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Dwarves Vs Duergars.

I think Duergars are a bit weakened compared to their cousins the Dwarves.

Let's see the stats:

Dwarf:

21 STR 18 INT 21 WIS 18 DEX 25 CON

Duergar:

21 STR 17 INT 20 WIS 20 DEX 22 CON

That is, Duergars lose 1 INT/WIS and 3 CON for a mere +2 DEX.

But for those of you who think this is a minor effect, i will tell you the difference in the final HP/Mana.

A Duergar cleric will get around less 180 HP and 150 Mana base than a dwarf.

I know being evil is very cool, but does it justifies this kind of penalty based on alignment only ?

Can we please at least improve the mentals ?

Being as smart as a giant and less smart than a Ogre is quite strange for a Duergar.

Perhaps a quick +2 INT would be a quick fix. That way they are not as wise as a Dwarf, but are not mentally challenged. Call it evil cunning. And perhaps a +1 Con.

I have a feeling that it's written that way to balance the fact that duegs can tunnel.

That may be true, but I've noticed this myself and that is one of the things holding me back from playing a duergar cleric. Also, I would hate feeling like I had to have some accent >.> meh

You should never feel like you HAVE to do anything with your RP. I've had sliths that don't roll their s's. Do what you want.

I have a feeling that it's written that way to balance the fact that duegs can tunnel.

Me too.

I didn't think that tunneling was such a great advantage...

I didn't think that tunneling was such a great advantage...

Maybe not, but it for sure motivates dwarves having better stats. The differance might be too big, though.

Duergars also have a higher Dex and can be thieves, along with tunneling.

Duergars also have a Far Away town. Not as far as ogres, but far.

In the old days it was a lot more distant. When you had to tunnel to enter it, or cross the UnderDark.

Tunneling is not that great. Since you cannot use it to escape, because once you have Mud Adrenaline running you cannot enter a tunnel.

You should never feel like you HAVE to do anything with your RP. I've had sliths that don't roll their s's. Do what you want.

I personally have never agreed with Slith's speaking like "Thisss."

When I view a slith, I think of them hardly speaking at all.

Maybe one day I will make a slith that is purely a native tribesman. It'd be fun.

Side note: Ever played a thief? Tunneling is an excellent method of collecting consumables while minimizing the amount of time you're out of the shadows-consumables that can be PRESERVED and help you big time in PK. This is a HUGE advantage.

As to the topic, it's simple. The minor differences are there for roleplay, not for "powerplay".

Side note: Ever played a thief? Tunneling is an excellent method of collecting consumables while minimizing the amount of time you're out of the shadows-consumables that can be PRESERVED and help you big time in PK. This is a HUGE advantage.

As to the topic, it's simple. The minor differences are there for roleplay, not for "powerplay".

Beat me to it. Besides, the Duergar is hardly underpowered.

Duergar can be thief - that extra dexterity does help, and they make a very viable thief race. Dwarf can't be thief.

Duegar can be an Evil Cleric. Dwarf can be a good cleric. With regards to the skillset, Evil Clerics are slightly more geared to offensive play thanks to minister, which is easier to use than using portal offensively.

Don't underestimate how useful tunneling is either. You CAN use it to escape death from PK. Someone popped close by into your 'where', you know they're a fast chaser and you don't have time to prepare? Run, and drop yourself into a tunnel, and laugh as they can do little about it.

When it boils down to it, the Dwarf may have a few minor advantages in some areas over the Duergar, but they are not groundshaking differences. Duergar get their own little minor benefits to make them a viable race.

If everything was meant to be equal, there would be one race - Human.

Dey