Mountain Dwarf

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Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.
Mountain Dwarves, as opposed to the subterranean specimen, come from cities far above the Dungeon. They love to fight, and often venture forth to seek fame and fortune through battle. As such, they are very robust and excellent at hand combat, especially favouring axes or bludgeoning weapons, and are good at using armour and shields. They are poor at missile combat, the single exception being crossbows. Polearms usually are too big for them to wield comfortably and so make quite bad weapons for Mountain Dwarves.

In general, they are not capable of dealing with magic, and are suspectible to charms and enchantments. However, they are very proficient at earth and fire magics. Thus, many a Mountain Dwarf started career as an elementalist in those schools. They advance in levels at a similar rate to Deep Elves.

Innate Abilities

  • Bonus when using dwarven equipment. Dwarven armour grants a bonus to their Armour skill while worn (even moreso than with other species) and impedes their spellcasting less. They do slightly more damage with dwarven weapons.

Preferred backgrounds

Mountain Dwarves are best suited as Fighters, Gladiators, Berserkers, Paladins, Priests, Healers, Chaos Knights, Reavers, Conjurers, Fire Elementalists, Earth Elementalists and Hunters.

Level bonuses

  • +1 strength every 4th level.
  • You gain the base max HP every level, plus 1 on every even level.
  • You gain 1 max MP on every level except on every 3rd level.
  • +2 magic resistance per level.

Starting Skills and Equipment

Mountain Dwarves begin with the skills and equipment listed for their background, with these exceptions.

  • Mountain Dwarves start with crossbows (and bolts) instead of bows (and arrows).
  • Mountain Dwarves start with Crossbows skill instead of Bows.
  • All weapons and armor are of "dwarven" quality, when such variants exist.

Difficulty of Play

SimpleIntermediateAdvanced

Much like the modern Minotaur, Mountain Dwarves are an easy race to play thanks to their prowess of melee combat, with no need for spellcasting. They deal great damage with high STR, great aptitudes for combat-related skills, and have well above average HP.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting +2 Armour +3 Spellcasting -3
Short Blades +1 Dodging -1 Conjurations -1
Long Blades 0 Stealth -3 Hexes -2
Axes +2 Stabbing -2 Charms -2
Maces & Flails +2 Shields +2 Summonings -2
Polearms -1 Traps & Doors +1 Necromancy -3
Staves -1 Translocations -2
Unarmed Combat 0 Transmutation -1
Fire Magic +2
Throwing -1 Ice Magic -2 Invocations 0
Slings -1 Air Magic -2 Evocations +1
Bows -2 Earth Magic +2
Crossbows +1 Poison Magic -2 Experience 130

Strategy

Mountain Dwarves are recommended for players who want something tougher than a Human, but don't want the slower leveling and other penalties that most monstrous species come with.

The dwarven equipment bonus is nice, but bear in mind that Dwarves do not appear as common monsters in this game, so easy access to enchanted/ego dwarven gear (via looting it off their corpses) won't be an option as it is with Hill Orcs and the various species of Elves.

Nemelex Xobeh is a good god for them, since they have a good Evocations aptitude to make most of the decks, and the magical tricks of items are very useful to make up for the lack of magic.

History

  • Mountain Dwarves were removed in version 0.10.

Controversy

The Mountain Dwarf removal was met with protest from quite a few Crawl players. The main reason why they were removed was that MD, Minotaur, and Hill Orc were too similar, as high HP and Armor melee races bad at spellcasting. The DevTeam had created a consensus from the #crawl-dev IRC channel, but lack of communication, very sudden implementation, and subsequent treatment made them seem callous. The Tolkien Dwarf archetype was generally desired for the roleplaying aspect (with Deep Dwarf having a disruptive gimmick and resembling mythological dwarves instead). Tolkien removal would persist until the final removal of Halflings in 0.27. Ultimately, the decision to axe MD and not Minotaur was somewhat arbitrary. For more context, see the aformentioned announcement and the Tavern post about it.