Just some ideas to help make the races a bit more unique. All of the ideas focus on gameplay style, because x% increased damage is just plain boring and doesn't lend to a specific racial identity. Feel free to post your own ideas.
Dwarves:
Sturdy tools:
Effect: Tools used by Dwarves have a chance not to receive durability damage
Reason: Establishes Dwarves as master craftsmen. Primary purpose is to allow for longer sessions of mining to reinforce mining as a part of their culture.
Master Stone Carving:
Effect: Stone tools can gather the same materials as Iron.
Reason: Reinforces the stone craftsmanship emphasis for the dwarves. Allows a culture focused on mining to be more efficient with materials.
Elves:
Loremaster:
Effect: Chance to be reimbursed with experience when using enchanting tables
Reason: Establishes the elves as the dominant intellectual race.
Trained pets: (not sure how possible this is)
Effect: Wolves will aggro targets that have been hit by the owners arrows
Reason: Gives more functionality to wolves and reinforces the bond with nature and animals that the elves have.
Orc:
Endurance:
Effect: Sprinting doesnt consume food level as fast (equivalent to walking)
Reason: Establishes the physical prowess of an orc.
Crippling Blows:
Effect: Critical maelee hits cause (blindness/nausia/slowness/or something)
Reason: Further establishes the physical prowess of an orc. Gives an extra element in combat to a race dedicated to battle.
Tigran:
Prowl:
Effect: Sneaking removes nametag, reduces mob aggro range, and travels as fast as walking.
Reason: Establishes cat-like hunting abilities.
Nimble: Receiving damage grants a speed boost.
Reason: Cat like reflexes allow Tigrans to more easily avoid attackers.
Undead:
The Cursed:
Effect: Immune to starvation but does not heal by food level
Reason: The undead are beings kept alive by their curse, and as such do not require food.
Life Sap:
Effect: Health recovered when receiving exp points
Reason: Simulates either eating a corpse or absorbing the life of a slain enemy to fuel the curse.
Naga:
Resilient:
Effect: Requires less food for passive health regen to apply.
Reason: Naga are able to survive with less food than normal due to harsh conditions of homeland.
Yanar:
Photosynthesis:
Effect: Passive Food Saturation regen in direct sunlight.
Reason: Reinforces the plant like nature of the species.
Dwarves:
Sturdy tools:
Effect: Tools used by Dwarves have a chance not to receive durability damage
Reason: Establishes Dwarves as master craftsmen. Primary purpose is to allow for longer sessions of mining to reinforce mining as a part of their culture.
Master Stone Carving:
Effect: Stone tools can gather the same materials as Iron.
Reason: Reinforces the stone craftsmanship emphasis for the dwarves. Allows a culture focused on mining to be more efficient with materials.
Elves:
Loremaster:
Effect: Chance to be reimbursed with experience when using enchanting tables
Reason: Establishes the elves as the dominant intellectual race.
Trained pets: (not sure how possible this is)
Effect: Wolves will aggro targets that have been hit by the owners arrows
Reason: Gives more functionality to wolves and reinforces the bond with nature and animals that the elves have.
Orc:
Endurance:
Effect: Sprinting doesnt consume food level as fast (equivalent to walking)
Reason: Establishes the physical prowess of an orc.
Crippling Blows:
Effect: Critical maelee hits cause (blindness/nausia/slowness/or something)
Reason: Further establishes the physical prowess of an orc. Gives an extra element in combat to a race dedicated to battle.
Tigran:
Prowl:
Effect: Sneaking removes nametag, reduces mob aggro range, and travels as fast as walking.
Reason: Establishes cat-like hunting abilities.
Nimble: Receiving damage grants a speed boost.
Reason: Cat like reflexes allow Tigrans to more easily avoid attackers.
Undead:
The Cursed:
Effect: Immune to starvation but does not heal by food level
Reason: The undead are beings kept alive by their curse, and as such do not require food.
Life Sap:
Effect: Health recovered when receiving exp points
Reason: Simulates either eating a corpse or absorbing the life of a slain enemy to fuel the curse.
Naga:
Resilient:
Effect: Requires less food for passive health regen to apply.
Reason: Naga are able to survive with less food than normal due to harsh conditions of homeland.
Yanar:
Photosynthesis:
Effect: Passive Food Saturation regen in direct sunlight.
Reason: Reinforces the plant like nature of the species.