Norse

Skill level: Intermediate | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Berserk 3 / 0
  • OP: 3.00 / DP: 0.00 / T: 9
  • Upon honourable death (successful invasions over 75%), becomes a legendary champion and can be recalled into services as an Einherjar.
  • Takes up 0.5 housing (instead of 1).
  • Intelligent
  • Living
  • Sentient
  • 320 gold, 10 ore
    Norn 0 / 5
    • OP: 0.00 / DP: 5.00 / T: 9
    • Immortal in combat.
  • Intelligent
  • Living
  • Sentient
  • 500 gold, 20 mana
    Valkyrja 1 / 1
    • OP: 1.00 / DP: 1.00 / T: 12
    • Offense increased by 1 for every 150 prestige (max +7).
    • Defense increased by 1 for every 150 prestige (max +7).
    • 25% fewer casualties.
  • Intelligent
  • Living
  • Sentient
  • 1,000 gold, 200 ore, 25 mana
    Einherjar 8 / 0
    • OP: 8.00 / DP: 0.00 / T: 3
    • Immortal in combat.
    • No draftee required to train.
    • Does not count towards population. No housing required.
  • Intelligent
  • Legendary
  • Living
  • Sentient
  • 0 gold, 15 mana, 1 Champion

    Perks

    Better exchange rates +10%
    Lumber production +10%

    Lands

    Home land type: Plain
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    Barracks Hill
    • Houses 36 military units.
    • Provides 0 jobs.
    Dock Water
    • Produces 40 food per tick.
    • XP generation increased by 5% for every 1% (max +25%).
    • Resource exchange rates improved by 4% for every 1% (max +20%).
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Longhouse Water
    • Houses 30 people.
    • Houses 10 military units.
    • Provides 0 jobs.
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Masonry Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    Shrine Forest
    • Defensive casualties decreased by 5% for every 1% (max 50% reduction).
    • Offensive casualties decreased by 5% for every 1% (max 50% reduction).
    Smithy Plain
    • Unit gold costs 2% for every 1% (max 40% reduction).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Tavern Plain
    • Base morale increased by 4% for every 1% (max +30%)
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Watermill Water
    • Gem production increased by 4% for every 1% (max +20%).
    • Ore production increased by 4% for every 1% (max +20%).
    Wizard Guild Swamp
    • Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
    • Spell mana costs decreased by 2% for every 1% (max 40% reduction).
    • Houses 40 wizards and units that count as wizards.
    • Houses 0 people.

    Spells

    See Spells.

    Spy Ops

    See Spy Ops.