Races

Choose your magical heritage and embrace your racial bonuses (or penalties)

What are Races?

In HogwartsLive, your race determines your magical heritage and provides unique bonuses, penalties, and special abilities. Unlike your house (which is chosen by the Sorting Hat), you choose your race yourself. Choose wisely - some races are permanent, while others can be changed under specific circumstances.

Most races become available after achieving a certain number of Voldemort Encounters (VEs). This ensures new players start with simpler races before unlocking more complex options.

Available Races

👤 Human

Requirements: None (default race)

Village: Ottery St. Catchpole

The most common magical folk. Humans get +2 extra forest fights per day, making them excellent for grinding experience. They're reliable, versatile, and don't spontaneously combust in sunlight. Full details →

🛡️ Auror

Requirements: 7 VEs

Village: Ministry of Magic / Hogwarts

Dark wizard hunters with "Constant Vigilance" defense buff and 5% chance to find extra gold. Gain +5 alignment daily. Good for players who want to stay on the side of light. Full details →

💀 Death Eater

Requirements: 50 VEs (default)

Village: Spinner's End

Voldemort's followers who lose -5 alignment daily and "whisper darkly" in village. +1 forest fight per day. Perfect for players pursuing dark magic and Horcruxes. Full details →

🧛 Vampire

Requirements: Involuntary transformation

Village: Nosferatu Manor

Undead bloodsuckers who are stronger at night (+20% damage, +3 attack) but weaker during the day (-10% defense). 60% chance to die in the mine. Bounty placed on your head when you transform. Full details →

🐺 Werewolf

Requirements: Transformation event (2+ full moons)

Duration: 5 game days (temporary)

Cursed shapeshifters who transform during full moons. Temporary race that lasts 5 days, then you revert to your previous race. +2 attack, +15% damage, 45% mine death. Bounty placed on your head. Full details →

🏔️ Giant

Requirements: 50 VEs

Village: Ottery St. Catchpole

Massive humanoids with incredible strength. +1 forest fight, strong attack bonuses, reduced defense. Only 25% mine death. 10% gem finding chance (default). Full details →

🏦 Goblin

Requirements: 50 VEs, Diagon Alley module

Village: Gringotts Bank

Greedy bankers who receive 20% more gold from creature fights but lose 20% forest fights daily. Excellent for gold-per-fight efficiency. 90% mine death (greed > caution). Full details →

Veela

Requirements: 50 VEs (default)

Village: Ottery St. Catchpole

Enchantingly beautiful magical beings with charm-based defense scaling. +15% charm on selection, -15% forest fights. "Intense Beauty" buff increases defense based on charm stat. Full details →

🧹 House-Elf

Requirements: 10 VEs (default)

Village: Ottery St. Catchpole

Loyal servants with powerful defensive magic. +2 defense bonus, -3 charm penalty. Can apparate in Hogwarts (mine escape). 60% mine death. "House-Elf Loyalty" buff. Full details →

🏔️ Mountain Troll

Requirements: 25 VEs (default)

Village: Forbidden Forest Depths

Massive, dim-witted creatures with incredible strength. -5 charm penalty, 90% mine death chance, but high HP and combat bonuses. Full details →

Choosing Your Race

You choose your race during character creation or at newday if you meet the requirements for a new race. Consider:

  • Playstyle: Do you want extra forest fights (Human), extra gold (Goblin/Auror/Death Eater), or combat bonuses (Vampire/Giant)?
  • Alignment Goals: Aurors gain good alignment, Death Eaters are evil-aligned
  • VE Requirements: Some races require significant progression (50 VEs for Giant/Goblin)
  • Permanence: Most races are permanent once chosen (except Werewolf which is temporary)
  • Village Access: Each race has a home village with unique features

Race Villages

Each race has a home village where they can access special features, shops, and NPCs. You can travel between villages using the travel system (if enabled on your server).

Mine Death Chances

If your server has a mine module, different races have different chances of dying in mining accidents:

  • Giant: 25% (very hardy)
  • Auror: 40%
  • Death Eater: 40%
  • Werewolf: 45%
  • Vampire: 60%
  • Human: 90%
  • Goblin: 90%

This reflects each race's physical durability and resistance to cave-ins, toxic gases, and angry pickaxes.

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