Duergar
|
Also known as Gray Dwarves, are usually found only in the subterranean depths of the earth. They have somewhat rebelled against their surface-dwelling brothers, and often are only seen when raiding them. They are of the same stature as other dwarves, and have simply adapted to living underground. They excel in mining and other subterranean activities, yet loathe direct sunlight and do not function so well outdoors. Duergar are strong and hardy, yet lack a little in wisdom and speed. They can give and take a lot of punishment in battle, yet are rather not as accepted as many other races. Like their cousins, they are resistant to poisons and magic. Their innate mental strength can also aid them in the use of psionic magic. Duergar all have the ability to see in the dark; to move silently; to hide in shadows; and experience excruciating pain and lose the ability to heal while in direct sunlight.
- Abbreviation: Due.
- Racial(s): Hide, Infravision, Nosun, Sneak, Powerswing.
- Racial Size: small.
- Racial TNL: 1111 XP.
- Well-Suited to Be: berserkers, paladins, warriors.
- Ill-Suited to Be: nothing.
Diplomatic Corps
Duergar may participate in the Diplomatic Corps every 10 levels at lowmort. All Duergar should report to Ljolsafar when they are ready to begin.
Comments
Akin to their cousins the dwarves, duergar receive a reduction to divine spell costs, making mediocre clerics, but also gain reduction to psionic costs, allowing them to attain mindbender prestige. However, other races may make better casters or psionicists with larger mana pools, and similar hps, so this is not a large advantage.
Duergar have mediocre hp and mana, but their actual bonus is racial powerswing. It allows them to take advantage of two-handed non-double-hitting weapons. Insert obvious statement about races with damage mods dealing more damage here.
Archery and sneakiness is not a strong point of duergar. Similar to dwarves, duergar will make good smiths.