Dwarf
Dwarf | |
---|---|
Aliases: | Dorf |
Introduced: | Round 8 |
Round Wins: | 0 |
Attacker: | Intermediate |
Explorer: | Advanced |
Converter: | Advanced |
Alignment: | Good |
Land type: | Mountains |
Scribes: | [1] |
Dwarf is one of the fast attacking races for Good. It is also one of the few races that have a special ability with their defensive specialist, the Miner. Every miner produces 1 ore and with just a couple thousand Miners, a player should be producing enough ore to cover all of their training needs if attacking.
Dwarves used to possess some immunity against evil bonuses but has been removed since the mixed alignment changes.
Racial Bonuses
- Max Population: +7.5%
- Population from barren land: +5
- Ore Production: +10%
Military Units
Unit | OP | DP | Platinum | Ore | Special |
---|---|---|---|---|---|
Soldier | 3 | 0 | 275 | 25 | |
Miner | 0 | 3 | 350 | 20 | Every Miner produces 0.5 ore per hour |
Cleric | 4 | 4.5 | 850 | 0 | Hybrid elite.
Reduces combat losses. |
Warrior | 7 | 2 | 1250 | 100 |
Casualty Reduction
Clerics reduce casualties depending on what percentage of units at home they are. If 20,000 Clerics are at home with 6,000 other units, they will reduce casualties by:
(20000/(20000+6000)) / 2 = 0.384615 38.46% less casualties 100 - 38.46 = 61.54% casualties
General information
Racial Spell
Miner's Sight: Stronger version of Mining Strength (not cumulative) giving +20% ore production, Ore production immune to Earthquake.
With reworks, Ore is now a great tool for Castle_Investments for Dwarf. One Ore Mine with Miner's Sight active produces the equivalent of 0.99556 Diamond Mines for investment: for all intents and purposes identical and unaffected by Earthquake to boot. Miners lean into this as well, though early round attackers might still find Miner's Sight too expensive to cast amidst mana demands.
Pros
- Efficient OP elite.
- Defensive specs produce ore.
- Solid attackers.
- Good population bonus.
Cons
- Inefficient DP.
- Inefficient explorers.
- Poor converters.