Overview[ | ]
The Clan of the Rat. Composed of outcasts and led by the shaman Eir, the followers of the Rat can survive most severe of injuries. However, their dedication means their workers and fighters are ready to die to ensure the clan's survival.
Starting Bonuses[ | ]
- The clan has more villagers but they arrive wounded. Wounded units do not count for Happiness requirement.
- The clan doesn't have access to Houses, but all non-mystic buildings provide housing. Once max population is reached, extra villagers stack in a Population's reserve.
- The Shaman Camp replaces the Healer's Hut and trains Shamans able to fight and heal multiple units and allies, even outside your territory.
- When the clan units kill foes or die, the corpses are cremated at the Shaman Camp, producing Lore and attracting new villagers faster.
- Overwork replaces the Feast and boosts all productions at the expense of your workers' health.
Fame Bonuses[ | ]
- 200 Fame : Shamanic Care
- While being healed your units consume 30% less Food.
- 500 Fame : Proliferation
- Population's reserve can hold +4 villagers max. The maximum duration of Purification Pyre is extended to 6 months.
Tips[ | ]
- Wounded Rat clan units are subject to the same -20% production malus as all other factions. This has no "special interaction" with overworking, so if "Overwork" targets a wounded unit, you'll get only a +20% bonus off of them (since it has to add 40% to -20%).
- The housing gained from regular buildings is improved from 1 to 2 by upgrading the buildings.
- Overcrowding does allow the bonuses of two instances of an upgraded building to stack. This is similar to the principle seen by most clans upgrading a Trading Post and a Marketplace in the same zone, netting a cumulative +40% bonus. Overcrowding allows the Rat Clan to do this with any type of building (including having a zone with upgraded versions of 2 Trading Posts and 2 Marketplaces, to give Merchants a cumulative 80% bonus). Combining multiple upgraded buildings is one of the primary "special economic bonuses" of this clan.
- The growth bonus of a Purification Pyre is 15% per lit pyre, additively.
- Contrary to the default verbiage, killing enemy clan units does not light the Purification Pyre, only killing neutral tile defenders (wolves, draugr), or minor faction units (kobolds, dwarves), or your own population (through any cause, including Overwork) does.
Lore Tree[ | ]
Your Woodcutters will produce 20% more Wood.
Increases your Healer's healing speed by 50%.
Military units gain +5% attack for each type of friendly military unit in the zone (max +25%).
Gain +3 Happiness if you have a Warchief and +1 Happiness per upgraded military camp.
Eir can sacrifice part of her Health to heal all your units in the zone over the next 5 seconds.
Improves your military units' attack by 10% against Draconic units and by 30% against other mystical creatures. Also increases Military Experience gains by 50% for each mystical creature killed.
Unlocks the Lighthouse.
Increases Sailors' resource production by 25%.
Your Trade Routes produce +100% Kröwns.
Your Merchants will produce 20% more Kröwns.
Increases Loremaster production by 40%. Your next Carved Stone is free.
Reduces prices on the Marketplace by 50% and stock replenishment is 20% faster.
Trade Routes earn 20% more Kröwns. Relations with neutral factions improve 20% faster.
Relic[ | ]
Flame of Muspelheim : You can summon Garm's Incarnation at a Shaman Camp.
Conquest[ | ]
In "conquest" mode, all clans play a series of 11 maps. The first, middle, and last maps in the sequence give hard-coded, clan-specific bonuses; the other maps randomly generate generic bonuses (which may or may not affect clan-specific units/buildings). The special bonuses for this individual clan are as follows:
- When killed, your units inflict Sickness on their attacker.
- Wounded units do not suffer production malus when Overworking.
- Non-mystic buildings can house 1 more villagers.
Other Clans[ | ]