Explore the unique traits and class options for Humans, Elves, Half-Elves, Dwarves, Halflings, and Gnomes in Shadows of Doubt. Optimize your character build.
This guide details the various character races available in Shadows of Doubt, outlining their unique strengths, weaknesses, class restrictions, and multiclassing/dual-classing capabilities.
Human
Humans are the default race with no attribute, skill, or saving throw bonuses or penalties. They can be any character class except the Dwarven Defender fighter kit. Humans cannot multiclass (advance in two or three classes simultaneously) but can dual-class (switch classes mid-career).
Dual-Classing
Dual-classing allows players to switch from a suitable starting class (Fighter, Ranger, Mage, Cleric, Druid, Thief) to a new class at any point after level 1. Progression in the original class is lost until the character's new class level exceeds the original class level. For example, switching to Mage at Fighter level 7 means Fighter abilities are regained at Mage level 8. Restrictions include: the original class can be a kit (e.g., Wizard Slayer), but the second cannot (e.g., vanilla Thief, not Assassin); the dual-class combination must be a valid multiclass combination; and specific primary attribute requirements must be met (e.g., 15 Strength and 17 Wisdom/Charisma for Fighter to Druid). Spellcasting classes are generally better to dual into due to longer power growth. Sensible dual-classing levels for Fighters are 7 (extra half-attack), 9 (maximum HP, possible Grand Mastery), and 13 (second extra half-attack). Significant experience is required to overcome the 'downtime' period where abilities from the first class are inaccessible.
| Fighter Level | XP to Mage | XP to Cleric | XP to Druid | XP to Thief |
|---|---|---|---|---|
| 7 | 90,000 | 110,000 | 60,000 | 70,000 |
| 9 | 250,000 | 450,000 | 125,000 | 160,000 |
| 13 | 1,500,000 | 1,350,000 | 1,500,000 | 880,000 |
Dual-classing at level 13 involves a substantial amount of downtime.
Elf
Elves can select from Fighter, Ranger, Mage, Sorcerer, Cleric, and Thief classes. Valid multiclass combinations include Fighter/Mage, Fighter/Mage/Thief, Fighter/Thief, and Mage/Thief. Racial characteristics include 90% resistance to charm and sleep, Infravision, +1 THAC0 with bows, short swords, and long swords, +1 Dexterity, and -1 Constitution. The Constitution penalty is generally more detrimental than the Dexterity bonus.
Half-Elf
Half-Elves can select from Fighter, Ranger, Mage, Sorcerer, Cleric, Druid, Shaman, Thief, and Bard classes. They have numerous multiclass combinations, including Cleric/Mage, Cleric/Ranger, Fighter/Mage, Fighter/Mage/Cleric, Fighter/Mage/Thief, Fighter/Cleric, Fighter/Druid, Fighter/Thief, and Mage/Thief. Racial characteristics include 30% resistance to charm and sleep, and Infravision. Their primary advantage lies in accessing a wide range of strong multiclass combinations.
Dwarf
Dwarves can be Fighters, Clerics, or Thieves, with multiclass options of Fighter/Cleric and Fighter/Thief. They also have access to the Dwarven Defender kit. Racial characteristics include bonuses to saves vs. Paralysis/Poison/Death, Rod/Staff/Wand, and Spell based on Constitution, Infravision, +1 Constitution, -1 Dexterity, and -2 Charisma. The attribute swap is largely neutral, and the Charisma penalty has minor gameplay impact. Dwarves are ideal for the Dwarven Defender kit or a Fighter/Cleric with high save bonuses.
Halfling
Halflings can be Fighters, Clerics, or Thieves, with the Fighter/Thief multiclass combination available. . Paralysis/Poison/Death, Rod/Staff/Wand, and Spell based on Constitution, +1 THAC0 with slings, +1 Dexterity, -1 Strength, and -1 Wisdom. The attribute penalties, particularly to Strength, are disadvantageous for a Fighter/Thief build.
Gnome
Gnomes can be Fighters, Specialist Mages, Clerics, or Thieves. They can multiclass as Cleric/Mage, Cleric/Thief, Fighter/Mage, Fighter/Cleric, Fighter/Thief, and Mage/Thief. . Rod/Staff/Wand and Spell based on Constitution, Infravision, +1 Intelligence, and -1 Wisdom. The attribute swap is beneficial, with higher Intelligence aiding spell learning. Gnomes are always specialist Illusionists, making them decent Fighter/Mages.
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