Dwarf: Difference between revisions
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==Basic Information== | ==Basic Information== | ||
*<b>[[ | *<b>[[Character_Races#Faction_Alignment|Faction Alignment:]]</b> Good | ||
*<b>Racial(s):</b> Barrel Roll, Infravision, [[Sense Heading]] (50), +5 Magic Resist, +5 Poison Resist | *<b>Racial(s):</b> Barrel Roll, Infravision, [[Sense Heading]] (50), +5 Magic Resist, +5 Poison Resist | ||
*<b>Starting City:</b> [[Kaladim]] | *<b>Starting City:</b> [[Kaladim]] |
Revision as of 03:18, 25 April 2023
Short but strong, Dwarves outperform Humans in nearly all physical tasks.
Their prominent facial hair is their trademark, seconded by their dexterity. - EverQuest manual
In Game Description
Though made lower to the ground than most races, the Dwarves created by Brell Serillis burst with pride and determination. The stout and sturdy Dwarves are extremely strong, making them one of the best-suited to endure long and intense battles. Dwarves have broad faces, usually with a prominent nose, and take extraordinary pride in their hair. Males often take great care to grow long beards and moustaches and females often tie their hair up in a bun. Some females also sport a finely trimmed beard.
Additional Info
Brell Serilis created the Dwarves, who live in the underground city of Kaladim. Warriors, Clerics, Rogues and Paladins, nearly all of these strong, sturdy beings are loyal to Brell, and allied with his other creations, the Gnomes. They are also friendly with the Elves with whom they share their continent, and helped fund the expedition to Kunark to rescue Firiona Vie.
They have an innate sense of direction, and have more Stamina than most. This makes them hardy Warriors, as they can fight longer and take more punishment. They also excel as Paladins — they are Brell’s only warrior priests. They are unsurpassed as Clerics, for they are wise and strong. Many adventurers feel blessed to have a Dwarven Cleric adventuring alongside them.
Dwarves can also be Rogues, and with their naturally high Dexterity they can Sneak and Hide with the best of them.
Though not pretty to look upon, Dwarves have a certain charm. They excel at drinking; in fact, not a few are master brewers, as a tribute to their heritage. Rumor has it that they consider ale a holy water, and the massive consumption of it is akin to a sacramental blessing. Though the priests deny this, their swaying tends to make some doubt their veracity. Wonderful dancers, they will try to charm any comely youth they come across. Though they can be gruff at times, they are loyal and brave.
Dwarves guard the western shores of Faydwer against their sworn enemies, the Ogres. They have no love for Dark Elves or Trolls either. To further this purpose, they are allied with the Humans of Freeport, and have diplomatic relations with High Pass and Qeynos. The Barbarians, who are more militant than most in their hatreds, find the Dwarven racial biases a refreshing change from the wishy-washy attitudes of other races.
Kaladim exports gems to other cities. Freeport especially buys all the gems they can from their Dwarven neighbors. King Kazom Stormhammer, the current leader of the underground city of Kaladim, is wise, and understands that trade is the best way to cement peaceful relations with other races.
- Ester Ann Sauter
Basic Information
- Faction Alignment: Good
- Racial(s): Barrel Roll, Infravision, Sense Heading (50), +5 Magic Resist, +5 Poison Resist
- Starting City: Kaladim
- Playable Classes: Cleric, Paladin, Rogue, Warrior
- Experience Modifier: None
- Armor: Small, Cannot Wear Robes
Barrel Roll
Male dwarves have a unique jumping graphic, often referred to as a "barrel roll":
While it is purely cosmetic and offers no in-game benefit, it is a uniquely (male) dwarven behavior. For tips on achieving the "back roll" in this video, see: [1].
Infravision
Slightly improved night vision, not as good as the Dark Elf's Ultravision.
Base Stats
STR | STA | AGI | DEX | WIS | INT | CHA |
---|---|---|---|---|---|---|
90 | 90 | 70 | 90 | 83 | 60 | 45 |
Class Choices
Class | STR | DEX | AGI | STA | INT | WIS | CHA | Bonus |
---|---|---|---|---|---|---|---|---|
Cleric | 95 | 90 | 70 | 95 | 60 | 93 | 45 | 30 |
Paladin | 100 | 90 | 70 | 95 | 60 | 88 | 55 | 20 |
Rogue | 90 | 100 | 80 | 90 | 60 | 83 | 45 | 30 |
Warrior | 100 | 90 | 75 | 100 | 60 | 83 | 45 | 25 |
Role Playing Information
Demeanor
Dwarves are stout and hardy people and take life very seriously. Whatever their course of action, be it fighting, drinking or digging for gold, Dwarves operate with a singlemindedness that belies their size.
Class
Appearance
Dwarves are short, but extremely strong (much more so than Humans) and dexterous. They appear to be small, burly humans and are never seen without beards and mustaches.
Racial Modifiers
Like the ground they come from, Dwarves are a Strong lot, but not particularly Wise. Their Agility is limited by their stature, yet they are surprisingly Dexterous. The Dwarven ideals of beauty are unlike the other humanoid races; facial hair on a female is considered not only normal, but attractive.
Since Dwarves spend much of their time underground, they have developed ultravision, which allows them to see into the ultravision, which allows them to see into the ultraviolet radiation spectrum. They also possess a preternatural skill at finding their way through caverns and mine shafts, which translates to a heightened sense of direction.
Class Limitations
Even though Dwarves have a long natural lifespan, they prefer deeds and actions to thoughts and meditation - Paladins, Warriors and Rogues are more preferable lifestyles than magic users. They feel closely connected to their personal deities, whose existence is obvious to even the most closed-minded of Dwarves and make great Clerics.
Starting Areas
The underground homeland of the Dwarves is located in Kaladim on the smaller continent of Faydwer, on the coast furthest away from the pesky Elves.