Difference between revisions of "Full:Races"
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| Dwarf | | Dwarf | ||
| 80 | | 80 | ||
− | | +1 HP per level (recalculates) | + | | +1 max HP per level (recalculates) |
| Complete your first dungeon | | Complete your first dungeon | ||
| Works well with items that restore a percentage of HP (unlike [[HALPMEH]]). | | Works well with items that restore a percentage of HP (unlike [[HALPMEH]]). |
Revision as of 15:11, 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 max 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. Works well if you save a lot of conversion points for the boss. |
† Stacking means the first conversion adds +1, the second adds +2, the third adds +3 and so on.