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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 extraction stat 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 classFit multipliers 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 boostPathfinder 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 working and 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-expedition and their pooled capability drives 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:

  1. 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.
  2. 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.

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