Difference between revisions of "Full:Races"

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__NOTOC__
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#REDIRECT [[Races]]
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==Regular Races==
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There are seven regular races, each of which can convert [[Full:Items|items]] and [[Full:Glyphs|glyphs]] (magic spells/skills) into a different permanent bonus.
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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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!Points
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!Conversion
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!Unlock
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!Strategy
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|-
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| Human
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| 100
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| +10% Damage Bonus
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| Start
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| Great for any class; most well-rounded option
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|-
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| Elf
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| 70
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| +1 Max Mana
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| Complete your first dungeon
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| Amazing spellcasters; works very well for melee classes if you can find [[HALPMEH]] or [[CYDSTEPP]] glyphs
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|-
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| Dwarf
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| 80
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| +1 max HP per level (recalculates)
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| Complete your first dungeon
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| Works well with items that restore a percentage of HP (unlike [[HALPMEH]]).
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|-
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| [[Full:Halfling (race)|Halfling]]
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| 80
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| +1 Healing Potion
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| "Find the Halfings" quest
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| Superb thieves, can make excellent use of the [[Trisword]]
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|-
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| Gnome
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| 90
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| +1 Mana Potion
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| "Find the Gnomes" quest
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| Great for thieves, bloodmages, and anyone that can stack a high max mana from other bonuses
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|-
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| Orc
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| 120
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| +1 Stacking† Base Damage
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| Good for classes with high damage bonuses, like Rogues and Berserkers. Especially good if you can get a lot of conversion points.
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| [[Full:Goblin (race)|Goblin]]
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| 85
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| +5 + 1 Stacking† Experience
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| Extra experience at will makes leveling up to heal much easier. Works well if you save a lot of conversion points for the boss.
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|}
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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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<br>
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Latest revision as of 16:30, 17 April 2012

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