Difference between revisions of "Dwarf"

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}}
 
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'''Dwarf''' is one of the [[Fast Attacking|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.
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'''Dwarf''' is one of the [[Fast Attacking|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.  
 
Dwarves used to possess some immunity against evil bonuses but has been removed since the mixed alignment changes.  
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* Population from barren land: +5
 
* Population from barren land: +5
 
* Ore Production: +10%
 
* Ore Production: +10%
* Ore invested in castle improvements have a 15% bonus.
 
  
 
== Military Units ==
 
== Military Units ==
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| spec2_plat = 350
 
| spec2_plat = 350
 
| spec2_ore = 20
 
| spec2_ore = 20
| spec2_special = Every two Miners produce 1 ore per hour
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| spec2_special = Every Miner produces 0.5 ore per hour
  
 
| elite1_name = Cleric
 
| elite1_name = Cleric
 
| elite1_op = 4
 
| elite1_op = 4
 
| elite1_dp = 4.5
 
| elite1_dp = 4.5
| elite1_plat = 850
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| elite1_plat = 835
 
| elite1_ore = 0
 
| elite1_ore = 0
| elite1_special = Reduces casualties. Clerics kill Spirit and Undead units on both offense and defense
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| elite1_special = Hybrid elite.
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 +
Reduces combat losses.
  
 
| elite2_name = Warrior
 
| elite2_name = Warrior
 
| elite2_op = 7
 
| elite2_op = 7
 
| elite2_dp = 2
 
| elite2_dp = 2
| elite2_plat = 1250
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| elite2_plat = 1215
| elite2_ore = 100
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| elite2_ore = 85
 
| elite2_special =  
 
| elite2_special =  
  
 
}}
 
}}
  
=== Casualty Reduction and "Almost Never Dies" Unit Killing  ===
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=== 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:  
 
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:  
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  '''38.46% less casualties'''
 
  '''38.46% less casualties'''
 
  100 - 38.46 = '''61.54% casualties'''
 
  100 - 38.46 = '''61.54% casualties'''
 
Nearly the same formula is used to determine how many of the opposing "Almost Never Dies" units would perish, with the exception of losing the <code> /2 </code>. E.g. if you have the above numbers, attacking Spirits or Undeads would incur <code>20000/(20000+6000) = 0.7692 = 76,92% </code> of the normal [[Casualties#Offensive_Causualties|8.5%]] base casualties. This number is then multiplied by any forms of casualty reduction the attacker may have.
 
  
 
== General information ==
 
== General information ==
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=== Racial Spell ===
 
=== Racial Spell ===
  
'''Miner's Sight''': Stronger version of Mining Strength (not cumulative) giving +20% ore production.
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'''Miner's Sight''': Stronger version of Mining Strength (not cumulative) giving +20% ore production, Ore production immune to Earthquake.
 +
 
 +
For pure investment purposes, Gems beat out Ore in all scenarios. Heavy Miners or an impending shortage might tempt the player into casting Miner's Sight, though.
  
Rarely used, with most players instead casting Mining Strength due to its lower cost or simply building more Ore Mines. While Dwarf has slightly higher ore costs than most races, they are not high enough to justify casting the racial spell frequently. At high Miner counts, this can be somewhat worthwhile, though, especially in conjunction with the investment bonus.
 
 
 
=== Pros ===
 
=== Pros ===
 
   
 
   
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=== Cons ===
 
=== Cons ===
  
* Inefficient, expensive DP.
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* Inefficient DP.
* Poor self-spell.
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* Inefficient explorers.
* Poor explorers.
 
 
* Poor converters.
 
* Poor converters.
  
 
[[Category:Race]]
 
[[Category:Race]]

Latest revision as of 23:38, 10 March 2024

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[edit]

  • Max Population: +7.5%
  • Population from barren land: +5
  • Ore Production: +10%

Military Units[edit]

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 4.5 835 0 Hybrid elite.

Reduces combat losses.

Warrior 7 2 1215 85

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.

For pure investment purposes, Gems beat out Ore in all scenarios. Heavy Miners or an impending shortage might tempt the player into casting Miner's Sight, though.

Pros[edit]

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

Cons[edit]

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