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The dwarves are a race in decline, as each new day of a centuries-old war against the
darkspawn consumes both dwarven lives and the scant remaining territory of their
underground kingdom. Dwarves have an innate resistance to magic, preventing them
from becoming mages.
Racial Benefits
H uma ns
Starting bonuses
+1 strength
+1 dexterity
+1 magic
+1 cunning
Elv es
+2 willpower
+2 magic
Dwa rv es
+1 strength
+1 dexterity
+2 constitution
+10% chance to resist
hostile magic
Class determines which abilities your character can learn during the course of the game. It has a profound
impact on the way a character performs in battle. For mages, class also determines your background story.
Although there is some overlap between the classes, you can never make a character from one class play like a
character from another—for example, warriors and rogues can never learn to cast spells, and a mage can never
learn advanced weapon talents. Rogues can learn more skills than other classes, but cannot become proficient
with two-handed weapons or shields.
Warriors are front-line fighters, the backbone of any party under assault. They rely on melee and ranged
weapons, supplemented by powerful special abilities that draw from deep reserves of stamina.
Mages are the only characters who can cast spells, which they use both for offense and to
support themselves and their party. Although mages may wield physical weapons, they do so
without any particular skill; instead, they prefer to carry staves that fire magic projectiles. Mages
cannot stand toe-to-toe with enemies as well as other classes can, but they can deal immense
amounts of damage and heal their allies when protected by the party.
Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide
range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy
even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or
sneak up on targets to deliver a devious and crippling backstab.