Alpha:Races

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Each regular race turns glyphs (magic spells/skills) into some permanent bonus. <br><br>
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__NOTOC__
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== Regular Races ==
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There are seven regular races, each of which can convert [[Alpha:Glyphs|glyphs]] (magic spells/skills) into a different permanent bonus.
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Human: 10% bonus to attack. Great for beginners and Rogues/Berserkers<br>
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{| border="1" cellspacing="0" cellpadding="4" style="border-collapse: collapse;" class
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Elf: 2 maximum mana. Amazing Wizards.<br>
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|- style="background-color: #EEEEEE"
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Dwarf: Bonus to maximum hit points. (1 per level?)<br>
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!Race
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Hafling: 1 healing potion. Great for many challenge missions.<br>
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!Converts glyphs to...
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Gnome: 1 mana potion.<br>
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!Unlock
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Goblin: 10 gold. Natural fit for tinkers.<br>
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!Strategy
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Orc: 5 experience. <br>
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|-
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| Human
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| +10% Damage Bonus
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| Start
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| Great for beginners and Rogues/Berserkers
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|-
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| Elf
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| +2 Maximum Mana
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| Start
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| Amazing Wizards.
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|-
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| Dwarf
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| +1 Max Health per level*
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| Start
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| Good for fighters and monks. Decent all-around.
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|-
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| Halfling
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| +1 Healing Potion
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| Start
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| Great for many challenge missions, and for thieves.
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|-
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| Gnome
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| +1 Mana Potion
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| Start
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| Great for thieves.
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|-
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| Goblin
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| +5 Experience (+10 gold pre v0.2)
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| Defeat the [[Alpha:Crypt|Crypt]] challenge with any race.
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| Extra experience at will makes leveling up to heal much easier. Good for Assassins.
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|-
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| Orc
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| +2 Base Damage (+5 experience pre v0.2)
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| Defeat the [[Alpha:Library|Library]] challenge with any race.
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| Good for classes with high damage bonuses, like Rogues and Berserkers.
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|}
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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.<br>
 
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Gorgon: Low damage, high physical damage resistance, free break wall glyph. Glyphs turn into a bonus percentage at which point you will petrify an enemy. Not that you do not have first-strike like monster gorgons do. <br>
 
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Half Dragon: High Health, magic damage, longer sight range, bonus damage in the form of a knockback attack. Enemies hit into walls/other enemies take bonus damage, depending on how many glyphs you've consumed. Can not use fireball glyphs at all. <br>
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* 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.
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Vampire: Rogue's bigger, meaner brother/sister. 20% life steal, raised each time a glyph is consumed. Does not regenerate health, except by level up/hitting monsters. First Strike. Loses life each time a new map square is revealed. Hard to start, but past level 3, becomes a steamroller.
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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.
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 +
 
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{| border="1" cellspacing="0" cellpadding="4" style="border-collapse: collapse;" class
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|- style="background-color: #EEEEEE"
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!Race
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!Converts glyphs to...
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!Unlock
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|-
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| [[Alpha:Gorgon(race)|Gorgon]]
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| +5% Death Gaze
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| Beat [[Alpha:Snake Pit|Snake Pit]] with a Monk
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|-
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| [[Alpha:Vampire(race)|Vampire]]
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| +5% Lifesteal
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| Beat [[Alpha:Crypt|Crypt]] with an Assassin
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|-
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| [[Alpha:Half-dragon|Half-dragon]]
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| +20% Knockback damage
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| Beat [[Alpha:Library|Library]] with a Warlord
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|}

Latest revision as of 05:09, 26 June 2012

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 +5 Experience (+10 gold pre v0.2) Defeat the Crypt challenge with any race. Extra experience at will makes leveling up to heal much easier. Good for Assassins.
Orc +2 Base Damage (+5 experience pre v0.2) Defeat the Library challenge with any race. Good for classes with high damage bonuses, like Rogues and Berserkers.


  • 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
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