Talk:Dwarves/@comment-189.221.46.157-20131008044413/@comment-189.221.46.157-20131012173343

excellent, been trying a tinker, i didn't notice the class doesn't changes any stats and by looking at the units(long since i played dwarves), they actually need loads of metal if just for the berserker, and stone for the buildings, i might give a chance to the alchemy spellbook(but not the rune one) since it's more support related so i don't really see myself under the idea of running short of mana in the middle of a fight unlike other battle magic classes(ice, pyromancer, poison, etc) it's true i might end up dumping some int there and there but i don't plan on going past level 1 alch, it's just for the support after all, and most bonuses past level one don't seem that gr8(except the guardian statue =, like, only 20 xp for golems might be a nice start since they jump to lvl 4 or something but past that isn't that gr8 or at least not that it's worth the 20+, the only thing i see actually needing a revision in a future patch or version of the game is, 1.- change either armorer or brewmaster for wealth(they are dwarves) and 2.- give college the traditional 1-3 levels of research to mana regen, in fact, by looing at some classes, it's kind of funny how merchant is something that works more in favour of groups like the fey since the style is obviously tough for full blown capitalist races like empire and dwarves, who kind of lack most uses for crystal or at least don't seem to be driven by their need of it