Dunmer is a player character race in Dungeons & Draugr.

Dunmer assassin

The Dunmer (or Dark Elves, as they are also known) are a race of xenophobic Mer native to the province of Morrowind, a land dominated by a wasteland of dust and fire. Like other elves, the Dunmer were originally from the Summerset Isles; however, they are descended from the Chimer, a tribe of Aldmeri exiles who fled Summerset to worship the Daedra, who they title “Our Stronger, Better Ancestors”. An agile and graceful people, the Dunmer use their natural magical and physical abilities to their advantage in combat. Physically their swordsmanship rivals that of the Redguards of Hammerfell, while their natural affinity for Destruction magic is rivaled only by their distant cousins in the Summerset Isles.

Dunmer society is divided into two distinct areas: the more civilized Great Houses and the nomadic Ashlanders. The Great Houses of Morrowind behave more like nations than states, divided as they are by both culture and politics. The only things which unite the Great Houses are the temple and an almost universal distaste for outlanders.

By contrast to the more civilized and political Great Houses, Ashlander society is more tribal-oriented and nomadic. The Ashlanders split from the society of the Great Houses over the validity of the Temple’s doctrine, a conflict which has divided the two sectors of Dunmer society ever since. Those who have met the Ashlanders describe them as ferocious, chitin-armored savages who are wary of strangers; however, beneath the xeno- phobic surface of Ashlander society lies a deeply spiritual and disciplined lifestyle, a vital key to the survival of the nomads in the harsh land of Morrowind.


Height: 5'9"

Racial Boosts

  • +10 Destruction
  • +5 Archery
  • +5 One-handed
  • +5 Sneak
  • +5 Light Armor
  • +5 Alchemy


Dunmer have the following racial traits.

Dark Vision

Darkvision is the extraordinary ability to see with no light source at all, in black and white only.

Fire Resistance (75%)

If the character suffers fire damage after armor mitigation, reduce that damage by 75%. 

Ancestor Guardian (In Development)

Each Dunmer is capable of invoking a guardian spirit of one of their ancestors and can bring that spirit into the Mundus to aid them. The spirit counts as a ghost which, if killed, is sent back to whence it came. Otherwise, the spirit persists for half an hour until it must leave.

Dunmer Group Roles

The following Group Roles have the Argonian race as a prerequisite. Other prerequisites will be noted.

  • Rogue
  • Ranger

Favored classes

  • Assassin
  • Thieves
  • Scouts
  • Offensive Mages

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