Dwarves
#DwarvesMining masters and stalwart defenders. Slow but nearly indestructible.
Description
❖Stubborn craftsmen and legendary miners. Dwarves gain +50% Mithril, +40% Mineral, +35% Stone production. Their warriors are slow (-15% Speed) but incredibly resilient (+25% Life in the frontline). Weak at agriculture (-10% Food, -20% Herbs) and magic (-15% Elixir).
Full Encyclopedia Entry ▼
Dwarves are the undisputed masters of mountain and forge. Their civilization revolves around mining and metalworking: Mithril production reaches +50%, Mineral +40%, Stone +35%, Gems +30%, Coal +25%, Dextronium +25%, Marble +20%. Gold flows from their trade (+10%). However, their underground focus neglects agriculture: Food (-10%), Herbs (-20%), and magical Elixir (-15%) all suffer, with Research and Wood slightly reduced (-5%). Dwarves are naturally resistant to hardship (-15% Mutiny, -10% Famine, -10% Protests) but cramped mines increase epidemic risk (+15%) and gold-love invites corruption (+10%). In battle, Dwarven warriors form an immovable wall: +25% Life in the frontline, +20% Life in flanks, but -15% Speed limits mobility. Mountain terrain and Winter season synergize perfectly with Dwarven strengths.
Effects
All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.
Modifies chance of city events occurring
Battle
Combat modifiers. Stats are INTEGER flat bonuses. All other values are RATIOS.
Affects friendly units only
Strategic Context
❖Advisory information only. Does not affect gameplay mechanics.
Advantages
- + +50% Mithril production (highest)
- + +40% Mineral production
- + +35% Stone production
- + +30% Gems production
- + +25% Coal and Dextronium production
- + +20% Marble production
- + +10% Gold production
- + +25% Life in First lane (tankiest frontline)
- + +20% Life in Side lane
- + +15% Life in Second and Third lanes
- + +10% Attack in First lane
- + -15% Mutiny risk (hardy discipline)
- + -10% Famine and Protests risk
Disadvantages
- - -20% Herbs production
- - -15% Elixir production
- - -10% Food production
- - -5% Research and Wood production
- - -15% Speed all lanes (slowest race)
- - +15% Epidemic risk (cramped mines)
- - +10% Corruption risk (gold obsession)
Warnings
- ! Establish food supply from allied Meadow cities
- ! Dwarven armies require patience due to slow speed
- ! Assign Medics to counter increased epidemic risk
- ! Mountain + Dwarves + Winter = Mithril empire
Synergies
Countered By
Scaling
Racial bonuses multiply with Terrain, Season, Building, and Research effects.