Mountain Dwarf
Trunk-only: This article pertains to a feature of Crawl which is being tested. It will likely change before the next release, and may even be removed entirely.
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Mountain Dwarves are stout and hardy folk, adept at fighting with axes and blugeoning weapons, though lacking the dexterity to excel at other forms of combat. Their reserves of magic are somewhat poor, though they still make passable spellcasters, and their connection with the blood of the earth gives them a particular talent at fire and earth magics. Their spell success is significantly less encumbered by armour than other species.
They are superlative artisans and smiths, employed in ancient times by even the gods themselves, and this spiritual history makes them exceptional at invoking divine aid. They can even use enchantment scrolls to improve artefacts that would be beyond the understanding of any other species. |
Contents
Innate Abilities
- Runic Magic: The encumbrance rating of all armour you wear is reduced by 1/2 for purposes of spell success.
- Artefact Enchanting: You can use scrolls of enchant weapon and armour upon random artefacts. This includes artefacts cursed by Ashenzari. Note that you cannot enchant unrands, only "randarts".
Mountain Dwarves have a base Strength of 10, Intelligence of 8, and Dexterity of 5 (before background modifiers).
Preferred Backgrounds
- Warriors: Fighter, Monk
- Zealots: Berserker, Cinder Acolyte
- Warrior-Mages: Reaver
- Mages: Fire Elementalist
Level Bonuses
- +1 strength or intelligence (equal chance) every 4th level.
- 10% more HP than average.
- +4 willpower per level.
Starting Skills and Equipment
Mountain Dwarves start with the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Mountain Dwarves are an easy species to play, as they have high HP and good aptitudes for melee combat. They also have excellent skill in Invocations. In addition, they can make passible spellcasters.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 1 | Armour | 1 | Spellcasting | -2 |
Dodging | -3 | ||||
Maces & Flails | 2 | Shields | 1 | Conjurations | -1 |
Axes | 2 | Stealth | -2 | Hexes | 0 |
Polearms | 0 | Summonings | 0 | ||
Staves | 1 | Invocations | 3 | Necromancy | 1 |
Unarmed Combat | 0 | Evocations | 1 | Translocations | -2 |
Throwing | -2 | Shapeshifting | -2 | Alchemy | -2 |
Fire Magic | 2 | ||||
Short Blades | -2 | Ice Magic | -1 | ||
Long Blades | -1 | Air Magic | -3 | ||
Ranged Weapons | -2 | Experience | -1 | Earth Magic | 1 |
History
- In 0.32, Mountain Dwarves will return, replacing Hill Orcs.
- Mountain Dwarves were removed in version 0.10, which was met with protest from quite a few Crawl players. They were removed as MD, Minotaur, and Hill Orc were all very similar melee/armour species. Most discussion happened in the #crawl-dev IRC channel; a lack of transparent communication meant that players who liked roleplaying as a Tolkien dwarf were upset at the sudden removal. Ultimately, the decision to axe MD and not Minotaur was somewhat arbitrary. For more context, see the aforementioned announcement and the Tavern discussion about it.
- Prior to 0.8, Mountain Dwarves received only +2 MR per level.
- Prior to 0.6, Mountain Dwarves received +4 magic resistance points per level.