The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
- Darkvision: Dwarves can see in the dark up to 60 feet.
- Stonecunning: +2 bonus to search checks when inside.
- Skill Affinity (Lore): +2 bonus to Lore checks.
- Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.
- Hardiness vs. Poisons: +2 racial bonus to saving throws against poison.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells and spell-like effects.
- Battle Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations.
- Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).
DnD 3.5 comparisonEdit
- Dwarven urgroshes are included in a dwarf's weapon familiarity, but these weapons are not in NWN2.
- Dwarves also receive stability in 3.5: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped (see knockdown) when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- the +2 bonus on Lore checks appears to replace a +2 bonus on both appraise and craft checks that are related to stone or metal items.