Wizard Alchemy races are reroll traits that change your character's combat stats, movement, sustain, and elemental damage. Every player starts as Human, but Race Rerolls can replace it with a stronger option such as Death Eater, Stellar Ambassador, Ice Crystal, Fiendish Demon, or the 1% Legendary dark race.
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Race rarity
Common races
Human is the default starter result. It has no passive bonuses, so it should be replaced once you have Race Rerolls to spend.

Common
Human
Human is the default race and mostly exists as the result players try to replace with free or paid rerolls.
- roll chance
- 25%
- reroll route
- Default starter race or race reroll result
- best for
- Starting only
- core bonus
- No passive bonuses
- limit
- No damage, movement, sustain, or defensive bonuses
- keep or reroll
- Reroll as soon as you can
| Image | Name | Rarity | roll chance | reroll route | best for | core bonus | passive | limit | element synergy | keep or reroll | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|
![]() | Human | Common | 25% | Default starter race or race reroll result | Starting only | No passive bonuses | — | No damage, movement, sustain, or defensive bonuses | — | Reroll as soon as you can | Human is the default race and mostly exists as the result players try to replace with free or paid rerolls. |
Race rarity
Uncommon races
Tree Spirit and Elf are early utility rolls. Tree Spirit gives passive sustain with a movement penalty, while Elf helps movement and jumping without improving combat.

Uncommon
Tree Spirit
Tree Spirit can smooth out early fights when healing feels slow, but the movement penalty makes it easy to outgrow.
- roll chance
- 15%
- reroll route
- Race reroll
- best for
- Early passive sustain
- core bonus
- Life Regeneration x2 and +5% Maximum Health
- passive
- Doubled HP regeneration
- limit
- -2 Base Movement Speed and no offensive bonus
- keep or reroll
- Temporary early roll

Uncommon
Elf
Elf makes movement feel better, especially while exploring, but it does not help damage or survival once enemies get tougher.
- roll chance
- 15%
- reroll route
- Race reroll
- best for
- Exploration and early movement
- core bonus
- 2
- +3 Base Movement Speed and
- +10 Jump Height
- limit
- No combat, sustain, or element bonus
- keep or reroll
- Reroll later
| Image | Name | Rarity | roll chance | reroll route | best for | core bonus | passive | limit | element synergy | keep or reroll | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|
![]() | Tree Spirit | Uncommon | 15% | Race reroll | Early passive sustain | Life Regeneration x2 and +5% Maximum Health | Doubled HP regeneration | -2 Base Movement Speed and no offensive bonus | — | Temporary early roll | Tree Spirit can smooth out early fights when healing feels slow, but the movement penalty makes it easy to outgrow. |
![]() | Elf | Uncommon | 15% | Race reroll | Exploration and early movement | +3 Base Movement Speed and +10 Jump Height | — | No combat, sustain, or element bonus | — | Reroll later | Elf makes movement feel better, especially while exploring, but it does not help damage or survival once enemies get tougher. |
Race rarity
Rare races
Rare races are the first rolls worth thinking through. Werewolf is a safe early upgrade, Death Eater is better for kill-based farming, and Undead is a risky survival pick because its revive passive comes with a Max HP penalty.

Rare
Werewolf
Werewolf is a practical first upgrade because it gives a little HP, damage, speed, and jump without adding a painful drawback.
- roll chance
- 10%
- reroll route
- Race reroll
- best for
- Beginner combat upgrade
- core bonus
- 4
- +10% Maximum Health,
- +5 Attack Power,
- +1 Base Movement Speed,
- +10 Jump Height
- limit
- No element synergy or special passive
- keep or reroll
- Good early hold

Rare
Death Eater
Death Eater is useful when you are killing enemies quickly because the heal triggers on kills instead of slow passive recovery.
- roll chance
- 10%
- reroll route
- Race reroll
- best for
- Solo farming and kill chains
- core bonus
- +10% Attack Power and 5% Max HP restored on kill
- passive
- HP restoration after defeating an enemy
- limit
- Reduced HP regeneration between kills
- element synergy
- Works with any element
- keep or reroll
- Strong farming hold

Rare
Undead
Undead can save a run when a hard enemy would kill you, but the lower Max HP makes normal mistakes more dangerous.
- roll chance
- 10%
- reroll route
- Race reroll
- best for
- Surviving fatal hits
- core bonus
- +10 Skill Speed and a fatal-hit survival passive
- passive
- Keeps 1 HP after fatal damage, enters invincible recovery, and restores 30% HP with a 180 second cooldown
- limit
- -30% Maximum Health
- keep or reroll
- Situational survival hold
| Image | Name | Rarity | roll chance | reroll route | best for | core bonus | passive | limit | element synergy | keep or reroll | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|
![]() | Werewolf | Rare | 10% | Race reroll | Beginner combat upgrade | +10% Maximum Health, +5 Attack Power, +1 Base Movement Speed, +10 Jump Height | — | No element synergy or special passive | — | Good early hold | Werewolf is a practical first upgrade because it gives a little HP, damage, speed, and jump without adding a painful drawback. |
![]() | Death Eater | Rare | 10% | Race reroll | Solo farming and kill chains | +10% Attack Power and 5% Max HP restored on kill | HP restoration after defeating an enemy | Reduced HP regeneration between kills | Works with any element | Strong farming hold | Death Eater is useful when you are killing enemies quickly because the heal triggers on kills instead of slow passive recovery. |
![]() | Undead | Rare | 10% | Race reroll | Surviving fatal hits | +10 Skill Speed and a fatal-hit survival passive | Keeps 1 HP after fatal damage, enters invincible recovery, and restores 30% HP with a 180 second cooldown | -30% Maximum Health | — | Situational survival hold | Undead can save a run when a hard enemy would kill you, but the lower Max HP makes normal mistakes more dangerous. |
Race rarity
Epic races
Epic races start shaping real builds. Ice Crystal and Fiendish Demon reward Ice or Fire spell setups, while Stellar Ambassador gives general Attack Power, Skill Speed, and movement burst value for any element.

Epic
Ice Crystal
Ice Crystal is strongest when your spell setup is built around Ice damage, especially if the extra HP helps offset slower movement.
- roll chance
- 5%
- reroll route
- Race reroll
- best for
- Ice spell builds
- core bonus
- 2
- +20% Ice Elemental Damage and
- +10% Maximum Health
- limit
- -2 Base Movement Speed
- element synergy
- Ice
- keep or reroll
- Keep for Ice builds

Epic
Fiendish Demon
Fiendish Demon is the clean Fire build race. The movement bonus feels good, but the Max HP loss punishes sloppy fights.
- roll chance
- 5%
- reroll route
- Race reroll
- best for
- Fire spell builds
- core bonus
- 2
- +20% Fire Elemental Damage and
- +2 Base Movement Speed
- limit
- -10% Maximum Health
- element synergy
- Fire
- keep or reroll
- Keep for Fire builds

Epic
Stellar Ambassador
Stellar Ambassador is a strong all-around roll because its Attack Power and Skill Speed help no matter which element you are using.
- roll chance
- 4%
- reroll route
- Race reroll
- best for
- Hybrid spell builds and kiting
- core bonus
- 2
- +10% Attack Power and
- +20 Skill Speed
- passive
- Movement speed burst after landing hits
- limit
- No single-element damage boost
- element synergy
- Any element
- keep or reroll
- Keep
| Image | Name | Rarity | roll chance | reroll route | best for | core bonus | passive | limit | element synergy | keep or reroll | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|
![]() | Ice Crystal | Epic | 5% | Race reroll | Ice spell builds | +20% Ice Elemental Damage and +10% Maximum Health | — | -2 Base Movement Speed | Ice | Keep for Ice builds | Ice Crystal is strongest when your spell setup is built around Ice damage, especially if the extra HP helps offset slower movement. |
![]() | Fiendish Demon | Epic | 5% | Race reroll | Fire spell builds | +20% Fire Elemental Damage and +2 Base Movement Speed | — | -10% Maximum Health | Fire | Keep for Fire builds | Fiendish Demon is the clean Fire build race. The movement bonus feels good, but the Max HP loss punishes sloppy fights. |
![]() | Stellar Ambassador | Epic | 4% | Race reroll | Hybrid spell builds and kiting | +10% Attack Power and +20 Skill Speed | Movement speed burst after landing hits | No single-element damage boost | Any element | Keep | Stellar Ambassador is a strong all-around roll because its Attack Power and Skill Speed help no matter which element you are using. |
Race rarity
Legendary races
Night Knight is the 1% Legendary dark-race entry, and some players may still recognize the same dark stat line as Thestrals. Its dark damage, Disaster status, Attack Power, mobility, and Skill Speed make it the clearest top roll.

Legendary
Night Knight
Night Knight is the 1% dark race. The dark damage bonus, Disaster status, Attack Power, and Skill Speed make it the clearest top roll if the name is confirmed.
- roll chance
- 1%
- reroll route
- Race reroll
- best for
- Dark DPS builds and late-game damage
- core bonus
- 5
- +20% Dark Elemental Damage,
- +10% Attack Power,
- +3% Base Movement Speed,
- +30% Jump Height,
- +30 Skill Speed
- passive
- Applies Disaster status on hit
- limit
- Very low roll chance
- element synergy
- Dark
- keep or reroll
- Top target
| Image | Name | Rarity | roll chance | reroll route | best for | core bonus | passive | limit | element synergy | keep or reroll | Notes |
|---|---|---|---|---|---|---|---|---|---|---|---|
![]() | Night Knight | Legendary | 1% | Race reroll | Dark DPS builds and late-game damage | +20% Dark Elemental Damage, +10% Attack Power, +3% Base Movement Speed, +30% Jump Height, +30 Skill Speed | Applies Disaster status on hit | Very low roll chance | Dark | Top target | Night Knight is the 1% dark race. The dark damage bonus, Disaster status, Attack Power, and Skill Speed make it the clearest top roll if the name is confirmed. |
How race rerolls fit progression
Races matter because they change what your character can survive, how fast you move, and how much damage a spell build can push. Human does nothing, so the first goal is simple: replace it with any useful combat or utility roll. After that, the better question is whether your current race helps the way you actually fight.
A safe early roll is usually Werewolf because it gives HP, Attack Power, movement, and jump height without a major drawback. Death Eater is stronger when you are farming enemies quickly because its 5% Max HP heal triggers after kills. Undead can save you from a fatal hit, but the Max HP penalty means normal mistakes hurt more.
Epic and Legendary races are where builds start to matter. Ice Crystal wants Ice spells, Fiendish Demon wants Fire spells, and Stellar Ambassador works across elements because Attack Power and Skill Speed are useful in almost every setup. The 1% dark race is the chase result because its dark damage bonus, Disaster status, Attack Power, and Skill Speed all point toward high damage.
How to decide when to stop rerolling
- Reroll Human first. No passive bonuses means it is only a starting point.
- Keep Werewolf if you are new and need a stable early upgrade.
- Keep Death Eater if you are farming normal enemies and can keep kill chains going.
- Keep Ice Crystal or Fiendish Demon when your spells match that element.
- Keep Stellar Ambassador for a general damage and speed setup that does not depend on one element.
- Stop immediately on the 1% Legendary dark race unless you are deliberately testing something unusual.
What to watch before spending more rerolls
Race Rerolls are limited unless you are buying them, so chasing the perfect roll too early can waste a lot of value. A good race does not replace basic progression: stronger potions, better wands, clean parry timing, and enough HP still matter. If your current race helps you clear enemies consistently, it can be smarter to farm materials and upgrades before gambling for a tiny 1% chance.
How to Use This Wizard Alchemy Races List
Races are grouped by rarity because rarity also shows the roll chance. Roll chance is the probability of landing that race from a reroll. Core bonus gives the main stat package, Passive explains special effects such as kill healing or Disaster, and Main limit shows the tradeoff that can make a race harder to use. Element synergy matters most for Ice Crystal, Fiendish Demon, and the Legendary dark race because their damage bonuses only shine when your spell setup matches the element.
FAQ
How many races are in Wizard Alchemy?
There are 10 race entries in the current list: Human, Tree Spirit, Elf, Werewolf, Death Eater, Undead, Ice Crystal, Fiendish Demon, Stellar Ambassador, and the 1% Legendary dark race listed here as Night Knight.
What is the best race in Wizard Alchemy?
The 1% Legendary dark race is the strongest target because it stacks Dark Elemental Damage, Attack Power, Skill Speed, mobility, and the Disaster on-hit effect. Stellar Ambassador is the best all-around Epic roll, while Death Eater is a strong Rare choice for solo farming.
Should you reroll Human?
Yes. Human has no passive bonuses, so any useful combat or movement race is an upgrade. Werewolf is a good early stopping point if you do not want to spend every reroll chasing Epic or Legendary odds.
Which race should you keep for Fire or Ice builds?
Fiendish Demon is the Fire build race because it gives +20% Fire Elemental Damage. Ice Crystal is the Ice build race because it gives +20% Ice Elemental Damage and extra Max HP, though it also lowers movement speed.
How do you reroll races in Wizard Alchemy?
Open the Race menu through the Stat page or through the Shop race reroll option, then spend Race Rerolls to roll a new race. Race Rerolls are mainly earned from active codes or bought from the in-game shop.
Why do some players say Thestrals instead of Night Knight?
Some players may still use Thestrals for the 1% dark Legendary race. The important part is the dark stat package: Dark Elemental Damage, Attack Power, Skill Speed, mobility, and the Disaster on-hit effect.

