Difference between revisions of "Dwarf"
(Miner's Sight blurb reworked, adjusted Cons.) |
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'''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. | ||
− | + | 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 [[Magic#Offensive_Spells|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 === | === Pros === | ||
Line 88: | Line 88: | ||
=== Cons === | === Cons === | ||
− | * Inefficient | + | * Inefficient DP. |
− | * | + | * Inefficient explorers. |
− | |||
* Poor converters. | * Poor converters. | ||
[[Category:Race]] | [[Category:Race]] |
Revision as of 23:51, 10 January 2022
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
- Max Population: +7.5%
- Population from barren land: +5
- Ore Production: +10%
- Ore invested in castle improvements have a 15% bonus.
Military Units
Unit | OP | DP | Platinum | Ore | Special |
---|---|---|---|---|---|
Soldier | 3 | 0 | 275 | 25 | |
Miner | 0 | 3 | 350 | 20 | Every two Miners produce 1 ore per hour |
Cleric | 4 | 4.5 | 850 | 0 | Hybrid elite.
Reduces combat losses. |
Warrior | 7 | 2 | 1250 | 100 |
Casualty Reduction and "Almost Never Dies" Unit Killing
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
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 /2
. E.g. if you have the above numbers, attacking Spirits or Undeads would incur 20000/(20000+6000) = 0.7692 = 76,92%
of the normal 8.5% base casualties. This number is then multiplied by any forms of casualty reduction the attacker may have.
General information
Racial Spell
Miner's Sight: Stronger version of Mining Strength (not cumulative) giving +20% ore production.
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.