80 points = 1 Health potion
|Suggested Classes||Thief, Priest|
|Lives in||The Hole|
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Halfling vs. Dwarf
Both the Halfling and the Dwarf have racial specials that expand your effective Health. For 80 Conversion Points the Dwarf gains +1 maximum Health per level, whereas the Halfling gains 1 Health Potion. The Dwarf favors early conversions, that allow him to benefit multiple times from the slightly expanded Health pool; the Halfling however is quite fine to put off converting until the additional potions are actually needed, which is normally late game. Generally, Dwarves offer more staying power during the dungeon, while Halflings have a stronger Health spike.
Both Halflings and Dwarves are geared towards melee longevity. On the surface of it, Dwarves seem easier to play because their bonus is constant, and it may actually be so on the earlier maps of the game; however, the higher versatility offered by Halflings keeps them viable choices for all levels of dungeon difficulty, whereas Dwarves normally struggle on more challenging dungeons and require great skill - and a specialised strategy - to fully leverage their racial bonus.
Halflings benefit from anything that gives a high max Health, such as the Pendant of Health, Troll Heart, Alchemist Scroll, Glowing Guardian (convert out before drinking potions), Jehora Jeheyu and The Earthmother.
A superb item for halflings is the Trisword. Due to the extra potions you will accrue you can activate it for its full bonus more often.
Any Halfling who finds the Bloodtopowa glyph can easily turn into a extra-potent spellcaster, especially if you boost their maximum health. If you have exploration available, just being a Halfling can allow you to dispatch bosses succeptible to fireballs with ease even with classes who would otherwise have trouble dealing with them.
High damage resistances also sinergize well with Halflings because while the halfling has less base damage than a damage boosting race would provide, their healing potions allow them to get extra hits in.
They can be used in combination with most classes, but the ones that work best are Thieves and Priests due to their affinity for healing potions, Bloodmages with any form of Health boost because they can use their health to cast spells and Berserkers as their resistances allow them to get additional hits in with potion use.
Thief: The halfling can take advantage of the thief's SURVIVOR ability, which gives extra 20% MP for every HP potion quaffed, as well as 20% HP for every MP potion. Find a glyph that improves physical combat (BYSEPS, HALPMEH, CYDSTEPP or GETINDARE), prepare a tri-sword and find items that improve the synergy between magic and physical combat (Witchalock Pendant, Fire Heart, Martyr Wraps).
Priest: The Priest's "Good Drink" allows Halflings to make the most use out of it. Extremely powerful when used against undead. Use the tri-sword or dragon shield. Boost your HP, resistances and damage reduction so that you can take many hits from the enemy.
Bloodmage: With something as simple as a Health Pendant or an Alchemist Scroll, halflings can get a lot out of the Bloodtopowa Glyph as it allows them to fuel spellcasting with healing potions. This allows for a lot of burst damage at lower levels and later sinergizes with the Sanguine ability.
Berserker: Berserker's high damage resistance means that healing for 40% of your health using a health potion, or 80% with two often means you get to do an additional hit to a monster or boss. With the Berserkers natural +20% damage bonus and other forms of boosting either your damage or damage resistances, this makes Halflings flexible and powerful berserkers.