Dwarf
Dwarf | |
---|---|
Metarace | Dwarf |
Locked | No |
Life Rating | 12 |
Exp Penalty | +25% |
Stat Modifiers | |
Strength | +4 |
Dexterity | -2 |
Constitution | +3 |
Magic | -2 |
Willpower | +3 |
Cunning | 0 |
Luck | 0 |
Description
Dwarves are a secretive people, hailing from their underground home of the Iron Throne. They are a sturdy race and are known for their masterwork, yet they are not well loved, having left other races to fend for themselves in past conflicts.
They possess the Resilience of the Dwarves which allows them to increase their armour, physical and spell saves for a few turns.
Dwarves and Drem are currently the only members in their metarace.
Starting Equipment
- Brass Lantern
- Infusion: Regeneration
- Infusion: Wild
- Infusion: Healing (in inventory)
Starting Location
Racial Talents
Resilience of the Dwarves | ||
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Game Version | 1.7.6 | |
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Category Type | Race | |
Category | Dwarf | |
Requirements | Level (0,1,2,3,4) | |
Use Mode | Activated | |
Cost | - | |
Range | Melee/Personal | |
Cooldown | 45–25cTL:8 | |
Travel Speed | Instantaneous | |
Use Speed | Instant | |
Description | Call upon the legendary resilience of the Dwarven race to increase your Armor by 7–25cSS:Con, armor hardiness by 20–35cTL:40 and your Spell and Physical saves by 12–30cSS:Con,0.75P for 8 turns.
The bonuses will increase with your Constitution. |
Stoneskin | ||
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Game Version | 1.7.6 | |
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Category Type | Race | |
Category | Dwarf | |
Requirements | Level (8,9,10,11,12) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Dwarf skin is a complex structure, it can automatically react to physical blows to harden itself.
When you are hit in melee, you have a 15% chance to increase your Armour total by 6–40cTS for 5 turns and fully ignore the attack triggering it. There is no cooldown to this effect, it can happen while already active. |
Power is Money | ||
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Game Version | 1.7.6 | |
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Category Type | Race | |
Category | Dwarf | |
Requirements | Level (16,17,18,19,20) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess. Every 85–65cTL:40 gold grants +1 to all saves, up to a maximum of 8–50cTS. |
Stone Walking | ||
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Game Version | 1.7.6 | |
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Category Type | Race | |
Category | Dwarf | |
Requirements | Level (24,25,26,27,28) | |
Use Mode | Activated | |
Cost | - | |
Range | Melee/Personal | |
Cooldown | 45–25cTL:5 | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | While the origins of the dwarves remain clouded in mysteries to the other races, it is obvious they share strong ties to the stone.
You can target any wall and immediately enter it and appear on the other side of the obstacle. Maximum distance you can teleport in this manner is 2.4–10cS as (0.04 * Con * Talent Level) varies from 1.4–9. |
Notes:
- Some diggable terrain (like trees) are counted as 'walls'
Strategy
Dwarf abilities are survival-oriented; they are the only race whose racial skills provide no offensive benefit whatsoever. Dwarves have 4 advantages: improved saves, a teleport, extra armor, and high HP.
All characters benefit from saves, if for no reason but to avoid cross-tier effects. However, they are especially useful to classes that provide save bonuses of their own. They are less useful to classes that offer %resistance to status effects. Dwarves get 2 boosts to physical and spell saves, but only one to mental. This works well for Mindpower classes, who tend to have good mental defenses but poor spell resistance, and for tanky classes who can survive a few turns of confusion. Magic characters benefit less; because confusion or silence can get them killed, and their mind saves are typically weak, they may need to invest in additional status defenses on top of the dwarf skills.
Although saves are beneficial to characters of any class, their usefulness depends in part on the class's own anti-status tools. Classes with their own save bonuses tend to benefit most, followed by classes status-curing abilities. Saves are least useful to classes that gain %resistance to crucial statuses. Because dwarves get two boosts to physical and spell saves, but just one for mental save, they do well in willpower-based classes, or those that offer confuse resistance.
The dwarven teleport is most useful to characters who would otherwise lack one, and especially to characters who cannot use runes because they are anti-magic or want to keep their escort betrayal options.
A dwarf's high life rating is most useful to classes with low life ratings, while their armor bonus is most useful to classes that can wear heavy armor. Note that vim and paradox costs are not affected by fatigue, and that celestial energy costs are impacted in a confusing and largely irrelevant way.
Highly Recommended: Berserker, Brawler, Wilders, Mindslayer
Not Recommended: Mages, Afflicted, Celestials, Temporal Warden, Solipsist
Races | ||||||||
---|---|---|---|---|---|---|---|---|
Human | Elf | Halfling | Dwarf | Yeek | Giant | Undead | Orc | Yeti |
Higher | Shalore | Halfling | Dwarf | Yeek | Ogre | Ghoul | Orc | Kruk Yeti |
Cornac | Thalore | Drem | Krog | Skeleton | ||||
Doomelf | Whitehoof |