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
|