Difference between revisions of "Full:Races"

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|-
 
|-
 
| Dwarf
 
| Dwarf
| 90
+
| 80
| +2 Damage Reduction
+
| +1 HP per level (recalculates)
 
| Complete your first dungeon
 
| Complete your first dungeon
| Good for absorbing damage
+
| Works well with items that restore a percentage of HP (unlike [[HALPMEH]]).
 
|-
 
|-
 
| Halfling
 
| Halfling
| 90
+
| 80
 
| +1 Healing Potion
 
| +1 Healing Potion
 
| "Find the Halfings" quest
 
| "Find the Halfings" quest

Revision as of 14:42, 25 February 2012

Regular Races

There are seven regular races, each of which can convert items and glyphs (magic spells/skills) into a different permanent bonus.

Race Points Conversion Unlock Strategy
Human 100 +10% Damage Bonus Start Great for any class; most well-rounded option
Elf 70 +1 Max Mana Complete your first dungeon Amazing spellcasters; works very well for melee classes if you can find HALPMEH or CYDSTEPP glyphs
Dwarf 80 +1 HP per level (recalculates) Complete your first dungeon Works well with items that restore a percentage of HP (unlike HALPMEH).
Halfling 80 +1 Healing Potion "Find the Halfings" quest Superb thieves, can make excellent use of the Trisword
Gnome 90 +1 Mana Potion "Find the Gnomes" quest Great for thieves, bloodmages, and anyone that can stack a high max mana from other bonuses
Orc 120 +1 Stacking† Base Damage Good for classes with high damage bonuses, like Rogues and Berserkers. Especially good if you can get a lot of conversion points.
Goblin 85 +5 + 1 Stacking† Experience Extra experience at will makes leveling up to heal much easier. Very weak in most dungeons.

† Stacking means the first conversion adds +1, the second adds +2, the third adds +3 and so on.