Difference between revisions of "Vampire"

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| round_wins = 0
 
| round_wins = 0
  
| attacker = Beginner
+
| attacker = Intermediate
| converter = Advanced
+
| converter = Intermediate
| explorer = Advanced
+
| explorer = Beginner
  
 
| alignment = Evil
 
| alignment = Evil
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}}
 
}}
  
'''Vampires''' are a medium speed race with a rare trait; the ability to convert on hitting. Additionally, they have immortal OP and incredibly reduced casualties on defence, meaning it is in some ways more forgiving to be hit: you will often be able to get back up. The basic and most effective idea of attacking with Undead is to hit in the proper range as often as possible using elite OP in order to generate free elite DP units for your dominion. Because they are a medium speed race, it is recommended to have started building Guard Towers by early to mid-round.  
+
'''Vampires''' are a medium speed race with a rare trait; the ability to convert on hitting. Additionally, they have immortal OP and reduced casualties on defence, meaning it is in some ways more forgiving to be hit: you will often be able to get back up. The basic and most effective idea of attacking with Vampires is to hit in the proper range as often as possible using elite OP in order to generate free elite DP units for your dominion. Because they are a medium speed race, it is recommended to have started building Guard Towers by early to mid-round.  
  
 
== Racial Bonuses ==
 
== Racial Bonuses ==
 
      
 
      
* Max Population: +5%
+
* Max Population: +7.5%
* Food Consumption: -50%
+
* Food Consumption: -75%
* Mana Production: +20%
+
* Immortal Wizards
  
 
== Military Units ==
 
== Military Units ==
  
{{Race_units
+
{{Race_Units(Mana)
  
 
| spec1_name = Dire Bat
 
| spec1_name = Dire Bat
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| spec1_dp = 0
 
| spec1_dp = 0
 
| spec1_plat = 275
 
| spec1_plat = 275
| spec1_ore = 0
+
| spec1_mana = 15
 
| spec1_special = No boats needed
 
| spec1_special = No boats needed
  
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| spec2_op = 0
 
| spec2_op = 0
 
| spec2_dp = 3
 
| spec2_dp = 3
| spec2_plat = 300
+
| spec2_plat = 275
| spec2_ore = 0
+
| spec2_mana = 0
 
| spec2_special =  
 
| spec2_special =  
  
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| elite1_op = 2
 
| elite1_op = 2
 
| elite1_dp = 5
 
| elite1_dp = 5
| elite1_plat = 1050
+
| elite1_plat = 1000
| elite1_ore = 0
+
| elite1_mana = 0
 
| elite1_special = 50% fewer casualties. No boats needed.
 
| elite1_special = 50% fewer casualties. No boats needed.
  
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| elite2_op = 4
 
| elite2_op = 4
 
| elite2_dp = 3
 
| elite2_dp = 3
| elite2_plat = 1250
+
| elite2_plat = 1000
| elite2_ore = 0
+
| elite2_mana = 0
 
| elite2_special = Almost Never Dies. On successful attacks, [[conversion|converts]] enemy peasants into Kindred (up to one for every 20 sent on attack). No boats needed.
 
| elite2_special = Almost Never Dies. On successful attacks, [[conversion|converts]] enemy peasants into Kindred (up to one for every 20 sent on attack). No boats needed.
  
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=== Racial Spell ===
 
=== Racial Spell ===
  
'''Cull the Weak''':  Sacrifice Skeletons and Ghouls to summon Death Knights and Necromancers (2 plus 1 per 750 acres, hourly), cancels and cancelled by Midas Touch. Only works on troops that are at home.
+
'''Feast of Blood''':  Military units lose all casualty reductions (including immortality), Bloodreavers convert additional Kindred equal to 10% of units sent.
 +
 
 +
This is a net bonus in terms of total stats: you lose 8.5 % of your sent Bloodreavers, but gain 10 % of them in Kindred. Very barebones calculation: if you send 10000 Bloodreavers, you lose 850 (=3400 OP), but gain 1000 Kindred (=5000 DP), on top of regular converts. However, at 1000 platinum, Bloodreavers are incredibly expensive for just 4 OP, meaning you will not be hitting in the near future. Additionally, if you get hit while out, it will hurt even more because you also lose full from invasion. Use with caution.
  
 
=== Pros ===
 
=== Pros ===
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=== Cons ===
 
=== Cons ===
  
* Very inefficient
+
* Inefficient
 
* Very expensive
 
* Very expensive
* Very unforgiving of mistakes
 
 
* Hard to hit often while keeping enough DP home
 
* Hard to hit often while keeping enough DP home
* Requires a lot of time for target searching in order to keep hitting
 
  
 
[[Category:Race]]
 
[[Category:Race]]

Latest revision as of 17:15, 26 December 2024

Vampire
Aliases: Vamp
Introduced: Round 38 (Current)
Round Wins: 0
Attacker: Intermediate
Explorer: Beginner
Converter: Intermediate
Alignment: Evil
Land type: Swamp
Scribes: [1]

Vampires are a medium speed race with a rare trait; the ability to convert on hitting. Additionally, they have immortal OP and reduced casualties on defence, meaning it is in some ways more forgiving to be hit: you will often be able to get back up. The basic and most effective idea of attacking with Vampires is to hit in the proper range as often as possible using elite OP in order to generate free elite DP units for your dominion. Because they are a medium speed race, it is recommended to have started building Guard Towers by early to mid-round.

Racial Bonuses[edit]

  • Max Population: +7.5%
  • Food Consumption: -75%
  • Immortal Wizards

Military Units[edit]

Unit OP DP Platinum Mana Special
Dire Bat 3 0 275 15 No boats needed
Ghoul 0 3 275 0
Kindred 2 5 1000 0 50% fewer casualties. No boats needed.
Bloodreaver 4 3 1000 0 Almost Never Dies. On successful attacks, converts enemy peasants into Kindred (up to one for every 20 sent on attack). No boats needed.

General Info[edit]

Racial Spell[edit]

Feast of Blood: Military units lose all casualty reductions (including immortality), Bloodreavers convert additional Kindred equal to 10% of units sent.

This is a net bonus in terms of total stats: you lose 8.5 % of your sent Bloodreavers, but gain 10 % of them in Kindred. Very barebones calculation: if you send 10000 Bloodreavers, you lose 850 (=3400 OP), but gain 1000 Kindred (=5000 DP), on top of regular converts. However, at 1000 platinum, Bloodreavers are incredibly expensive for just 4 OP, meaning you will not be hitting in the near future. Additionally, if you get hit while out, it will hurt even more because you also lose full from invasion. Use with caution.

Pros[edit]

  • Undying OP
  • Generates free defensive units on attack
  • No ore cost, reduced farms needed - lots of extra room for homes and mods
  • Population bonus
  • Great turtle
  • Bottom feeding is a viable option

Cons[edit]

  • Inefficient
  • Very expensive
  • Hard to hit often while keeping enough DP home