It's time to reveal the latest clan to grace the lands of Northgard...
Please welcome the Clan of the Ox!
Led by Torfin, an ancient leader who returned to help his progeny, it is known for its tremendous might and unrelenting devotion to its ancestors. While they may not be the fastest starters, once they've gained some momentum, they can crush anyone and anything in their way.
Your Warchief is the powerful Torfin.
He can find Ancestral Equipment from Ancient Battlegrounds and equip them to become even stronger.
Your units are tougher, larger and eat 10% more than the other clans.
They have a +15% attack power and defence bonus.
Specialized civilian units have a +40% base production bonus, except loremasters.
Buildings can hold only one unit, and houses hold less people.
An imposing and unpredictable figure, with unmatched strength and an arsenal of Ancestral Equipment that served only to enhance his already devastating array of attacks, Torfin was considered by those who had not had the misfortune of crossing his path in battle to be an embodiment of tall tales and hearsay.
Now, having led the Ox Clan to becoming one of the most feared and respected in all of Northgard, there are few who question his legitimacy as he lies dormant, awaiting the day that his people call upon him and his immense power once more.
Even in death, Torfin continues watching you upon his Throne from his stone statue. It shows everyone the past, the future and the glory of your Clan, represented by the Clan of the Ox’s most amazing and powerful Warchief in its history.
Torfin isn’t recruited like a usual Warchief. Like a god avatar, you can summon him from his own Throne. His cost is as huge as his might (15 and 250 ).
With centuries of battles behind him, Torfin is able to recall where he can obtain and equip the very same Ancestral Equipment that brought him and the Clan of the Ox so many battlefield victories in aeons past in order to considerably increase all of his abilities and heighten his already devastating array of attacks.
After being summoned, Torfin remembers ancient gigantic battles and where to find some useful equipment. Depending on your military experience, those ancient battlegrounds can appear everywhere in Northgard. Torfin can excavate buried Ancestral Equipment from there, and equip them.
There are 6 unique items of Ancestral Equipment dedicated to Torfin, who is able to wear only 1 equipment of each type, so you have to choose your equipment wisely before charging your enemies. You can change Torfin’s equipment at any time whilst in your territory if not battling.
Tyr's Ancestral Equipment
Heimdall's Ancestral Equipment
It is a terrific helm. It is said that Torfin stole it from the gods themselves with only his pure strength. Forging it back grants Torfin with the ability to “Ram” buildings. Target a building and Torfin will ram to it and destroy it in one headbut. A few buildings are immune to this attack : non-clan buildings, carved stone and Townhall.
In improved zones, specialized units get a +15% production bonus and buildings don’t have an upkeep cost.
Can be stolen by the Snake Lore “Stolen Lore”.
Idle military units in your territory gain Military Experience.
50% of Training Camp upgrade cost.
Weapons are +50% faster to forge and cost -50% less.
Warriors gain +100% damage after charging (10s cooldown).
Torfin gains +5% and for each discovered Ancestral Equipment.
Whenever a unit dies in the same zone as Torfin, his regenerates by 10% of the dead unit's max health.
Gaining military experience gives and .
By challenging the Ox Conquest, the Clan of the Ox gets specific Conquest-only bonuses:
11th Battle bonus
Ox clan has its own conquest map.
If you manage to win Conquest mode with the Clan of the Ox, you will unlock the special Ox Townhall.
Win with the Clan of the Ox.
Achieve 50 victories with the Clan of the Ox.
Finish a Conquest with the Clan of the Ox.
I need more RAM!
Build the Aegir relic.
Destroy 4 different buildings in a single game.
This isn't even my final form!
Find all 6 Ancestral Equipments in a single game.
Who needs houses?
Win a game without reaching max population
"During the Kraken event, your clan is feasting." is unlocked at Fame 200 instead of Fame 500.
Howl from the Sea Master: the chance to become a spectral warrior is now at 20% instead of 10%.
No more cooldown for Warchiefs at the beginning of the game, except for Kaija.
New Sheep Master achievement can now be achieved
Stolen lore can steal all allowed lores, not only those from Clans that you own.
Svalinn's relic protects now your clan from "High Tide" and "Spectral Warriors" Kraken abilities.
Svarn's requests for help during the Chapter 6 of the Story Mode now work as intended.
You can now build only one Altar of Kings at a time as intended.
Text chat no longer disappear when typing message with numpad.
Fixed display of resources obtained from imports.
It is no longer possible to use infinite amount of workers on Hörgr.
Clicking on Kraken’s spectral attack notification now redirects the camera to the attacked tile.
All giant's have an AoE attack that deal damage on every non-allied units.
“Near The Sea Spirit” correctly allows Trading Route when stolen by Snake.
In chapter 9 of the Campaign, Hrímgandr isn’t blocked anymore by watchtowers.
See you in Northgard!
- Shiro Games
The Clan of the Kraken knows first hand how dangerous the sea can be. They worship the gigantic Creature, fearing it's brutal might, honoring it's instinctual knowledge, and using its powers when he deigns bestow them.
No commercial Victory. No port. No Lighthouse. Can build Fishery on lake tiles and beaches to assign fishermen.
+50% colonising and building cost on non coastal zone. -30% on non coastal zone.
Can build Hörgr to assign Norns. Only female vikings can become Norns. - Replaces Tavern.
Norns produce and Wyrd (new resource).
may activate special abilities.
The Clan of the Kraken starts with 400 .
When you gain more , the clan of the Kraken will get the following exclusive rewards:
You are warned of events long before they happen.
You gain 400
Whenever you kill military units on enemy or neutral zones, they have 10% chance to become Spectral Warriors under your control (max 5). Spectral warriors bring to the zone controller.
The clan of the Kraken introduces its exclusive units:
The Norns try to elucidate the will of the Kraken, bringing foresight and good fortune to the clan. They produce and .
Wielding divine power, the Valkyries are the most powerful members of the Kraken's army. Your clan can only control one at a time.
The Fishery is an exclusive generating building for the Clan of the Kraken. This building can be built on shores and beaches. You can assign 2 Villagers to this building to transform them into Fishermen (3 Villagers if upgraded).
The Hörgr is the second exclusive building for the Clan of the Kraken. You can assign only female villagers to this building, transforming them into Norns. You can assign 2 of them to this building (3 if upgraded).
is a Kraken Clan's exclusive resource. It can be spent to activate special abilities. The Clan of the Kraken starts the game with 400 and a passive production of +1 .
Improves a coastal zone to accept one additional building.
It can be cumulative with usual zone improvement.
You can only cast HighTide on a non-coastal zone adjacent to non-coastal zones or zones affected by HighTide.
This cancels the Kraken's building and attack penalties.
You can colonize this zone at the normal cost.
Consecrate one of your Norns.
She becomes a Valkyrie and joins your army.
You can control only one Valkyrie at a time.
The Valkyrie is one of the exclusive units of the Clan of the Kraken:
Summons 5 hostile Spectral Warriors to target enemy's coastal zone.
Generates +1 every 3 buildings on coastal zones.
Enables Trade Routes with Trading Posts.
Reduces the cost of military units by 20%.
Each military camp gives +1 .
Gives +20% to military units.
Reveals all neutral factions.
Trade routes with neutral factions earn you 20% more .
All Trade Routes give you +3 .
Fishermen produce 20% more .
Their tool improvements are free and their forging time is reduced by 2.
Norns generate 20% more and 50% more .
The Kraken clan has its own Relic, the Edda of Vör. Given by Vör, wise and curious, so that no one can hide anything from her:
This Relic allows your Norns to earn .
When the Relic is built, it gives 1 000 .
The Valkyrie’s weapon gives +10% .
After forging the Valkyrie’s weapon, they gain the Purify ability and can sacrifice themselves to instantly colonize a neutral zone or an enemy zone being uncolonized.
Cooldown: One year.
The Kraken itself roams around Northgard and punishes those who do not fear it. The Kraken attack lasts for 3 month, sinking boats and damaging ports. No one can survive the attack of the Kraken.
This event is not linked to the presence of the Clan of the Kraken.
We've added various statistics to the end game screen (via a new View Statistic button). They will show:
Usage and changes over time for many resources
... and more!
Win with the Clan of the Kraken.
Achieve 50 Victories with the Clan of the Kraken.
Witness a boat sunk by the mighty Kraken.
Win a game without colonizing any non coastal zone.
Build the Edda of Vor.
The Warrior bonus versus Shieldbearer decreased from 15% to 10%.
The “Deer Hunter” achievement is fixed.
[Bear] Hibernation: Doesn’t heal sick people anymore.
The Giant Boar has a trigger warning when uncolonizing.
The production of the Sailors has been decreased by 20%.
Now all maps will always have at least one neutral faction.
The Fallen Sailor event now can appear in every game, not only in Ragnarök.
Led by Brok and Eitria, two spirited siblings, the Clan of the Horse are a quiet and sturdy people. They are also recognized by all as the best craftsmen and women of the known world.
Eitria and Brok are the 2 clan Warchiefs, they can be recruited in the Forge, instead of the usual Military Camps, for 150 , no needed.
Both Warchiefs can fight, mine ore and forge.
Warchief mining and forge speed +10%.
The Clan does not have access to Mines, Miners or Smiths.
Völund's Forge replaces the regular Forge.
Villagers build and repair buildings 25% faster.
When you gain more fame, the clan of the Horse will get the following exclusive rewards:
Upgraded tools get an additional +5% production bonus.
Selling or gives 20% more and trading partner gets twice the amount of those resources.
You can build a second Relic.
2 and 2 deposits are discovered in your territory.
The Horse clan has its own Relic, the two swords Dainsleif & Tyrfing. This Relic allows your warchiefs to gain +20% , +20% , +20% , +20% mining and +20% forge speed.
The regular forge is replaced by Völund's Forge. Upgrading this forge will increase the forging speed by 20%.
Eitria and Brok are the clan of the Horse’s Warchiefs. They can be recruited from Völund's Forge for 150 each, without any . They are at the center of the Clan mechanics, mainly because they are the only ones able to mine and , and Forge Tools, Weapons and Relics.
To mine a deposit with one of the Warchiefs (or with both), no need to build a mine, just assign them directly to the ore.
When an enemy enters the tile, the Warchiefs stop forging or mining and automatically attack their opponent. Once the fight is over, they go back to mining or forging. At the beginning of a game, both Eitria and Brok have the same stats: 13 , 10 , 75.
Warchiefs mining and forge speed is increased by 40%.
Allows you to upgrade your WatchTowers a second time +50% and +50% structure defense. The second upgrade costs the same as the first one.
Mining with Eitria or Brok will grant a certain amount of . Each Warchief mining or earns +4 , and +6 if you have discovered Metalcraft.
Relics don’t use a building slot. Each Relic gives a +5% production bonus in the tile they’re built in and in the surrounding tiles.
+1 per territory with upgraded civilian buildings (except houses).
Constructing a building (of any type) is now forbidden in a conflict zone (war or decolonization).
During the campaign, you can now skip the introduction cinematic.
An option now allows you to disable the profanity filter during a multiplayer game.
Lorestone and Circle of Lorestone now have an icon when no loremaster are assigned, like other buildings.
You can now change the shadow quality: none - low - medium - high - very high.
Control 5 upgraded towers lvl 2.
Build 2 relics in the same game.
Win 1 game.
Win 50 games.
The most alien of all clans, the Dragons follow ancient customs and embrace sinister traditions. They use sacrifice and slavery to further their goals, often earning the other clan's distrust.
Your civilians can go into neutral territory.
No Happiness or Production penalty for being wounded.
You start with a Sacrificial Pyre. You can build a Dragonkin Altar instead of other military buildings.
You start with 2 Thrall and 3 regular Villagers. You can buy Thralls from your Longship Dock.
Slavery is an important part of the clan’s economy. Like the regular civilians, Thralls can travel in neutral territory and fight. Thralls do not count towards your population and do not require housing. Their maximum number () is based on your current population number: 33% of current population. They consume only 33% of what a Villager usually consume and they gather 50% less resources than a civilian.
There are 2 different ways of getting new thrall:
You can buy them from your longship dock. the price of each thrall will increase after each purchase (+40 ) , and this price will slowly decrease over time (-2 /month).
After getting the Capture Lore, you’ll be able to enslave enemy civilians. You’ll need to get them to 33% HP to have a chance (10% chance per hit) to enslave them. This also works for neutral factions. Please note that each enslaved Kobold will take 1 slot in your Thrall population , each Myrkalf will take 3 slots, and each Jotunn will take 5 slots.
Thralls are a powerful economic and military asset but beware of their number! If by any chance your regular population falls under your Thrall population (if < ), they will rise against you!
The Clan of the Dragon starts each game with a pre-built exclusive building: the Sacrificial Pyre. Through this building, you’ll be able to send every unit you have (except warchief, Jötnar and Bláinn, spectral warriors) to be sacrificed to honour the gods and gain their favours.
Sacrificing a unit will earn you some Dragon Essence that can be used to unlock various bonuses:
Sacrificing a regular (non Thrall) unit gives 2 Dragon Essence Units ().
Sacrificing a Thrall gives 3 Dragon Essence Units ().
Each Fame step will improve the available bonuses and will unlock additional parts of your Dragon Essence gauge.
The different bonuses that can be unlocked are:
Nanna’s Influence: +2 in (Thane: +3 / Jarl: +4)
Andhrimnir’s Influence: +2 in production (Thane: +4 / Jarl: +8)
Niorun’s Influence: +2 in Production (Thane: +4 / Jarl: +8)
Njörd’s Influence: +2 in Production (Thane: +4 / Jarl: +8)
Mimir’s Influence: +2 in Production (Thane: +4 / Jarl: +8)
Hönir Influence: Your slightly increases over time
Idunn’s Influence: Will heal your Dragonkin, wherever they are (if not in combat)
Magni’s Influence: +10% for your Warband and non-thrall units (Thane: +15% / Jarl: +20%)
The Clan of the Dragon does not have access to the regular Military Building. The only military camp you’ll be able to build is the Dragonkin Altar. Each Altar increases your warband size by 1 (2 if upgraded).
Giving a Villager his Dragonkin form is a non-reversible process and will consume 50 Krowns (+10 per new Dragonkin) and 1 Dragon Essence Unit . Dragonkins are ferocious military units, more powerful than warriors. Thanks to the Frenzy Lore, they can get a +50% bonus when fighting alone in a tile.
Your Thralls can be conscripted to production buildings to increase their output (You can assign a maximum of 1 Thrall).
You can assign 2 extra Thralls to production buildings. (You can assign a maximum of 3 Thralls).
Gives a chance to enslave wounded enemy civilians or neutral faction units. Enslaved Myrkalfar count as 3 Thralls, Jötnar count as 5 Thralls.
Thralls are cheaper by 50% and minimum price is also reduced by 50%.
+50% for a Dragonkin with no other ally unit in their zone.
Clan of the Wolf:
The berserker now costs 200 and 5 . His defense has been raised to 10.
Clan of the Bear:
The Clan now starts the game with Kaija .
Fame 500: Kaija can now go into enemy territory.
Clan of the Goat:
1 sheep has been added in nearby territories.
The time effect has been decreased from 4s to 3s.
The CoolDown time has been increased from 1 month to 3 months.
Only 1 Warcry can be shouted each month per tile and per team.
The Myrkalfar’s life has been decreased from 60 to 50.
The Kobold spawn rate has been decreased, and they won’t start expanding on the players' territory before the middle of the year 802.
The Clan of the Snake, gathers some of the most roguish vikings to set foot on the continent of Northgard. Led by Signy, the Spear Maiden, the cunning members of the clan have little regard for fame or honour and would rather use guerilla tactics to dominate their enemies than open warfare.
Unlike other clans, the Snake’s progression isn’t reflected by the Fame they’ve reached. Cunning and deceitful, the Snake has little regard for fame or honour. Members of the clan prefer working in the shadows and using guerilla tactics rather than open warfare. Its pride depends mainly on its warchief, Signy, who is already available at the beginning of each game.
During the game, Signy will grow up and gain new abilities:
The Cunning (start of the game).
Pride of the Clan. Signy is now more powerfull, she gains 20% move speed and the ability to attack at range.
Tears of the Earth. Again, Signy’s power is increased, she gains the ability to walk freely among Northgard’s wildlife (like Skirmishers) and she can use her special ability: Scorched Earth.
If she falls on the battlefield, Signy will be available for rehiring in the Skirmishers Camp for 150 Krowns (no Iron needed). In terms of battle statistics, Signy starts with a light advantage in comparison with a basic warrior. She will get stronger and stronger with every passing year.
Her Scorched Earth ability will prove itself to be very useful. Signy charges to the center of a tile (any tile except for TownHalls and Victory Tiles) and prepares herself to scorch everything around her. After 5 seconds, Scorched Earth is launched:
Available every 3 months.
Effect lasts 3 months.
If the effect is cancelled during Signy’s preparation time, there is a 1 month cooldown.
Signy cannot be interrupted by anything other than the player(and her death of course).
Scorched tiles have the following effects:
+50 attack power the Snake’s units & buildings.
-50% for any production in this tile.
Merchants produce +10% Krowns.
Gain 75% more Krowns when trading with enemy clans, degrading diplomatic relations.
You can trade even when at war.
Enemy clans get no ressources from Black Market trading.
Bonus of special tiles (Geysers, Thor’s Wrath) is doubled.
Ruins and Shipwreck in your territory grant +2 happiness.
+20% attack power for Skirmishers.
+2 happiness and +2 food for each enemy pressured by the Snake.
An enemy clan is pressured if one of the Snake’s military units is on an tile adjacent to or inside his territory.
Military units gain +2% attack power per enemy civilian killed (max 40%).
Steal a Lore from another clan’s tree.