Difference between revisions of "Full:Races"
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| Orc | | Orc | ||
| 120 | | 120 | ||
− | | +1 | + | | +1 Stacking† Base Damage |
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| Good for classes with high damage bonuses, like Rogues and Berserkers. | | Good for classes with high damage bonuses, like Rogues and Berserkers. | ||
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| Extra experience at will makes leveling up to heal much easier. Good for Assassins. | | Extra experience at will makes leveling up to heal much easier. Good for Assassins. | ||
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+ | |||
+ | † Stacking means the first conversion adds +1, the second adds +2, the third adds +3 and so on. | ||
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Revision as of 22:57, 1 December 2011
Regular Races
There are seven regular races, each of which can convert glyphs (magic spells/skills) into a different permanent bonus.
Race | Points | Conversion | Unlock | Strategy |
---|---|---|---|---|
Human | 100 | +10% Damage Bonus | Start | Great for beginners and Rogues/Berserkers |
Elf | 70 | +1 Max Mana | Start | Amazing Wizards. |
Dwarf | 80 | +1 Max Health/Level | Start | Good for fighters and monks. Decent all-around. |
Halfling | 80 | +1 Healing Potion | Great for many challenge missions, and for thieves. | |
Gnome | 80 | +1 Mana Potion | Great for thieves. | |
Orc | 120 | +1 Stacking† Base Damage | Good for classes with high damage bonuses, like Rogues and Berserkers. | |
Goblin | 85 | +5 Experience | Extra experience at will makes leveling up to heal much easier. Good for Assassins. |
† Stacking means the first conversion adds +1, the second adds +2, the third adds +3 and so on.