Full:Races
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Revision as of 22:55, 1 December 2011 by Zaratustra (Talk | contribs) (Created page with '__NOTOC__ ==Regular Races== There are seven regular races, each of which can convert glyphs (magic spells/skills) into a different permanent bonus. {| border="1" cellspacing…')
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 (first conversion adds +1, second adds +2, third adds +3...) | 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. |