>==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.|
|Hafling||+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|