cost of all tradeskill arts
related to Weaponsmithing by 10%.
||Although they are a militant race, the sarnak still
enjoy making some finely crafted furniture and other items for their homes.
||A medium damage attack that also stuns the target for
a short duration.
||Trolls are naturally very strong and gain additional
|Cazic Thule's Gift
||As creatures made by the god of fear, trolls are
able to become immune to fear effects for a short period of time.
||Swimming in the swamps of Innothule, allowed the trolls
to develop powerful lungs. As a result the troll is able to hold their
breath for long periods of time underwater.
||Trolls love to eat almost anything and gain additional
duration for any food they eat.
||Grants the troll additional power.
||Grants the troll a chance to double attack and also
an additional chance for melee attacks to critically hit their target.
The troll also gains additional skill in slashing.
||Their creations might not be tasty to some of the other
races but the trolls love to cook nevertheless. Trolls gain additional
skill in provisioning.
|Mender of the Mire
|| Gives the troll who specializes in making armor an
additional success chance.
|Gift of Innothule
||Raised in the swamps of Innothule, trolls have
become resistant to many disease based attacks.
||The wood elf envelops their surrounding enemies in a wave
|Wisdom of the Faydark
||Grants the wood elf additional points of
||Knowledge of quickly moving through the forest
undergrowth has given the wood elves additional movement speed while
||Grants the wood elf additional out of combat power
regeneration and stamina.
||he wood elves are known to be connoisseurs of fine
wines granting them additional duration to consumed drinks.
|Vitality of the Fier'Dal
||Grants the wood elf additional percentage of
their maximum power.
|Shield of Nature
||The wood elves knowledge of the forest plants grants
them additional resistance to diseases.
||As a champion of the Faydark, wood elves gain
additional ranged, ministration, ranged critical or healing critical
chance depending on their profession.
|Gift of the Faydark
||Skilled in the arts of woodworking, wood elves
use less power while fletching.
||Wood elves are experts at tailoring and gain
additional success chance while tailoring items.
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