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Dwarves are a diminutive, but strong race. They are highly industrious, with a strong culture of craftsmanship and technology. Their keen knowledge of mountainous regions allows them to take special advantage of both the resources and tactical possibilities of this terrain.

Tactical Overview

Dwarves can be extremely powerful, if played right. Although they may seem a bit limited, lacking several higher-tier buildings and most normal units, what they do have more than makes up for it. Their units are very hardy and boosted with a few spells can tear through most opposition.

Your biggest problem may be gold, with slow-growing cities and no banks. Compensate with aggressive use of your military. Speed can also be an issue, but you are well positioned to boost your armies by use of your exceptionally efficient Engineers.

Consider combining with Nature magic. Smart city placement and use of the Transmute spell could net you a production center unlike any other, quickly cranking out a never-ending stream of units to crush any opposition.

Special Rules

All normal units have 3 hit points, +4 resistance and the Mountaineer ability. All except Engineers and Triremes cost 250% of normal.

Dwarven cities get double the normal bonus from special resources and double taxes. Dwarven workers produce 50% more than normal. Engineers build at twice normal speed.

Dwarven cities grow slowly, at a rate of -20 per turn.

Normal Units

Dwarven cities can build Swordsmen, Halberdiers and Engineers. They cannot build Spearmen, Cavalry, Shamans, Priests, Magicians, Catapults and Galleys.

Special Units

Dwarven cities can build Golems, Hammerhands and Steam Cannons.

Name Cost No. of figures Upkeep Melee Attack Ranged Attack Defense Resistance Movement Hit Points Specials
Golem 200 1 ? 12 - 8 15 1 20 Death Immunity, Poison Immunity
Hammerhands 160 6 ? 8 - 4 9 1 4 Mountaineer
Steam Cannon 180 1 ? - Rock 12 (10 ammo) 2 9 1 12 Mountaineer

Buildings

Dwarven cities cannot build Parthenon, Stables, University and Shipyard