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All 10 Races in Wizard Alchemy

Updated on June 5, 2026 (about 1 month ago)

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

1 items

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
-
ImageNameBest ForRarityroll chancereroll routecore bonuspassivelimitelement synergy
HumanStarting onlyCommon25%Default starter race or race reroll resultNo passive bonuses-No damage, movement, sustain, or defensive bonuses-

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Uncommon races

2 items

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
-
ImageNameBest ForRarityroll chancereroll routecore bonuspassivelimitelement synergy
Tree SpiritEarly passive sustainUncommon15%Race rerollLife Regeneration x2 and +5% Maximum HealthDoubled HP regeneration-2 Base Movement Speed and no offensive bonus-
ElfExploration and early movementUncommon15%Race reroll
  • +3 Base Movement Speed and
  • +10 Jump Height
-No combat, sustain, or element bonus-

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Rare races

3 items

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
-
ImageNameBest ForRarityroll chancereroll routecore bonuspassivelimitelement synergy
WerewolfBeginner combat upgradeRare10%Race reroll
  • +10% Maximum Health,
  • +5 Attack Power,
  • +1 Base Movement Speed,
  • +10 Jump Height
-No element synergy or special passive-
Death EaterSolo farming and kill chainsRare10%Race reroll+10% Attack Power and 5% Max HP restored on killHP restoration after defeating an enemyReduced HP regeneration between killsWorks with any element
UndeadSurviving fatal hitsRare10%Race reroll+10 Skill Speed and a fatal-hit survival passiveKeeps 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

3 items

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
ImageNameBest ForRarityroll chancereroll routecore bonuspassivelimitelement synergy
Ice CrystalIce spell buildsEpic5%Race reroll
  • +20% Ice Elemental Damage and
  • +10% Maximum Health
--2 Base Movement SpeedIce
Fiendish DemonFire spell buildsEpic5%Race reroll
  • +20% Fire Elemental Damage and
  • +2 Base Movement Speed
--10% Maximum HealthFire
Stellar AmbassadorHybrid spell builds and kitingEpic4%Race reroll
  • +10% Attack Power and
  • +20 Skill Speed
Movement speed burst after landing hitsNo single-element damage boostAny element

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Legendary races

1 items

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
ImageNameBest ForRarityroll chancereroll routecore bonuspassivelimitelement synergy
Night KnightDark DPS builds and late-game damageLegendary1%Race reroll
  • +20% Dark Elemental Damage,
  • +10% Attack Power,
  • +3% Base Movement Speed,
  • +30% Jump Height,
  • +30 Skill Speed
Applies Disaster status on hitVery low roll chanceDark

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

  1. Reroll Human first. No passive bonuses means it is only a starting point.
  2. Keep Werewolf if you are new and need a stable early upgrade.
  3. Keep Death Eater if you are farming normal enemies and can keep kill chains going.
  4. Keep Ice Crystal or Fiendish Demon when your spells match that element.
  5. Keep Stellar Ambassador for a general damage and speed setup that does not depend on one element.
  6. 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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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