Dwarves Overview
Dwarves are your workforce. Every mine, refinery, research lab, trade desk and expedition squad is staffed by them. You collect dwarves the way you collect anything precious — slowly, and with a great deal of luck — and then you put them to work across your growing empire.
This page covers what a dwarf is, the one design rule that makes the whole system tick, how you acquire dwarves, the six classes, the trait system, Signature Abilities, and how you assign dwarves to tasks. For day-to-day upkeep (food, fatigue, injury) see Status & Needs; for housing and levelling see Accommodations & Training; for buffs see Ale & Potions.
The One Rule: Stats Live on Buildings, Not Dwarves
Scalar stats live on accommodations, not on dwarves.
This is the single most important thing to understand about the crew system. A dwarf carries identity, class, traits, Signature Abilities, Health, Fatigue and status. A dwarf does not carry trainable numeric stats. The numbers that determine raw output — extraction level, research level, market level and so on — live on the accommodation building the dwarf is housed in.
That separation creates two distinct game layers:
- Collection layer — finding rare dwarves with good classes, traits and Signature Abilities.
- Progression layer — levelling up accommodation buildings, which raises the shared stat for every occupant at once.
Practical consequences:
- A Miner Quarters trained to a high
extractionstat benefits every miner assigned to it, no matter which specific dwarf sits in the slot. - A legendary dwarf is not simply “a bigger percentage.” Its value is its Signature Abilities — qualitative effects that no building level can ever replicate.
- You never grind a single hero dwarf’s stats. You grind buildings, and you hunt dwarves for class fit, traits and abilities.
The capability Formula
The game expresses how effective a dwarf is at a task with a single formula. It is used both for production assignment and for expedition squad power:
capability =
accommodationStat(domain) # the dominant scalar — grows by training the building
× classFit # 1.0 if class matches the building/task, bonus otherwise
× traitMultiplier # product of the dwarf's active trait modifiers
× (health / 100) # linear penalty as Health drops
× (1 − fatiguePenalty) # penalty as Fatigue rises
+ Signature Ability effects # qualitative, NOT added to the scalar
| Term | Source |
|---|---|
accommodationStat(domain) |
The dwarf’s home accommodation stats[domain].level. The dominant term. |
classFit |
Dwarf class vs. the accommodation/task domain. See the class table. |
traitMultiplier |
Product of all the dwarf’s trait modifiers. |
health / 100 |
Current Health, 0–100. See Status & Needs. |
1 − fatiguePenalty |
Derived from Fatigue, 0–100. See Status & Needs. |
| Signature Ability effects | Applied as qualitative branches/events, not as a multiplier. |
Classes
Every dwarf has exactly one class, fixed at acquisition. The class decides which accommodation grants the class-fit bonus, which domain the dwarf excels in, and how well the dwarf fights when defending or on a combat expedition.
| Class | Domain | Class-Fit Bonus | Home Accommodation | Combat Fit |
|---|---|---|---|---|
| Miner | Extraction | +15% extraction capability | Miner Quarters | 0.7 |
| Engineer | Construction | −10% building costs; +10% construction speed | Engineering Bay | 0.7 |
| Scientist | Research | +20% research XP per tick | Science Dorm | 0.5 |
| Pilot | Expedition | +15% expedition auto-resolution quality; +10% stage outcome weights | Pilot Barracks | 0.9 |
| Trader | Market | +20% sell price; −10% buy price | Trade Lodge | 0.5 |
| Foreman | Global | +5% global production rate | Habitat (any) | 1.0 |
Notes on each class:
- Miner — the core early-game class. Scales directly with Mine Shaft and Refinery output.
- Engineer — reduces the credit and resource cost of upgrades. A passive, colony-wide value when housed in an Engineering Bay.
- Scientist — accelerates the research tree; becomes critical mid-game. Lowest combat fit — a reluctant fighter.
- Pilot — improves expedition auto-resolution quality. A Pilot in a squad means fewer manual intervention prompts on routine stages, stacking with your Doctrine settings.
- Trader — applies its bonus to every credit transaction through the market while housed in a Trade Lodge.
- Foreman — a flat global production bonus that compounds with everything else, plus the highest combat fit (1.0). Foremen lead defence squads. Any Habitat counts as a matching home.
Class fit is binary. A Miner in a Miner Quarters gets the extraction bonus; the same Miner in a Habitat does not. A class assigned to a non-matching specialist accommodation still gets full comfort/recovery but only 0.5× of that building’s domain stat.
The exact
classFitmultipliers are first-pass values and may be retuned once accommodation stat scaling is finalised.
Traits
Traits are modifiers attached to a dwarf at acquisition. They are fixed at hire and cannot be changed. A dwarf carries 1–3 traits depending on rarity, and trait multipliers stack multiplicatively.
| Rarity | Trait Slots | Signature Ability Slots | Approx. Acquisition Weight |
|---|---|---|---|
| Common | 1 | 0 | ~65% |
| Rare | 1–2 | 0–1 | ~30% |
| Legendary | 2–3 | 1–2 | ~5% (galaxy-modified) |
Common Traits
| Trait | Effect |
|---|---|
| Efficient | −10% supply drain per expedition stage |
| Hardworking | +8% accommodation-stat contribution to capability |
| Sturdy | −10% Health damage per expedition event |
| Thrifty | −15% personal ale/meal consumption rate |
| Steady | −10% Fatigue gain per expedition stage |
| Eager | +20% Fatigue recovery rate (multiplicative on all recovery sources) |
| Keen | +5% weight toward loot-bearing outcome options |
Rare Traits
| Trait | Effect |
|---|---|
| Lucky | +12% chance to upgrade an expedition loot tier |
| Inventive | +15% research XP (any class; synergises with Scientist) |
| Seasoned | −8 flat HP per expedition damage event (applied before % reductions) |
| Tenacious | Can be sent on expeditions up to Fatigue 85 (normal cap is 70) |
| Shrewd | +15% credit value of looted items at sale |
| Well Rested | Resets Fatigue to 0 at expedition launch |
| Resilient | −20% injury recovery time (healsAt) |
Legendary Traits
| Trait | Effect |
|---|---|
| Void-Touched | +25% discovery-branch weight in hazard sectors; immune to Radiation Storms health drain |
| Master Prospector | +20% mining on the dwarf’s assigned asteroid; ×2 artifact find chance on its expeditions |
| Forge Genius | −15% upgrade costs colony-wide while in an Engineering Bay; unlocks a Refinery Tier 4 blueprint (design spike) |
| Ancient Blood | +3 HP recovered per expedition stage; survives a killing blow on 1 HP once per run |
| Vault Keeper | +25% credit storage cap; +0.5% interest per game-day on banked credits |
| Cosmic Sense | Reveals the outcome category of one hidden stage option each stage, even under auto-resolution |
All trait magnitudes are first-pass values. Common traits are deliberately minor, stackable quality-of-life bonuses; rare and legendary traits are meaningfully stronger but never strictly mandatory.
Signature Abilities
Signature Abilities are the qualitative spikes that make rare and legendary
dwarves irreplaceable. Unlike traits — which adjust the capability scalar —
Signature Abilities change which outcomes exist at all. They cannot be obtained
from buildings, research or ale. Only the dwarf provides them.
Rare Abilities
| Ability | Effect | Per-Run Limit |
|---|---|---|
| Relic Hunter | ×2 base artifact chance on every stage this dwarf joins | Passive |
| Guardian | −15% squad Health damage (passive); saves one other dwarf from a total-squad-Downed event | Rescue: 1 |
| Silver Tongue | Unlocks a unique Negotiate option in diplomacy/trader/pirate comms events | Per event |
| Lucky Stars | Re-roll the outcome option set for one stage | 1 per run |
Legendary Abilities
| Ability | Effect | Per-Run Limit |
|---|---|---|
| Last Stand | On a total wipe, the squad instead returns at 1 HP, Injured, with banked loot intact | 1 per run |
| Pathfinder | Opens locked “Deeper Path” branches at Stages 3–5 (highest-tier loot; hard gate, not a weight) | Passive |
| Void Caller | After Stage 5, triggers a bonus sixth Void Event stage with exclusive loot | 1 per run |
| Iron Will | health/100 term never drops below 0.5; not Downed until Health reaches −20 |
Passive |
| Ancestor Voice | Reveals risk and supply cost of all options each stage; flagged comms decisions never time out | Passive |
| Master Supplier | Squad treats Supplies as 40% more effective; bridges one stage free when supplies hit zero | Bridge: 1 |
| Legendary Prospector | All artifact finds roll on the Legendary table; +5% permanent mining on the assigned asteroid | Passive |
The defining trait of a Signature Ability is that it is not a percentage boost — Pathfinder and Void Caller literally create expedition results that do not exist for a squad without those dwarves. This is why bringing a legendary dwarf matters even when the building stats are identical.
Several legendary abilities (Iron Will’s −20 buffer, Master Supplier’s 40%, Void Caller’s sixth-stage loot) are first-pass design spikes pending balance.
Acquiring Dwarves
Starting Roster
Every new game grants three named dwarves: Borin (Miner), Hilda (Engineer) and Durgan (Foreman). They are your first crew on Alpha-1.
Expeditions — the Main Driver
Expeditions are the primary collection channel. A Rescued Dwarf reward can appear in loot tables from Stage 3 onward. Base rarity when a dwarf reward fires:
| Rarity | Base Chance |
|---|---|
| Common | 70% |
| Rare | 25% |
| Legendary | 5% |
These odds shift with modifiers: the Relic Hunter ability and Master Prospector trait (×2 find chance), the Legendary Prospector ability (all finds roll legendary), Discovery sector traits (Ancient Ruins, Anomalous Signals, Derelict Fleet), deeper stages (Stage 4 +5%, Stage 5 +10%), the Lucky trait (+12% tier upgrade), and — most dramatically — galaxy rulesets (a galaxy with a “rare dwarves common” modifier can rewrite the whole table). See Galaxies & Rulesets.
Other Sources
| Source | Details |
|---|---|
| Sector discovery events | Anomalous Signal and Derelict Fleet events can yield dwarves outside the loot tables |
| Trade events | With a Silver Tongue dwarf, some market events may unlock unique hire opportunities (first-pass) |
Base odds and modifier magnitudes above are first-pass estimates.
Assigning Dwarves
You manage dwarves from the Dwarves panel (roster and status) and assign them where they earn their keep:
- To an accommodation / building — set the dwarf’s home accommodation. The
dwarf becomes
workingand contributes the building’s domain stat (full if its class matches, 0.5× otherwise). This is how miners staff Miner Quarters, scientists staff Science Dorms, and so on. See Accommodations & Training. - To an expedition squad — add 1–6 dwarves to a squad. They become
on-expeditionand their pooledcapabilitydrives outcome rolls. See Expeditions. - To recovery — send a fatigued dwarf to a Tavern to rest, or let an injured dwarf auto-route to a Hospital. See Status & Needs.
A dwarf has exactly one status at a time: idle, working, on-expedition,
injured, or resting. Only idle, working and resting dwarves are
eligible to be reassigned to a fresh expedition (and only if Fatigue allows).
How Count and Quality Scale Output
Two independent levers raise your total output:
- More dwarves — every occupant of a building benefits from its trained stat, so adding dwarves multiplies the value of the levels you have already paid for. Accommodation capacity (and the empire population cap, raised by the Dwarf Citadel mega-project) gates how many you can house.
- Better dwarves — class fit, traits and Signature Abilities multiply or qualitatively transform what a given building stat produces. A legendary Pilot in a Pilot Barracks, plus a few well-chosen traits, can outperform a larger but poorly-matched crew.
The deepest gains come from stacking both with building levels (the dominant
accommodationStat term) — see
Accommodations & Training for the training
system that drives it.