Secret passages ability

Dwarves' "secret passages" ability helps you get out of trouble; it lets you:

Drawbacks:

Dwarves as sorcerer/mages

-Dwarves are a higher HP race that allows 'hermit' for 20% more mana. (other non-experimental alternatives are slow leveling -5 speed Ents and slower leveling thunderlords; both of which have abilities that merely duplicate a sorcerer's spells).

-No luck penalities, so your chance to get that rare, useful staff or mana multiplier is intact.

-A dwarf hermit has its INT penalized by -1, while you get +3 WIS(before class modifiers apply). Not great, but not catastrophic either. The mana is generally higher than a non-hermit magic-inclined race(especially after a few potions and items).

-The blindness resistance is a must have for any mage; and dwarves have it even at level 1. This frees an item slot!

-As the secret passages ability accepts using HP rather than mana, so it's the best, last hope for an escape if your mana gets to zero(when some non-moving types steal your mana or you got careless)! This ability is duplicated by boots of jumping and other stuff, but wouldn't you rather know exactly where you'll end up and wear boots of speed instead?

Other issues

Considering dwarves are only 1 hit dice point away from trolls, and the secret passage skill is so useful, it's no wonder they are warriors of legend!

The blindness immunity is useful, too.

Chatter

KitaKita -- Secret passages is essentually Probability Travel, with only 1, targeted, jump. You pick a direction and leap across the rock until you stop. No going up or down, however.

Derakon Secret passages is actually better, for three reasons - it can use health instead of mana, it can let you travel through monsters, and it doesn't require getting Conveyance up to 35. Probability travel only kicks in when you try to walk into a wall, while secret passages can be used anywhere.

Spoilers/Races/Dwarf (last edited 2007-08-24 03:27:22 by c66-235-3-133)