Dwarf

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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 2 miners produce 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[edit]

  • Max Population: +7.5%
  • Population from barren land: +5
  • Ore Production: +10%
  • Ore invested in castle improvements have a 15% bonus.

Military Units[edit]

Unit OP DP Platinum Ore Special
Soldier 3 0 275 25
Miner 0 3 350 20 Every two Miners produce 0.5 ore per hour
Cleric 4 4.5 850 0 Hybrid elite.

Reduces combat losses.

Warrior 7 2 1250 100

Casualty Reduction[edit]

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[edit]

Racial Spell[edit]

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[edit]

  • Efficient OP elite.
  • Defensive specs produce ore.
  • Solid attackers.
  • Good population bonus.

Cons[edit]

  • Inefficient DP.
  • Inefficient explorers.
  • Poor converters.