In Northgard, you start by picking a Clan. Each Clan has different characteristics and bonuses unique to that Clan. Some Clans are included in the base game while others are only available by purchasing DLC. Most clans don't have a special unit.
Food Preservation — For each Food Silo, gain +3 Food, +5 Food if upgraded.
Young and Proud — Increases your military units' attack power by 2% for every zone you control. (30% max)
The Value of Great Deeds — Skalds will produce +1.5 Kröwns. Skalds' tool improvement is free and forging time is divided by 2.
Glory of the Clan — Increases current Fame by 15%. For every 200 Fame gained, gains from Trade Routes are increased by 10% and favors from Miklagard arrive 10% faster. (Max: 50%)
Relic[]
Hlidskjalf : Allows you to recruit Einherjar at Hlidskjalf. Powerful units consuming more Food but whose strength increases with the clan's Fame.
Food Trade — Trading food increases your Trade Routes' Kröwns income by 50% and by +70% on zones with a natural food source. Trade routes with Jötunn earn you +50% more relationship.
Relic[]
Eldhrumnir : Your clan gets 20% more production during Feasts, -40% Feast cost reduction.
Horn of Managarm : Summons up to 3 White Wolves under your control for 50 Food each, with the cost being reduced by half if you build it in a Wolf Den tile. You can summon them every 2 months. 3 is the total maximum number; if you summon 3 wolves and lose 2 of them, next time the Horn of Managarm is off cooldown you will be able to summon only 2 wolves.
Conquest[]
Meat provided by Wolf or Brown Bear is increased by 100%.
Your Berserker gains + 20% Attack Power and defense and his recruitment cost is reduced by 20%.
Naglfar : Raven ships are unsinkable and are no longer affected by Kraken of Frozen Sea event. A Son of Hrymr joins every mercenary raid. Their power depends on number of mercenaries fighting alongside them.
You gain +3 Fame per enemy unit killed in a zone with Borgild. Your Military units gain 1.5% power per 100 Fame. Kaija, the Armored Bear can now go in enemy territory.
Lore[]
Hibernation — Your non-sick clan members health regenerates during winter in allied territory.
Harpoons — Fish production is increased by 30% and 1 more Fisherman can be assigned.
Protector of the Land — Gain +1 Happiness per zone with at least one military camp.
Shield Mastery — Shield Bearers' weapon forge is free. Increases the resistance of all military units by 5%.
Winter Festival — During winter, Food consumption is reduced by 30%, and all non-Food productions are increased by +15%.
Relic[]
Scabbard of Gram : Your Warchief wields the sword Gram. Enemies hit by Gram are frozen, along with the area around them. Gives +10% attack, +10% defense to Shield Maiden.
Can colonize neutral zones with wild life for an extra cost. Wolves and Brown Bears in the colonized zones become friendly and won't attack your units.
Each additional territory gives +2 max population.
Jörd: Your army and upgraded Defense Towers now get +10% attack power.
Lore[]
Simple Living — Construction costs -50% Wood to build.
Herbalism — Each active Mender provides +7% production in Mender's Hut territory (+10% for Lore production). Increases your Menders' healing speed by 40%.
Lay of the Land — Reduces environment hostility by 70%. Increases non-villager productions by +10% in Forests, Swamps or Fishes.
Bartering — Unlocks trade-route with Miklagard. Your Trade Routes produce +100% Kröwns. Neutral factions will accept any resources and you gain +1 Happiness when trading with them. Trade routes with neutral factions earn you +20% more Kröwns and a better relationship.
When using Scorched Earth, every foe will leave the zone to an adjacent one and discover them.
Age 17: Shadow of the Wild
All military units gain the Cloaked ability.
Scorched Earth can be used one more zone simultaneously.
Age 18: Tears of the Earth
Scorched Earth can be used on enemy zone.
Your units have +50% attack power on burned zone.
Lore[]
Stolen Lore — Steals a Lore from other clans, replacing this slot with one of the following lores: Field Rations Industrious Food Preservation Journeymen Harpoons Osmosis Draconic Frenzy Ancestral Influence Knowledge From Beyond City Builder Spoils Of Plenty Stockpiling
Under Pressure — Skirmishers can attack enemy production buildings and houses to steal the resources they contain.
Guerilla Tactics — Permanently increases your military units' attack power by +1% for any unit slain or lost in enemy territory (20% max). The bonus is 100% more effective for the first 3 seconds of combat.
Black Market — Unlocks trade-route with Miklagard. Your Trade Routes produce +100% Kröwns. Merchants produce +20% more Kröwns. You can trade even when at war. When unit's are using cloaked on Neutral Faction zones, you steal the amount received by the neutral faction.
Rapacious Exploitation — Military units collect resources and heal on burning Scorched Earth zones. Burning zone are 25% cheaper to colonize.
Relic[]
Gungnir : All military units get 10% dodge chance. Unlocks the Stealth ability for all your military units.
Your Dragon Essence gauge reaches it's maximum size and increases the value of the bonuses.
Lore[]
Hard Labor — no Tooltip available
Blood Sweat and Tears — no Tooltip available
Draconic Frenzy — +100% Attack power for a military unit with no other military allies in their zone.
Capture — Military units have a chance to capture killed neutral faction units. Chance of capture is increased by 50% if your Warchief is in the zone. (Enslaved Myrkalfar and Dwarf count as 2 Thralls, Jötnar count as 5 Thralls.)
You discover 2 Stone and 2 Iron deposits in your territory.
Zones with or adjacent to an active relic receive 15% production bonus (not stackable).
Lore[]
Ancestral Influence — Relics don't use a building slot. You can build an additional relic (max 1 relic per zone). Forging a relic takes 50% less time to forge.
Great Tower — A second upgrade for Defense Towers giving +50% attack power and +50% structure.
Quality of Life — 1 Happiness per zone with upgraded civilian buildings (except houses).
Relic[]
Dainsleif & Tyrfing : Your warchiefs, Eitria and Brok, gain +20% Attack Power, +20% Defense, +20% Health. Their mining and forging speed is also increased by +20%.
Military units killed have a chance to become Spectral Warrior joining your ranks under your orders.
Lore[]
Foresight — no Tooltip available
Fresh Fish — no Tooltip available
Endless Tide — Increases military units' attack power by 10% and reduces their cost by 15%. Military camps increase maximum Warband size by +1.
Knowledge from Beyond — Unlocks trade-route with Miklagard. Your Trade Routes produce +100% Kröwns. Reveals the position of all neutral factions (without removing the fog of war). Trade Routes with them give you Lore you +20% more Kröwns and relationship.
Near The Sea Spirit — High Tide zones generates +1 Kröwns, +1 Wyrd, and have +1 building slot.
Relic[]
Edda of Vör : You can force the Kraken's Event. You get resources of the boats destroyed by the Kraken.
Unlocks Ram ability for Torfin. He can target an enemy building and he will destroy it immediately by charging at it. Enemy units become feared during the charge. (buildings immune to this attack: non-clan buildings, carved stone and Townhall)
Lore[]
City Builder — Improving a zone is 50% cheaper. In improved zones, specialized units get a +10% production bonus and buildings have a -50% upkeep cost.
Military Training — Training Camps upgrade and upkeep costs are reduced by 30%. Each camp upgrade gives an additional 5% Attack Power to the associated unit.
Ferocious Charge — Warriors with an improved weapons gain an additional 30% damage on a charged attack. Their weapon forge is free and 100% faster
Unstoppable — Torfin gains +5% attack power and defense for each discovered Ancestral Equipment. Whenever a unit dies in the same zone as Torfin, his health slowly regenerates by 10% of the dead unit's max health.
Warcraft — Killing hostile units gives Lore and Fame.
Relic[]
Aegir : Torfin can use Provocation : All enemy units and towers target Torfin during a short period and his defense is increased by 100% for 6 seconds.
Conquest[]
Destroying your buildings earns you back their building cost. Likewise destroying enemy ones using Ram ability.
All unit gain +25 .
Torfin can summon his own shadow to follow him everywhere.
Unlock Mythical Lure. Once placed periodically attract Mythical beasts to the zone, more and more as time passes. Each cleared wave increases the size of the next one.
The next feast's cost is reduced by 7.5% (up to 50%) per animal your clan killed.
Unlock the Oskoreia ability for Mielikki. She can recall the strongest wave of Mythical Animals the clan killed. In their spirit form, they come back for one last rampage on earth.
Lore[]
Spoils of Plenty — You can put up to 2 Standard Lures in your territory to attract Savage Deer (+10% bonus Meat over normal Deer). Hunters' tool improvement is free and forging time is divided by 2.
Defensive Arrows — no Tooltip available
Nimble Paws — Brundr and Kaelinn gain +35% max health. They also frequently leap, dodging all attacks while airbone.
The Wild Hunt — Increases all your animal spirits' attack power by +20%. While in the Mythical Lure zone, Mielikki can summon spectral beasts to follow her, depending on the number of mythical waves you have hunted.
Glepnir : Places a trap in a non-enemy zone. Activate on demand to reveal spikes that damage and slow enemies for as long as they are in the zone. Lasts 30 seconds.
Conquest[]
You start with Deers on your starting zone. Hunters produce +10% more .
The clan hoards greedily in anticipation of winter 2 months before it starts and can count on a 30% increase in production during this period. However, they have a harder time during winter itself as they consume more Food and ext.
Stockpiling — You gain +1 Food/Wood for each 100 Food/Wood you have in stock (max +10). This bonus isn’t affected by winter malus. Food Silos don't require a building slot.
Cooking Mastery — Meal have improved effects. MealFood cost is reduced by 20%.
Rumor-mongering — You increase your relationships with every neutral faction over time. Allied neutral factions gains +20% defense against your enemies. All relation gains are improved by 100%
Relic[]
Yggdrasil's root : The zone where Yggdrasil's Root is built becomes “Eldritch". Every 4 months, another zone becomes eldritch. Units in Eldritch zones benefit from periodical production bonuses. Enemy units in an eldritch zone have a chance to pick a fight with their own kin for 5s.
Conquest[]
You produce 20% more Ingredients. You can benefit from multiple meals at the same time.
When the clan units kill foes or die, the corpses are cremated in a Purification Pyre at the Shaman Camp, producing Lore and attracting new villagers faster.
Units outside your territory consume -30% less Food and Firewood. Zones can be upgraded using Food. In upgraded zones, houses give +1 population and military buildings give +1 warband
Ruins, Shipwreck, and all special zones can be explored once more to gain additional resources (except the Fame). It is possible to reclaim a colonization bonus from a zone that already gave one.
Lore[]
Falconers gain the ability watchkeeping. The Falconer deploy their Hawk to watch over the zone, improving the attack power of military units by 10% and the production of allied specialized units by 15%. Grif automatically triggers the ability and calls a Hawk in combat. }} — no Tooltip available
Hawks protect allied units in Boneyards by using Blind. A blinded unit will miss all its attacks for 3 seconds. }} — no Tooltip available
You gain +3Happiness if you have Grif and +1Happiness for each neutral or allied zone adjacent to your territory with no hostile units. }} — no Tooltip available
The Boneyard effect is applied to your enemy decolonized zones. All your Hawks gather resources from enemy production buildings in the zone.}} — no Tooltip available
You gain 60% more resources when closing a Wolf Den, a Draugr Tombs or colonizing a special zone. }} — no Tooltip available
You can evolve Monks into Paladins for a cost in Faith. Paladins can be assigned a Relic and carry it with them, including into enemy territory. Relics require no building slot.
Lore[]
Steelwork — Each military building in a building with a Smithy provides a +5% defense bonus to the associated units.
Ost — Your next Sentry Camp is upgrade is free. Military Experience gains are increased by 15%.
Marchfield — Military upgrades take -50% less time to forge, and their effect trigger more often.
Chanson de Geste — Killing mystical creatures generates Faith.
Miraculous Healing — Allied religious buildings slowly heal units within their zones.
Relic[]
Lance of Longinus : Clan units who died within the Lance's zone can be revived in exchange for Faith.
Specialized workers assigned inside a Duchy zone consume fewer resources, Happiness and do not count in the population limit, but they require a Kröwns income.
Building built inside a Duchy zone cost no upkeep, but they give less production.
The Fort has 2 different upgrades. Instead of feasts the clan can collect Levies from Upgraded Forts to gain bonuses based on its zone's buildings.
Mutual Effort — Levies also benefit your allies at an efficiency of 50%.
Inland Protection — Lords can move freely inside your territory and its adjacent zones. Your next Fort evolution into a Defensive Fort is free.
Marches of Brittany — Sentries can enter enemy territory and receive a Weapon Upgrade. Like Subjects, they don't consume resources until winter. Your first 4 Sentries don't count in your Warband.
Landlords — Domainal Forts provide +2 Livability to the Duchy zone they're built in. Your next Fort evolution into a Domanial Fort is free.
Decima — Monasteries and their evolutions collect +0.25 Kröwns from specialized workers in their and adjacent zones.
Relic[]
Rather than receiving a unique relic, particular to the Kingdom of the Stoat, this kingdom has the unique ability to build not only all generic Kingdom relics, but also all generic Viking Clan relics. (They're still only allowed to build one relic in total.)
Conquest[]
New subjects arrive at your Forts.
Sentries benefit from every weapon upgrade forged.
With Marches of Brittany, Sentries do not count in your Warband or Population.
Branches of Yggdrasil with clan-unique knowledge become "Nomad Branches", and can move. (Nomad branches are non-attackable units, like Scouts, and affect whatever zone they're currently standing in.)
You can assign more Norns (up to 6), and they do not count in your population. (This applies not just to pop space, but also consumption.)
The clan has no Warchief, no access to Military Paths, and no military camps are available except for File:Brawler Arena.pngBrawler Arenas. It cannot be upgraded.
Killed animals leave souls that Brawlers can absorb to gain Military Experience and later evolve into berserkers. When berserkers absorb souls, they also generate resources of different types and level up to unlock powerful abilities.
Brawlers and berserkers count as two units in population limit, but they do not consume more resources
Berserkers can now level up to level 7. Each additional level makes them stronger.
Lore[]
Heavy Workforce — Brawlers can be assigned to production buildings. They produce +50% more than civilians and benefit from forged tools.
Bloodthirst — Whenever military units gain Military Experience they recover 30% of it as health up to 30% of their max life.
Living Legends — Souls of mystical creatures can be absorbed. Each animal soul defeated in a Brawler Arena reduces the cost of your next Feast by 10%. (Max: 50%)
Horde Instinct — When multiple berserkers of the same type fight alongside, their abilities are stronger, and they gain more Military Experience.
Battle Scars — Decolonizing a zone and eliminating another clan or faction grants Military Experience to all of your units in the zone.
Relic[]
Kveldulf's Coat : Berserkers can transform into their animal counterparts. While in their animal form they gain Cloaked and consume -75% less resources. When a berserker transforms back into their human form, enemy units in the zone are scared off for 1 second and the berserker gains +15% Attack power and Defense for 4 seconds.
Conquest[]
Berserkers maximum level is increased by 3.
Berserkers also generate resources on Military Experience gains other than soul absorption.
Berserkers can sacrifice Military Experience to summon animal souls to fight alongside them.
The clan buys Villagers with Food. The cost increases with the population size and decreases over time, based on Happiness and population growth speed
When a zoneis attacked, civilian units automatically garisson themselves in buildings. When they exit the garrison, they gain a Defense bonus for a few seconds.
The clan earns +30 Fame for each positive level of relation with other clans and factions
Caravans can be purchased at the Townhall. They are unique nomad buildings that can be deployed in any neutral or clan zone to collect natural resources it contains