Difference between revisions of "Dwarf"
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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 | + | '''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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== Racial Bonuses == | == Racial Bonuses == | ||
* Max Population: +7.5% | * Max Population: +7.5% | ||
+ | * Population from barren land: +5 | ||
* Ore Production: +10% | * Ore Production: +10% | ||
− | |||
== Military Units == | == Military Units == | ||
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| spec2_dp = 3 | | spec2_dp = 3 | ||
| spec2_plat = 350 | | spec2_plat = 350 | ||
− | | spec2_ore = | + | | spec2_ore = 20 |
− | | spec2_special = Every | + | | 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 | + | | elite1_dp = 4.5 |
− | | elite1_plat = | + | | elite1_plat = 835 |
| elite1_ore = 0 | | elite1_ore = 0 | ||
− | | elite1_special = Reduces | + | | elite1_special = Hybrid elite. |
+ | |||
+ | Reduces combat losses. | ||
| elite2_name = Warrior | | elite2_name = Warrior | ||
| elite2_op = 7 | | elite2_op = 7 | ||
| elite2_dp = 2 | | elite2_dp = 2 | ||
− | | elite2_plat = | + | | elite2_plat = 1215 |
− | | elite2_ore = | + | | elite2_ore = 85 |
| elite2_special = | | elite2_special = | ||
}} | }} | ||
− | === Casualty Reduction | + | === 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''' | ||
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− | |||
== 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. | + | '''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 === | === Pros === | ||
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=== Cons === | === Cons === | ||
− | * Inefficient | + | * Inefficient DP. |
− | * | + | * Inefficient 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.