The Dwarfs are an ancient, proud race of warriors and craftsmen who dwell in great halls deep under the mountains. Easy to offend, they record every grudge in a great tome, written in the blood of kings. Dwarf armies can move through the underway to avoid danger. Most of their units are heavily-armoured infantry, powerful artillery and advanced war machines. Dwarfs have no cavalry or monster units.
- The Forge: Collect valuable trading goods and spend oathgold to craft magic items and runes.
- Grudges: Wrongs against the Dwarfs must be avenged by any and all means necessary to keep order.
- The Underway: Dwarfs can travel underground to cross impassable terrain and avoid enemies.
- Roster of heavily-armoured infantry with strong leadership and many deadly war machines.
|Background and lore|
Dwarfs are a proud folk who are quick to temper and renowned for holding grudges, with a love of gems and precious metals. They are short, generally no taller than five-and-a-half foot in height but broad with powerful arms and stout legs. Dwarf men greatly outnumber Dwarf women, and they are extremely proud of their beards which they often braid and groom. Dwarf women hold respected roles in society, but often face pressure to marry and produce children, and they rarely rise to political leadership. In their language of Khazalid, they call themselves the Dawi, although Khazalid is rarely spoken in the presence of other races.
Dwarfs are master craftspeople; their magical rune items and advanced war machines are renowned across the world. They see the work of other races as inferior and even have a special word for human-made devices which they call umgak, meaning "shoddy." Perhaps the greatest Dwarf creations are their underground strongholds which are indisputable wonders of the world. Each is a massive underground city, and in the lower levels great forges and mine-works. The Underway once connected all of these, although much of it has fallen into disrepair.
In the distant past, the Dwarf Ancestor Gods led their people to establish their strongholds under the World's Edge Mountains, teaching them the arts of smithing, runemaking and warfare. When Chaos came and Daemon armies marched across the world, the Ancestor Gods departed, but the Dwarfs were able to weather the assault in their fortresses, although those Dwarfs who had ventured east of the mountains were lost...
With their Dwarfholds established across the World's Edge Mountains and far beyond, the Dwarfs prospered for many generations. They encountered the High Elves, and a friendship was struck between the two races. But it was not to last.
Through pride, foolishness and the treachery of Malekith, the Dwarfs and High Elves began the War of the Beard - the War of Vengeance. This titantic conflict spanned centuries and continents, and though the Dwarfs successfully drove the High Elves off the continent, their empire was left weak. To make matters worse, the realm was riven by devastating earthquakes. It was then that the Goblins (Grobi) and Skaven (Raki) struck, felling many holds. Thus the golden age of Karaz Ankor - ‘The Everlasting Realm’ - ended.
In recent times, the Dwarfs are a race barely holding onto glories past, with only a few strongholds remaining in their hands and the rest lost to enemies or abandoned to the elements. But the Dwarfs have not forgotten these wrongs. Every grievance, every single crime against the Dwarf race, is recorded in the Great Book of Grudges, the Dammaz Kron, written in the blood of the High Kings.
To this day the Dawi still fight; their ultimate goal is to restore their empire and set right every wrong done to them. With their belligerence, such a thing is possible. A Dwarf army or ‘throng’, is a powerful force, consisting of stoic Warriors and using wonders of technological accomplishment that put all other races to shame. Gyrocopters and Gyrobombers fly above the battlefield while cannons fuelled by flame and steam spew death. Dwarfs do not call upon the unrealiable, chaotic Winds of Magic in the same way as Elves or men. Instead, their master Runesmiths bind the Winds of Magic into tangible objects, striking runes of great power into axes, armour, war machines and fortifications.
It is with all these elements - stalwart Dwarfish hearts, exceptional armour and weaponry, and their unmatched machines of war - that High King Thorgrim Grudgebearer plans to retake his realm, slaying every last stinking Grobi and Raki in his way! Few doubt his resolve, and for the first time in many generations, the Dwarfs are truly roused to battle - the Great Reckoning begins!
|In battle, the slow movement of Dwarfs combined with their tough, armoured troops and excellent ranged and artillery units makes them excel at fighting defensively. As most of their troops are quite elite and expensive, they will often be outnumbered by the enemy. But thanks to their high leadership stats, they will rarely flee — often fighting to the last Dwarf! Dwarfs lack special battle mechanics, but their tough, reliable units ensure they can withstand any foe.|
When fighting against Dwarfs, it is key to outmaneuver them. If possible, bring artillery which can outrange them, forcing them to attack. Otherwise, bring lots of armour-piercing damage and cavalry or monsters to disrupt their lines.
Main article: Dwarfs unit roster
Dwarfs armies are mostly made up of stalwart, heavily-armoured infantry. This is backed up by powerful artillery, war machines and tough characters. Most Dwarf units have high leadership, and Longbeards even have a leadership aura similar to characters. In fact, Dwarf units tend to have high stats in general. Like factions such as the High Elves, Dwarf units tend to be expensive and they rely on quality over quantity. Most Dwarfs units are quite slow moving, however the flying Gyrocopters and Gyrobombers are an exception. These war machines are invaluable for their speed, but weak to flying monsters.
For a list of names for Dwarf characters in game, see Dwarfs names.
Main article: Runic Magic
Runelords and Runesmiths bind the Winds of Magic into Runes in stone and metal. Runic Magic skills do not consume Winds of Magic, like spells do. Instead, when a Runelord or Runesmith casts a Rune, there is a cooldown which prevents that particular Runelord or Runesmith from casting any more Runes until it expires. This mechanic was added in Total War: Warhammer II, in the previous game, Rune skills are normal character abilities and do not have this cooldown effect.
|Dwarfs are a regular faction that occupies settlements as normal, are at home in mountain climates, and spread the Untainted corruption type.|
They have a strong economy, especially in the production of trade resources which they can use to craft powerful items and runes in The Forge, as well as a powerful technology tree. However, their low population growth and requirement to avenge grudges slows their expansion.
Their slow movement is offset by using the Underway to traverse impassable terrain and avoid enemy forces, allowing them to fight defensive battles on their own terms, which they excel at.
|Playable factions and legendary lords|
|Faction||Legendary Lords||Campaigns||Required game or DLC|
|Clan Angrund||Belegar Ironhammer||The Old World
|Total War: Warhammer II|
|Ironbrow's Expedition||Thorek Ironbrow||Eye of the Vortex
|Total War: Warhammer II
Thorek Ironbrow DLC
|Karak Kadrin||Ungrim Ironfist||The Old World
|Total War: Warhammer|
|The Old World
|Total War: Warhammer|
Unique game mechanics
Main article: The Forge
Experts in binding the Winds of Magic to stone or metal, Dwarfs can use Oathgold in conjuction with trade resources to make magical weapons, armour, talismans, and enchanted items to improve their characters' strength. Additionally, they can use Oathgold to craft powerful runes which can be equipped to characters or regular units.
Ironbrow's Expedition have an extra tab in The Forge, the Artefact Vault, which is unique to their faction.
Main article: The Great Book of Grudges (mechanic)
Dwarfs maintain a record of all grievances committed against them in the Dammaz Kron, The Great Book of Grudges. Losses suffered by Dwarf factions are recorded so that they may be avenged later. Failing to get revenge for these wrongs will cause penalties to public order and diplomacy with other Dwarfs factions.
Additionally, each Dwarf legendary lord/playable faction begins the campaign with their own unique grudges.
Main article: Underway
The Underway is a series of ancient tunnels and caverns underground. On the campaign map, Dwarfs armies can enter Use Underway stance to travel underneath impassable terrain and avoid enemies. However, there is a risk that other races will intercept them, forcing a battle in the underground realm.
Main article: Dwarfs buildings
Dwarfs have a straight forward building tree. Notably their trade resource buildings can be upgraded to level IV, unlike most races at level III.
Main article: Dwarfs tech tree
Dwarfs are a technologically advanced race, with a long and powerful tech tree which can provide many buffs to their units.
|Please see the following pages:|
|Traverses the world as normal||
|Increases this army's campaign map marching range.|
|Conceals this army, allowing surprise attacks against passing enemies.|
|Raids wealth from the local region.||
|Sets up a defensive camp, allowing for recruitment and replenishment, regardless of territory.|
|Uses the Underway to traverse the world.||
|This table is about the post-battle options for Dwarfs in TWW2 onwards. For the Dwarfs post-battle options in TWW1, see Dwarfs/TWW1 post-battle options.|
|Execute & Loot
There can be no dead weight, for many grudges remain. Strip the bodies of valuables and move on.
|Drink to Victory!
This triumph deserves a celebration, bring out the Bugman's!
Your army will gain the following effects:
|Occupy||Loot & Occupy||Sack||Raze|
|You occupy the settlement and all captives are killed.||You gain wealth from looting, but buildings in the settlement are damaged. All captives are enslaved, public order is greatly reduced, and your diplomatic relations with the previous owner also suffer greatly.||You do not occupy the settlement but instead steal wealth and damage buildings. All captives are enslaved, public order is reduced, and the previous owner will like you a lot less.||All buildings are destroyed and the settlement is torched.|
Venerate the Ancestors
High King's Tribute
Empower the Guilds
Masters of Steel and Stone
Main article: Climate
Dwarfs climate preferences differ depending on the playable faction, although they generally prefer mountain climates.
|During a Chaos Invasion, the AI Dwarf factions gain the Shield of Civilization trait along with certain other races.|
|Dwarfs minor factions|
|On the campaign map, many factions are grouped together as Dwarfs and use units from the Dwarfs unit roster.|
|Introduced in The Old World campaign||Introduced in Eye of the Vortex campaign||Introduced in Mortal Empires campaign|
|The Dwarfs can be expanded upon with the following paid and free DLC:|
|The King and the Warlord||Total War: Warhammer||Paid||Lord Pack|
|Grombrindal - The White Dwarf||Total War: Warhammer||Free||Legendary Lord|
|Thorek Ironbrow||Total War: Warhammer II||Free||Legendary Lord and faction|
- Prior to the release of Total War: Warhammer, Dwarfs were not planned to have the Runesmith. However this unit was added due to popular demand from fans.
- With the Resurgent Update for Total War: Warhammer II, Ungrim Ironfist was moved to his own faction, Karak Kadrin. Oathgold and The Forge mechanic was also added in this patch.
- Dwarfs was originally the name for the Karaz-a-Karak faction, sharing the generic name with its race. This was changed with the Potion of Speed Update in Total War: Warhammer II.
- In June 2021, Dwarfs received another overhaul, with runes being added to The Forge and many other large changes. Thorek Ironbrow and his faction was added for free at this time.
High King Thorgrim Grudgebearer/Dwarfs introduction trailer
How to play the Dwarfs in Battle & Unit Roster