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| Good Races -- Dwarf | |||||||||
| Unit | Offensive Strength | Defensive Strength | Special Ability | Cost | |||||
| Soldier: | 3 | 0 | - | 275p, 25r | |||||
| Miner: | 0 | 3 | Every 2 miners produce 1 ore per hour | 350p, 25r | |||||
| Cleric: | 3 | 4* | Against all evil races but Lycanthropes and Trolls, Cleric has defensive power of 5. Can kill Undead/Spirits on both offense and defense, Reduces combat losses | 900p, 0r | |||||
| Warrior: | 6* | 2 | Against Kobolds and Goblins, Warrior has offensive power of 6.5. Against Dark Elves and Wood Elves, Warrior has offensive power of 7. | 1250p, 110r | |||||
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| Author | Message / Information |
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Tim_Myth
*Moderator* |
Dwarf strat
replied on: 6/3/2003 4:37:48 PM Want to see something spooky? Run the number on a Dwarf using spec defenders, diamond mines and masonries. At 5000 acres with a 74 DPA and a 52.5 OPA they can still hit 75% once every 60 hours. Dwarves have definately been helped by the new improvement caps in spite of the tougher formula curves. |
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