Dwarf
Содержание:
В общем об игре
Доброго времени суток, дорогой друг! Сегодня мы представим хоть и не новую, но довольно интересную игру в жанре двухмерного платформера под названием Craft The World. Разработали ее ребята из Dekovir Entertainment. И доступна игра как на ios, OSX, так и на Windows. Очень интересная и необычная игра, где вам предстоит заняться сбором различных предметов, крафтов, построением крепостей и конечно же сражением с монстрами. Если вы уже все знаете про игру, то предлагаем вам скачать Craft The World через торрент по кнопке ниже. Ну а для тех, кто хочет сначала разузнать об игре, ознакомиться со скриншотами и видео, мы продолжим скромное описание к проекту.
Sources
- : Codex: Eldar (4th Edition),
- : Codex Imperialis (Background Book),
- : Warhammer 40,000: Compilation, Eldar,
- : Warhammer 40,000 5th Edition Rulebook, pg. 119
- : Codex: Tyranids (5th Edition), pgs. 17, 58
- : Warhammer 40,000: Dawn of War II — Retribution
- : Imperial Armour Volume Eleven — The Doom of Mymeara, pg. 129
- : Aurelian (Novella), Chapter Four, pg. 42
- : Prospero Burns, Chapter Six, pg. 197
- : The Citadel Journal 46, pg. 32
- : The Citadel Journal 3, pg. 42
- : Codex: Eldar (6th Edition) (Ebook), pg. 20
- : Snares & Delusions (Short Story)
- : Revelations (Comic Series), Issue #6
- : The Siege of Castellax (Novel), Chapter XV
- : Know No Fear (Novel), Target//Engagement, Chapter 7
- : Rogue Trader: Fallen Suns, pg. 7
- : Eldar & Dark Eldar Collectors’ Guide, pg. 9 — Ulthwé-Na-Daan
- : Dark Heresy Second Edition: Enemies Beyond, Chapter 3, pg. 116
- : Shadow Point (Novel), Chapter 3
- : Penitent (Novel), Chapter 27
- : Atlas Infernal (Novel), Prologue
- : Warhammer 40,000: Inquisitor — Prophecy
- : Ghostmaker (Novel) — The Founding (Omnibus), Chapter Eleven
- : Munitorum: Ranger Long Rifle, pgs. 3-4
Worlds of the Galaxy | |
---|---|
General | Dead World • Death World • Desert World • Ice World • Jungle World • Forest World • Ocean World • Derelict Worlds • Chem Worlds • Mountain World • Rad World |
Imperium | Adeptus Astartes Homeworld • Agri World • Cardinal World • Cemetery World • Civilised World • Feral World • Feudal World • Frontier World • Forest World • Forge World • Fortress World • Hive World • Industrial World • Knight World • Labyrinth World • Mining World • Paradise World • Penal World • Quarantined World • Quarry World • Repository World • Research Station • Sentinel World • Shrine World • Swamp World • War World • Hub-Fortress • Penitent World • Merchant World • Sepulchre World • Relic World • Battery World • Warden Planet • Lumber World • Refugee World |
Chaos | Daemon World • Hell Forge • Fallen Knight World |
Xenos | Xenos World • Exodite World • Tomb World • Maiden World • Crone World • Ork World • Tau Sept • Craftworld |
Avoiding danger[]
- Only goblins steal items from your stockpile, so if there are too many enemies for your tribe, you can move all your dwarfs to a safe place and return in the morning without having items stolen.
- Destroy graveyards as soon as possible in order to reduce the number of skeletons you encounter during night time. Do it during day time so any spawned skeletons die immediately. Or do it during night to get some extra easy experience. Leave one or two graveyards as you may need to kill the spawned skeletons to get skeleton’s bones for crafting and for keeping your dwarfs challenged, improving their fighting skills. And as a bonus, loot weapons can be disassembled to iron ore & other materials.
- Use beware sign to limit and prevent dwarfs from moving into dangerous locations, like deep waters, heights or enemies.
- Stay away from guardians until you have mythril weapons.
- When a dwarf falls into lava (the bottom of the «world»), it takes severe damage and dies unless they manage to get out. Dying in lava destroys equipment (armor, weapons, etc.) rather than leaving loot that other dwarfs can collect.
Base layout[]
You will be fine just building one-level-thick stone walls to enclose your base for at least the first few hours of the first level, upgrading later to two layers thick, then upgrading one or both levels to bricks as you get them.
Try not to think of your base as being an unbreakable nut to crack, but more as a way to funnel attackers so you control the engagement. For example, a long corridor filled with doors will allow you to attack even with without getting hit back. Using spikes and traps will give your missile troops more time to kill enemies. A row of spike traps will also give you extra time.
Armor your melee dwarfs initially. If you need to put armor on your / to protect them, your base layout needs improvement. Once you start going after guardians though, you’ll definitely want to armor everyone up.
Advancement speed[]
- Shamelessly use the portal spell, especially in the early game, when leveling up happens more frequently, replenishing the mana pool.
- You can instantly build anything by manually controlling a dwarf because you have access to all items.
- Mine second background layer of material by replacing with dirt.
- Destroy the goblin camp for loot to give yourself time to advance before they spawn another camp.
- Skeletons and Goblins sometimes drop better weapons and good loot, so fight them often, especially in the early game.
- Use scaffolds for construction, mining and even in fighting … be creative.
- Scaffolding is erected immediately and doesn’t require assembly by dwarfs.
- Removing scaffolding is instant, and doesn’t require assembly by dwarfs.
- Constructing a foreground block on top of a scaffolding immediately return the scaffolding to your inventory—there’s no need to haul it back to the stockpile.
- Build a vertical shaft above the stockpile and put crafting stations in a column over it with ladders between levels. Dwarfs will drop crafted items onto the stockpile for faster gathering.
- You can have more than one wagon on the same rail track to quickly transport more than one dwarf horizontally.
- Place an elevator at the top of a vertical shaft. The elevator mechanism requires a 3×2 area, but the shaft below only needs to be 1 block wide, and can contain ladders.
- Tea, beer, and wine makes dwarfs move quicker.
Satiety[]
- For the complete list of foods, see the main article: Food.
“ | Put some kind of food on the table, like apples. The dwarfs will take the food on their own when they are hungry. | „ | |
~ Task «» |
The satiety of each dwarf is represented by 3 slices of bread — . All full slices represent the maximum of 10 satiety points.
As the time passes, the dwarfs become hungry and the slice more on the right will shrink until it disappears. The losing of satiety points follow this rule:
- -1 point each 9 minutes of ingame time, if dwarf is idle.
- -1 point each 6 minutes of ingame time, if dwarf is working.
So, more tasks the dwarfs receive, more food should be served on the table.
Hungry
When a dwarf has less than 1 , he/she will become hungry. The player will then be notified with the sign below.
Dwarveshungry
If there is one or more dwarfs hungry, this sign appears on the left side of the screen. Clicking on this icon will show one by one all hungry dwarfs.
When all are gone, the dwarf starts losing .
Monotonous food
If a dwarf eat 3 times in a row the same food, there is no other kind of food served and he/she have less than 2, he/she will state:
X?! I can’t eat this anymore!
Being «X» the food eaten 3 times. This dwarf will have to eat at least 1 time another nutriment before he/she can eat that food again. So, there is no need to have a huge variety on the table. If the player can serve at least 2 kinds of food, there will be no monotony problem.
Regen bonus
All dwarfs with more than 7 satiety points receive a health regeneration bonus of 1 health point each 5 minutes. So, if food with healing properties — like apples (growing only in the forest world) — are hard to get, it’s still possible to heal the dwarfs by keeping them well fed.
Defense[]
- While melee monsters are attacking a door/hatch, you can attack them from inside safely without getting damaged. Ranged enemies like skeleton archers though can shoot through the door/hatch and damage dwarfs. Use stone loopholes to reduce the damage received.
- Build terrain traps
- You can create pits around your shelter to trap monsters. Most monsters cannot climb, unless they find a shield stair.
- Sand walls may be used as a good defensive setup.
- Craft defensive traps
- Use wood/iron cages to hold monsters and delay them as much as possible.
- Wisely use wooden/iron traps to kill/injure monsters and to kill animals near your base, instead of running after them. Note that traps will be consumed in the process and re-crafting traps will quickly deplete your wood/iron resources, so limit their use.
- Spikes are so good at delaying hordes but consume resources, so limit your their use too (creating many 2*2 stone block pits from both base sides are more effective, and some stone can be retrieved after it is destroyed).
- Seal your base under three layers of dirt, only venturing to the surface using the portal spell.
Other Craftworlds
Lugganath Craftworld View
- An-Iolsus — Made an alliance with the Imperium against Chaos during the Gothic War.
- Altansar
- Arach-Qin
- Aringhe
- The Black Library
- Ctho — Known as «the legendary lost Craftworld»
- Dolthe
- Dorhai — Avoids contact with all other Craftworlds, believing themselves to be the only pure survivors of the Fall.
- Elathec
- Eyslk-Tan
- Furta-Rith
- Il-Kaithe
- Il’sariadh
- Ilmaren
- Invincible
- Iybraesil
- Jielthwa — Assaulted by the Ultramarines Legion during the Great Crusade, possibly destroyed.
- Kaelor
- Kal’raktri
- Kinshara
- Lan’edin
- Lugganath
- Meros — Known as «the doomed Craftworld»
- Meud-Wyaid
- Miandrothe
- Miel Carn
- Mymeara
- Mynathensar
- Nacretineï
- Nyatho
- Olhn-Tann
- Os’tara
- Sethoywan
- Stel-Uit
- Telennar
- Tuathal — Lost Craftworld. Heavily infested by Nurgle’s influence, evacuation started to Lauriach, but holded by Mechanicus Exterminatus of that planet during Hive-Fleet Garm invasion on sector.
- Tir-Val
- Ul-Khari
- Ulthwé-Na-Daan
- Varantha
- Yme-Loc
- Zahr-Tann
- Zandros — Lost Craftworld. Home to the Slicing Orbs Aspect Warriors
Since the Fall some Craftworlds have been destroyed:
- Anaen
- Aon’tai
- Bel-Shammon
- Féin-Cineál
- Ila-Manesh
- Idharae — Destroyed in all-out siege by the Invaders Chapter of the Adeptus Astartes
- Kalth’se — Velderon comments that the actions of the Seers saved the spirit stones of this Craftworld that powered Wraithlords who stopped the Necron advance on Jukiinas.
- Kher-Ys
- Lanimayesh — Fell to the Realm of Chaos after the Khorne Daemons Incursion and disrupting ritual of Farseer of the Biel-Tan
- Lu’Nasad — Corrupted by the Ruinous Powers during the Fall and inhabited by their possessed armours known as Aspect Shell.
- Magc’Sithraal — Destroyed by the Imperium during the Great Crusade
- Malan’tai — Devoured in 812.M41 by the Doom of Malan’tai
- Mor-rioh’i — Destroyed by the Imperium in the Great Crusade
- Muirgaythh — Destroyed by the forces of Slaanesh
- She’enshar
- Taial’shara
- Theminarae — Crashed on Quintus
- Thuyelsa — Destroyed by the Tenth Company of the Space Wolves during the Great Crusade
- Tuonoetar
- Uthuriel
- X’amot
- Zaisuthra — Taken over by Genestealer Cult. Later purged by Ynnari.
- Zu’lasa
Distance[]
Bows and firearms
Item | Damage | Accuracy | Range | Acquired by | Restricted to |
---|---|---|---|---|---|
Wooden Bow | 20 | 70% | 3 | crafting | – |
Frostling Bow | 25 | 50% | 3 | drop: Frostling | world: Snow |
Longbow | 30 | 60% | 4 | crafting | – |
Heavy Bow | 43 | 50% | 5 | crafting | – |
Thunderbolt Bow | 40 | 100% | 6 | secret ingredient + crafting | DLC: Bosses & Monsters |
Flamethrower | 10 | 100% | 3 | secret ingredient + crafting | DLC: Bosses & MonstersWorlds + biome: Underground |
Pistol | 20 | 85% | 3 | crafting | world: Underground |
Rifle | 30 | 70% | 4 | crafting | world: Underground |
High-Powered Rifle | 50 | 60% | 5 | crafting | world: Underground |
Ammunition
According to the type of ranged weapons dwarfs are equipped with—bows, electric bow, flamethrower or guns—they will automatically select the related kind of ammo: arrows, electric charges, fuels or bullets, respectively. Each type of weapon has a default basic unlimited ammo (infinity symbol), so dwarfs can shoot at will as soon as they’re armed. This basic ammo is always «enabled» (green check) in the «» menu for dwarfs using a related ranged weapon.
For the purpose of increasing the damage applied, special ammo can be crafted and used on most critical battles. These items have to be crafted individually on crafting stations and carried to the stock for then become available in the «Equip» menu, where they can be enabled/disabled for each dwarf separately. They are disabled by default for all dwarfs. But equipping a dwarf with a (new) ranged weapon automatically enables all types of special ammo related to that (new) weapon and already existing in the stock. When more than one type of ammo is enabled for a dwarf, the most effective will be used first.
Item | Damage | Acquired by |
---|---|---|
Simple Arrows | +0 | ∞ |
Fire Arrows | +20 | crafting |
Silver Arrows | +40 | crafting |
Lightning Arrow | +30 | ∞ |
Lightning Ball Cartridge | +50 | crafting |
Flamethrower Cartridges | +10 | ∞ |
Forge Fire Cartridges | +20 | crafting |
Simple Ammo | +0 | ∞ |
Steel Ammo | +30 | crafting |
Incendiary Ammo | +50 | crafting |
Item | Damage | Range | Hits | Acquired by | Restricted to |
---|---|---|---|---|---|
Wooden Staff | 10 | 4 | 1 | crafting | – |
Fire Whip Staff | 20 | 5 | 1 | crafting | ? |
Wizard’s Staff | 20 | 5 | 2 | crafting | – |
Mithril Wizard’s Staff | 30 | 6 | 3 | crafting | – |
Living Forest Staff | 15summon ticks | 5 | 3 | secret ingredient + crafting | DLC: Bosses & Monstersworld: Forest |
Shaman’s Staff | 25 | 6 | 4 | reward | biome: Underground |
Types[]
There are four biomes, each one with their special creatures and loot:
Biome | Creatures | Loot | |
---|---|---|---|
Beetles Biome | Warrior-beetle Worker-beetle Queen beetle Matriarch | 50-60 | Poison Arrow |
1-2 | Pincer Necklace The Ring of Speed | ||
0-1 | Poisonous Thorn Mace Beetle in a stone | ||
Elven Biome | Ice Elf Spearman Ice Elf Bowman Elven Witch | 1 | Elven helmet Elven armor Elven boots Elven bow Elven halberd |
Forest Biome | Dark Lord | 0-1 | Knight’s horned helmet Cuirass of the Dark Lord Armored boots of the Dark Lord |
0-1 | Dark Lord Servant’s halberd Sword of the Dark Lord | ||
Underground Biome | A huge Cave Goblin Camp | 5-10 | Enchanted Berries Battle frenzy infusion |
0-2 | Shaman’s Staff Goblin Shaman’s hat |
Melee[]
Some melee weapons come with a inherent hit rate bonus; mostly swords and spears. It’s exact values aren’t visible for players inside the game. Algthough it is noticeable that some weapons make dwarfs hit faster than others. A great example of this disparity is the Mithril Sword with a speed bonus of +200% and the Mithril Hammer with no bonus at all.
Item | Damage | Hit Rate | Acquired by | Restricted to |
---|---|---|---|---|
Stone Knife | 10 | x 1,5 | – | – |
Club | 15 | x 1,5 | crafting, drop: Big Yeti | – |
Steel Club | 20 | x 1,0 | crafting | – |
Steel Sword | 25 | x 1,5 | crafting | – |
Silver Sword | 35 | x 2,0 | crafting | – |
Yatagan | 40 | x 2,0 | crafting | – |
Mithril Hammer | 45 | x 1,0 | crafting | – |
Mithril Sword | 45 | x 3,0 | crafting | – |
Goblin Spear | 20 | x 1,0 | drop: Goblin | world: Forest |
Frostling Spear | 20 | x 1,0 | drop: Frostling Leader | world: Snow |
Skeleton’s Rusty Mace | 17 | x 1,0 | drop: Skeleton | – |
Skeleton’s Mace | 17 | x 1,0 | drop: Skeleton with Shield | – |
Skeleton’s Saber | 17 | x 1,0 | drop: Skeleton, Skeleton Builder | – |
Mummy’s Saber | 17 | x 1,0 | drop: King Mummy | world: Desert |
Cave Goblin Spear | 23 | x 1,0 | – | – |
Cave Goblin Worn-Out Saber | 20 | x 1,5 | drop: Cave Goblin Warrior | world: Underground |
Cave Goblin Saber | 25 | x 1,5 | drop: Cave Goblin Warrior | world: Underground |
Cave Goblin Excellent Saber | 40 | x 1,5 | drop: Cave Goblin Warrior | world: Underground |
Dark Lord Servant’s halberd | 30 | x 1,0 | reward | biome: Forest |
Sword of the Dark Lord | 30 | x 1,0 | reward | biome: Forest |
Dragon Warrior’s Sword | 40 | x 2,0 | Lunar New Year | – |
Funny Skeleton Mace | 48 | x 1,0 | Halloween | – |
Profession[]
Carpenter
The carpenter skill increases the dwarf’s speed of production by 2x% while using a workbench, being ‘x’ the skill level. This skill can be increased by using carpenter’s books, by crafting items on the workbench and by equipping a handsaw.
Cook
The cook skill increases a dwarf’s cooking. This skill can be increased by using cook books, by cooking food and by equipping a serving spoon.
Fisher
The fisher skill increases a dwarf’s fishing. This skill can be increased by using fisher’s books, by fishing and by equipping a bucket of worms.
Hunter
The hunter skill increases a dwarf’s hunting. This skill can be increased by using hunter’s books and by hunting animals. There is no specific equipable item to boost the hunting ability.
Logger
The logger skill increases a dwarf’s ability to cut down trees by x%, being ‘x’ the skill level. This skill can be increased by using logger’s books, by cutting trees and by equipping a handsaw.
Miller
The miller skill increases a dwarf’s ability to prepare flour on a mill. This skill can be increased by using miller’s books or by preparing flour. Equipping a sieve while working on it will make skill increase faster.
Miner
The miner skill increases a dwarf’s mining. This skill can be increased by using miner’s books, by mining blocks, by placing a Statue of Rorry Stoneskin, and by equipping a portable lamp.
Smith
The smith skill increases a dwarf’s crafting when using a forge. This skill can be increased by using smithing books, by crafting using a forge and by equipping a smithing apron.
Stonemason
The stonemason skill increases a dwarf’s crafting when using a workshop. This skill can be increased by using stonemason books, by crafting using a workshop. There is no specific equipable item to boost the stonemason ability.
Modes[]
Biomes can be played in single player, PvP or coop.
Entering a Biome
- Craft the improved portal;
- Open the Craft Menu in the Equipment tab and place the spell in slot of the quick bar;
- Select the spell in the quick bar and left-click in any place in the world.
A popup window will show the following options:
- Mode: PvP or Cooperative
- Invite friend: yes or no
- Biome (more than one is chooseable)
Single player
To be sure to play a biome in single player mode:
- Cast the spell
- Deselect all biomes except 1 and put it first on the list
- Deselect PvP and select Coop
- Check the «Invite friend» option
- Close the Steam friends popup list, and wait for the next popup:Enter the biome in single player mode?
- Click «Yes».
Settings[]
The following topics are all configurable parameters while creating a custom game, with the exception of .
Sizes
- See the main article World size.
Regarding the size, worlds can be:
- small,
- medium or
- large.
The Underground World is an exception: it can only be large.
Weather events
Weather events always include:
- rain, in the Forest, Desert and Underground Worlds,
- snow, in the Snow World, and
- tornados, in the Desert World.
And the frequency of these events can be:
- rare,
- average and
- frequent.
Topography
Topography is a pre-set characteristic that only appears in campaign games and cannot be configured by any means.
It can be seen:
- by pressing ESC while in a campaign game or
- in a saved game.
Difficulty
- See the main article Difficulty levels.
And concerning the difficulty level, worlds can be:
- very easy,
- easy,
- normal,
- hard,
- very hard or
- nightmare.
Earth[]
Earth blocks may contain minerals, following this behavior for naturally generated foreground and background blocks at the same spot:
THE MOST TYPICAL: Foreground and background blocks with no minerals at all.VERY USUAL: Foreground block contains a mineral and background block contains nothing.REGULAR: Foreground and background blocks both containing the same mineral.RARE: Foreground and background blocks containing different minerals.IMPOSSIBLE: Foreground block contains nothing, while background block contains some mineral.
There are 5 kind of earth blocks available in the game:
The Soft Earth:
40 Strength
This kind of block produces earth but they have also a chance to produce grain (5% chance).
The Rocky Earth Light:
70 Strength
This kind of block produces earth but they have also a chance to produce sand (30% chance).
The Rocky Earth:
250 Strength
This kind of block produces earth but they have also a chance to produce coal (25% chance) or Stone (15% chance).
The Volcanic Earth:
610 Strength
This kind of block produces earth but they have also a chance to produce iron ore (25% chance).
The Deep Volcanic Earth:
1070 Strength
This kind of block produces earth but they have also a chance to produce gold ore (3.5% chance) or mithril ore (3% chance)
Death and respawn[]
If a dwarf dies, all his equipment will fall on the ground and another dwarf must carry it back to the stockpile in order to be used again. If he/she dies and his/her body fall into the or in the at the map extremeties, all the equipment will be lost.
Dwarf died
When a dwarf dies, this sign appears on the left side of the screen. Clicking on this icon will show where his/her body lays down, along with the dropped equipment.
Normal mode
A dwarf soul.
In a Normal mode game, when a dwarf dies, a replacement will spawn at the stockpile in:
- 5 minutes, if only one dwarf is dead (and the player has at least another one);
- 2 minutes, if more than 1 dwarf have died, but not all of them. In this case, the 1st dwarf respawn in 5min and all the others in 2 minutes;
- 20 seconds, if all dwarfs are dead. In this case, the 1st one respawn in 20s and all the others in 2 minutes.
If a dwarf respawns it will lose all skill progress and will only have 1 skill at level 10, following the spawning .
To avoid this loss, the player may use a soul keeper, available from tier 7 of the tech tree, with the basic alchemy.
Permanent death mode
In a Permanent Death mode game, if a dwarf dies, it’s lost forever, there will be no replacement. In this mode, each dead dwarf is 1 less to the population cap. So, if the player has lost 3 dwarfs, e.g., and get to the maximum level (20), he/she will have only 17 dwarfs available.
Combat[]
Archer
Archers are skill based dwarfs, but to use a a dwarf does not need this skill. The best bow for an archer is the heavy bow. Archers can improve their skill by fighting monsters/animals (with their bow), using archer skill books and wearing archer’s glove.
Mage
Mages are one of the skill based dwarfs you can create. The best weapons and addition to this dwarf are a mithril wizard’s staff, a bag of elixirs and a beautiful witch hat, if playing during the Halloween event days.
Mages will also spontaneously use some elixirs, and it is not possible for the player to control this. They can:
- heal another dwarf with the health elixir;
- transform an enemy into slug with the elixir of transfiguration; and
- use magic attacks with the elixir of fire and the elixir of ice arrow.
Warrior
Warrior or Swordsman dwarfs are dwarfs with the warrior skill. Dwarfs can improve this skill by reading warrior skills books, by placing a Gunnar Ironfist Statue, and using good .
History
Before the Fall
Craftworld View
Prior to the Fall, Craftworlds were vast trading ships, effectively, whole self-contained communities housing hundreds of Eldar families. Trading missions could take the Craftworlds thousands of light years beyond Eldar civilisation, separating the community from its homeworld for centuries. This meant the Craftworld communities had already developed a strong sense of independence and self-reliance, so they remained mostly separate from the increasing decadence of their species. Because a Craftworld might return to the rest of Eldar civilisation only three or four times in a thousand years, it was easy for them to see the degeneration of Eldar society, while to the Eldar as a whole the slow degeneration was too gradual to recognise.
As the final weeks leading to the cataclysm approached, the returning Craftworlds’ crews founding their worlds in ruin. Taking with them any Eldar who still remained sane, the Craftworlds fled the Eldar civilisation. Some Craftworlds were caught and consumed by Chaos along with the Eldar worlds as the Eye of Terror tore open reality, others survived for thousands of years before their people finally faded and died, while others endure to this day.
The Current Age
For thousands of years after the Fall to the current day, the Craftworlds have carried the greater part of the surviving Eldar. Craftworlds contain Webway gates, linking each other as well as to millions of planets, allowing the dispersed Eldar civilisation some measure of cohesion. Because the Webway is labyrinthine and impossible to map, many Craftworlds are effectively lost, unknown and cut off from the greater part of Eldar civilisation. They have grown greatly in size since the Fall, when they became the sanctuary worlds of the Eldar race. They are now approximately 10 to 100 times bigger in volume than they were before the Fall. Thus, Craftworlds are effectively worlds in space, each a self-contained biosystem, with forested and natural areas as well as urbanised ones. These natural areas provide a breathable atmosphere to the Craftworld and renewable resources. There are often sections that are uninhabited and awaiting reconstruction. Vast space docks located outside the Craftworld house fleets of spacecraft. These fleets are capable of travelling through Warp tunnels, allowing Eldar of the relatively slow-moving Craftworld to bring their forces to areas of the galaxy thousands of light years distant.
Every Eldar of a Craftworld is a highly trained warrior — in battle these citizen-soldiers are known as Guardians, forming the Craftworld’s defensive militia. Craftworlds are independent realms, sometimes acting mutually, combining military forces, acting together to achieve a common objective, and trading or exchanging knowledge. Exodites often trade with the Craftworlds, but believe that the Craftworld Eldar are too close to the old ways of decadence for their own good. The militarily-stronger Craftworld Eldar grant some protection to Exodite Eldar.
It is known that the last Imperial assault against a Craftworld ended as a disaster at the Battle of the Blood Nebula, which saw the loss of an entire sector fleet thus leading to the Imperium adopting the stance of dealing with individual threats of the Eldar rather than provoke an entire nest of them.
The exterior of Craftworld Iyanden
Male and female differences[]
Originally the game featured only male dwarfs as the playable race. The female characters, available with the Sisters in Arms DLC, are equivalent in everything: A.I., behaviour, carring capacity, tasks assignments and skill progression. They only differ in visual appearance, in voice timbre and in few attributes, like health, base armor and speed (walking, running, jumping, climbing and swimming).
Male dwarf | |
---|---|
Statistics | |
Attack | 0.3 without weapon |
Walking speed | 105+50% on . |
Climbing speed | 5580 on ladder/scaffolding |
Swimming speed | -50% |
Health | 10 |
Life regen | 1 point / 5 min |
Drowning time | 180s |
Base armor | 0.2 |
Drops | |
All his equipment. |
Female dwarf | |
---|---|
Statistics | |
Attack | 0.3 without weapon |
Walking speed | 120+50% on . |
Climbing speed | 6080 on ladder/scaffolding |
Swimming speed | -50% |
Health | 8 |
Life regen | 1 point / 5 min |
Drowning time | 180s |
Base armor | 0.18 |
Drops | |
All her equipment. |
“ | The hard-working dwarves will be joined by their charming sisters in arms. Female dwarves have a little less health than their male counterparts, but their movement speed is significantly higher. They will defend the shelter and explore the dungeons along with the male dwarves. | „ | |
~ DLC — Sisters in Arms announcement |
Properties[]
Armor
This property appears as a green positive integer when hovering the cursor over the item in game and is shown on the second column on the tables below. The greater this value, the less damage the dwarf will suffer, except if fire is the source of damage, e.g.: the Keeper of the Altar’s .
Bonus
Some armor pieces grant an extra bonus other than the physical protection, generally related to a skill and declared on the item’s description. This article limits itself to indicate the existence of such secondary bonus with a plus sign (+) right after the armor value. For the bonus itself, see the items’ article.
Agility
More protection comes with the cost of mobility. The speed reduction affects the dwarfs movement while walking, running, jumping or climbing. This property appears as a red negative percentage when hovering the cursor over the item in game and is shown on the third column on the tables below.
Armor per agility reduction
The «A/a» number is the relation between the armor points and the agility reduction, i.e. how much armor points an item grants for each unit of agility reduced. The wooden armor, for example, not only is the lower in absolute armor points but also has the worst A/a index, because it causes more speed reduction than protection increase. Meanwhile the leather armor, although it is still weak in asoblute armor points, it has a very good A/a rate, slightly better than the chitin and much better than the steel armor.
Source
Most armor pieces can be crafted by dwarfs or bought at the shop (see column «Price»), but some, usually the ones with special bonuses, can only be acquired through a variety of alternative sources, listed below on the columns «Acquired by».
Prices in reddish color indicates that the item cannot be bought at the shop. The value was extracted from the game files and can be useful for when choosing items to donate to Takmak.
Creatures[]
Rules to all biomes:
- Restless dwarfs guard the boost rooms.
- There are no typically annoying creatures like giant spiders, giant worms, larvas and ghosts; except rats, these can appear in all biomes.
- There are no typically wave creatures like beholders, gargoyles, giant skeletons, zombies armor-breakers and giant throwers.
- There are no guardians.
- There are no dragons on the lava level.
- (DLC Sisters in Arms) The player starts with one pet house in the inventory and can craft more. The number of pets though, follows the general rule: if 6 dwarfs, 3 pets.
Other rules:
- Animals that provide wool and leather are present in the Forest and the Underground biomes.
- There are hens in the Forest biome, but there are no flying octopi in the Underground.
- There are no Cave Spirits in the Underground World.
- Hidden rooms are populated as usual with mechanical guardians, ancient gargoyles, skeletons and zombies (inside the doors).
See the special creatures at the .
Health[]
The health of each dwarf is represented by 3 red hearts — .
The health of each monster is represented by 3 green hearts — .
And the health of each animal, usually non-hostile or semi-hostile, is represented by 3 yellow hearts — .
When a target get damaged, the heart more on the right will shrink until it disappears. When all hearts are gone, the target dies.
Causes of health loss
Quite a few things may inflict damage on dwarfs:
- be hit by any hostile creature, including some carnivorous plants;
- fall or jump from a height of more than 3 blocks;
- lose his/her footing while climbing and fall from a height of more than 2 blocks;
- stay or swim underwater without a diving helmet; and
- stay on or swim on the ;
- be hungry with zero points of (when all 3 have disappeared).
Low health
When a dwarf has less then 1, the player will be notified:
LowHealth
If there is one or more dwarfs with low health, this sign appears on the left side of the screen. Clicking on this icon will show one by one all wounded dwarfs.
Injuried dwarfs run for their lifes under certain circumstances.
Male dwarfs with health points lower than:
- 25% will run away from stronger enemies;
- 15% will run away from any kind of hostile creature.
Female dwarfs with health points lower than:
- 29% will run away from stronger enemies;
- 19% will run away from any kind of hostile creature.
Healing
There are some ways of healing injured/exhausted dwarfs:
- letting them sleep;
- keeping them ;
- feeding them with curative foods;
- using health potions directly through the «Equip» menu; and
- letting the spontaneously use health potions on wounded dwarfs.
If there are no health potions crafted in the inventory, the mages will heal their fellows anyway, but at a very insignificant rate.