- Introduction
- Human Physiology
- Elf Physiology
- Half-Elf Physiology
- Dwarf Physiology
- Dhampir Physiology
- Werewolf Physiology
- Oscultari Physiology
- Galdorak Physiology
- Undead & Vampire Physiology
- Unique Physiology
- Portraits
- Aelvren Heritage
- Amani Heritage
- Anuket Heritage
- Arbori Heritage
- Aukai'a Heritage
- Runehild Heritage
- Outlander Heritage
This article was originally written under Erannorth Renaissance Version 1.1.60 but has now been updated for Version 1.1.63.
I am happy to make any corrections if more accurate information is discovered. If you have any comments, you can either post here or e-mail me at: byzantinekitty@gmail.com
All of the screenshots in this post were taken by me.
1. INTRODUCTION
In Erannorth Renaissance you can choose between 8 races/species/physiologies (9 if you include vampire, which is a starting option in sandbox mode) and mix-and-match them with 7 different heritages/backgrounds. While each physiology and each heritage comes with base bonuses, what is not obvious is that each also has a unique list of perks.
New players may not realize that an Elven Arbori is best suited for Ranged weapons and while a Half-Elf Anuket should probably specialize in Bladed, a Half-Elf Arbori is better off with Ranged. Galdoraks, Anukets, and especially Galdorak Anukets can make fearsome Fire mages if they specialize in Occult. Elves and dwarves make especially good Earth druids. And Elven Aelvrens, Vampire Aelvrens, and Oscultari Outlanders are the most powerful Astral wizards.
So I created this guide to present detailed information about each physiology and heritage, noting the unique perks available and how the various bonuses exclusive to each physiology synergize with the various bonuses specific to each heritage.
If you find this guide helpful you should also check out my other Erannorth Renaissance guides:
2. HUMAN PHYSIOLOGY
Humans are the most common race/physiology you will encounter. While they lack the specialization that some of the other species have, they do provide flexibility and versatility. There are no specific heritages that humans gravitate towards so that means you don't have to feel bad about trying different combinations.
Story companions: Augustin, Janus, Sheela, Ludo, Claire, Dreya, and Karrick
Golden Sparrow adventurers: Harlan and Darcy
Dauntless Pioneers: Maera
- +1 to Diplomacy rolls
- Initiative +1
- Gain Tactical Retreat action
Unlockable perks for Humans:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Resourceful | Reroll failed Survival roll | Enhanced Harvesting +1 | |
| 3 | Relentless | +1 to Connections rolls | Accuracy +5% | Opportunity +2 magnitude |
| 5 | Tenacious | +1 to Stalwart rolls | Hit Points +4 | Resist Shaken +10% |
| 6 | Against All Odds | Initiative +2 | Defense +2 magnitude | Gain Defy the Odds action |
| 12 | Sharp Turnaround | Trail-Hardened 2 (Gain bonus Defense when applying Mobility) | Recover +1 magnitude | Mobility +1 duration |
Heritage synergies:
Aelvren:
- Recover (base Aelvren, Lucid Dreams, Sharp Turnaround)
- Mobility (Sharp Turnaround, Dimensional Trickery, Against All Odds)
Amani:
- Connections (base Amani, Relentless, Social Bonds)
- Initiative (base Human, base Amani, Against All Odds)
Anuket:
- Enhanced Harvesting (Resourceul, Desertborn) but not really worth it
Arbori:
- Survival (Resourceful, Woodlands Dweller)
Runehild:
- Stalwart (base Runehild, Tenacious, Mountainborn)
- Diplomacy (base Human, Determination)
- HP (base Runehild, Tenacious)
Outlander:
- Defense (Against All Odds, Guardian's Vigil)
3. ELF PHYSIOLOGY
Elves are strong because they can get bonuses in several weapon types (Ranged & Magical), several magic types (Earth & Astral), and generally have a lot of emphasis on healing and/or stealth. Elves have extremely high synergy with the Arbori heritage, and also work well as Aelvren, Anuket, or Aukai'a.
Story companions: Anya
Golden Sparrow adventurers: Ren and Joran
Dauntless Pioneers: Caelthorne, Seraphina, and Aethryn
- +1 to Survival rolls
- Covert Tactics +3
- Healing +2 magnitude
- Gain Sylvan Grace action
Unlockable perks for Elves:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Ancient Echoes | +1 Druidism rolls | Earth Damage +1 | Gain Ancient Echoes action |
| 3 | Moonwhisperer | Astral Resistance +2 | Magical Weapons +1 | Gain Moon Whispers action |
| 3 | Verdant Harmony | Revive +3 magnitude | Earth Resistance +3 | Light Resistance +3 |
| 4 | Verdant Command | Earth Damage +3 | Enhanced Harvesting +1 | Recover +1 magnitude |
| 5 | Nimble-Footed | Dodge +3% | Mobility +1 magnitude | Resist Lethargy +15% |
| 7 | Quick Reflexes | Initiative +2 | Slipping Current +2 (gain Mobility when applying Dodge) | Dodge +1 duration |
| 10 | Canopy Warden | Ranged Weapons +1 | Keen Sight +3 (gain Precision when applying Vulnerable) | Resist Vulnerable +40% |
| 12 | Thorns and Lullabies | Bleed +3 magnitude | Lethargy +1 duration | Improved Bleed +40% |
Heritage synergies:
Aelvren:
- Recover (base Aelvren, Lucid Dreams, Verdant Command)
- Astral Damage (base Aelvren, Moon Whisperer)
- Astral Resistance (Moon Whisperer, Lucid Dreams)
- Mobility (Nimble-Footed, Dimensional Trickery)
Amani:
- Initiative (base Amani, Quick Reflexes)
- Distracted (Moon Whisperer, Streetwise)
Anuket:
- Stealth (base Elf, Cloak of Nightshade)
- Distracted (Moon Whisperer, Desertborn, Serpent's Edge)
- Vulnerable (base Anuket, Canopy Warden)
- Enhanced Harvesting (Desertborn, Verdant Command) but not really worth it
Arbori:
- Survival (base Elf, Woodlands Dweller)
- Ranged (Woodlands Dweller, Canopy Warden)
- Healing (base Elf, base Arbori, One with the Forest)
- Stealth (base Elf, base Arbori, One with the Forest)
Aukai'a:
- Dodge (base Aukai'a, Nimble-Footed, Quick Reflexes)
- Healing (base Elf, Saltwater Healing)
- Vulnerable (Canopy Warden, Mariner's Reach, Corsair's Fortune)
Runehild:
- Vulnerable (Canopy Warden, Mountainborn)
Outlander:
- Elves have numerous racial perk options so the extra perk can be useful
4. HALF-ELF PHYSIOLOGY
Half-Elves have an advantage if they concentrate on Bladed or Ranged weapons. They have easier access with Feint & Distract builds as Amani, Anuket, or Arbori and with Opportunity & Vulnerable builds as Aukai'a. Like Elves, Half-Elves are good at stealth especially as Anuket or Arbori. While their racial action (Tenacious Escape) does not provide any healing, the movement benefits do mean that Half-Elves are better able to utilize the high-level weapons that require 3 or 4 AP's to use.
Story companions: (None)
Golden Sparrow adventurers: Wyll and Tabitha
Dauntless Pioneers: Hilda and Marra
- +1 to Subterfuge rolls
- Vulnerable +1 magnitude
- Gain Tenacious Escape action
Unlockable perks for Half-Elves:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Fae Blood | Reroll failed Survival roll | Covert Tactics +2 | |
| 3 | Wanderer's Intuition | Reroll failed Perception roll | Dodge +2% | |
| 5 | Duelist's Feint | Critical Chance +3% | Opportunity +2 magnitude | Feint +2 defense |
| 7 | Borderwalker's Guile | Trick Flourish +2 (gain Defense when applying Distract) | Feint +2 Magnitude | Improved Distract +30% |
| 10 | Edge of Belonging | Bladed Weapons +1 | Ranged Weapons +1 | +2 to Connections rolls |
Heritage synergies:
Aelvren:
- Perception (Wanderer's Intuition, Shared Vision)
- Mobility (base Half-Elf, Dimensional Trickery)
Amani:
- Connections (base Amani, Social Bonds, Edge of Belonging)
- Subterfuge (base Half-Elf, Streetwise)
- Critical Chance (Duelist's Feint, Keen Instincts)
- Feint & Distract (Duelist's Feint, Borderwalker's Guile, Streetwise)
Anuket:
- Perception (Wanderer's Intuition, Desertborn)
- Bladed (Edge of Belonging, Serpent's Edge)
- Feint (Duelist's Feint Desertborn, Serpent's Edge)
- Vulnerable (base Half-Elf, base Anuket)
- Stealth (Fae Blood, Cloak of Nightshade)
Arbori:
- Perception (Wanderer's Intuition, One with the Forest)
- Survival (Fae Blood, Woodlands Dweller)
- Ranged (Woodlands Dweller, Edge of Belonging)
- Stealth (base Arbori, Fae Blood, One with the Forest)
- Feint (Duelist's Feint, Borderwalker's Guile, Woodlands Dweller)
Aukai'a:
- Perception (base Aukai'a, Wanderer's Intuition, Leviathan's Luck)
- Critical Chance (base Aukai'a, Duelist's Feint, Corsair's Fortune)
- Dodge (base Aukai'a, Wanderer's Intuition)
- Opportunity (Duelist's Feint, Dirty Fighting, Corsair's Fortune)
Runehild:
- Vulnerable (base Half-Elf, Mountainborn, Duelist's Feint)
Outlander:
- Perception (Wanderer's Intuition, Guardian's Vigil)
5. DWARF PHYSIOLOGY
There are only a handful of dwarves that can readily be recruited but they make great tanks (with Armor bonuses), fighters focusing on Physical Damage, or Earth druids. There are two heritages (Aukai'a and Runehild) that have an awful lot of overlap and synergy with dwarven bonuses and perks.
Story companions: (None)
Golden Sparrow adventurers: (None)
Dauntless Pioneers: Baldrik and Durgan
- +1 to Authority rolls
- Resist Daze +20%
- Haggling +3%
- Gain Thunderous Blow action
Unlockable perks for Dwarves:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Memory Like Iron | +1 to Connections rolls | Opportunity +2 magnitude | Gain Grudge action |
| 3 | Roots in the Riverstone | Resist Slow +20% | Earth Resistance +4 | Water Resistance +2 |
| 4 | Bedrock Resolve | Sundering Blows +2 (Apply Vulnerable when dealing Earth Damage) | Earth Damage +2 | Improved Vulnerable +25% |
| 5 | Stoneblood Steward | Reroll failed Diplomacy roll | Parley +4 magnitude | Gain The Third Toast action |
| 7 | Shield the Caravan | Armor +2 | +1 to Stalwart rolls | Fortify +2 magnitude |
| 8 | Muscles Like Iron | Physical Damage +2 | Concussive Blows +2 (Apply Daze when dealing Physical Damage) | Improved Vulnerable +35% |
| 12 | Caravan Bulwark | Armor +2 | Bolstering Resilience +2 (Gain Defense. When applying Fortify to a Vulnerable target, dispel Vulnerable) | Strengthen +3 magnitude |
Heritage synergies:
Aelvren:
- Resist Daze (base Dwarf) + Waking Dream (Lucid Dreams)
Amani:
- Connections (base Amani, Social Bonds, Memory Like Iron)
- Connections perks include a lot of Haggling bonuses which stack with the base Dwarf Haggling bonus
- Physical Damage (Keen Instincts, Muscles Like Iron)
Anuket:
- Vulnerable (base Anuket, Memory Like Iron, Bedrock Resolve, Muscles Like Iron)
- Daze (base Dwarf, Muscles Like Iron, Cloak of Nightshade)
Arbori:
- Healing (base Arbori, Stoneblood Steward, One with the Forest)
- Daze (base Dwarf, Muscles Like Iron, Woodlands Dweller)
Aukai'a:
- Physical Damage (Mariner's Reach, Muscles Like Iron)
- Healing (Saltwater Healing, Stoneblood Steward)
- Water Resistance (Saltwater Healing, Roots in the Riverstone)
- Opportunity (Mariner's Fortune, Corsair's Fortune, Memory Like Iron, Bedrock Resolve, Muscles Like Iron)
- Push (base Dwarf, Mariner's Fortune)
- Strengthen (Saltwater Healing, Memory Like Iron, Caravan Bulwark)
Runehild:
- Stalwart (base Runehild, Mountainborn, Shield the Caravan)
- Diplomacy (Determination, Stoneblood Steward)
- Physical Damage (base Runehild, Muscles Like Iron, Berserker's Fury)
- Armor (Thick Skin, Shield the Caravan, Caravan Bulwark)
- Vulnerable (Mountainborn, Memory Like Iron, Bedrock Resolve, Muscles Like Iron
- Resist Slow (Roots in the Riverstone, Mountainborn)
Outlander:
- Dwarves have numerous racial perk options so the extra perk can be useful
6. DHAMPIR PHYSIOLOGY
There aren't many Dhampirs in the game either. Unfortunately, they have very few racial perks available and the areas they are strong in aren't well represented in the existing heritages. While that means you aren't going to be able to min/max especially strong characters, it also means that Dhampir are in a niche that isn't easily replicated through heritage and it's okay to choose whatever heritage you want for your Dhampir character.
Story companions: (None)
Golden Sparrow adventurers: Maeve
Dauntless Pioneers: Cassian
- +1 to Occult rolls
- Dodge +2%
- Regenerate +1 duration
- Gain Blood Frenzy action
Unlockable perks for Dhampirs (these require Vampiric Ancestry and thus are also available to Vampires and Tainted):
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 2 | Blood Sense | Vulnerable +1 magnitude | Drain +1 magnitude | Gain Vampiric Thirst action |
| 4 | Blood Magic | Improved Bleed +25% | Dark Damage +1 | Gain Blood Ritual action |
Heritage synergies:
Aelvren:
- Occult (base Dhampir, base Aelvren)
Anuket:
- Vulnerable (base Anuket, Blood Sense)
Aukai'a:
- Dodge (base Dhampir, base Aukai'a)
- Opportunity (Blood Sense, Dirty Fighting, Corsair's Fortune)
Runehild:
- Vulnerable (Blood Sense, Mountainborn)
7. WEREWOLF PHYSIOLOGY
The werewolf species has a major emphasis on physical damage, rage, retaliate, and regeneration. They have a very extensive list of racial perks available, however, it is also an extremely perk-intensive specialty. Shapeshifting limits your combat options, not to mention you don't have the perks to spend on proficiencies. While gold isn't too hard to get in the game, a werewolf character specializing in shapeshifting will save you from needing to equip and upgrade them with weapons. Werewolves have the most synergy with Runehild and Aukai'a heritages but you may appreciate the extra perk from being an Outlander.
Story companions: Jocelyn
Golden Sparrow adventurers: Vargas
Dauntless Pioneers: (None)
- +1 to Perception rolls
- Physical Damage +1
- Regenerate +1 magnitude
- Gain Rapid Healing action
- Werewolves are immune to Vampirism
Unlockable perks for Werewolves:
| Required Level | Perk | Benefit | Benefit | Benefit | Benefit |
|---|---|---|---|---|---|
| 1 | Bestial Strength | Improved Push +35% | Rage +1 magnitude | Gain Bestial Strength action | |
| 1 | Predator's Fury | Bleed +1 magnitude | Vulnerable +1 magnitude | Rage +1 duration | |
| 3 | Retractable Claws | Physical Damage +1 | Bleed +1 magnitude | Gain Lupine Claws action | |
| 5 | Dire Wolf Form | [Dire Wolf form only] Bleed +1 duration | [Dire Wolf form only] Improved Bleed +65% | Gain Dire Wolf Form action | |
| 5 | Feral Charge | Physical Damage +1 | Retaliate +1 duration | Gain Feral Charge action | |
| 7 | Scent of Blood | Initiative +2 | Savage Momentum +1 (gain Mobility when applying Rage) | Retaliate +2 damage | |
| 10 | Hybrid Form | +1 to Primal rolls | Physical Damage +2 | Gain Werewolf Form action | |
| 11 | Flesh-Knit Frenzy | Second Wind +2 (heal HP at the end of your turn) | [Werewolf form only] Second Wind +4 | [Werewolf form only] Retaliate +2 duration | |
| 12 | Terror of the Pack | Savage Momentum +1 | [Werewolf form only] Savage Momentum +2 | [Werewolf form only] Bleed +3 magnitude | [Werewolf form only] Improved Bleed +95% |
| 14 | Dreadmoon Howl | Hemorrhaging Strikes +1 (deal extra Physical Damage when applying Bleed) | [Werewolf form only] Hemorrhaging Strikes +3 | [Werewolf form only] Physical Damage +3 | [Werewolf form only] Improved Shaken +95% |
| 16 | Heartstop Howl | Shapeshift +1 duration | [Werewolf form only] Predator's Instinct +4 (Deal extra Physical Damage when dealing Physical Damage to a Bleeding target) | [Werewolf form only] Critical Chance +8% |
Heritage synergies:
(* asterisk refers to bonuses that only apply in a specific form)
Aelvren:
- Perception (base Werewolf, Shared Vision)
Amani:
- Physical Damage (Keen Instincts, base Werewolf, Bestial Strength, Retractable Claws, Feral Charge, Hybrid Form, *Dreadmoon Howl)
- Initiative (base Amani, Scent of Blood)
- Critical Chance (Keen Instincts, *Heartstop Howl)
Anuket:
- Perception (base Werewolf, Desertborn)
- Vulnerable (base Anuket, Predator's Fury)
Arbori:
- Perception (base Werewolf, One with the Forest)
- Healing (base Werewolf, base Arbori, Flesh-Knit Frenzy, One with the Forest)
Aukai'a:
- Perception (base Werewolf, base Aukai'a, Leviathan's Luck)
- Physical Damage (Mariner's Reach, base Werewolf, Bestial Strength, Retractable Claws, Feral Charge, Hybrid Form, *Dreadmoon Howl)
- Healing (base Werewolf, Flesh-Knit Frenzy, Saltwater Healing)
- Critical Chance (base Aukai'a, Corsair's Fortune, *Heartstop Howl)
- Opportunity (Mariner's Reach, Corsair's Fortune, Predator's Fury)
Runehild:
- Physical Damage (base Runehild, Berserker's Fury, base Werewolf, Bestial Strength, Retractable Claws, Feral Charge, Hybrid Form, *Dreadmoon Howl
- Rage (Berserker's Fury, Bestial Strength, Predator's Fury, Scent of Blood, Terror of the Pack)
- Retaliate (Berserker's Fury, Feral Charge, Scent of Blood, *Flesh-Knit Frenzy)
Outlander:
- Werewolf builds relying on shapeshifting are very perk heavy so the extra perk for Outlanders can be extremely helpful
- Perception (base Werewolf, Guardian's Vigil)
8. OSCULTARI PHYSIOLOGY
Oscultari are extraordinarily rare. However, newer players may not want to make their main character an Oscultari because they are immune to supernatural transformations, which may prevent you from exploring all of the paths available in the story. Oscultari are also normally restricted to the Outlander heritage (though there is one exception among the Dauntless Pioneers).
Story companions: (None)
Golden Sparrow adventurers: (None)
Dauntless Pioneers: Lirael
- Dark Damage +1
- Improved Fear +25%
- Shaken +5% magnitude
- Gain Wraithstep action
- Oscultari are limited to the Outlander heritage
- Oscultari are impervious to any supernatural transformations
Unlockable perks for Oscultari:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Glow of the Departed | Reroll failed Perception roll | Mourner's Dirge +2 (Restore 2 HP when ally drops to 0 health) | |
| 2 | Shadowsculpt | Dark Resistance +2 | Feint +2 magnitude | Gain Shadowsculpt action |
| 3 | Umbral Veil | Reroll failed Rituals roll | Resist Weaken +35% | Dodge +3% |
| 5 | Ethereal Blade | Astral Damage +2 | Vulnerable +2 magnitude | Gain Spectral Splash action |
| 7 | Chorus of the Departed | Air Damage +2 | Mindfracture +2 (Apply Distract when dealing Astral Damage) | Improved Distract +40% |
| 10 | Lantern of the Lost | Echoing Terror +3 (Apply Vulnerable when dealing Astral Damage to an Afraid target) | +1 to Perception rolls | Resist Fear +40% |
| 12 | Visions of Loss | Vulnerable +4 magnitude | Shaken +1 duration | Improved Shaken +45% |
Heritage synergies:
(Oscultari are limited to the Outlander heritage)
Outlander:
- Oscultari have numerous racial perk options so the extra perk can be useful
- Perception (Glow of the Departed, Guardian's Vigil, Lantern of the Lost)
9. GALDORAK PHYSIOLOGY
Galdoraks are essentially like orcs in other fantasy games. They have a big emphasis on physical damage, rage, and retaliate, like werewolves, but without the shapeshift (or needing to commit so many perks to a shapeshifted form). There is one story companion who is Galdorak but he is only available if you go the heroic path and can easily be missed if you aren't willing to pay his price. The optimal heritage for most Galdoraks will probably be Runehild, unless you want to try doing an Anuket fire mage.
Galdoraks also have access to various War Paint perks. These are interesting because they are transferrable to another character but they do take up the trinket slot. In the early game, you won't find many trinkets so these are extremely powerful items for the early and mid-game in what would otherwise be an empty slot. However, in the late game, there will be far more powerful trinkets, especially grimoire books that may require skill ranks of up to 12. So the question is if you want to spend a perk (which you won't ever be able to get back) on an early and mid-game boost or whether you want to spend that perk point on a bonus that you will be able to use the entire game, including the end.
Story companions: Rukhan
Golden Sparrow adventurers: (None)
Dauntless Pioneers: (None)
- +1 to Warfare rolls
- Physical Damage +1
- Rage +1 magnitude
- Gain Battle Cry action
Unlockable perks for Galdorak:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 2 | War Paint - Blue | Gain War Paint - Blue trinket | ||
| 2 | War Paint - Green | Gain War Paint - Green trinket | ||
| 2 | War Paint - Red | Gain War Paint - Red trinket | ||
| 2 | War Paint - Yellow | Gain War Paint - Yellow trinket | ||
| 3 | Iron Muscles | Reroll failed Stalwart roll | Physical Damage +1 | Gain Iron Muscles action |
| 4 | Essence of the Untamed | Physical Damage +1 | Accuracy +4% | Dodge +2% |
| 5 | Cragborn Rush | Forceful Push +2 (Deal extra Physical Damage when you Push a target) | Mobility +1 magnitude | Resist Lethargy +35% |
| 7 | Totem-Bound Ferocity | Savage Momentum +1 (Gain Mobility when you apply Rage) | Rage +2 magnitude | Improved Push +40% |
| 9 | Fire and Iron | Burning Grand +1 (Inflict Fire Damage for 2 turns when you deal Fire Damage) | +2 to Smithing rolls | Fire Resistance +5 |
| 12 | Tempered in Battle | Initiative +3 | Battle Ready +3 (Heal HP when applying Mobility) | Defense +3 magnitude |
Heritage synergies:
Aelvren:
- Mobility (Dimensional Trickery, Tempered in Battle)
- Defense (Tempered in Battle, Dimensional Trickery)
Amani:
- Initiative (base Amani, Tempered in Battle)
- Physical Damage (Keen Instincts, base Galdorak, Iron Muscles, Essence of the Untamed)
- Defense (Social Bonds, Tempered in Battle
Anuket:
- Fire Damage (Sun's Kiss, Fire and Iron)
- Fire Resistance (Sun's Kiss, Fire and Iron)
Aukai'a:
- Physical Damage (Mariner's Reach, base Galdorak, Iron Muscles, Essence of the Untamed)
- Dodge (base Aukai'a, Essence of the Untamed)
Runehild:
- Stalwart (Mountainborn, Iron Muscles)
- Physical Damage (base Runehild, Berserker's Fury, base Galdorak, Iron Muscles, Essence of the Untamed)
- Rage (base Galdorak, Totem-Bound Ferocity, Berserker's Fury)
- Retaliate (base Galdorak, Berserker's Fury)
- Defense (Thick Skin, Tempered in Battle)
Outlander:
- Galdorak have numerous racial perk options so the extra perk can be useful
- Defense (Guardian's Vigil, Tempered in Battle)
War Paint - Blue
Aelvren:
- Occult (War Paint - Blue, base Aelvren)
- Astral Damage (War Paint - Blue, base Aelvren
- Rituals (War Paint - Blue, Convergence)
- Resist Fear (War Paint - Blue, Lucid Dreams)
War Paint - Green
Runehild:
- Rage (War Paint - Green, base Galdorak, Totem-Bound Ferocity, Berserker's Fury)
War Paint - Red
Amani:
- Physical Damage (War Paint - Red, Keen Instincts, base Galdorak, Iron Muscles, Essence of the Untamed)
Aukai'a:
- Physical Damage (War Paint - Red, Mariner's Reach, base Galdorak, Iron Muscles, Essence of the Untamed
Runehild:
- Physical Damage (War Paint - Red, base Runehild, Berserker's Fury, base Galdorak, Iron Muscles, Essence of the Untamed
- Armor (War Paint - Red, Thick Skin)
War Paint - Yellow
Amani:
- Connections (War Paint - Yellow, base Amani, Social Bonds)
- Initiative (War Paint - Yellow, base Amani, Tempered in Battle)
10. UNDEAD & VAMPIRE PHYSIOLOGY
Undead is a broad category that primarily includes vampires but also applies to ghouls, tainted and wraiths. All of these species have the Undead Physiology perk as well as a more specific perk for their own physiologies. The Undead Physiology perk includes:
- Resist Fear +45%
- Dark Damage +1
- Fire Resistance -2 penalty
- Light Resistance -2 penalty
- Gain Necrotic Surge action
VAMPIRE PHYSIOLOGY
Vampires are the most common undead you will encounter in Erannorth Renaissance. In story mode, you cannot start as a vampire but under some conditions you might be able to become one. If you become a vampire, you will keep any species perks you have already gotten but since your physiology changes you won't be able to unlock any new perks that require your old species. If you have any skills that require your old physiology, the game only checks when equipping them so if you have them already equipped you can keep using them as a vampire but if you unequip them you won't be able to re-equip them again. Vampires work especially well with Aelvren, Runehild, or Outlander heritages. In sandbox mode, you are allowed to start as a vampire. In addition, several of your potential companions are vampires:
Story companions: Two (names omitted to avoid spoilers)
Golden Sparrow adventurers: Trajan and Elizabeth
Dauntless Pioneers: Corvin and Isolde
- +1 to Rituals rolls
- Drain +2 magnitude
- Dominate +1 duration
- Gain Feral Rage action
- Vampires are immune to Lycanthropy
Vampires share Vampiric Ancestry with Dhampirs and can choose from the same perks:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 2 | Blood Sense | Vulnerable +1 magnitude | Drain +1 magnitude | Gain Vampiric Thirst action |
| 4 | Blood Magic | Improved Bleed +25% | Dark Damage +1 | Gain Blood Ritual action |
Vampires also have access to their own line of perks:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 3 | Hematophage | Blood Connoisseur +2 (feeding replenishes hunger at an accelerated rate) | Bleed +1 magnitude | Improved Bleed +15% |
| 6 | Nocturnal Vigor | Hit Points +5 | Resist Bleed +15% | Resist Poison +10% |
| 6 | Sanguine Surge | Blood Connoisseur +2 | Blood Surge +2 (gain Strengthen when applying Drain) | Bloodthirst +2 magnitude |
| 8 | Sanguine Renewal | Blood Connoisseur +4 | Improved Drain +25% | Gain Nourishment action |
| 8 | Unholy Resilience | Armor +2 | Regenerate +2 duration | Resist Vulnerable +20% |
| 10 | Moonlit Compulsion | Astral Damage +2 | Improved Dominate +35% | Gain Mesmerizing Gaze |
If you become a vampire, you, your sire, and your progeny will have the Feed action. Other vampire NPC's and adventurers (e.g. Elizabeth, Trajan, Corvin, Isolde) lack this action. According to the developer, this is because some bloodlines are more powerful than others.
Furthermore, as you progress through the vampire storyline, you can choose a Bloodline perk, gain a base Duskwalker power as an action, and unlock a series of Duskwalker perks.
Heritage synergies:
Aelvren:
- Rituals (base Vampire, Convergence)
- Minions (Convergence) works well with the Rituals focus of Vampires
- Recover (base Aelvren, Lucid Dreams, Sanguine Renewal)
- Mobility (Dimensional Trickery, Sanguine Renewal)
- Astral Damage (base Aelvren, Moonlit Compulsion)
Anuket:
- Vulnerable (base Anuket, Blood Sense)
- Fire Resistance (Sun's Kiss) counteracts the penalty from Undead Physiology
Arbori:
- Minions (Nature's Shield) works well with the Rituals focus of Vampires
- Resist Poison (Poison Resistance, Nocturnal Vigor)
Aukai'a:
- Dodge (base Aukai'a, Moonlit Compulsion)
- Opportunity (Mariner's Reach, Corsair's Fortune, Blood Sense)
Runehild:
- HP (base Runehild, Nocturnal Vigor)
- Armor (Thick Skin, Unholy Resilience)
- Rage (base Vampire, Berserker's Fury)
- Vulnerable (Blood Sense, Mountainborn)
Outlander:
- Vampires have numerous racial & vampiric ancestry perk options so the extra perk can be useful
- Resist Vulnerable (Guardian's Vigil, Unholy Resilience)
GHOUL PHYSIOLOGY
Brawn is a Ghoul and it is possible to make additional Ghouls using the Liber Sepulchri Vivens book (which can be found in the Taymoor Hut) and Swamp Fen Brew.
- Resist Vulnerable +50%
- Resist Stun +35%
There are no Ghoul species perks. Ghouls do not have a heritage/background.
TAINTED PHYSIOLOGY
Tricks is a Tainted, which is somewhat similar to a Dhampir.
- Gain Blood Frenzy action (this is identical to the Dhampir's Blood Frenzy)
Tainted have access to the two Vampiric Ancestry perks that Dhampirs and Vampires have.
There are no Tainted species perks. Tainted do not have a heritage/background.
WRAITH PHYSIOLOGY
Jake Harronwell, Jasmine Harronwell, and Bobby Harronwell are wraiths:
- Resist Bleed +85%
- Resist Push +85%
- Stealth +2 duration
- Drain +2 magnitude
There are no Wraith species perks. Wraiths do not have a heritage/background.
11. UNIQUE PHYSIOLOGY
Dauntless Pioneers include 3 adventurers with unique physiologies. As of Version 1.1.60, you cannot start as one of these species nor will you encounter other NPC's of that type.
CROWVEN PHYSIOLOGY
Dauntless Pioneer: Corvax
- Initiative +2
- +1 to Subterfuge rolls
- Resist Daze +45%
- Astral Resistance +4
- Gain Night Cover action
Unlockable perks for Crowven:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 4 | Synaptic Snare | Astral Damage +2 | Mindfracture +5 (Apply Distract when dealing Astral Damage | Gain Mind Lance action |
| 6 | Mindlash | Distract +5 magnitude | Improved Fear +35% | Gain Terrorize action |
| 8 | Psychic Recoil | Mindfracture +5 | Improved Distract +45% | Gain Phantasmal Leap action |
| 10 | Mental Shroud | Astral Resistance +6 | Resist Distract +65% | Gain Mind Parapet action |
ANGEL PHYSIOLOGY
Dauntless Pioneer: Aurelia
- Light Damage +2
- Resist Drain +65%
- Resist Dominate +45%
- Dark Resistance +4
There are no Angel species perks.
DEMON PHYSIOLOGY
Dauntless Pioneer: Zarethra
- Dark Damage +2
- Resist Fear +65%
- Resist Stun +45%
- Light Resistance +4
There are no Demon species perks.
12. PORTRAITS
Humans, Elves, Half-Elves, Dhampirs, and Werewolves draw from the same set of generic portraits.
Dwarves, Oscultari, and Galdorak have their own portrait options.
Non-binary characters will be presented with all of the male and female portrait options for their species.
You can always select the "Show All Portraits (Unfiltered)" option, which lets you choose any portrait regardless of species and gender. This will also let you choose from the reserved portraits assigned to unique companions and unique NPC's.
These are some of the standard portraits available to Humans, Elves, Half-Elves, Dhampirs, and Werewolves:
These are the special dwarf portraits:
Here is the Oscultari gallery:
And this is what the Galdoraks look like:
13. AELVREN HERITAGE
Story companions: (None)
Golden Sparrow adventurers: Joran and Elizabeth
Dauntless Pioneers: Baldrik, Aurelia, and Isolde
- +1 to Occult rolls
- Recover +1 magnitude
- Astral Damage +1
Unlockable perks for Aelvren:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Convergence | Reroll failed Rituals roll | Empowered Minions +2 | |
| 1 | Lucid Dreams | Astral Resistance +2 | Resist Fear +35% | Gain Waking Dream action |
| 3 | Dimensional Trickery | Mobility +1 duration | Pull +1 magnitude | Gain Astral Step action |
| 5 | Shared Vision | +1 to Perception rolls | Gain Shared Vision action |
14. AMANI HERITAGE
Story companions: Augustin, Ludo, Claire, and a spoiler vampire character
Golden Sparrow adventurers: Darcy and Trajan (also a vampire)
Dauntless Pioneers: Durgan
- +1 to Connections rolls
- Initiative +1
- Weaken duration +1
Unlockable perks for Amani:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Social Bonds | +1 to Connections rolls | Charm +1 | Gain Song of Resilience action |
| 3 | Streetwise | Reroll failed Subterfuge roll | Wits +1 | Gain Feint and Strike action |
| 5 | Keen Instincts | Critical Chance +4% | Physical Damage +2 |
15. ANUKET HERITAGE
Story companions: Sheela
Golden Sparrow adventurers: Tabitha
Dauntless Pioneers: Zarethra
- +1 to Alchemy rolls
- Poison +1 magnitude
- Vulnerable +1 duration
Unlockable perks for Anuket:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Sun's Kiss | Fire Resistance +2 | Fire Damage +2 | |
| 3 | Desertborn | Reroll failed Perception roll | Enhanced Harvesting +1 | Gain Sand Blinding action |
| 5 | Serpent's Edge | Poison +1 duration | Bladed Weapons +1 | Gain Serpent's Fang action |
| 7 | Cloak of Nightshade | Stealth +1 duration | Poison +2 magnitude | Gain Shrouded Venom action |
16. ARBORI HERITAGE
Story companions: Jocelyn and Anya
Golden Sparrow adventurers: Wyll
Dauntless Pioneers: Caelthorne, Lirael, and Aethryn
- +1 to Herbalism rolls
- Healing +1 magnitude
- Stealth +1 duration
Unlockable perks for Arbori:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Nature's Shield | Ice Resistance +2 | Lightning Resistance +2 | Armored Minions +2 |
| 1 | Poison Resistance | Resist Poison +35% | Acid Resistance +2 | |
| 3 | Woodlands Dweller | +1 to Survival rolls | Ranged Weapons +1 | Gain Snare action |
| 5 | One with the Forest | Reroll failed Perception roll | Covert Tactics +3 | Gain Nature's Remedy action |
17. AUKAI'A HERITAGE
Story companions: Rukhan, Karrick, and a spoiler vampire character
Golden Sparrow adventurers: Ren and Harlan
Dauntless Pioneers: Cassian and Marra
- +1 to Perception rolls
- Critical Chance +3%
- Dodge +3%
Unlockable perks for Aukai'a:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Mariner's Reach | Physical Damage +1 | Polearms +1 | Gain Dirty Fighting action |
| 1 | Saltwater Healing | Water Resistance +2 | Healing +1 magnitude | Gain Sailor's Jig action |
| 3 | Leviathan's Luck | Reroll failed Perception roll | Luck +3 | |
| 5 | Corsair's Fortune | Critical Chance +3% | Opportunity +2 magnitude | Gain Lucky Strike action |
18. RUNEHILD HERITAGE
Story companions: Janus and Dreya
Golden Sparrow adventurers: Vargas
Dauntless Pioneers: Maera and Hilda
- +1 to Stalwart rolls
- Hit Points +3
- Physical Damage +1
Unlockable perks for Runehild:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 1 | Determination | +1 to Diplomacy rolls | Precision +5 magnitude | Gain Frostbite Strike action |
| 1 | Mountainborn | Reroll failed Stalwart roll | Resist Slow +25% | Gain Ice Trap action |
| 3 | Thick Skin | Armor +2 | Defense +2 magnitude | |
| 5 | Berserker's Fury | Physical Damage +2 | Retaliate +2 damage | Rage +1 duration |
19. OUTLANDER HERITAGE
Story companions: (None)
Golden Sparrow adventurers: Maeve
Dauntless Pioneers: Seraphina, Corvin, and Corvax
- Perk Points +1
Unlockable perks for Outlanders:
| Required Level | Perk | Benefit | Benefit | Benefit |
|---|---|---|---|---|
| 3 | Guardian's Vigil | +1 to Perception rolls | Defense +1 magnitude | Resist Vulnerable +20% |