Full:Races
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					Regular Races
There are seven regular races, each of which can convert items and glyphs (magic spells/skills) into a different permanent bonus.
| Race | Points | Conversion | Unlock | Strategy | 
|---|---|---|---|---|
| Human | 100 | +10% Damage Bonus | Start | Great for any class; most well-rounded option | 
| Elf | 70 | +1 Max Mana | Start | Amazing spellcasters; works very well for melee classes if you can find HALPMEH or CYDSTEPP glyphs | 
| Dwarf | 80 | +1 Max Health/Level | Start | Good for absorbing damage, and works well with bonuses that restore a % of max health | 
| Halfling | 80 | +1 Healing Potion | Superb thieves, can make excellent use of the Trisword | |
| Gnome | 80 | +1 Mana Potion | Great for thieves, bloodmages, and anyone that can stack a high max mana from other bonuses | |
| Orc | 120 | +1 Stacking† Base Damage | Good for classes with high damage bonuses, like Rogues and Berserkers. Especially good if you can get a lot of conversion points. | |
| Goblin | 85 | +5 Experience | Extra experience at will makes leveling up to heal much easier. Very weak in most dungeons. | 
† Stacking means the first conversion adds +1, the second adds +2, the third adds +3 and so on.