Dwarves

Roleplay Info

Dwarves are by far the best craftsmen in all of Shadowmere. Their laborers build faster than any other race and their love for iron and steel manifests itself in the quality of their weapons and armor which is unequalled by any other race. They can construct powerful war machines as well and build these and their weapons and armor at an amazing speed. Dwarves make little effort to excel in the arts of magic and thus are poor spell casters. They live a long time, long enough to hold grudges against most anything else alive. However, dwarves are also exceedingly brave, and their dwarven fighters are skilled in the arts of war and gain a significant advantage when using their dwarven weapons and armor. Dwarves are notoriously poor assassins and are very poor at any form of covert operations.

Strengths

Superior Weapons and Armor and good War Machines. Excellent use of weapons and armor. Superior building and manufacturing skills.

Weaknesses

Of all the Dwarven troops only Fighters are even close to being worthwhile. Dwarves have poor covert ops potential, poor food production and mana generation.

Special Ability

Mine Gold - The entire Population takes to the mines in a combined effort to bring back riches to the kingdom. Construction skill and population determine the amount of gold mined. This is a handy way to acquire funds for troops or constructing equipment. But the mines are not empty all. In some are living Monsters. Are they good? Or do they harm you?

Create Artifact - For a price Dwarven elders and senior smiths can forge an artifact for High Elves to enchant. The gold requirements are quite high, the more gold you use the less frequently the artifact created will backfire.


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The Numbers



Troop Percentages

Troop Quality
Archers 125%
Assassins 60%
Clerics 125%
Fighters 250%
Mages 50%
Rangers 95%
Thieves 55%

Food Modifiers

Type Modifier Description
Food Consumed 1 For every 1 unit of population or military, 1 food is consumed.
Food Produced 0.7 For every 5 farm parts, 700 food is produced
Population 0.3 Population will grow by 30% per turn if housing is available.
Cannibalism 0 More information on Cannibalism

Equipment/Construction

Type Modifier Description
Build Rate 4 Laborers are 400% as effective as normal laborers when constructing Buildings.
Build Equipment Rate 4 Laborers are 400% as effective as normal laborers when constructing Weapons, Armor, and War Machines.
Armor Usage 1.25 Armor usage is 125% of normal.
Weapon Usage 1.25 Weapon usage is 125% of normal.
Armor Study 14 Armor study is above normal.
Weapon Study 14 Weapon study is above normal.
War Machines Production Quality 1.75 War Machines are produced at 175% of the studied quality. (i.e. 100% study means 175% war machines.)
Laborers per War Machine 0.7 Number of Laborers required to handle a War Machine is 70% of normal.

Misc.

Type Modifier Description
Assassinate 0.75 Assassins are 75% as effective as normal assassins when trying to assassinate others.
Loot 0.5 Thieves are 50% as effective as normal thieves when trying to steal from others.
Mana 0.5 Population will produce mana at the same rate as a normal population 50% of its size.
Morale 2 Morale changes at a rate 200% that of the normal rate.
Mutiny 1.6 Read more about Mutiny.
Search 1 Rangers are normal when exploring for land or food.
Spy 0.7 Spies are 70% as effective as normal spies.
General Study 0.9 Study of non-magic areas and general magic skill proceeds at 90% of the normal study rate.
Spell Study 0.8 Study in realms of magic proceeds at 80% of the normal spell study rate.

Some notes on Dwarven basic study

Basic Study is Economy, Construction & Equipment. This can also be applied to training troops however you will need to factor in any Training Fields/Cathedrals/Castles for best results.

Based on some recent (15 July 07) experiments using Stein's Study Calculator I have determined the optimal efficiency of land use for study. The following numbers are specific to Dwarves as they take into account food production and consumption.

Dwarves will study most efficiently when you have a complete school (5 parts) for every 325 scholars.

If you have more scholars, you need to put more land into barracks, farms and villages and hence less schools; which results in lower study increases.

If you have more schools, you have less land for barracks, farms and villages and hence less scholars; which results in lower study increases.

This does not take into account spells that are available to help like Fasting, Gaea's Presence & Create Food, which can greatly increase the scholars you can feed and/or reduce reliance on farms.

Simple Example: Dwarf with 10,000 land in pure study mode, ie: no troops but scholars & no spells in effect; 870 villages + 3480 farms + 650 barracks + 5000 schools = 325,000 fed scholars using 5,000 complete schools = maximum study increase.

Does not include use of mages in Mage Towers.

I also think this only effective when complete schools is greater than 50 (ie: 250 parts.)


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