NON MAGICAL Because of their very nature, dwarves are non-magical and do not ever use magical spells. However, this nature gives them a bonus with regard to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods and spells. This bonus is + 1 for every 3% points of constitution ability. Thus, if o dwarf had a constitution of 7 he or she would gain a +2 on dice rolls made as saving throws, at 14 constitution the bonus would be +4, and at 18 constitution the bonus would be the maximum normally possible, +5.
STRONG CONSTITUTION Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected Therefore, a11 dwarven characters make saving throws against poison in the same manner and with the same bonuses as they do against magical attacks from wands, staves, rods, and spells.
ADDITIONAL LANGUAGES All dwarves are able to speak the following languages (q...): dwarven, gnome, goblin, kobold, and orcish; in addition, dwarven characters are able to speak the "common tongue" of all humankind. However, except for their alignment language (see ALIGNMENT), they are unable to learn more than two additional languages regardless of their intelligence ability.
INFRAVISION Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. This ability is known as "infravision
MINERS
Dwarves are miners of great skill. They are able to detect the following facts when within 10' or less of the particular phenomenon (except determination of depth which can be done at any distance) Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden
* Detect Grade d4 (1-3)
* Detect New Construction d4 (1-3)
* Detect Sliding / Shifting Walls d6 (1-4)
* Stonework Traps d6 (1-3)
* Approximate Depth d6 (1-3)
COMBAT
In melee combat dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being
attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents' "to hit" dice rolls because of the dwarves' small size and combat ability against these much bigger creatures.