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.
- Max Population: +7.5%
- Ore Production: +10%
- Ore invested in castle improvements have a 5% bonus.
|Miner||0||3||350||25||Every two Miners produce 1 ore per hour|
|Cleric||4||4||760||0||Reduces casualties. Clerics kill Spirit and Undead units on both offense and defense|
Casualty Reduction and Spirit/Undead 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 Spirit or Undead 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.
Miner's Sight: Stronger version of Mining Strength (not cumulative) giving +20% ore production.
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.
- Efficient OP elite.
- Defensive specs produce ore.
- Solid attackers.
- Good population bonus.
- Inefficient, expensive DP.
- Poor self-spell.
- Poor explorers.
- Poor converters.