Difference between revisions of "Firewalker"

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| aliases = FW, (Fire)wanker
 
| aliases = FW, (Fire)wanker
 
| introduced = [[Round 11]]
 
| introduced = [[Round 11]]
| round_wins = 0
+
| round_wins = 2
  
| attacker = Intermediate
+
| attacker = Beginner
 
| converter = Advanced
 
| converter = Advanced
 
| explorer = Intermediate
 
| explorer = Intermediate
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}}
 
}}
  
'''Firewalker''' is one of the [[Fast Attacking|fast attacking]] [[good]] races. They have a few interesting abilities that make them a fun, albeit fairly weak race to play. Although they are a solid race to attack OOP due to their cheap units and Alchemist Flame spell, they are very weak later on due to their inefficiency. Firewalkers have one of the most interesting self [[spells]]. The Alchemist Flame spell increases the amount of platinum produced by alchemies which means that unlike most other races, a high alchemy strategy is very viable for Firewalkers (especially explorers). This is of particular benefit if someone wishes to play fast. It is fairly uncommon for people to play as an exploring Firewalker; however, when experienced players have done so, their results have been very good. Generally, Firewalkers will only do well when in the hands of an experienced player, whether attacking or exploring.  
+
'''Firewalker''' is one of the [[fast attacking]] [[good]] races. They have a few interesting abilities that make them a fun, albeit fairly weak race to play. Although they are a solid race to attack OOP due to their cheap units and Alchemist Flame spell, they are very weak later on due to their inefficiency. Firewalkers have one of the most interesting self [[spells]]. The Alchemist Flame spell increases the amount of platinum produced by alchemies which means that unlike most other races, a high alchemy strategy is very viable for Firewalkers (especially explorers). This is of particular benefit if someone wishes to play fast. It is fairly uncommon for people to play as an exploring Firewalker; however, when experienced players have done so, their results have been very good. Generally, Firewalkers will only do well when in the hands of an experienced player, whether attacking or exploring.  
  
 
== Racial Bonuses ==
 
== Racial Bonuses ==
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* Gem Production: +15%
 
* Gem Production: +15%
 
* Construction Platinum Cost: -10%
 
* Construction Platinum Cost: -10%
 +
* Explore Platinum Cost: +5%
  
 
== Military Units ==
 
== Military Units ==
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| elite1_plat = 925
 
| elite1_plat = 925
 
| elite1_ore = 0
 
| elite1_ore = 0
| elite1_special = Can only be killed by [[Icekin]]
+
| elite1_special = Reborn 6 hours after death/invasion. Show up as returning troops.
  
 
| elite2_name = Salamander
 
| elite2_name = Salamander
 
| elite2_op = 5
 
| elite2_op = 5
 
| elite2_dp = 3
 
| elite2_dp = 3
| elite2_plat = 925
+
| elite2_plat = 950
 
| elite2_ore = 0
 
| elite2_ore = 0
| elite2_special = -50% casualties
+
| elite2_special = -45% casualties on offense
  
 
}}
 
}}
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'''Alchemist Flame''': Increases [[alchemy]] production by 15 platinum.
 
'''Alchemist Flame''': Increases [[alchemy]] production by 15 platinum.
  
The spell is important early in the round during [[protection]] but quickly loses importance for attackers, because attackers benefit more from focusing on growing population.
+
The spell is important early in the round during [[protection]] but quickly loses importance for attackers because attackers benefit more from focusing on growing population.
  
 
Explorers benefit from it throughout the whole round, if relying on alchemies for income.
 
Explorers benefit from it throughout the whole round, if relying on alchemies for income.
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* Cheap OP elites
 
* Cheap OP elites
* Immortal DP elites (except when invaded by [[Icekin]])
+
* Immortal DP elites
* 50% reduced casualties on OP elites
+
* 45% reduced casualties on OP elites
 
* Solid [[turtle]] from OP elites
 
* Solid [[turtle]] from OP elites
 
* Can be played very fast
 
* Can be played very fast
* Good self spell for early round  
+
* Good self spell for early round
+
 
 
=== Cons ===
 
=== Cons ===
  

Revision as of 23:39, 10 March 2024

Firewalker
Aliases: FW, (Fire)wanker
Introduced: Round 11
Round Wins: 2
Attacker: Beginner
Explorer: Intermediate
Converter: Advanced
Alignment: Good
Land type: Caverns
Scribes: [1]

Firewalker is one of the fast attacking good races. They have a few interesting abilities that make them a fun, albeit fairly weak race to play. Although they are a solid race to attack OOP due to their cheap units and Alchemist Flame spell, they are very weak later on due to their inefficiency. Firewalkers have one of the most interesting self spells. The Alchemist Flame spell increases the amount of platinum produced by alchemies which means that unlike most other races, a high alchemy strategy is very viable for Firewalkers (especially explorers). This is of particular benefit if someone wishes to play fast. It is fairly uncommon for people to play as an exploring Firewalker; however, when experienced players have done so, their results have been very good. Generally, Firewalkers will only do well when in the hands of an experienced player, whether attacking or exploring.

Racial Bonuses

  • Maximum Population: +5%
  • Lumber Production: -10%
  • Gem Production: +15%
  • Construction Platinum Cost: -10%
  • Explore Platinum Cost: +5%

Military Units

Unit OP DP Platinum Ore Special
Fire Sprite 3 0 300 0
Flamewolf 0 3 300 0
Phoenix 0 4.5 925 0 Reborn 6 hours after death/invasion. Show up as returning troops.
Salamander 5 3 950 0 -45% casualties on offense

General information

Racial Spell

Alchemist Flame: Increases alchemy production by 15 platinum.

The spell is important early in the round during protection but quickly loses importance for attackers because attackers benefit more from focusing on growing population.

Explorers benefit from it throughout the whole round, if relying on alchemies for income.

Pros

  • Cheap OP elites
  • Immortal DP elites
  • 45% reduced casualties on OP elites
  • Solid turtle from OP elites
  • Can be played very fast
  • Good self spell for early round

Cons

  • Inefficient troops
  • Self spell becomes too expensive to use late round making high-alchemy strats inefficient for attackers
  • Too reliant upon speed and hard to play slow
  • Poor converters