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All 10 Races in Wizard Alchemy

Updated on May 23, 2026 (3 days 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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Race rarity

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

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
ImageNameRarityroll chancereroll routebest forcore bonuspassivelimitelement synergykeep or rerollNotes
Human
HumanCommon25%Default starter race or race reroll resultStarting onlyNo passive bonusesNo damage, movement, sustain, or defensive bonusesReroll as soon as you canHuman is the default race and mostly exists as the result players try to replace with free or paid rerolls.

Race rarity

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

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
Elf

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
ImageNameRarityroll chancereroll routebest forcore bonuspassivelimitelement synergykeep or rerollNotes
Tree Spirit
Tree SpiritUncommon15%Race rerollEarly passive sustainLife Regeneration x2 and +5% Maximum HealthDoubled HP regeneration-2 Base Movement Speed and no offensive bonusTemporary early rollTree Spirit can smooth out early fights when healing feels slow, but the movement penalty makes it easy to outgrow.
Elf
ElfUncommon15%Race rerollExploration and early movement+3 Base Movement Speed and +10 Jump HeightNo combat, sustain, or element bonusReroll laterElf makes movement feel better, especially while exploring, but it does not help damage or survival once enemies get tougher.

Race rarity

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

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
Death Eater

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
Undead

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
ImageNameRarityroll chancereroll routebest forcore bonuspassivelimitelement synergykeep or rerollNotes
Werewolf
WerewolfRare10%Race rerollBeginner combat upgrade+10% Maximum Health, +5 Attack Power, +1 Base Movement Speed, +10 Jump HeightNo element synergy or special passiveGood early holdWerewolf is a practical first upgrade because it gives a little HP, damage, speed, and jump without adding a painful drawback.
Death Eater
Death EaterRare10%Race rerollSolo farming and kill chains+10% Attack Power and 5% Max HP restored on killHP restoration after defeating an enemyReduced HP regeneration between killsWorks with any elementStrong farming holdDeath Eater is useful when you are killing enemies quickly because the heal triggers on kills instead of slow passive recovery.
Undead
UndeadRare10%Race rerollSurviving fatal hits+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 HealthSituational survival holdUndead 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

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

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
Fiendish Demon

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
Stellar Ambassador

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
ImageNameRarityroll chancereroll routebest forcore bonuspassivelimitelement synergykeep or rerollNotes
Ice Crystal
Ice CrystalEpic5%Race rerollIce spell builds+20% Ice Elemental Damage and +10% Maximum Health-2 Base Movement SpeedIceKeep for Ice buildsIce Crystal is strongest when your spell setup is built around Ice damage, especially if the extra HP helps offset slower movement.
Fiendish Demon
Fiendish DemonEpic5%Race rerollFire spell builds+20% Fire Elemental Damage and +2 Base Movement Speed-10% Maximum HealthFireKeep for Fire buildsFiendish Demon is the clean Fire build race. The movement bonus feels good, but the Max HP loss punishes sloppy fights.
Stellar Ambassador
Stellar AmbassadorEpic4%Race rerollHybrid spell builds and kiting+10% Attack Power and +20 Skill SpeedMovement speed burst after landing hitsNo single-element damage boostAny elementKeepStellar 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

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

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
ImageNameRarityroll chancereroll routebest forcore bonuspassivelimitelement synergykeep or rerollNotes
Night Knight
Night KnightLegendary1%Race rerollDark DPS builds and late-game damage+20% Dark Elemental Damage, +10% Attack Power, +3% Base Movement Speed, +30% Jump Height, +30 Skill SpeedApplies Disaster status on hitVery low roll chanceDarkTop targetNight 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

  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.

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

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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