Lineages
Humans, the beastborn lineages, gnomes and constructs.
Clan people with animal traits: Vulpine (fox), Ursine (bear), Avian (hawk), Lupine (wolf), Emberkin, Otterkin, or Chiropteran (bat). Each species has unique passive and active abilities (Trace < Blooded < Deep).
Human
Most of the sky.
Gift: Versatile. Works on through the Hush if mundane.
Avian
Hawk, crow and owl blood.
Gift: Flies between ships at Close range; +1 Lookout radius; ignores drafts. Takes half frost.
Deep blood: Flies at Long range and can carry a gnome.
Drawback: Fragile.
Ursine
Bear blood.
Gift: +50% melee; repairs Keel, Hearth and Drive 50% faster; takes half frost.
Deep blood: Holds a doorway: enemies cannot pass while they stand in it.
Drawback: Eats for two; moves 20% slower.
Vulpine
Fox blood.
Gift: Moves 15% faster; +5% evasion at the Helm; opens bluff and haggle options.
Deep blood: Unseen for the first 8 s of a boarding.
Drawback: Weak in melee.
Lupine
Wolf and hound blood.
Gift: +10% melee and repair per other lupine in the room (max +30%).
Deep blood: Pack howl: allies in the room deal +20% damage for 10s, once per fight.
Drawback: Grieves for 5 passages.
Emberkin
Salamander and lizard blood.
Gift: Immune to fire and heals 2 HP/s while burning.
Deep blood: Carries fire: sets enemy rooms alight by standing in them.
Drawback: Frost slows them double.
Lutrine
Otter blood.
Gift: Double speed in soaked rooms; puts out fire 2x faster; bonds form 2x faster.
Deep blood: Patches breaches 3× faster.
Drawback: Gunnery 20% slower.
Chiropteran
Bat blood.
Gift: Works normally in hushed rooms; sees enemy crew; spots Hush pockets and ambushes on the map.
Deep blood: Echo: reveals every room of a delve on entry.
Drawback: 20% slower on the sunlit top deck.
Gnome
Tinkers descended from mages who made themselves small.
Gift: Crawlways (ignore sealed doors, climb anywhere); repairs 50% faster; 2 device slots; devices cost half the mana to use. Tinkering 2 from the start: at a Tinker's Bench a gnome works one level better, pays 10 silver less to build, and their overclocks break half as often.
Drawback: −30% melee; slowed by frost.
Construct
An activated golem that stayed.
Gift: Never eats; fire-immune; costs 1 crystal every 3 passages.
Drawback: Skills cap at 1.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord