Dodsvagr

# 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

Sharp Axes
ColonizationHealing Fire
RecruitmentMedicine
HearthstoneShiny Happy People

Enrollment
Fur CoatsPain Suppressant
Military StrategyFeeling Safe
Blood TiesMonster Slayer

Overcrowding
ShipbuildingCoinage
EruditionCarpentry Mastery
NegotiationTrading Caravan

# 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

Eikthyrnir

Heidrun

Fenrir

Huginn and Muninn

Bjarki

Slidrugtanni

Sváfnir

Nidhogg

Svadilfari

Lyngbakr

Himminbrjotir

Brundr and Kaelinn

Ratatoskr

Hræsvelg

Neustria

Kernev

Vördr