Difference between revisions of "Halfling"

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| aliases = Halfer
 
| aliases = Halfer
 
| introduced = [[Round 13]]
 
| introduced = [[Round 13]]
| round_wins = 0
+
| round_wins = 4
  
 
| attacker = Intermediate
 
| attacker = Intermediate
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* Max Population: +5%
 
* Max Population: +5%
 
* Food Consumption: -30%
 
* Food Consumption: -30%
* Spy Strength: +30%
 
 
* Population from barren land: +5
 
* Population from barren land: +5
 +
* Defensive Power: 10%
  
 
== Military Units ==
 
== Military Units ==
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| elite1_plat = 900
 
| elite1_plat = 900
 
| elite1_ore = 30
 
| elite1_ore = 30
| elite1_special = 1/5 of a Spy on offense, 1/3 of a spy on defense  
+
| elite1_special = 1/5 of a Spy on offense, 1/4 of a spy on defense  
  
 
| elite2_name = Staff Master
 
| elite2_name = Staff Master
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| elite2_plat = 900
 
| elite2_plat = 900
 
| elite2_ore = 25
 
| elite2_ore = 25
| elite2_special = 40% fewer casualties
+
| elite2_special = -40% offensive casualties
  
 
}}
 
}}
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=== Racial Spell ===
 
=== Racial Spell ===
  
'''Defensive Frenzy''': Stronger version of Ares' Call (not cumulative) giving +20% defensive strength
+
'''Frenzy''': +20% spy power, -10% spy losses on failed operations.
  
 
=== Pros ===
 
=== Pros ===
 
* Spy race - platinum protection, easy to op others, nearly impossible to be sunk or stolen from
 
* Spy race - platinum protection, easy to op others, nearly impossible to be sunk or stolen from
* Great racial spell - gives 20% DP bonus (not cumulative with Ares' Call)
 
 
* Low ore costs
 
* Low ore costs
* Low food requirements  
+
* Low food requirements
+
 
 
=== Cons ===
 
=== Cons ===
 
* Inefficient
 
* Inefficient

Latest revision as of 03:24, 6 April 2024

Halfling
Aliases: Halfer
Introduced: Round 13
Round Wins: 4
Attacker: Intermediate
Explorer: Beginner
Converter: Advanced
Alignment: Good
Land type: Hill
Scribes: [1]

Halfling is a good-aligned race that can fast attack, explore, and convert. If you want to protect your platinum, Halfling is a prime choice due to their DP elite counting as a partial spy (1/3 when defending ops from other dominions, 1/5 when doing ops on others) - of course, this also means that you can lose DP when you fail spy operations on another dominion. In addition to protecting your platinum, it is very hard for other players to get spy ops on you, but you should not assume that this will protect you from being underdefended.

Racial Bonuses[edit]

  • Max Population: +5%
  • Food Consumption: -30%
  • Population from barren land: +5
  • Defensive Power: 10%

Military Units[edit]

Unit OP DP Platinum Ore Special
Slinger 3 0 275 15
Defender 0 3 300 0
Master Thief 2 4 900 30 1/5 of a Spy on offense, 1/4 of a spy on defense
Staff Master 5 3 900 25 -40% offensive casualties

General information[edit]

Racial Spell[edit]

Frenzy: +20% spy power, -10% spy losses on failed operations.

Pros[edit]

  • Spy race - platinum protection, easy to op others, nearly impossible to be sunk or stolen from
  • Low ore costs
  • Low food requirements

Cons[edit]

  • Inefficient
  • Master Thief is expensive
  • Loses DP on failed spy operations