Norse

Experimental Units | Buildings | Improvements | Spells | Spy Ops Skill level: Intermediate | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Warrior 4 / 5
  • OP: 4.00 / DP: 5.00 / T: 6
  • Upon death on successful invasions or upon death on successfully fending off, returns as 1 Champion.
  • Intelligent
  • Living
  • Sentient
  • 300 gold, 10 ore, 10 lumber
    Berserker 6 / 2
    • OP: 6.00 / DP: 2.00 / T: 6
    • Upon death on successful invasions or upon death on successfully fending off, returns as 1 Champion.
    • +50% casualties.
    • Increases enemy casualties on defense (attacker suffers more casualties).
    • No draftee required to train.
  • Intelligent
  • Living
  • Sentient
  • 0 gold, 80 ore, 40 lumber, 1 Warrior
    Homeguard 0 / 8
    • OP: 0.00 / DP: 8.00 / T: 12
    • No draftee required to train.
    • Immortal in combat.
  • Intelligent
  • Legendary
  • Sentient
  • 0 gold, 1 Champion
    Einherjar 12 / 6
    • OP: 12.00 / DP: 6.00 / T: 12
    • Immortal in combat.
    • No draftee required to train.
    • Every enemy unit killed by this unit on successful invasions or on successfully fending off, returns as 1 Champion. Only effective against units with the Living attribute.
  • Intelligent
  • Legendary
  • Sentient
  • 0 gold, 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.
    • Houses 0 people.
    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 30 military units.
    • Provides 0 jobs.
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    Ringfort Plain
    • Provides 60 raw defensive power.
    • Produces -5 ore per tick.
    School Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    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 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.

    Improvements

    Building Perks
    Cartography
    Perk Max Coefficient
    Exploration Gold Costs -35% 4,000
    Land Discovered +35% 4,000
    Commerce
    Perk Max Coefficient
    Gold Production +25% 4,000
    Construction
    Perk Max Coefficient
    Construction Costs -25% 4,000
    Rezoning Costs -25% 4,000
    Defense
    Perk Max Coefficient
    Defensive Power +25% 7,500
    Espionage
    Perk Max Coefficient
    Spy Strength +45% 5,000
    Spy Losses -45% 5,000
    Forest Haven Housing +45% 5,000
    Farming
    Perk Max Coefficient
    Food Production +45% 5,000
    Housing
    Perk Max Coefficient
    Population +20% 4,000
    Logging
    Perk Max Coefficient
    Lumber Production +25% 4,000
    Medicine
    Perk Max Coefficient
    Defensive Casualties -20% 4,000
    Offensive Casualties -20% 4,000
    Mobilisation
    Perk Max Coefficient
    Unit Gold Costs -25% 4,000
    Unit Ore Costs -25% 4,000
    Offense
    Perk Max Coefficient
    Offensive Power +25% 7,500
    Research
    Perk Max Coefficient
    XP Generation +25% 5,000
    XP Gained +25% 5,000
    Stonecutting
    Perk Max Coefficient
    Ore Production +25% 4,000
    Wizardry
    Perk Max Coefficient
    Wizard Strength +45% 5,000
    Mana Production +45% 5,000
    Spell Damage -45% 5,000
    Wizard Guild Housing +45% 5,000

    Spells

    Friendly Auras

    Spell Cost Duration Cooldown Effect

    Hostile Auras

    Spell Cost Duration Cooldown Effect
    Earthquake 4x 24 ticks None
    • -5% ore production
    • -5% gem production
    Insect Swarm 4x 24 ticks None
    • -10% food production
    Plague 4x 24 ticks None
    • -25% population growth rate

    Self Auras

    Spell Cost Duration Cooldown Effect
    Druva's Chant 2.5x 48 ticks None
    • 50% population growth rate
    Druva's Granaries 5x 36 ticks 18 hours
    • -100% lumber lost to theft.
    Druva's Watch 2x 48 ticks None
    • 10% food production
    Fimbulwinter 8x 24 ticks None
    • 10% defensive power
    • 20% casualties suffered when invading
    Mirnon's Strength 2x 48 ticks None
    • 10% ore production
    Mirnon's Vault 5x 36 ticks 18 hours
    • -100% gold lost to theft.
    • -100% gems lost to theft.
    • -100% ore lost to theft.
    Sazal's Mirror 3x 24 ticks None
    • 25% chance to reflect spells
    Sazal's Perception 4x 24 ticks None
    • Reveals the dominion casting spells or spying on you
    Sazal's Shield 3x 24 ticks None
    • -20% damage from spells

    Friendly Impact Spells

    Spell Cost Cooldown Effect

    Hostile Impact Spells

    Spell Cost Cooldown Effect
    Disband Spies 2x None
    • Disbands 1% of enemy spies.
    Fireball 4x None
    • Kills 1% of the target's peasants.
    • Destroys 1% of the target's Food.
    Lightning Bolt 4x None
    • Destroys 0.2% of the target's improvements.

    Self Impact Spells

    Spell Cost Cooldown Effect
    Transmogrify 10x 6 hours
    • Converts 25% of your Ore to Gems at a rate of 4:1.

    Invasion Spells

    Spell Effect

    Spy Ops

    Hostile

    Operation Effect
    Abduct Draftees
    • Abduct draftees (base 2%, max 0.5 per spy).
    Assassinate Draftees
    • Assassinate draftees (base 2% killed).
    Assassinate Wizards
    • Assassinate wizards (base 2% killed).
    Magic Snare
    • Reduce wizard strength (base 2% damage).

    Theft

    Operation Effect
    Steal Food
    • Steal Food (base 0.5%, max 24 per spy).
    Steal Gems
    • Steal Gems (base 1%, max 8 per spy).
    Steal Gold
    • Steal Gold (base 0.5%, max 16 per spy).
    Steal Lumber
    • Steal Lumber (base 1.25%, max 12 per spy).
    Steal Ore
    • Steal Ore (base 1%, max 12 per spy).