Hill Dwarf
Hill dwarves are extremely robust but poor at using magic. They are excellent at melee combat, especially with axes or bludgeoning weapons, and are good at using armour and shields, but are poor at missile combat or at using polearms (which are usually too big for them to wield comfortably). The only forms of magic which they can use with even a minimal degree of aptitude are earth, fire, and conjurations. They advance in levels at a similar rate to common elves.
Available Classes
Hill dwarves can be Fighters, Priests, Thieves, Gladiators, Berserkers, Hunters, Conjurers, Enchanters, Fire Elementalists, Earth Elementalists and Healers.
Level Bonuses
Skill aptitudes
The lower the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 70 | Armour | 70 | Spellcasting | 160 |
Short Blades | 80 | Dodging | 120 | Conjurations | 120 |
Long Blades | 80 | Stealth | 150 | Enchantments | 150 |
Axes | 60 | Stabbing | 140 | Summonings | 150 |
Maces & Flails | 70 | Shields | 70 | Necromancy | 160 |
Polearms | 110 | Traps & Doors | 100 | Translocations | 150 |
Staves | 130 | Transmutation | 120 | ||
Unarmed Combat | 100 | Invocations | 100 | Divinations | 130 |
Evocations | 60 | ||||
Throwing | 120 | Fire Magic | 70 | ||
Slings | 130 | Ice Magic | 130 | ||
Bows | 150 | Air Magic | 150 | ||
Crossbows | 120 | Earth Magic | 70 | ||
Darts | 120 | Experience | 120 | Poison Magic | 130 |
History
Hill dwarves were removed in 0.3 due to their similarity to mountain dwarves. Their aptitudes were nearly identical: MD were slightly better at magic, while HD were slightly better at melee, but the difference was quite marginal indeed. When HD were removed, some of MD's aptitudes (notably Axes and M&F) were changed to compensate.
One notable difference between the species was that, back when "non-recommended" race/class combos were actually forbidden, HD could be berserkers while MD could not.