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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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.
Human
Starting only
- Rarity
- Common
- roll chance
- 25%
- reroll route
- Default starter race or race reroll result
- core bonus
- No passive bonuses
- passive
- -
- limit
- No damage, movement, sustain, or defensive bonuses
- element synergy
- -
| Image | Name | Best For | Rarity | roll chance | reroll route | core bonus | passive | limit | element synergy |
|---|---|---|---|---|---|---|---|---|---|
| Human | Starting only | Common | 25% | Default starter race or race reroll result | No passive bonuses | - | No damage, movement, sustain, or defensive bonuses | - |
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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.
Tree Spirit
Early passive sustain
- Rarity
- Uncommon
- roll chance
- 15%
- reroll route
- Race reroll
- core bonus
- Life Regeneration x2 and +5% Maximum Health
- passive
- Doubled HP regeneration
- limit
- -2 Base Movement Speed and no offensive bonus
- element synergy
- -
Elf
Exploration and early movement
- Rarity
- Uncommon
- roll chance
- 15%
- reroll route
- Race reroll
- core bonus
- +3 Base Movement Speed and
- +10 Jump Height
- passive
- -
- limit
- No combat, sustain, or element bonus
- element synergy
- -
| Image | Name | Best For | Rarity | roll chance | reroll route | core bonus | passive | limit | element synergy |
|---|---|---|---|---|---|---|---|---|---|
| Tree Spirit | Early passive sustain | Uncommon | 15% | Race reroll | Life Regeneration x2 and +5% Maximum Health | Doubled HP regeneration | -2 Base Movement Speed and no offensive bonus | - | |
| Elf | Exploration and early movement | Uncommon | 15% | Race reroll |
| - | No combat, sustain, or element bonus | - |
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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.
Werewolf
Beginner combat upgrade
- Rarity
- Rare
- roll chance
- 10%
- reroll route
- Race reroll
- core bonus
- +10% Maximum Health,
- +5 Attack Power,
- +1 Base Movement Speed,
- +10 Jump Height
- passive
- -
- limit
- No element synergy or special passive
- element synergy
- -
Death Eater
Solo farming and kill chains
- Rarity
- Rare
- roll chance
- 10%
- reroll route
- Race reroll
- 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
Undead
Surviving fatal hits
- Rarity
- Rare
- roll chance
- 10%
- reroll route
- Race reroll
- 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
- element synergy
- -
| Image | Name | Best For | Rarity | roll chance | reroll route | core bonus | passive | limit | element synergy |
|---|---|---|---|---|---|---|---|---|---|
| Werewolf | Beginner combat upgrade | Rare | 10% | Race reroll |
| - | No element synergy or special passive | - | |
| Death Eater | Solo farming and kill chains | Rare | 10% | Race reroll | +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 | |
| Undead | Surviving fatal hits | Rare | 10% | Race reroll | +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 | - |
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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.
Ice Crystal
Ice spell builds
- Rarity
- Epic
- roll chance
- 5%
- reroll route
- Race reroll
- core bonus
- +20% Ice Elemental Damage and
- +10% Maximum Health
- passive
- -
- limit
- -2 Base Movement Speed
- element synergy
- Ice
Fiendish Demon
Fire spell builds
- Rarity
- Epic
- roll chance
- 5%
- reroll route
- Race reroll
- core bonus
- +20% Fire Elemental Damage and
- +2 Base Movement Speed
- passive
- -
- limit
- -10% Maximum Health
- element synergy
- Fire
Stellar Ambassador
Hybrid spell builds and kiting
- Rarity
- Epic
- roll chance
- 4%
- reroll route
- Race reroll
- core bonus
- +10% Attack Power and
- +20 Skill Speed
- passive
- Movement speed burst after landing hits
- limit
- No single-element damage boost
- element synergy
- Any element
| Image | Name | Best For | Rarity | roll chance | reroll route | core bonus | passive | limit | element synergy |
|---|---|---|---|---|---|---|---|---|---|
| Ice Crystal | Ice spell builds | Epic | 5% | Race reroll |
| - | -2 Base Movement Speed | Ice | |
| Fiendish Demon | Fire spell builds | Epic | 5% | Race reroll |
| - | -10% Maximum Health | Fire | |
| Stellar Ambassador | Hybrid spell builds and kiting | Epic | 4% | Race reroll |
| Movement speed burst after landing hits | No single-element damage boost | Any element |
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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.
Night Knight
Dark DPS builds and late-game damage
- Rarity
- Legendary
- roll chance
- 1%
- reroll route
- Race reroll
- core bonus
- +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
| Image | Name | Best For | Rarity | roll chance | reroll route | core bonus | passive | limit | element synergy |
|---|---|---|---|---|---|---|---|---|---|
| Night Knight | Dark DPS builds and late-game damage | Legendary | 1% | Race reroll |
| Applies Disaster status on hit | Very low roll chance | Dark |
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.
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.









