Dwarftown is an important milestone in the game. It is a source of numerous helpful NPCs and locations, including a shop, a smithy, a coaligned altar (for non-chaotics) and a training hall where stats may be increased. Of equal importance is the fact that it is a resting place. After the descent through the upper CoC, the PC can rest here without constantly being assaulted by monsters. There is nothing hostile in Dwarftown initially, with the exception of an almost-guaranteed mimic in Waldenbrook's shop (note the empty space in the shop in the map below - it is a mimic).
A map of Dwarftown:
#######################################################################
#.....................................................................#
###########......................##########.............................###
#..#(*?[((#.Waldenbrook's........#........#..........#######..............#
###..#!("[."#....shop......#####...#.Garth's#..........#.....#..............###
#....#%[?/*]#..............#..!#.../Training#..........#...../.Glod's.........#
##....#%!%%['#..............#...#...#..Hall..#..........#..&..#.smithy.........#
#.....#%!%\\*#..............#...#...#........#..........#.....#................#
#.....##/#####..............###/#...##########..........#.....#................#
#.......................Thrundarr's.....................#######................#
#...<......................room.............................................>..#
#..............................................................................#
#.Ruun's.###/###.......####........................######/##...................#
##.altar.#.....#.......#..#.Dwarven................#.......#...................#
#..room.#.....#.......#..#.Mystic's...............#.Green.#...................#
###.....#.._..#.......####..Room..................#Griffon#.................###
#.....#.....#...........................>.......#..Inn..#.................#
###...#######....................Stairway.to....#########...............###
#...............................Ogre.cave.............................#
#######################################################################
Donating gold to Ruun moves the PC's alignment closer to that of the altar.
Note that converting the altar in Dwarftown (perhaps even attempting to convert it) will cause Ruun to become hostile, which in turn causes the entire town to become hostile. Luring him out of Dwarftown, killing him and then returning will not work either, as his shade returns to inform the dwarves of what has happened, resulting in the same scenario. Unless your PC knows exactly what he is doing and why he is doing it, angering or attacking Ruun is highly inadvisable. See also section 2.5.8 below about the Demented Ratling and causing commotion in Dwarftown.
The stubborn singlemindedness of the Dwarves regarding Ruun has an interesting side effect. If a pet, slave or the greater daemon, for instance, kills Ruun the entire town including Thrundarr (but not Waldenbrook) will pursue that creature. This is another way to get Thrundarr off his lever.
Two Dwarven Elite Guardians stand guard outside Thrundarrs' house. They are extremely strong, and are not to be taken lightly. They also defy entrance towards dwarven elder for blind or mute characters.
The first five quests are available in this order:
A Mindcrafter (probably) received:
blessed mithril cap [+0, +2] [40s]
blessed adamantium chain mail (-1, -3) [-1, +8] [288s]
blessed mithril girdle [+0, +2] [20s]
blessed adamantium long sword (+0, 1d8+5) [28s]
blessed medium mithril shield [+5, +1] [80s]
blessed ring of fire resistance [1s]
blessed adamantium boots [+0, +3] [89s]
A Wizard and a Beastfighter both received:
heap of 8 blessed bandages [16s]
blessed waterproof blanket [10s]
blessed fireproof blanket [10s]
blessed ring of fire resistance [1s]
heap of 5 uncursed potions of extra healing [10s]
uncursed potion of gain attributes [4s]
uncursed potion of ultra healing [2s]
blessed scroll of familiar summoning [2s]
The bandages, blankets, etc. seem to be the most common set of equipment received as a reward
for this quest.These are nice enough, but of no great consequence in the context of the whole game. Of greater importance is the fact that the PC now has the Golden Gladius. It can be exchanged for training with Bart the grizzled gladiator. See section 2.5.7.1 below.
It is also possible to receive the artifact dwarven shield "Rolf's Saviour" as a reward for this quest. Lawful alignment is requirement along with cooperation from the RNG (1/6 chance, 4/9 for Dwarves).
Thrundarr's sixth quest, available at any time and often taken out of order by many players, is to free the spirit of Griff Bloodax, a dwarven hero who has been turned into an undead dwarven chaos berserker by the master necromancer Nonnak. It is necessary to ask him about 'portal' to obtain this quest. In return for completing this quest, Thrundarr provides some equipment rewards (see section 2.7) and more importantly opens the dwarven portal leading to the deeper CoC. Note that it is not strictly necessary to do this quest. Thrundarr stands on a lever that controls the portal. If he is removed from that location, the PC can 'h'andle the lever himself. Methods for accomplishing this include teleporting Thrundarr, confusing him and killing him.
Thrundarr is teleportation resistant, thus using charges from a wand of teleportation is not recommended unless there is no alternative. A PC with the Teleportation spell has no problem. Teleporting him causes no alignment drop; Thrundarr does not become hostile and he will still assign quests. Killing him is a rather drastic act with all sorts of negative consequences. He is not a terribly powerful opponent, but has immense PV. Penetrating weapons or spells are necessary to kill him. His stats are DV 10, PV 100, Hits 3, Attacks 1, Damage 12-30, Speed 100. Using Ventriloquism on him is fairly easy, confuses him and causes him to wander off the lever. It causes an alignment drop roughly equivalent to killing him but does not curse or doom the PC nor are muscular dwarves summoned. It does make Thrundarr hostile after he recovers from his confusion. This causes an amusing scenario as the non-hostile dwarves encounter a hostile Thrundarr wandering around Dwarftown chasing the PC.
Drakeling spit will also cause him to move from the lever without negative consequences. This is presumably a bug.
The PC should actually do the quest unless there is a very specific reason not to do so, since there are very useful artifacts generated during the quest. See section 2.7 for more about this quest.
Passing through the Animated Forest is a test of one's patience among other things. The entire level is filled with living trees milling about. The majority are not hostile but will of course become hostile if attacked. It is difficult to get through them without accidentally hitting one or more. When the PC encounters hostile trees it is best not to try to fight them but rather keep moving. In fact it is usually best to be as defensive as possible and forget about offense completely: wield two shields and use Coward tactics. The hostile trees will usually be left behind in the crowd. It seems to be best to keep moving in any case and refrain from resting on one square. Invisibility is a tremendous asset in the Animated Forest, but PCs usually do not have it available at this stage of the game. Note that fireballs, from the wand or spell, as well as the Burning Hands spell, should not be used in the Animated Forest. While they are effective, the whole forest becomes hostile. This generates too many hostile trees for a PC at this level to cope with. Interestingly, fire bolts, from the spell or wand, are also effective, but do not cause the forest to become hostile. The trees do not see in Darkness, so that tactic can also be used.
The alternative to the tedium of the Animated Forest is a descent through the Dwarven Halls. This is much faster but potentially dangerous. Very out-of-depth monsters can be generated in the Dwarven Halls. Use Scroll or Wand of Monster detection, if possible, upon entering each level of the Dwarven Halls. This will allow you to immediately identify any dangerous creatures, and make a judgment about whether or not the level is remotely safe to explore. Furthermore, this will allow you to identify and avoid tension rooms. If the PC has invisibility, seven league boots or anything that increases speed, wear them before entering in case it becomes necessary to flee. Exploring other than finding the down stairways is highly inadvisable.
Both of these locations can be problematic. The Animated Forest is always incredibly tedious. The Dwarven Halls can be a cakewalk if the PC is lucky enough to have the stairways generated close together. They can also be a virtual instadeath if a very nasty monster shows up. As Thrundarr says, "It's yer choice."
Note that teleportation traps may be conveniently generated adjacent to and within the dwarven mystic's room. However, this is only possible if Dwarftown is generated on D: 11.:
.....^ .####. .#.^#. .#^.#. .####. ^.....The carets represent locations where a teleportation trap may be created.
It is also possible to open the walls of the Dwarven Mystic's room with a wand of destruction. This is somewhat dangerous, since nearby townspeople, and perhaps the Dwarven Mystic himself, may be damaged by the blast, causing some, or all, inhabitants of Dwarftown to become hostile. If the player is careful, it is possible to destroy the walls, 'C'hat with the Dwarven Mystic and receive his rewards in the usual manner.
If a PC with non-chaotic alignment has committed a crime in Dwarftown which results in an alarm gong being rung and muscular dwarves being summoned, the Dwarven Mystic responds with a different message "Ye art doomed!" This does not result in the PC gaining the cursed or doomed intrinsics. A wished-for Dwarven Mystic also always responds with this message.
| Stat | Payment | Multiplier |
|---|---|---|
| 1-15 | 100 - 1500gp | 100x |
| 16-20 | 3200 - 4000gp | 200x |
| 21-25 | 8400 - 10000gp | 400x |
| 26-30 | 20800 - 24000gp | 800x |
| 31-35 | 49600 - 56000gp | 1600x |
| 36-40 | 115200 - 128000gp | 3200x |
| 41-45 | 262400 - 288000gp | 6400x |
| 46-50 | 588800 - 640000gp | 12800x |
Note that the effects of training do not happen instantaneously. The stat has simply been trained. The game checks every so often (and always when gaining an experience level) to see if a stat is eligible for an increase. This is when the stat will rise. Note also that it is possible to pay Garth once and receive several stat increases as a result. This is particularly useful for those PC's with a very low stat score in one or more categories. Paying Garth well in excess of the amount needed to raise the stat will result in multiple stat increases over time.
Note that there is a manual entry under the Attributes section that states the following:
"The potential maximum attribute scores are based on the initial attribute scores. The maximum for an attribute is dependent on the base score and the player race. These maximums can only rarely be surpassed by natural training. This is a long and arduous process. Only magical methods can exceed these limits with ease."
This seems to imply that Garth cannot train a stat beyond its natural maximum. This may be true under "reasonable" circumstances. Giving Garth massive amounts of gold may be a different story.
The method described above is somewhat obsolete. Here are lists of how much you should pay to guarantee an increase in a stat - you can pay less money for less than a 100% chance.
Stat not Maxed
| 1-10: 1001 | 11-14: 2001 | 15: 3001 | 16-18: 6001 | 19: 14001 | 20: 22001 | 21: 40001 | 22: 50001 |
| 23: 72501 | 24: 97501 | 25: 342501 | 26: 637501 | 27: 830001 | 28: 1022501 | 29: 1215001 | 30: 1407501 |
| 31: 1600001 | 32: 1740001 | 33: 1880001 | 34: 2020001 | 35: 2160001 | 36: 2300001 | 37: 2350001 | 38: 2400001 |
| 39: 2450001 | 40: 2500001 | 41: 2550001 | 42: 2600001 | 43: 2650001 | 44: 2700001 | 45: 2750001 | 46: 2800001 |
| 47: 2850001 | 48: 2900001 | 49: 2950001 | 50: 3000001 | 51: 3050001 | 52: 3100001 | 53: 3150001 | 54: 3200001 |
| 55: 3250001 | 56: 3300001 | 57: 3350001 | 58: 3400001 | 59: 3450001 | 60: 3500001 | 61: 3550001 | 62: 3600001 |
| 63: 3650001 | 64: 3700001 | 65: 3750001 | 66: 3800001 | 67: 3850001 | 68: 3900001 | 69: 3950001 | 70: 4000001 |
| 71: 4050001 | 72: 4100001 | 73: 4150001 | 74: 4200001 | 75: 4250001 | 76: 4300001 | 77: 4350001 | 78: 4400001 |
| 79: 4450001 | 80: 4500001 | 81: 4550001 | 82: 4600001 | 83: 4650001 | 84: 4700001 | 85: 4750001 | 86: 4800001 |
| 87: 4850001 | 88: 4900001 | 89: 4950001 | 90: 5000001 | 91: 5050001 | 92: 5100001 | 93: 5150001 | 94: 5200001 |
| 95: 5250001 | 96: 5300001 | 97: 5350001 | 98: 5400001 |
Stat is Maxed
| 1-2: 1001 | 3-12: 2001 | 13: 3001 | 14: 4001 | 15: 7001 | 16: 10001 | 17: 18001 | 18: 31001 |
| 19: 51501 | 20: 94501 | 21: 462501 | 22: 807501 | 23: 1152501 | 24: 1497501 | 25: 1842501 | 26: 2187501 |
| 27: 2430001 | 28: 2672501 | 29: 2915001 | 30: 3157501 | 31: 3400001 | 32: 3590001 | 33: 3780001 | 34: 3970001 |
| 35: 4160001 | 36: 4350001 | 37: 4450001 | 38: 4550001 | 39: 4650001 | 40: 4750001 | 41: 4850001 | 42: 4950001 |
| 43: 5050001 | 44: 5150001 | 45: 5250001 | 46: 5350001 | 47: 5450001 | 48: 5550001 | 49: 5650001 | 50: 5750001 |
| 51: 5850001 | 52: 5950001 | 53: 6050001 | 54: 6150001 | 55: 6250001 | 56: 6350001 | 57: 6450001 | 58: 6550001 |
| 59: 6650001 | 60: 6750001 | 61: 6850001 | 62: 6950001 | 63: 7050001 | 64: 7150001 | 65: 7250001 | 66: 7350001 |
| 67: 7450001 | 68: 7550001 | 69: 7650001 | 70: 7750001 | 71: 7850001 | 72: 7950001 | 73: 8050001 | 74: 8150001 |
| 75: 8250001 | 76: 8350001 | 77: 8450001 | 78: 8550001 | 79: 8650001 | 80: 8750001 | 81: 8850001 | 82: 8950001 |
| 83: 9050001 | 84: 9150001 | 85: 9250001 | 86: 9350001 | 87: 9450001 | 88: 9550001 | 89: 9650001 | 90: 9750001 |
| 91: 9850001 | 92: 9950001 | 93: 10050001 | 94: 10150001 | 95: 10250001 | 96: 10350001 | 97: 10450001 | 98: 10550001 |
Glod is also capable of removing rust from rusted items and fixing certain broken items, notably pickaxes, again, for a price of ItemValue * 150 if pickaxe, or ItemValue * 1500 otherwise. Removing rust costs ItemValue * 30. It has been reported that after removing rust from an item a number of times, Glod will offer to rustproof the item.
After learning the Smithing skill, Glod will make his equipment available to the PC for a price, typically 2500 gold pieces.
It is possible to teleport Glod away from his smithy, although the details (wand of teleportation vs the Teleportation spell) have yet to be worked out. He wanders in Dwarftown but still asks for the nominal 2500 gold piece fee (seemingly telepathically, probably a bug) after this. However, at this point, he can be lured off the level if he is adjacent to a staircase, like any other inhabitant of Dwarftown. After Glod is left on another level, his demands for payment cease. Note that this may involve considerable tedium as the PC attempts to lure Glod off the level.
It is possible to kill Glod (using acid spit or bolt spells while invisible, for instance) without making the rest of Dwarftown hostile (although Waldenbrook may become hostile), thus making his smithy available for free. One method of doing this involves using the greater daemon generated by Thrundarr's fifth quest. If the greater daemon is lured near Glod, it will kill Glod.
The Demented Ratling gains 10 levels for each artifact he is fed. This increases his stats dramatically:
| Artifacts fed | Level | DV | PV | HP | Attacks | Damage | Speed |
|---|---|---|---|---|---|---|---|
| 0 | 1 | 10 | 0 | 121 | 2 | 6-12 | 114 |
| 1 | 11 | 16 | 2 | 171 | 3 | 9-15 | 134 |
| 2 | 21 | 23 | 4 | 221 | 4 | 12-18 | 154 |
| 3 | 31 | 30 | 6 | 271 | 5 | 16-22 | 174 |
| 4 | 41 | 36 | 8 | 321 | 6 | 19-25 | 194 |
| 5 | 51 | 43 | 10 | 371 | 7 | 22-28 | 214 |
| 6 | 61 | 50 | 12 | 421 | 8 | 26-32 | 234 |
A wished-for demented ratling will make the usual demand for six artifacts from a chaotic PC, but will not eat an artifact. Instead, he responds with "Ya naw will neeta die!" He is not necessarily hostile after this. He responds in the same way if the PC is fallen champion.
It is possible to anger the demented ratling to the point where he will attack by swapping places with him several times. Repeatedly (about five times) talking to him after giving him artifacts will also make him hostile.