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 attributes 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.............................#
#######################################################################
| Level: 12, DV: 22, PV: 10, Hits: 343, Attacks: 3, Damage: 3d6+18, Speed: 150. |
| Level: 1, DV: 15, PV: 5, Hits: 120, Attacks: 2, Damage: 2d4+12, Speed: 100. |
Donating gold to Ruun moves 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. Ruun can attack with energy bolts, and heal himself with spells. 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 you know exactly what you are doing and why, angering or attacking Ruun is highly inadvisable. See also section 3.5.8 below about the Demented Ratling and causing commotion in Dwarftown. Instead, you can just lock him with 3 doors in his room with altar, using wand of door creation. If he won't see that altar converted, the citizens will not become hostile, quite easy way, especially if you have no companions or they are too weak.
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 monster. This is another way to get Thrundarr off his lever.
| Level: 1, DV: 10, PV: 100, Hits: 4, Attacks: 1, Damage: 6d4+6, Speed: 100. |
Kherab's second quest is to kill Thrundarr. 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. 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.
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, and even asks the PC to go to his house and pull the lever if you complete the Portal quest and Chat with him.
Dwarven elite guardians h h

| Level: 1, DV: 15, PV: 15, Hits: 57, Attacks: 2, Damage: 2d8+6, Speed: 120. |
This can be a very annoying quest. Thrundarr can assign anything ranging from a goblin to a ghost lord. The random monster is randomly created for danger level
Max(PCLevel, DwarftownDL) + 3. Only monsters with relative probability 25 or higher will be chosen. The random monster is a not too rare monster that could be found by
the player during normal playing. No dwarves, lawful monsters or vortices will be assigned. Also, quest monsters are generated with extra HP based on experience level.
The reward is having the entire inventory identified or the (artifact) Potion of Literacy for illiterate or Literacy<50 characters.
---------------------------- potion of literacy ---------------------------- Weight: 2s When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. (grants Literacy when consumed) |
WARNING:
Be very careful when wandering around below Dwarftown before receiving this quest. Entering the Animated Forest for even a single turn before the quest is assigned results in Thrundarr
refusing to assign it, instead assigning another random monster quest with no reward. Since the wand of fireballs (blessed with twelve charges, no less) can be very useful, entering the
Animated Forest before the quest is assigned is very unwise. Note that this does not occur if the PC enters, or even descends below the Dwarven Halls.
Barbarians, Bards, Fighters, Paladins, Priests, and Rangers receive:
| Other classes receive:
|
Note the items from the first set (except the ring) may all be either mithril or adamantium, and their stats may vary.
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 3.5.7.1 below.
It is also possible to receive the artifact dwarven shield "Rolf's Savior" as a reward for this quest. Lawful alignment is requirement along with cooperation from the RNG (1/6 chance,
4/9 for Dwarves). Talking to Thrundarr about Rolf prior to receiving the quest guarantees this reward for all races.
--------------- dwarven shield "Rolf's Savior" (+2) [+9, +6] --------------- Weight: 120s When worn it modifies DV by +9 and PV by +6. When used in melee combat it grants a +2 bonus to hit and causes 1d6 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d6 points of damage. It grants resistance to fire. It grants resistance to poison. It grants resistance to cold. (dual-wielding with the Dwarven Rune Axe grants +10 bonus to hit and damage) |
| Level: 1, DV: 24, PV: 9, Hits: 132, Attacks: 3, Damage: 2d10+9, Speed: 100. |
The reward for this quest is the artifact mace Big Punch, which many PCs find useless because it is so heavy – 800 stones. It is potential sacrificial fodder.
------------- lead-filled mace "Big Punch" (+1, 8d5+3) [-6, +0] ------------ Weight: 800s When worn it modifies DV by -6 and PV by +0. When used in melee combat it grants a +1 bonus to hit and causes 8d5+3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It grants resistance to stunning. |
In return for completing this quest, Thrundarr provides some equipment rewards (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 handle the lever herself. Methods for accomplishing this include teleporting Thrundarr, Ventriloquism, confusing him and killing him (using pet or the greater demon will be preferable). Some of these actions may make Thrundarr hostile and cause future quests from him to be lost.
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.



Ogre: Level: 1, DV: 9, PV: 5, Hits: 23, Attacks: 1, Damage: 2d6+2, Speed: 100. Magus: Level: 1, DV: 13, PV: 7, Hits: 44, Attacks: 2, Damage: 2d8+5, Speed: 100. Lord: Level: 1, DV: 14, PV: 15, Hits: 95, Attacks: 2, Damage: 2d10+14, Speed: 100. |
There is an ogre tribe containing 37 ogres, 2 ogre maguses, 1 ogre lord below Dwarftown which Thrundarr asks the PC to eliminate. Their level is proportional to experience level. Still, this quest is relatively easy compared to getting through the Animated Forest or Dwarven Halls. The ordinary ogres have no special attacks and the PC should be able to bash them with brute force combined with missile attacks or blast them with magic. Weaker races might find a corpse or two that grants a Strength increase. A potential problem is the ogre magi present on the level. They are capable of becoming invisible and casting Frost Bolt. PCs who have no cold resistance need to watch out for them. Wear an amulet of the cold heart if the PC has one. None of the ogres can see in darkness. Pets cannot inflict any damage on the level. Do not rely on them.
The important thing is that Ogre Cave level does not generate random monsters, thus it often serves as safe place to store extra stuff or as a place for other activities like mining for ore or stone giants. Ruun can be lead into the level and left there if he becomes hostile, e.g. if the player wishes to convert the city's altar.
| Level: 1, DV: 10, PV: 0, Hits: 4, Attacks: 1, Damage: 1d2, Speed: 100. |
The Dwarven Mystic is found in a 2x2 room with undiggable walls east of the room containing the altar. The most common way to get in is by teleporting.
There is a 25% chance of failing to enter the room as he will always occupy one of the spaces. The Dwarven Mystic is a guaranteed source of the artifact
dwarven rune axe Rolf's Companion for lawfuls.
------ dwarven rune axe "Rolf's Companion" (+3, 3d6+6) [+4, +4] {To+3} -----
Weight: 50s
When worn it modifies DV by +4 and PV by +4.
When used in melee combat it grants a +3 bonus to hit and causes 3d6+6 points of damage.
When used as a missile it grants a +4 bonus to hit and causes 3d8+4 points of damage.
It modifies your toughness attribute by +3.
This weapon returns when thrown.
It grants resistance to fire.
(dual-wielding with the Dwarven Shield grants +10 bonus to hit and damage)
|
Neutrals never receive the axe, but rather 7 potions of insight and 4 scrolls of corruption removal, OR 2 potions of training and 1 potion of gain attributes and ring of ice (50% chance for each case, all items are blessed). Chaotics will receive nothing from him. He responds with the message "It wasn't you I've been waiting for!"
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, Chat 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. Dwarven Mystic cannot be wished for.
| Level: 1, DV: 25, PV: 12, Hits: 129, Attacks: 4, Damage: 2d8+12, Speed: 100. |
| Attribute | 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 attribute has simply been trained. The game checks every so often (and always when gaining an experience level) to see if an attribute is eligible for an increase. This is when the attribute will rise. Note also that it is possible to pay Garth once and receive several attribute increases as a result. This is particularly useful for those PCs with a very low attribute score in one or more categories. Paying Garth well in excess of the amount needed to raise the attribute will result in multiple attribute increases over time. The effect of this has been reduced and it is recommended to pay Garth again only after an increase occured.
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 an attribute beyond its natural maximum. This may be true under "reasonable" circumstances. Giving Garth massive amounts of gold may be a different story not in R+.
The method described above is somewhat obsolete. Here are lists of how much you should pay to guarantee an increase in an attribute – you can pay less money for less than a 100% chance.
| 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 |
Note that in R+, attributes cannot be raised beyond the maximum by natural means. So the table below is useless – just don't spend any more gold when your attribute is at maximum, as it would be a waste of money.
| 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 |
| Level: 1, DV: 14, PV: 12, Hits: 115, Attacks: 3, Damage: 2d10+6, Speed: 100. |
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 means corroding pickaxes by attacking ochre jellies and gray oozes with them will decrease Glod's repair fee. 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 2500 gold pieces.
It is possible to teleport Glod away from his smithy. He then wanders in Dwarftown but still asks for the nominal 2500 gold piece fee (seemingly telepathically) 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, but beware of his multiple penetrating attacks. One method of killing him involves using the greater daemon generated by Thrundarr's fifth quest. If the greater daemon is lured near Glod, it will kill Glod. He drops an anvil and eternium warhammer when killed.
| Level: 1, DV: 13, PV: 7, Hits: 130, Attacks: 3, Damage: 2d6+8, Speed: 100. |
A wished-for grizzled gladiator will always be hostile.
| Level: 1, DV: 36, PV: 20, Hits: 74, Attacks: 3, Damage: 1d4+13, Speed: 100. |
| Level: 1, DV: 10, PV: 0, Hits: 120, Attacks: 2, Damage: 3d3+3, Speed: 120. |
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 | 120 | 2 | 3d3+3 | 120 |
| 1 | 11 | 16 | 2 | 170 | 3 | 3d3+6 | 140 |
| 2 | 21 | 23 | 4 | 220 | 4 | 3d3+9 | 160 |
| 3 | 31 | 30 | 6 | 270 | 5 | 3d3+13 | 180 |
| 4 | 41 | 36 | 8 | 320 | 6 | 3d3+16 | 200 |
| 5 | 51 | 43 | 10 | 370 | 7 | 3d3+19 | 220 |
| 6 | 61 | 50 | 12 | 420 | 8 | 3d3+23 | 240 |
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.
If for any reason the PC changes alignment from chaotic before all six artifacts have been delivered, do not continue feeding the ratling. He will consume the artifact, but will reply with "Ye art a fool!" and will not count that artifact towards his requirement of six.


Dwarven guardian: Level: 1, DV: 11, PV: 7, Hits: 22, Attacks: 1, Damage: 1d8+6, Speed: 100. Dwarf: Level: 1, DV: 10, PV: 5, Hits: 10, Attacks: 1, Damage: 1d8+3, Speed: 100. Female dwarf: Level: 1, DV: 10, PV: 1, Hits: 9, Attacks: 1, Damage: 1d8+2, Speed: 100. Dwarven child: Level: 1, DV: 7, PV: 0, Hits: 4, Attacks: 1, Damage: 1d3, Speed: 100. |