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 dont have a special unit.
Spare Tools — Tool improvement for Farmers, Hunters and Fishermen costs no Kröwns or Iron, and forging time for those tools is divided by 2.
Amenities — Costs -50% to develop a zone. Periodically, a sheepfold containing 2 Sheeps makes a new Sheep appear.
Industrious — Upgraded buildings producing Food and Happiness can be assigned an additional villager.
Barricades — no Tooltip available
Food Trade — Trading food via Trade Routes' gives +50% Kröwns and +70% on tiles with a natural food source. Trade routes with Jötunns earn you +50% more relationship.
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%.
Can colonize with Kröwns instead of Food. You can spend Kröwns to accelerate the arrival of new villagers to your Town Hall. All Kröwns incomes are increased by 15%.
Trade routes with the homeland are available and earn more Kröwns. Great Trades Routes offer a 10% discount.
Can build the Harbor (replaces Longship Dock) to explore coastal areas and later send Mercenaries attacks. Upgrading a Harbor grants +20% exploration speed.
You can hire Mercenaries from your Harbor and send them to raid coastal areas without a Town Hall on it. Upgrades for your raids are available at the Forge. You can assign 3 more Sailors in your Harbor with a Lighthouse.
You can send your Mercenaries to coastal zones with a Town Hall. More upgrades for your raids are available at the Forge. Your raids will use Fire Javelins, damaging buildings upon raiding.
Lore[]
Rangers — Increases your scouting and exploration speed by 100%. Your Scouts no longer consume Food and cannot be hurt while exploring.
Journeymen — Increases your Happiness based on the areas you have explored (+0.75Happiness per area, -0.5Happiness per team member).
Gear Upgrade — Gives you 2% attack power and defense per active Sailor and Merchant (20% max). Cost of weapon improvements reduced by 50%.
Negotiators — Gain +2 Kröwns production and +30% forging speed.
Winter Festival — During winter, Food production loss is reduced by 50%, Happiness is increased by 3 and Kröwns earned from Trade Routes is increased by 50%.
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.
Lay of the Land — Reduces environment hostility by 70%. Increases non-villager productions by 10% in Forests, Swamps or Lakes.
Bartering — 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 relationship.
Stolen Lore — Steals a Lore from another clan, 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 — You gain +0.5 Happiness and +1 Food for each military unit in a non allied zone next to or within an enemy territory. Increases the Skirmishers' attack power by 20% and other military units' attack power by 10%. Skirmishers are less affected by the attack penalty from their distance to Town Hall.
Guerilla Tactics — Permanently increases your military units' attack power by +1% for any unit slain or lost in enemy territory (30% max).
Black Market — Your Trade Routes produce +100% Kröwns. Merchants produce +10% more Kröwns. You gain +50% Kröwns when trading with enemy clans, deteriorating diplomatic relations. You can trade even when at war. Enemy clans get no resource from black market trading.
Rapacious Exploitation — Ruins or Shipwrecks in your territory provide +2 Happiness. Bonuses from special zones are doubled.
Relic[]
Gungnir : All military units get 10% dodge chance. Unlocks the Stealth ability for all your military units.
Your Dragon Essence gauge is complete, and bonuses are increased.
Lore[]
Hard Labor — Thralls can be conscripted to production buildings to increase their output (maximum of 1 per building).
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 enslave wounded enemy civilians or neutral faction units. Enslaved Myrkalfar count as 3 Thralls, Jötnar count as 5 Thralls. Chance of capture is multiplied by 2 if your Warchief is in the zone.
Slave Trade — Thralls are 50% cheaper, and minimum price is also reduced by 50%.
Endless Tide — Increases all your military units' attack power by 20%. Reduces the cost of military units by 15%. Each military camp gives +1 Warband.
Knowledge from Beyond — Your Trade Routes produce +100% Kröwns. Reveals the position of all neutral factions (without removing the fog of war). All Trade Routes give you +3 Lore. Trade Routes with neutral factions earn you 20% more Kröwns and +20% more relationship.
Near The Sea Spirit — Generates +1 Kröwns and +1 Wyrd for every 3 buildings on coastal zones.
Relic[]
Edda of Vör : Allows your Norns to earn Fame, at a rate of 1.2 Fame per month. Grants 1000 Wyrd once built.
Unlocks Ram ability for Torfin, which can target an enemy building with a powerful charge. It causes Torfin to run towards it and destroy it in one headbutt, causing fear amongst enemy units on the way. A few buildings are 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.
Ferocious Charge — Warriors gain +30% damage on a charge attack. Weapons are 100% faster to forge and cost 50% less.
Unstoppable — Torfin gains +10% 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.
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 for Mielikki. She can place a lure in a non enemy controlled zone, which will periodically attract Mythical animals. They come in higher numbers as time passes. The next Feast's Food cost is reduced by 5% (up to 50%) per animal you clan killed.
Unlock the Oskoreia ability for Mielikki. She can sacrifice herself to recall the last and strongest Mythical animals the clan killed. In their spirit form, they come back for a last rampage on earth.
Lore[]
Spoils of Plenty — Your warchief can put up to 2 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 — Lynxes frequently leap and dodge every attack while airbone. Gives Brundr and Kaelinn +35% max life.
The Wild Hunt — Oskoreia spirits gain +20% Attack Power. While in the same zone as the Mythical Lure, Mielikki can summon spectral beasts to follow her, depending on the number of mythical waves you have hunted.
Glepnir : Allows you to place 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 Wood.
The Squirrel clan gather Ingredients in its territory, depending on the zone type.
You receive Ingredients of each type by boat and you increase your ingredient storage by 200. You can make Meals for your allies. You unlock Gift routes at the Trading Post.
Unlocks the specific new recipe Banquet of Valhöll. The clan of the Squirrel win the Game when prepared.
Lore[]
Kitchen Nightmare — Your next warchief recruitment is free. Reviving warchief cooldown is reduced by 50%.
Economics — Every Kröwns income is increase by 10%. All Meals gain additional effects : +2 Happiness, +4 Kröwns.
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 — No other clan can befriend any neutral faction which has become your ally. This faction gains +20% defense against all your enemies. It also becomes more aggressive towards them (this also affects Jötunns). Your units gain Cloaked within these factions' territories.
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.
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.
Population's reserve can hold +4 villagers max. The maximum duration of Purification Pyre is extended to 6 months.
Lore[]
Enrollment — Wounded units cost -50% Kröwns to train as military units.
Overcrowding — You can place up to two buildings of the same type in a zone, except Defense Towers.
Invasion — When killing neutral faction units, you gain some of their favorite tradable resources. Neutral faction buildings can house additional population.
Pain Suppressant — Wounded units move and attack 30% faster.
Blood Ties — Eir can sacrifice part of her Health to heal all your units in the zone over the next 5 seconds.