Weres

Difficulty: Challenging

Units

Unit OP / DP Special Abilities Attributes Cost
Wolf 4 / 2
  • OP: 4 / DP: 2
  • Cannot be trained.
  • Converts enemy casualties into Werewolves.
  • Converts 80% to 90% of displaced enemy peasants into Wolves, the rest to Werewolves.
  • Does not count towards population. No housing required.
  • Increases enemy casualties on offense (defender suffers more casualties).
Living, Sentient, and Wild
Bear 0 / 6
  • OP: 0 / DP: 6
  • Cannot be trained.
  • Converts enemy casualties into Werebears.
  • Does not count towards population. No housing required.
  • Increases enemy casualties on defense (attacker suffers more casualties).
Living, Sentient, and Wild
Werebear 0 / 10
  • OP: 0 / DP: 10 / T: 12
  • Converts enemy casualties with 5 or less raw OP or DP into Werewolves and stronger enemies into Werebears.
Intelligent, Living, and Sentient 1,100 gold,
50 food
Werewolf 8 / 4
  • OP: 8 / DP: 4 / T: 12
  • Converts 30% to 60% of displaced enemy peasants into Werewolves, the rest to Werebears.
  • Converts enemy casualties with 5 or less raw OP or DP into Werewolves and stronger enemies into Werebears.
Intelligent, Living, and Sentient 1,100 gold,
35 food

Traits

Workers: Peasant
Draftees: Draftee (DP: 1)
Peasant production: 2.70 Gold
Construction cost -10%
Converts captured spies Yes
Extra housing from barren land +5
Increased construction speed +2 ticks
Population growth rate +25%
Round modes
 Standard (land target)
 Standard (fixed duration)
 Deathmatch (land target)
 Deathmatch (fixed duration)

Resources

Resource Construction Buy Sell Improvement Points
Gold Yes 1.00 0.50 N/A
Food N/A N/A N/A
Lumber Yes N/A N/A 3.50
Mana N/A N/A N/A

Buildings

Building Land Type Perks
Farm Plain
  • Produces 50 food per tick.
  • Provides 0 jobs.
  • Houses 0 people.
Wall Hill
  • Defensive power increased by 1% for every 1% (max +100% DP).
  • Provides 6 raw defensive power.
  • Provides 0 jobs.
  • Houses 0 people.

Improvements

Building Perks

Spells

Friendly Passive Spells

Spell Deity Cost Duration Cooldown Effect

Hostile Passive Spells

Spell Deity Cost Duration Cooldown Effect

Passive Self Spells

Spell Deity Cost Duration Cooldown Effect

Friendly Active Spells

Spell Deity Cost Cooldown Effect

Hostile Active Spells

Spell Deity Cost Cooldown Effect

Active Self Spells

Spell Deity Cost Cooldown Effect

Invasion Spells

Spell Deity Effect

Sabotage

Operation Effect