PRIMA GUIDE · 2004 · Class guide and profile
Dwarven Fighter guide
Base attributes
- STR
- 39
- DEX
- 29
- CON
- 45
- INT
- 20
- WIT
- 10
- MEN
- 27
Playing this class
Pros
Great clan members — can supply clans with much-needed supplies.
Dwarves have two unique skills — Spoil produces added drops, while Crafting produces crafted goods
Can make money crafting by buying materials and selling finished goods. Can be a tank in battle due to high HP. With their high Constitution, Dwarves have a lot of HP and a very good stun rate.
Cons
No real special combat abilities. No buffing abilities. Not good for casual play — requires a lot of patience and perseverance.
Dwarves have an even slower run speed then Humans, which makes them an easy kite for archers.
The basics
Every Dwarf belongs to a workman association and goes through a period of training to learn how to craft various weapons and armors and gather materials for those items. For Dwarves, leveling through hunting is not as important as to other Fighter classes. Their major ability is taking items from monsters and selling items that they themselves create.
Since Dwarves can score more drops, and can craft items as they progress, they tend to have much more available cash than other characters at the same level. Played efficiently, a Dwarf will use that extra cash to make life easier for himself as he levels. Of course, this is somewhat offset by the lack of other special abilities.
Dwarfland is possibly the most isolated region in the game, both because it's physically separated from the mainland, and because it breeds no Mystics. Consequently, many options and decisions that other players face are simply not a factor here. What kind of group will you form? Unless a caster from another race is ready to join you, you're choosing between solo Fighter, Fighter/Fighter, or maybe Fighter/Fighter/Fighter.
Hunting styles are similar to that of other fighting classes. In the party, a Dwarf's stoutness lets her play an important role as a tanker, based on higher-than-average hit points and great physical strength.
Every clan needs a Dwarf Warsmith and spoiler (Bounty Hunter). You'll be popular at higher levels.
Dwarves have higher encumbrance ability and inventory space due to their stoutness.
Some feel that it's not really worth spending time crafting till Level 50 or so. Profit margin prior to then can be pretty small. (But others will respond: every little bit helps. And the increased profits, invested wisely in better equipment, will increasingly add up.)
Lots of Dwarves make mule characters to produce soulshots. Until you can craft hard-to-find items, that's a prime money-maker.
The Dwarf Level 20 Scavenger quest is the longest Profession Quest in the game, all classes considered. Be prepared to spend a while completing it! (By the time you complete it, you'll wish you had a large nail to pin Toma down to one place.)
Dwarven Fighter — attributes
Dwarves have one of the hardest starting locations (no magic, no other skills, just lots of Dwarves).
Take your weapon skills first, then Spoil, then Sweep, then armor skills.
Don't worry about wielding un-Dwarflike weapons, like swords and daggers. You don't start specializing until you hit 20 and choose a profession. Some prefer a dagger (which is Very Fast) to anything else that can normally be found. And a bow is occasionally useful for pulling one mob away from a companion who would also aggro if you didn't pull the first one.
Save one of each recipe you find, and sell the rest. Don't try to sell the rest to other Dwarves (if you found two, there probably will be plenty of them in circulation), just take them to the store.
Don't save upper-level recipes unless you might become an Artisan, or you have an Artisan to give them to. But don't discard recipes just because they're marked as "Crafting 2." Check the list in this guide for which ones are really Crafting 1.
At level 10, you have a choice to make.
First Choice. Learn the skills you can (including Crafting), then spend the adena to cross over to Talking Island. Partner with a healer and maybe another Fighter and start cranking EXP/SP.
Second Choice. Run the Level 10-12 quests:.
At Level 10/11 run the two Elder quests (for bat fangs and floating stones) as often as you can. The first time you get a nice M.Def ring and 60 SP each. Do them again (and again, and again) for 2400 adena and 60 SP each. (That's about another 50 adena per kill — a very nice bonus — and the SP don't hurt either.) If you stayed in Dwarfland, also run the Silversmith's Hammer quest as soon as you can — a much nicer weapon than you've had so far (unless you've been twinked or grabbed an extraordinary drop), that you get for free. That's a good time to make the switchover to blunt weapons.
Once you're tired of killing Bats and Magical Weavers, cross over to Aden and find some non-Dwarf friends. If you're nearly to Level 15, you might stick around Dwarfland to get the skills at that level. Otherwise, leave earlier.
Don't come back until you're ready to run your Level 20 Profession Quest. If you're going to be a crafter, buy all the components you can from other players.
One good reason to leave Dwarfland — not a lot of other Dwarves want to sell goods to you, while most other races are happy to unload goods on you, sometimes for less-than-store prices. When someone gives you a sweet deal, be sure to be properly appreciative — if you're staying in the same area for awhile, you're almost certain to see the same player again, and you'll want him to remember you kindly.
How the guide rates this class
These are the 2004 guide’s subjective ratings, not live-server measurements. A printed dash means unavailable; blank source cells remain “Not stated”.
HP & MP by level
Level 1: 129 HP · 39 MP→Level 20: 560 HP · 188 MP
Dwarven Fighter · HP & MP by level
| Level | HP | MP |
|---|---|---|
| 1 | 129 | 39 |
| 2 | 150 | 46 |
| 3 | 171 | 53 |
| 4 | 192 | 60 |
| 5 | 213 | 68 |
| 6 | 235 | 75 |
| 7 | 256 | 83 |
| 8 | 278 | 91 |
| 9 | 301 | 98 |
| 10 | 323 | 106 |
| 11 | 346 | 114 |
| 12 | 369 | 122 |
| 13 | 392 | 130 |
| 14 | 415 | 138 |
| 15 | 439 | 146 |
| 16 | 462 | 154 |
| 17 | 487 | 163 |
| 18 | 511 | 171 |
| 19 | 535 | 180 |
| 20 | 560 | 188 |
Profession path
Next professions
Skills
Explore the class’s skill records by learning level, including their printed effects and costs.
View skills · 13Original reference tables
| Attribute | Printed value |
|---|---|
| STR | 39 |
| WIT | 10 |
| CON | 45 |
| INT | 20 |
| DEX | 29 |
| MEN | 27 |
Source counting discrepancies: page 3 describes fifty-nine classes and page 7 says there are 32 choices at Level 40. The comparison chart actually lists 31 third professions,18 second professions and 9 first professions, totaling 58. All printed statements and listed records are retained with this flag.
Source page-reference error: the contents on page 4 point to page 345 for Dark Fighter skills. The actual Dark Fighter skill table starts on page 348. Navigation uses the verified table location; the printed contents reference is preserved here.
Source page-reference error: the printed table of contents on page 5 points to page 247 for recipe ingredients; the actual recipe-ingredients section starts on page 274. The printed reference is preserved here; navigation should use the actual section.
Source arithmetic label error: page 12 calls the result of 270 XP divided by 3 hits "90 XP per kill". That calculation gives 90 XP per hit; the total per kill in the example is 270 XP. The printed wording is preserved with this note.
Conflicting source descriptions: page 24 says WIT influences Casting Speed, while page 26 prints its formula as 166.5 × [DEX bonus]. The guide does not reconcile these statements. Both printed statements are preserved; this website does not infer a corrected formula.
Conflicting source ranks: the Level 15 recommendations continued on page 33 print Weapon Mastery 2, while the Human Fighter skill table on page 286 lists Weapon Mastery 3 at Level 15 and Weapon Mastery 2 at Level 10. The printed advice and table values are preserved with this distinction.
Page 93 calls Orc Mystics the Mystics with the lowest DEX. The printed base-stat boxes give Orc Mystic DEX 24 (page 104), Human Mystic 21 (page 44), Dark Mystic 23 (page 86), and Elven Mystic 24 (page 66). The prose and values are preserved with this inconsistency noted.
Printed quest-reference difference: the Antharas’ Lair advice on page200 says “Audience with the Green Dragon”; the walkthrough heading on page156 says “Audience with the Land Dragon” and the index on page145 says “Audience w. the Land Dragon”. Each printed name is retained.
Printed spelling difference: the helping-monster list on page200 uses “Pytan/Pytan Knight”, while the aggressive-monster list uses “Ptyan”. These spellings are retained without silently treating them as an identical record.
The printed guide lists Mechanic Golem (4) at Level 57 and Mechanic Golem (5) at Level 51. These values are preserved exactly; the unusual rank/level ordering is a source inconsistency, not a correction made by this website.
The printed guide lists Viper Cubic (2) with M.Atk 544 and poison power 5, followed by Viper Cubic (1) with M.Atk 791 and poison power 6. The original labels and values are preserved; their reversed ordering is flagged rather than silently corrected.