Clover Time Races: Every Race's Bonuses, Rarity and Roll Chance
Compare every Clover Time race's passive bonuses, rarity and displayed roll chance, plus where Race Rerolls come from, before deciding whether to spend one.
A Race in Clover Time is a permanent passive stat boost — it modifies Health Regen, Stamina, Mana, Mana Regen and EXP gain — and it is one of the three attributes rolled at character creation, alongside Social Class and Traits. The current beta/launch build contains five Races: Human, Dwarf, Human-Dwarf, Elf and Devil. Below you can compare each Race's verified passive bonuses, its rarity label and its displayed roll chance, see where Race Rerolls come from and how to use one, and check how a Race's bonuses interact with the rest of your progression. If you want ranked judgments instead of facts, that is the job of the races tier list — this page keeps to what each Race verifiably does.
All five Races at a glance
Every value below comes from the race table recorded for the beta/launch build and matches what the roll menu displays in-game. Percent bonuses apply to the named stat; the plain "Mana" entries (55, 120, 250) are flat Mana added to your pool, and Devil's 20% Health is a flat-scale health boost.
| Race | Rarity | Roll chance (displayed in-game) | Passive bonuses |
|---|---|---|---|
| Human | Common | 94.70% | 5% Health Regen · 5% Stamina Regen · 5% Mana Regen · 5% EXP |
| Dwarf | Epic | 3.21% | 25% Health Regen · 5% Stamina · 25% Stamina Regen · 55 Mana · 15% Mana Regen |
| Human-Dwarf | Legendary | 1.43% | 30% Health Regen · 3% Stamina · 40% Stamina Regen · 15% Mana · 40% Mana Regen · 15% EXP |
| Elf | Mythic | 0.56% | 30% Health Regen · 30% Stamina Regen · 30% Mana · 120 Mana · 60% Mana Regen · 25% EXP |
| Devil | No rarity label (rarest row) | 0.10% in one session, 0.12% in a later one | 20% Health · 80% Health Regen · 80% Stamina Regen · 45% Mana · 250 Mana · 80% Mana Regen · 40% EXP |
These percentages are snapshot readings, not fixed published rates: the Devil row was read as 0.10% in one recorded session and 0.12% in another, so displayed chances can shift between versions. Treat the in-game roll menu — not any single number — as the verification point for the current values.
What each Race's bonus set does
The five sets differ in shape, not just size, so it helps to read them line by line before comparing:
- Human (Common) is the baseline spread: 5% in each regen stat plus 5% EXP. At a displayed 94.70%, it is what the overwhelming majority of rolls produce, and its simple four-line set makes it the easiest point of comparison for every other row.
- Dwarf (Epic) leans on sustain: 25% Health Regen, 25% Stamina Regen, 15% Mana Regen, plus 5% Stamina and 55 flat Mana. It is the only one of the five Races with no EXP line at all, which is the clearest factual difference to weigh against Human-Dwarf.
- Human-Dwarf (Legendary) covers all six lines at mid values: 30% Health Regen, 40% Stamina Regen, 40% Mana Regen, 3% Stamina, 15% Mana and 15% EXP. Every line it shares with Human sits above Human's value, and it adds the flat Stamina and Mana lines Human lacks.
- Elf (Mythic) is the mana-focused set: 30% Mana plus 120 flat Mana and 60% Mana Regen, backed by 30% Health Regen, 30% Stamina Regen and a 25% EXP bonus. Its flat Mana is more than double Dwarf's 55.
- Devil is listed without a rarity label as the rarest row in the roll menu. It posts the highest value on every stat line it shares with the other Races — 80% in all three regen stats, 45% Mana, 250 flat Mana and 40% EXP — plus 20% Health, a flat health line no other Race has. It is also the only Race that gates content: see the progression section below.
Rarity labels and how to read the roll menu
Rarity labels come straight from the roll screen: Human is Common, Dwarf Epic, Human-Dwarf Legendary and Elf Mythic, while Devil appears as the rarest row with no rarity label attached. The menu itself is interactive in two ways that matter for a reroll decision:
- Each Race's percentage is displayed next to its name, so current odds can be read live rather than taken from a third-party table.
- Clicking a Race in that menu shows exactly what it does — every bonus line — before you spend anything.
One caution when comparing against older guides: the roster itself has already changed once. A development-build session showed only four Races (Human, Dwarf, Human-Dwarf/Half-Dwarf and Elf, with Elf then the rarest), while launch-era sources list five with Devil added as the rarest. After a balance or roll-system update, reopen the menu and recount the rows before trusting any list — including this one.
Where Race Rerolls come from and where to use them
Your Race is assigned through rolls, and it can be reassigned later through Race Rerolls. The rerolls themselves come from three sources: purchase from the in-game shop, redemption through Clover Time codes, and special drops from in-game Bosses. Spin supply is not limited to those purchases — every new character starts with three spins to spend on the Race, Social Class and Traits rolls, and playtime rewards also grant spins, so claim them before buying anything.
There are two ways to perform a reroll, and both open the same interface:
- Character customization screen — open it, then scroll left or right until you reach the Race/Social Class/Traits menu, and spend a spin on Race.
- The Hage Village Priest — the Priest NPC inside the church in Hage Village opens the same Race Reroll menu as the customization screen, so you can reroll without leaving the starting village.
The success state is the same either way: the Race Reroll menu appears, a spin is consumed, and your Race is replaced with a new roll. The rerolls page covers the spin economy in full depth once you have decided it is worth doing.
How Race bonuses interact with progression
Race EXP bonuses stack with everything else, which is why the EXP line matters beyond its face value. In one player's breakdown, Human's +5% XP added to a Social Class bonus, the Fast Learner trait's +10% and a purchased 75% shop boost, explicitly cumulative — the HUD listed the race bonus alongside the others. Another player's statistics screen attributed roughly 46–51% of their permanent XP gain to the race, class and title combination. So when comparing the EXP lines in the table — 5%, 15%, 25% and 40% — read them as a multiplier layer that sits on top of trait, class and boost bonuses rather than in isolation.
Devil has one further, purely factual role the other Races do not: it gates exclusive power. Paired with an anti-magic grimoire it enables the special devil transformation, and a player working toward the awakening states outright that the Devil Race is required to use it. If that transformation or the awakenings system is your goal, the Race column of your comparison is not just numbers — the anti magic guide covers the grimoire side of that pairing.
Related Guides
Races Tier List
All five races compared by rarity and bonuses, with concrete keep-or-reroll rules.
Rerolls
Where spins come from and how to reroll your race, social class and trait.
Social Classes
Exact bonuses, rarity and roll chances for all six social classes, plus both reroll routes.
Awakenings
The confirmed Anti-Magic awakening: prerequisites, the devil transformation and awakened moveset.
