Races
Choose your adventure with our diverse selection of 13 unique races
Last updated
Choose your adventure with our diverse selection of 13 unique races
Last updated
Discover the perfect race for your playstyle! Each race features unique attributes, special abilities, and gameplay mechanics that dramatically change how you experience the game. This comprehensive guide helps you understand each race's strengths, weaknesses, and special features to make the best choice for your adventure.
👤 Human
⭐
Balanced
Standard
Versatile, no major penalties
🧝 Elf
⭐⭐
Magic-focused
Agile
Luck bonus, XP boost
⛏️ Dwarf
⭐⭐
Defensive
Slower
Mining expertise, tough
🦎 Kobold
⭐⭐
Fast strikes
Very fast
Small size, mining bonus
👺 Goblin
⭐⭐⭐
Group tactics
Variable
Regeneration, unique XP system
🏔️ Giant
⭐⭐⭐
Heavy hitter
Slow
High health, armor restrictions
🧛 Vampire
⭐⭐⭐⭐
Lifesteal
Standard
Night prowler, sunlight vulnerability
🐸 Amphibia
⭐⭐
Aquatic
Fast in water
Water breathing, land penalties
💀 Skeleton
⭐⭐⭐
Ranged
Standard
Undead benefits, sunlight vulnerability
🐉 Dragonborn
⭐⭐⭐
Powerful
Standard
Natural armor, temperature resistance
❄️ Snolem
⭐⭐⭐
Ice magic
Standard
Freezing attacks, summons
🟢 Agar
⭐⭐⭐⭐⭐
Evolving
Variable
Stack-based growth, very fragile initially
🔥 Cible
⭐⭐⭐⭐
Fire magic
Mobile
Fire immunity, levitation ability
All races begin with these baseline values unless specifically modified:
Scale
1.0
Max Health
20.0
Attack Damage
1.0
Movement Speed
~0.10
Luck
0.0
Safe Fall Distance
3.0
Fall Damage Multiplier
1.0
Block Interaction Range
4.5
Entity Interaction Range
3.0
Oxygen Bonus
0.0
Water Movement Efficiency
0.0
Armor
0.0
Armor Toughness
0.0
Mining Efficiency
0.0
Jump Strength
0.45
Humans are the balanced and adaptable race, known for their versatility.
The perfect choice for beginners, humans have no major weaknesses but also no exceptional strengths.
Inherits all default attributes with no modifications.
Movement Speed: -15% penalty when wearing iron, diamond, or netherite armors
Great starter race to learn game mechanics
No dietary restrictions makes food management simple
Decent all-around performance in any situation
Can effectively use any weapon or tool
Elves combine grace with magical affinity, enjoying natural enhancements in health and luck.
Perfect for players who enjoy collecting rare items and leveling quickly.
Scale: 1.05 (slightly taller)
Max Health: 24.0 (+4 hearts)
Luck: +70% bonus
Fortune's Favor: 70% increased luck affects drops, fishing, enchanting, and more
Quick Learner: Gain 50% more experience points from all sources
Movement Speed: -15% penalty with iron, diamond, or netherite armors
Damage Dealt: -30% penalty when using diamond or netherite weapons/tools
Can consume: Plants, fruits, vegetables, fish
Cannot consume: Meat (beef, mutton, pork, chicken, rabbit)
Excel at treasure hunting and enchanting
Great for exploration and magical pursuits
Level up quickly for enchantments and advanced recipes
Best paired with bows and lightweight armors
Dwarves are hardy miners and warriors with unmatched resilience and resourcefulness.
Ideal for players who enjoy mining, crafting and underground exploration.
Scale: 0.85 (shorter stature)
Max Health: 16.0 (-2 hearts)
Movement Speed: ~0.085 (15% slower)
Block Interaction Range: -30%
Entity Interaction Range: -30%
Armor Toughness: +1.15 bonus
Mining Efficiency: 1.10 (10% faster mining)
Attack Damage: 0.85 (reduced damage)
Fall Damage Multiplier: 0.85 (less fall damage)
Master Miner: 10% boost to mining speed and higher armor toughness
Chain Mail Specialist: 15% speed boost when wearing chain armor
Damage Dealt: -20% penalty when using diamond or netherite weapons/tools
Coal consumption: Eating coal restores +2 hunger bars
Mining Fatigue Resistance: Immune to Mining Fatigue III effects
Perfect for underground exploration and resource gathering
Chain mail armor provides unique benefits
Compact size helps navigate tight spaces
Natural resistance to falling damage is perfect for cave exploration
Kobolds are small and fast creatures characterized by greater digging efficiency and running speed.
Excellent for players who prefer speed over durability.
Scale: 0.75 (very small)
Max Health: 14.0 (-3 hearts)
Mining Efficiency: 1.4 (40% faster mining)
Movement Speed: -40% penalty when wearing iron, diamond, or netherite armors
Damage Dealt: -35% penalty with iron, diamond or netherite weapons/tools
Extremely fast mining makes resource gathering efficient
Very small stature allows navigation of tight spaces
Best paired with light armor like leather
Excellent for hit-and-run combat tactics
Goblins are nimble and crafty, excelling in regeneration and group dynamics—with a unique leveling system.
Perfect for players who enjoy alternative progression systems and group play.
Scale: 0.85 (smaller stature)
Max Health: 16.0 (-2 hearts)
Block Interaction Range: 3.15 (reduced)
Entity Interaction Range: 2.1 (reduced)
Attack Damage: 0.85 (reduced damage)
Fall Damage Multiplier: 0.85 (less fall damage)
Self-Healing: Regeneration I effect for 3 seconds every 60 seconds
Strength in Numbers: +5% movement speed per nearby Goblin (max +50%)
Gold-Based XP System:
Cannot gain XP normally from activities
Must consume gold ingots to gain XP:
Under Level 11: 1 ingot = 9 XP
Under Level 21: 1 ingot = 6 XP
Under Level 31: 1 ingot = 8 XP
Level 31+: 1 ingot = 9 XP
On death, drops gold nuggets/ingots based on level
As Goblins level up, they gain these cumulative benefits:
Every level: -2% regeneration cooldown (max 100% reduction)
Every 2 levels: +1% damage (up to +50%)
Every 3 levels: +1 heart (up to +10 hearts total)
At level 30: Bonuses: -60s regeneration cooldown, +15% damage, +10 HP
Movement Speed: -15% penalty when wearing iron, diamond, or netherite armors
Damage Dealt: -20% penalty with diamond or netherite weapons/tools
Gold Armor Bonus: +1.15 armor toughness with gold armor
Cannot consume: Crops (wheat, potatoes, carrots, etc.)
Gold becomes your most valuable resource for progression
Works best in groups with other Goblins
Gold armor provides special benefits
Higher levels make you significantly more powerful
Giants are colossal beings with immense power—but their size brings unique challenges.
Ideal for players who want high health and damage at the cost of mobility limitations.
Scale: 1.3 (much larger)
Max Health: 40.0 (+10 hearts)
Movement Speed: ~0.10 (standard)
Safe Fall Distance: 5.0 (increased)
Block Interaction Range: 5.4 (+20%)
Entity Interaction Range: 3.6 (+20%)
Jump Strength: 0.52 (higher jumps)
Attack Damage: 1.3 (increased damage)
Fall Damage Multiplier: 1.1 (more fall damage)
Powerful Strikes: 1.4× normal damage
High Jumper: 1.5× multiplier for jump height
Increased Size: Larger physical presence
Cannot wear: Gold, iron, diamond, or netherite armors
Food provides less nutrition—giants need more food for the same benefits
Excellent for tanking damage and dealing high damage
Limited armor options requires creative defense strategies
Larger size can be both advantage (reaching) and disadvantage (tight spaces)
Need to manage food supplies carefully due to inefficiency
Vampires are enigmatic nocturnal predators with powerful healing abilities and dangerous vulnerabilities.
Perfect for night hunters who prefer health regeneration mechanics.
Fall Damage Multiplier: 0.3 (significant reduction)
Lifesteal: Heal for 50% of damage dealt to enemies
Night Walker: No penalties during nighttime
Light Weight: Takes much less fall damage
Sunlight Weakness: Burns in daylight unless wearing a helmet
Iron Sensitivity: Takes 30% extra damage from iron items
Movement Speed: -15% penalty with iron, diamond, or netherite armors
Damage Dealt: -30% penalty while wearing these armors
Most powerful at night
Always carry a helmet for daytime protection
Focus on lifesteal for combat sustainability
Avoid iron weapons and tools
Plan activities around day/night cycle
Amphibians are perfectly adapted to aquatic environments with unique water-based abilities.
Ideal for players who want to explore underwater and aquatic biomes.
Oxygen Bonus: Unlimited (infinite underwater breathing)
Water Movement Efficiency: 2.0 (twice as fast in water)
Aquatic Mastery:
Permanent water breathing
Significantly faster swimming
Weather immunity during rain
Movement Speed: -20% penalty wearing iron, chain, gold, diamond, or netherite armors
Land Movement: -35% movement speed on land (0.65 multiplier)
Excel at underwater exploration and building
Perfect for ocean monument raids and water-based activities
Use rainy weather to your advantage
Consider creating water paths between locations
Build bases near or in water for quick access
Skeletons are undead beings with unusual dietary needs and supernatural endurance.
Great for players who want a unique survival experience with different mechanics.
Max Health: 12.0 (-4 hearts)
Oxygen Bonus: 5.0 (extended breathing)
Undead Metabolism:
Hunger never drops below 3.5 bars naturally
Diet consists exclusively of bones
1 bone = 1 heart healing + 0.5 food points
Almost every mob killed by a player drops 1 bone with a 20% chance of being killed
Ignored Mobs:
Sunlight Weakness: Burns in daylight unless wearing a helmet
Movement Speed: -10% penalty with iron, diamond, or netherite armors
Collect bones as your primary food source
Always carry a helmet for daytime protection
Lower health requires more cautious combat
Great for night exploration
Excellent bow users (thematically)
Dragonborn carry the blood of dragons, merging elemental resistance with formidable combat prowess.
Perfect for players who want natural armor and special attacks without traditional armor.
Scale: 1.15 (larger)
Max Health: 16.0 (-2 hearts)
Armor: 10.0 (permanent +5 armor bars)
Attack Damage: 1.15 (increased damage)
Fall Damage Multiplier: 1.05 (slightly more fall damage)
Safe Fall Distance: 4.0 (increased)
Jump Strength: 0.5 (higher jumps)
Movement Speed: ~0.0985 (slightly slower)
Block Interaction Range: 5.0 (increased)
Entity Interaction Range: 3.25 (increased)
Fire Resistance: Immune to fire and high temperatures
Venomous Attacks: +20% damage on poison attacks + applies 5-second poison effect
Natural Armor: Permanent +5 armor bars
Poison Immunity: Complete resistance to all poison effects
Cannot wear: Any type of armor (natural scales provide protection)
Cannot consume: Crops (wheat, potatoes, carrots, etc.)
Natural armor compensates for inability to wear traditional armor
Excel in fire and lava environments
Use poison-tipped weapons to maximize attack bonus
Larger size provides reach advantage
Build around natural resistances for exploration
Snolems are elemental beings born of ice and snow, using their chilling powers to control the battlefield.
Ideal for players who enjoy crowd control and summoning mechanics.
Scale: 1.25 (much larger)
Max Health: 24.0 (+2 hearts)
Attack Damage: 1.25 (increased damage)
Armor: 8.0 (permanent +4 armor bars)
Armor Toughness: 1.0
Fall Damage Multiplier: 1.1 (more fall damage)
Safe Fall Distance: 4.5 (increased)
Jump Strength: 0.5 (higher jumps)
Movement Speed: ~0.0965 (slightly slower)
Block Interaction Range: 5.7 (increased)
Entity Interaction Range: 3.75 (increased)
Frost Resistance: Complete immunity to cold and freezing effects
Heat Vulnerability: Takes increased damage from fire and lava
Freezing Touch: 35% chance to slow enemies for 3 seconds on hit
Snow Golem Summoning: Can create a snow golem ally (costs 15 XP + 6 food levels)
Can only wear: Elemental (snow/ice) armor
Excel in cold biomes like tundra and mountains
Avoid desert and nether environments
Use slowing effect to control enemies in combat
Strategic summoning can provide combat advantage
Build in cold areas for maximum effectiveness
Agars are ever-changing beings that evolve dynamically during battle, growing from tiny to imposing.
For experienced players who enjoy high-risk, high-reward gameplay with unique mechanics.
Scale: 0.5 (tiny)
Max Health: 6.0 (3 hearts)
Jump Strength: 0.45 (standard jump)
Fall Damage Multiplier: 0.35 (much less fall damage)
Movement Speed: 0.135 (very fast)
Block Interaction Range: 1.75 (very short)
Entity Interaction Range: 1.5 (very short)
Safe Fall Distance: 2.5 (reduced)
Attack Damage: 0.5 (very weak)
Agar Stacks System:
Starts with 0 stacks (very weak)
Each 3 health bars = 1 Agar stack (maximum 6 stacks)
Killing any entity grants +1 stack
Taking damage removes stacks (spawns baby slimes)
Losing all stacks = death
Inventory Mutation: Random inventory item converts to slimeball every ~5 minutes
Slimeball Diet: Can consume slimeballs to restore +1 HP
Cannot wear: Any type of armor
0
0.5
6 HP
0.5
0.120
0.45
1
0.7
12 HP
0.7
0.115
0.5
2
0.9
18 HP
0.9
0.110
0.55
3
1.1
24 HP
1.1
0.105
0.6
4
1.3
30 HP
1.3
0.100
0.65
5
1.45
36 HP
1.45
0.098
0.68
6
1.6
42 HP
1.6
0.095
0.7
Extremely challenging early game requires caution
Focus on safe kills to build stacks
Avoid damage at all costs – each hit reduces your power
At maximum stacks, becomes one of the most powerful races
Always keep slimeballs for emergency healing
Strategic retreat is essential when losing stacks
Cibles are mysterious fire-attuned beings with unique movement abilities and combat skills.
Perfect for players who enjoy mobility-based combat and elemental magic.
Scale: 0.9 (slightly smaller)
Max Health: 16.0 (-2 hearts)
Armor: 7.0 (permanent +3.5 armor bars)
Attack Damage: 0.9 (slightly reduced)
Fall Damage Multiplier: 0.9 (slightly less fall damage)
Safe Fall Distance: 3.5 (increased)
Jump Strength: 0.45 (standard jump)
Movement Speed: ~0.105 (slightly faster)
Block Interaction Range: 4.2 (reduced)
Entity Interaction Range: 2.8 (reduced)
Fire Immunity: Cannot be damaged by fire or lava
Burning Touch: 35% chance to ignite enemies for 3 seconds on hit
Levitation: Pressing shift grants 1 second of levitation
Fireball: Shift + right-click launches a small fireball (costs 15 XP)
Cannot wear: Any type of armor (natural protection instead)
Can only consume: Coal or sticks
Excellent for vertical movement and escaping danger
Fireball ability provides ranged combat option
Natural armor compensates for inability to wear traditional armor
Collect coal and sticks regularly for food
Fire immunity makes Nether exploration safer
Use levitation for creative building and exploration
When choosing your race, consider these important factors:
Combat-focused: Giant, Dragonborn, Agar (late-game)
Exploration: Amphibia, Vampire, Elf
Mining/Crafting: Dwarf, Kobold, Human
Unique Mechanics: Goblin, Agar, Snolem, Cible
Beginner-friendly: Human, Elf, Dwarf
Intermediate: Kobold, Amphibia, Giant, Snolem
Advanced: Vampire, Skeleton, Dragonborn, Goblin
Expert: Agar, Cible
Team Play: Goblins (strength in numbers)
Combat Support: Snolem (slowing effect + summons)
Exploration Partners: Amphibia + any land race
Mining Team: Dwarf + Kobold
Choose wisely, adventurer! Your race will fundamentally shape your experience in our world.