Alpha:Races
From DDwiki
Regular Races
There are seven regular races, each of which can convert glyphs (magic spells/skills) into a different permanent bonus.
Race | Converts glyphs to... | Unlock | Strategy |
---|---|---|---|
Human | +10% Damage Bonus | Start | Great for beginners and Rogues/Berserkers |
Elf | +2 Maximum Mana | Start | Amazing Wizards. |
Dwarf | +1 Max Health per level* | Start | Good for fighters and monks. Decent all-around. |
Halfling | +1 Healing Potion | Start | Great for many challenge missions, and for thieves. |
Gnome | +1 Mana Potion | Start | Great for thieves. |
Goblin | +10 gold | Defeat the Crypt challenge with any race. | Natural fit for tinkers. Goblin Wizards are useful for farming gold. |
Orc | +5 experience | Defeat the Library challenge with any race. | Extra experience at will makes leveling up to heal much easier. Good for Assassins. |
- Health Powerups and the Dwarf's Glyph Conversion gives you 1 Max Health per Level. This means the bonus scales while you level up, your total bonus Max Health equals Level * (Dwarf Conversion + Health Powerups). This is NOT a percentage bonus. Buying a +10 Max Health item will not increase the bonus from Health Powerups or Dwarf's Glyph Conversion, and likewise worshipping Dracul will not decrease the bonus.
In addition, 3 special races exist as unlockables, that are a both a race and class together. Each of these three cause significant changes to the core mechanics of the game.
Race | Converts glyphs to... | Unlock |
---|---|---|
Gorgon | +5% Death Gaze | Beat Snake Pit with a Monk |
Vampire | +5% Lifesteal | Beat Crypt with an Assassin |
Half-dragon | +20% Knockback damage | Beat Library with a Warlord |