recursal/Fanatic-Fandom huggingface dataset:
Kobold

***Kobolds** are creatures that thrive at the most remote parts of Northgard. They are an independent civilization which grew prosperous for thousands of years.*

Kobolds constitute one of the four neutral factions present in the game. They appear on a special tile named Kobold Camp and accept  Wood and  Food to be traded with. After the middle of the year 802 they will start to expand their territory up to 4 tiles. This may cause them to attack the unlucky player who would be too close to them. Having a  good relation with them through trade or Offering Well can prevent them from attacking and at trading partner relation allowed to open one trading route with Kingdom of the Kobolds at +5 Kröwns.

## Encounters

### Single Player

Kobolds occupy several tiles in Northgard, in the middle of which they built their village. As they are very greedy creatures, they often control very precious resources which they will defend with their lives!

You can choose to trade with the **Kobolds** and you'll see that they can represent very strong and lucrative allies. but sometimes, you'll just need this surplus of stone too much, and your only choice will be to wipe them out.

### Story Mode

Rig and Halvard first encounter Kobolds in chapter 3, where the encounter surprised Halvard as sightings of these creatures are quite rare back in mainland. Halvard warned that kobolds can aggresively defend their territory while Rig wonders whether they willing to the trade with them.

### Neustria map

On the Neustria map in singleplayer, multiplayer and story mode the kobolds are called farfadet
Gear/AMS

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_AMS

Manufacturer: Yankee Weapon Systems

The Anti-Missile System is used to destroy missiles before they strike their target. This is accomplished by using a short ranged rapid firing weapon which shoots at the missiles.

Uses AMS Ammo.

# Attributes

+ Anti-Missile System, fires at incoming missiles in range once every 10 meters.
+ Can fire up to 10 times per round.
+ AMS Deals 1 Dmg to missiles.
+ 55% Missile intercept chance per shot.
+ AMS fires up to 30 shots per activation.
+ 0 Heat per activation in AMS mode.
+ Lance mode is -15% accuracy, +1 heat, 20% jam chance, +50m range, and Protects Teammates & Allies.
+ Can fire up to 2 times per round in alternate fire mode.

# Weapon Stats

Category: AntiPersonnel

Type: MachineGun

SubType: MachineGun
Feast

**Feast** is a game mechanic in which you pay a certain amount of food to boost your economy for a short period of time.

# Overview

Every  Feast lasts for 1 month (60 seconds). For that duration, the following bonuses are added:

* +2 Happiness
* flat production bonus: +2  Food, +2  Wood, +2  Lore, +2  Kröwns
* percentage production bonus: +20%  Food, +20%  Wood, +20%  Lore, +20%  Kröwns

Additionally you gain  +20 Fame for organising one.

In team games, one clan can organize a feast to boost the economy of all clans in the team. However, only the clan that organized the feast gains the  Fame bonus, and the feast price is increased for the whole team.

# Additional Bonuses

There are only two ways to further increase the bonuses received from a feast:

* Building the Relic of Eldhrumnir, which grants an additional 20% production bonus.
* The Clan of Goat has a starting bonus which grants an additional 20% production bonus.

Additional feast bonuses stack additively. For example, goat clan receives 20% + 20% = 40% bonus from feasts, and 20% + 20% + 20% = 60% bonus from feasts if the clan has the Relic of Eldhrumnir.

# Prices

Each feast is approximately 50% more expensive than previous one.

# Tips and Tricks

* In team games, feasts affect all clans in the team and increase the price for the entire team, so it's better to ask teammates if they're ready before organising a feast.
* Although the feast bonus is percentage production, it is not always bad practice to feast during winter. This is because the percentage boost of the feast is applied to the base value of the unit BEFORE the winter production reduction (according to players who have spoken extensively with SHIRO). Therefore the feast boost and winter deficit do not interact. The only unit adversly affected by feasting in winter is farmers, as due to the way the game is coded farmers base value is actually reduced during winter. Therefore if there are a lot of farms it may be worth waiting for spring to feast. Furthermore, scouts are not boosted by feasts and many people scout during winter, which could be another reason to wait for spring to feast. Lastly, many northgard players believe that feasting in winter is bad (even though it can be strong), so doing so puts you at risk of being flamed by other players.
* All productions are reduced during blizzard, therefore it's never a good idea to feast during blizzards.
Ancient battleground

Ancient battleground is a unique feature of Ox clan
After being summoned,  Torfin remembers ancient gigantic battles and where to find some useful equipment. Depending on military experience level, those ancient battlegrounds can appear on any tile, including ones controlled by enemy clans. Torfin can excavate buried  Ancestral equipment from there.
Northgard Wiki

Welcome to the Official Northgard Wiki
The Northgard guide for Clans, Units, Lore and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.
Northgard is a real time strategy game based on Norse mythology in which you control a clan of Vikings vying for the control of a mysterious newfound continent.
The game is being developed by  Shiro Games. It's Early Access started on February 22, 2017, and the game was officially release March 7, 2018.

Current Northgard version: *2.8.27.26201*

Northgard website: Northgard.net

Northgard on Steam | GOG.com | Origin

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Full patchnote
**Older patchnotes**

Eikthyrnir
Heidrun
Fenrir
Huginn and Muninn
Bjarki
Slidrugtanni
Sváfnir
Nidhogg
Svadilfari
Lyngbakr
Himminbrjotir
Brundr and Kaelinn
Ratatoskr
Dodsvagr
Hræsvelg
Neustria
Kernev
Vördr

We are currently maintaining 2,562 pages (383 articles)!
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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Gayant Menhirs

The **Gayant Menhirs** are a random type of Area that is only appears on the Neustria map. Depending on the difficulty, up to five Gayants will spawn at this camp.

Befriending the Gayants by trading  Food with them at a Trading Post will provide you with 50  Fame and unlock a Gayant Champion.

On the other hand, defeating the gayants provides 100  Fame.
Resources

**Resources** represent money, food, and other assets needed to effectively lead a player's clan.

## Overview

There are 15 resources - some only available to certain clans or in certain game modes - that the player must keep in mind as he/she expands and grows the village:

* Food - used to feed your clan. Stock up on food before winter. Avoid starvation at all costs.
* Wood - used to construct buildings and consumed as firewood, especially during winter.
* Kröwns - paid to recruit your  warband and improve tools; also consumed as building upkeep.
* Stone - used to upgrade your clan's buildings.
* Iron - used to forge relics, powerful weapons and to craft better tools.
* Lore - unlocks passive bonuses and gives access to extra mechanics like Trade Routes. Required for Wisdom victory.
* Fame - unlocks Clan-specific bonuses. Required for Fame victory.
* Commercial Influence - allows to earn one-time resource boosts (typically to  Food and  Wood, but to other resources too) and ultimately attain Trade victory.
* Military Experience - unlocks sets of military skills to increase your  warband's might.

* Dragon Essence - fills up  Nidhogg dragon gauge and allows  Dragonkin hiring.
* Wyrd - used for  Lyngbakr special abilities.
* Hunting Trophies - unlocks  Brundr and Kaelinn sets of hunter skills to improve their utilities and lethality
* Rimesteel - mysterious ore with the power to hurt Hrimgandr, a beast encountered in Story mode.
* Gemstones - introduced in Northgard Conquest; they can be sold for high prices via Trade Routes. There is also a Disaster that causes Dwarves to ask for some in exchange who gives the most they give 15  Stone and 10  Iron

Be mindful of how the game represents production. It will give numbers in the **+[number]** format. This **[number]** is rounded to the closest integer and needs to be multiplied by 6 to know how much exactly is added per month. (e.g. +3  Food production is between 15 and 21 per month).

*For a complete overview of exact production and consumption numbers, this chart can be used.* /!\ Some production numbers are outdated /!\
Older patchnotes

Reason: "*Unless we plan on switching this page to the patch notes page people can just use the reddit or look them up on google as these patch notes are from years ago now*"

**This page is a candidate for deletion.**
Reason: "*Unless we plan on switching this page to the patch notes page people can just use the reddit or look them up on google as these patch notes are from years ago now*"

Full patchnote

**The Clan of the Kraken is now available!**

Full Patchnote

**The Clan of the Horse is now available!**

Full Patchnote

**Northgard: Relics is now available!**

Full Patchnote

**The Clan of the Dragon is now available!**

Full Patchnote

**Northgard: Ragnarok is now available!**

Full Patchnote

**The Clan of the Snake is now available!**

Full Patchnote
Egil

Egil is a unique warchief of Wolf clan

 Cost |  200  5

Egil is the Warchief of the  Wolf clan It has more attack damage while slightly lesser defense.

This unit gains the unique ability Dominion after your clan reaches  200 Fame, which allows your Berserker to Colonize an Area for free, with a cooldown of one year. This cooldown is decreased to 6 month when reaching  500 Fame.

# Rig's Saga

In mission 3 Egil has a cameo appearance helping out  Harvald at the end of the mission with killing  Hagen's mercenaries

In mission 5 Egil must take down  Hagen once and for all in a domination victory and almost does until  Liv steps in and tells us the truth about  Hvedrung being the mastermind behind this moments before Egil kills her

In missions 8, 10 and 11 Egil is in the pool of  Warchiefs and he has his own dialogue with Rig and the others

# Cross of Vidar

In mission 1 he helps the rest of Rig's group take down  Hvedrung but instead of retreating away from Surtr he joins him

In mission 6 at the start Egil is seen with Carloman as a mercenary but this is seen as a farce as he kills Carloman and sends Hildegard on the run

In mission 10 Egil takes the hit from Surtr summoning fenrir and dying for Rig
Rig

XP |  Unknown

Rig is the main character of northgard and bannerman of every clan

# Rig's Saga

In the mission 1 intro cinematic Rig meets  Brand over the course of mission 1 Rig guides Brand to getting to the shoreline so your can win the mission

In mission 2 Rig and  Brand meet  Harvald who is being attacked by wolves Rig guides  Brand to helping  Harvald defeat the wolves.

In mission 3 Rig,  Brand and  Harvald encounter  Hagen and Rig helps  Harvald defeat Hagen with help from  Brand and  Egil's armies.

In mission 4 Rig,  Brand and  Harvald meet  Liv  Brand or  Harvald and must attain enough commercial influence to win or alternatively just take over  Liv by force.

In mission 5 Rig and  Egil work they way up to finally defeating  Hagen but at the end of the mission Liv tells them that  Hvedrung is the real mastermind behind Rig's father's murder.

In mission 6 Rig,  Brand,  Harvald,  Liv and  Egil meet  Svarn and Rig helps  Liv use her mercenaries against  Hvedrung's boar loyalists and save  Svarn's life.

In mission 7 Rig,  Brand,  Harvald,  Liv,  Egil and  Svarn meet the  Jötunn and Rig must help Svarn defeat one of the  Jötunn factions or find another solution to the problem.

In mission 8 Rig,  Brand,  Harvald,  Liv,  Egil and  Svarn meet  Borgild and Rig must guide one of the chosen bannermen/bannermaiden to becoming more famous than  Borgild.

In mission 9 Rig,  Brand,  Harvald,  Liv,  Egil,  Svarn and  Borgild arrive at the runestone of asgard to find it is guarded by  Hrimgandr a frost wyrm that feeds on  Rimesteel which Rig, must guide  Borgild to procuring enough to take down  Hrimgandr and let  Svarn read the runestone of asgard

In mission 10 Rig,  Brand,  Harvald,  Liv,  Egil,  Svarn and  Borgild arrive in a cold place with an ice wall guarding the exit  Draugr,  Fallen Valkyrie and  Draugr Jötunn guard this ice wall and when the ice wall melts they come forth and try and attack you Rig must help a chosen bannerperson to defeating these creatures and making it to the end

In mission 11 Rig,  Brand,  Harvald,  Liv,  Egil,  Svarn and  Borgild arrive at the final location where  Hvedrung is working with Eldthur's to try and destroy the Bifrost Rig must guide the Bannerperson to surviving the Eldthur's and finally taking down  Hvedrung for good and avenging Rig's father

# Cross of Vidar

In mission 1 Rig summons  Liv,  Egil,  Svarn and  Borgild to discuss how to deal with Ragnarök as  Brand and  Harvald have returned to their original home for various reasons here with the help of his allies Rig must capture  Hvedrung and get him to use the gjallarhorn to summon any aesir that are left unfortunately this doesn't work.

In mission 2 Rig lands on neustria with his warriors and meets the Gayants and must either befriend them down or take lotharie down forcefully.

In mission 3 Rig is an ally to Lothaire and he helps by feasting and the like so Lothaire can take down Carloman

In mission 4 Rig is the enemy against  Liv as she is raiding neustrian shores  Liv must take him down

In mission 10 Rig is a hostage of Surtr that is injured and almost killed by  Egil.
Draugr portal

**Draugr portal** is an event event that causes portals to show up on 1-2 tiles that after a few months spawn 1-4  Draugr

In conquest

* In the conquest map *The cursed* Draugr portals spawn every year and spawn more and more draugr over the years they are also sometimes on more than 2 tiles it can spawn up to 15  Draugr if you take too long to complete the mission and by that point any more spawning will likely be a death sentance and if it isn't you probably have the power to beat  Valdemar The Cursed and his  Dark Vaettir
Meal

## Overview

Meal is a unique feature of Squirrel clan
Meals are a special feature that replace  Feasts for the Squirrel clan. Meals can be prepared from the  Stove using  Ingredients.

There are several specific Meals that can prepared using different ingredients and with different effects. You can spend additional ingredients in order to increase the effect and/or duration of the Meals. The lore Cooking Mastery and Conquest bonus can also impact the level of the Meals.
Buildings

A great number of **buildings** are available to be built in Northgard in order to skill, feed and defend your clan people and to obtain several resources.  Villagers need to be assigned to buildings to take on the related job specialization.

Most buildings are built from  Wood and will cost a small  Kröwns upkeep. Some, such as food production buildings are tied to specific areas where the adequate resource can be found.

While most buildings are common to all clans, some are clan-specific and related to a specific gameplay.

Click on the individual buildings to retrieve detailed information.

# Common buildings

Town Hall

House

Scout Camp

Woodcutter's Lodge

Healer's Hut

Brewery

Forge

Trading Post

Marketplace

Longship Dock

Lighthouse

Fisherman's Hut

Fields

Hunter's Lodge

Food Silo

Iron Mine

Quarry

Carved Stone

Altar of Kings

Offering Well

Emissary Lodge

Carved Statue
# Clan specific buildings

Sheepfold

Harbor

Hall of Skalds

Mender's Hut

Sacrificial Pyre

Völund's Forge

Fishing Cabin

Hörgr

Standard Lures

Mythical Lure

Shaman Camp
# Military buildings

Training Camp

Axe Thrower Camp

Shield Bearer Camp

Skirmisher Camp

Dragonkin Altar

Defense Tower
Archery Range
Watch Tower
Gear/Ammo H-MRM INF

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Ammo\_AmmunitionBox\_MRM\_Heavy\_Incendiary

Manufacturer: Generic

Unlike Inferno Rounds, Incendiary Missile ammunition replaces parts of the explosive warhead with a cheaper non-gelled incendiary agent, one similar to phoperus. While this effect is similar in principle to Inferno style rounds the effect is heavily mitigated by atmospheric conditions. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E

# Attributes

+ 3 heat damage dealt
+ -50% damage dealt with this Ammo
+ 1 burn strength.
+ 1 burn duration.
+ Target generates 1 heat for 2 turns.
+ HMRM Ammo - 120 Shots
+ Missile has 2 HP.
+ Volatile Ammo rolls Twice to explode
+ 66 Cbills Cost per Shot.
+ Ammunition Box can explode for 4 damage, 3.5 heat and 1 stability per remaining shot
Fallen Valkyrie

**Fallen Valkyries** can be found on special areas such as Thor's Wrath or Vedrfolnir where one or two of them can be encountered. They protect as well Victory condition areas such as The Gates of Helheim, Magma Flow, Yggdrasil and The Relic of the Gods.

Fallen Valkyries are aggressive and might attack any player territory next to theirs, from the beginning of 802.

## Conquest

* In the battle *Invasion from Helheim*  **Fallen Valkyries** and  Draugr guard 3 different  Gates of Helheim in single player and 6 in multiplayer
* In the battle *Frozen Gates*  **Fallen Valkyries** along with  Draugr and  Draugr Jötunn are part of the pool of units that will invade your territory every time the event happens but with 1/2 the health the usually have
* In the battle *Valkyries Galore* the victory condition is guard the gate of helheim for a year but this time there are more  **Fallen Valkyries** than a map would usually have like in  Fertile Land or Swamps

## Lore

***Valkyries** are one of a host of female figures who choose those who may die in battle and those who may live. Unfortunately, some of them become corrupted by dark powers of Helheim and reduced into monstrous shadows of their former selves and infested Northgard.*

### Story Mode

Rig and Halvard first encounter one of Valkyries in Chapter 3. Delighted at first, Rig wanted to propose alliance with her, but is stopped by Halvard who noticed that she had been consumed by corruption and beyond saving.
Gates of Helheim

The Gates of Helheim are a map special Victory condition, to achieve this victory the area must be controlled for 8 months. Valkyries will spawn in pairs to attempt to retake the area.

This gate appear as well in Northgard Conquest :

* In *Valkyrie Galore* it must be defended for 12 months to achieve victory.
* In *Invasion from Helheim*, not less than three portals are present on the map, needing to be colonised. They also spawn  Draugr.
Myrkalfar

*Myrkalfar are an aggressive and cunning native faction. Never trust them and watch their moves carefully.*

**Myrkalfar** appear at the Myrkalfar Camp, they launch attacks against players (even from afar) and steal  5 Food,  5 Wood, and  5 Kröwns when they are on their territory.

* **Defeating them** grants  50 Fame, Military Experience,  100 Food,  100 Wood and  100 Kröwns.
* **Trading with them**  Stone or  Iron will allow the player to befriend them, increasing the trade rates, and making them more likely to launch attacks on other players. Only one Trade Route per type of resource can be opened. Multiple routes speed up the relationship subsequently.

 \* Due to improved relations affecting the amount of Kröwns earned, the real amount obtained is slightly higher.

For more complex setup (multiple upgraded post with caravan for instance), please check Northgard Calculator.

Note that the Boar Clan can trade  Food and  Wood with the Myrkalfar thanks to their unique lore Bartering. However, the process of befriending the Myrkalfar will be much longer (30 months by default, an upgraded post would reduce this to 25 months, Trading Caravan isn't available to the Boar Clan).

On Northgard Conquest, they are at the core of a battle named Myrkalfar uprising. They will attack you very frequently since the first year until you defeat or befriend them.

On the Neustria map in singleplayer, multiplayer and story mode the Myrkalfar are known as the Elbe of Alberich
Merchant

Merchants are, alongside with sailors, one of the principal gold income source in the game. They can be acquired by tasking a Villager to work at the Trading Post or the Marketplace and will produce  2 Kröwns by default.

## Tips and tricks

In order to build a strong economy, your merchants production can be improved in several ways and benefit from multiplicative bonuses.

* Tool improvement gives +15% bonus to all merchants.
* Unlocking  Coinage Knowledge gives +20% bonus to all merchants.
* Upgrading a Trading post or Marketplace gives another +20% bonus for all the merchants on the tile.
* Upgrading both Trading post and Marketplace on the same area gives +40% bonus for all the merchants on the tile. It is called a commerce center.
* For Stag, with Dedication, to build a commerce center will earn you a +60% bonus for all the merchants on the tile instead of +40% since each of the upgraded building will benefit another +10% from Dedication.
* Feast will give you another +20% of production.
* Finally, beware that you will have a -20% malus for each of your injured merchant.

Bonus are always added by the game, never multiplicated.

For example, if you have Tool improvement with a Trading post and Marketplace on a same tile, you will earn a 15+20+20 = +55% bonus on production. Then each full healed merchant on this tile will then earn you 1.55\*2 = 3.1 Kröwns per cycle or 6\*3.1 = 18.6 Kröwns per month. An injured merchant with same conditions will only earn 1.35\*2 = 2.7 Kröwns per cycle.

Other example, a full commerce center (Trading post and Marketplace both upgraded) with 6 healthy merchants will then produce 6\*1.75\*2 = 21 Kröwns per cycle (see Great Trading Route for comparison) or 6\*21 = 126 Kröwns per month.

When being one of the kingdoms they instead work at a instead of a Trading post and Marketplace they work at the Mart which can evolve into a Retail Outlet and a Fairground they also look like this
Ancestral equipment

Ancestral equipment is a unique feature of Ox clan
 **Ancestral equipments**, or artefacts, are special gears affecting  Torfin. They can be obtained by affecting him to an Ancient battleground. Ancient battlegrounds spawn randomly on several locations of the map.

There are 6 unique items of Ancestral Equipment, divided in two sets.

## Tyr's set

Increases  defense by 10%
Increases  Attack Power by 10%
Adds +20% chance to evade attacks

## Heimdall's set

Increases  defense by 10%
Increases  Attack Power by 10%
Unlocks the "Stomp" passive ability : attacks have area of effect
Gemstones

**Gemstones** are a special resource introduced by the *Gem Cutter* battle for Northgard Conquest. There is also a Disaster that causes  **Gemstones** to pop up around the map and you can trade with Dwarves which gives a better relation that with food.

They are mined from Gemstone Deposits much like  Stone or  Iron, but don't have any use of their own apart from being a superior choice for trading.
Fields

Upgraded Upkeep Cost |  46 (yearly)

A little gift from Gefjon, the goddess of plowing... **Fields** are built upon Fertile Land. Fields allow for the production of  5 Food during summer and  2.8 Food during winter per Farmer.

###  Upgraded

* Allows to recruit one more  Farmer.
* Increase Farmers  Food production in the area by 20%.
Pathfinder

Attack Power | 0 (They cannot attack)

Recruited at the Pathfinder Pavilion, the Pathfinders will discover new lands to settle as well as new dangers and resources. They are the only units that can search Ruins and Shipwrecks.

Pathfinders occasionally take damage when scouting. Sending injured clan members scouting is an effective way to get rid of them for good. But subjects naturally regenerate health outside of combat so there is an efficient way of healing should you need it

The Pathfinder Pavilion upgrade is needed to scout enemy territory.

Pathfinders will run to their target if commanded manually, otherwise they will walk.

Scouting takes longer the further away the target tile is from your Chapel. The closest tiles take 20 seconds, tiles on the next layer take 60 seconds and tiles on the third layer take 80 seconds. Multiple Pathfinders can be ordered to scout the same tile simultaneously. Two Pathfinders explore a tile in half the time.
Player ranks & leagues

Players can reach ranks and leagues depending on their games played and won.

## Ranks

Ranks are reached by winning a certain amount of games with any clan.

* **Villager**: 0+ wins
* **Warrior**: 10+ wins
* **Warchief**: 25+ wins
* **Thane**: 50+ wins
* **Jarl**: 100+ wins
* **King**: 250+ wins
* **High King**: 500+ win
* **Norse God**: 1000+ wins

## Leagues

Leagues are reached by accumulating a certain amount of Glory Points (GP) by winning ranked games.

* **Wood**: 0+ GP
* **Stone** 300+ GP
* **Iron**: 400+ GP
* **Gold**: 600+ GP
* **Gemstone**: 800+ GP
* **Rimesteel**: 1000+ GP
Kröwns

## Overview

The  Kröwn is the currency of Northgard. It is required to pay upkeep on buildings and military units. If you do not have enough Kröwns to pay upkeep, buildings will be damaged and will have to be repaired. Kröwns are earned through different means.

* Altar of Kings : + 1 **Kröwns**
The Value of Great Deeds
Near The Sea Spirit | * Bragaful relic
* Trade Route with another player or  neutral faction (Kobold, Jötunn, Myrkalfar)
* Sailor : + 2 **Kröwns**
* Skald : + 1 **Kröwns**

## Usage

Kröwn is a valuable and versatile resource that needs to be produced in a fair amount. It has numerous uses among which :

* Upkeep : depends on the building and the World Hostility.
* Construction of various buildings : House, Quarry, Brewery, Defense Tower, Altar of Kings...
* Building upgrade :  50 each, 40 with  Carpentry Mastery.
* Area upgrade :  100 each, 20 with  Amenities (Heidrun clan).
* Great Trade Route to achieve commercial Victory.
* Tool improvement :  30 each.
* Weapons improvement :  50 each, 25 with  Gear Upgrade (Raven Clan).
* Forge a legendary relic :  100
* Summon the power of Mjölnir :  150
* Soldiers enlisting : depends on their number, cost increase as army grows.
* Hire  Warchief :  150

 Raven clan :

* Colonize areas : For half the cost of food colonization.
* Send Mercenary raid on coastal zones :  200

## Production

### Merchant and sailors

In northgard, gold-specialized civilians are the corner stone of an healthy economy :

### Bragaful Gift

This relic generates an extra kröwns income that depends on the player level of Commercial Influence.

 Bonus

## Tips and Tricks

As it is barely the only way to obtain military power, it is crucial to spare and stockpile it. For that, here's some advice :

 **Upgraded tools  and buildings  are long term investment** | Whether it is to improve economy, increase citizens productivity or military might, upgrading your buildings and tools may allow you to prevail through the years. But, against early-aggressive opponents, you may not have the time to make your investments profitable and be caught out of gold!

### Altar of Kings, how worth is it?

More then being mandatory for Fame Victory, Altar of Kings is a massive gold investment that repays itself passively over time.
It cost  300 **Kröwns**,  300 Wood and  10 Stone; produce  1 **Kröwns** &  1 Wood; and cost an additional  3 **Kröwns** monthly upkeep (in high difficulty) : 300/(3x6-3) = 20.
 Therefore, regarding kröwns, one may expect **return on investment to begin after one years and eight months**.

With Slidrugtanni clan however, this investment becomes a lot more profitable thanks to  Legacy and  Simple Living knowledge : not only its wood cost could be halved, but it may also get a doubled production. Meaning self-repayment in... 300/(4,5x6-3) = 12.5, roughly one year !

Legacy
Simple Living
Retail Outlet

Upkeep Cost |  41

The **Retail Outlet** is a building that allows you to buy common resources for  Kröwns. The resources slowly accumulate in the Retail Outlet on their own at a constant rate. This accumulation goes on up to a limit of  1000,  666,  50 and  40 (or 2000 worth of  Kröwns of each). Resources tick up independently from each other, and each Retail Outlet has it's own stock of resources.

* Food is exchanged at a rate of  **2** per unit
* Wood is exchanged at a rate of  **3** per unit
* Stone is exchanged at a rate of  **40** per unit
* Iron is exchanged at a rate of  **50** per unit

The Retail Outlet also allows you to assign  Merchants who produce  2 Kröwns each. Their presence changes neither how much resources cost nor how fast they replenish. The  Negotiation lore, however, halves the prices and speeds up accumulation by 20%.
Fort

Defense |  10

The Fort is a defensive building, which replaces the Defense Tower for Kingdoms.

Like Defense Towers, you're limited to one per zone, and they're boosted by picking the Guardian "Military Tradition".

Unlike Defense Towers, the Fort has no direct attack of its own, and relies entirely on being able to spawn a single, powerful combat unit called a Lord. In order to do any damage to enemies, a Fort **must** summon this unit, so the additional 25 cost of the Lord ought to be considered a part of the cost of the building. (Although it's detailed on the wiki page for the Lord, it is worth noting that Lords take no pop space and have no  food or  wood upkeep, so they share the economic benefit of providing combat power without incurring anything but a  kröwns upkeep.)

A critical difference with Defense Towers is that Lords can, via various upgrades, leave the zone they're spawned on and provide combat power to adjacent zones, which Defense Towers are powerless to do.

#### Stoat Kingdom

Unlike a generic Kingdom, the Stoat Kingdom is able to evolve their forts into a Defensive Fort or Domanial Fort when they upgrade them. Respectively, these change the associated Lord into either a War Lord, or Domain Lord, respectively.

Critically, these upgrades also unlock the Stoat Kingdom's ability to collect levies, with the Defense Fort collecting military ones, and the Domanial Fort collecting economic ones, and turn a zone into a Duchy, with the associated economic modifiers.

Template:Evolve
Defense Tower

Defense |  10

The Defense Tower is the only building that can attack enemies, only one can be built per Area.
It doesn't consume a building slot.

###  Upgraded

* Increase  and  by 50%.

* Svadilfari clan has the possibility to upgrade a Defense Tower twice thanks to  Great Tower, increasing its attack and defence by 100%.
Cook

Cook is a unique unit of Squirrel clan

**Cooks** replace the  Brewer for the clan of the Squirrel. They are critical to the main gameplay of the clan because they produce  Ingredients in addition of  Happiness. **Villagers** can be recruited as **Cooks** at the  Stove. Only **1 Cook** can be assigned to the  Stove, and **2** with an upgraded **Stove**.  Andhrimnir can also be assigned to the **Stove** as a **Cook**.

Cooks produce:

* +3  Happiness
* +1  Meat
* +1  Fish
* +1  Vegetables
* +1  Mushrooms
Archery Camp

Upkeep Cost |  63 (yearly)

The Archery Camp is an evolved version of the Sentry Camp which allows you to train Subjects into Archers, for a price of  30 Kröwns ; this price increases by  6 Kröwns for every Archer trained, but when recruiting a Champion, Fantassin or Sentry it goes up by  3 Kröwns for the next sentry. If a Archer is lost either due to death or being recruited at another building, the price will revert to the corresponding level.
Release date

Reason: "*this page doesnt have any purpose anymore*"

**This page is a candidate for deletion.**
Reason: "*this page doesnt have any purpose anymore*"

*This article is a stub. You can help Northgard Wiki by expanding it.*

This page contains the **release information** for *Northgard*.

## Release date

Northgard will release **replace with date**.

## See also

* How to play guide for Northgard
* System requirements
Multiplayer

Multiplayer has the modes invite only, public, co-op conquest and ranked. Invite only and public can involve custom games with or without mods but usually go down to a certain procedurally generated map chosen at random. Ranked involves the Player ranks and Leagues. And co-op conquest is just regular conquest but easier or harder.
Commercial Influence

**Commercial Influence** is a resource in Northgard, which you gain by spending  Kröwns on  Great Trading Routes. It is the resource required to achieve Trade Victory.

Commercial Influence is an immune resource, once you have gained a Commercial Influence point, you cannot lose it or spend it in any way.

# Great Trade Routes

The only way to gain Commercial Influence is by spending gold on  Great Trading Routes. To enable  Great Trading Routes, you must:

1. Discover  Shipbuilding to unlock  Great Trading Routes.
2. Build a Longship Dock (or Harbor as Raven Clan).
3. Build a Lighthouse as extension

Once these steps are done, you can start only one of the  Great Trading Routes at a time. You can switch to another Great Trade Route anytime, you can also completely stop Great Trade Routes if you need to. If you run out of  Kröwns, Great Trade Routes will automatically stop.

Commercial Influence gained from Great Trade Routes is **not** increased because of  Feasts. The only game mechanic that increases Commercial Influence are Negotiators and Glory of the clan knowledges, which adds 20% to all Commercial Influence gains.

Negotiators
Glory of the Clan

There are 3  Great Trading Routes that are always available. Additionally, building the Relic of Bragaful adds a 4th trade route. Each trade route requires a certain amount of gold spent, and in exchange you gain Commercial Influence and bonus  Happiness as long as the trade route is active. Below is a table with the details of each Great Trade Route:

# Trade Victory

Trade Victory is one of the victory conditions required to become the king of Northgard, and thus win the game. If this victory condition is enabled, it can be achieved by earning  2,000 points.

Because this victory condition requires a significant amount of gold spending, which means an economic setback, certain rewards are received for reaching certain  **Commercial Influence** milestones as follows:

Because the amount of  **Commercial Influence** gained from each Great Trade Route is fixed, it is possible to calculate the amount of time and  Kröwns needed to achieve Trade Victory with each Great Trade Route, if the great trade route is not changed or stopped:

# Tips and Tricks

* You can only build one Lighthouse, and thus start only one Great Trade Route.
* It's considered safe to build your Lighthouse on your Town Hall Tile.
* The greater trade route stops if the Shipdock/Harbor hosting the lighthouse is burning.
* Being able to loot a Shipwreck can speed up your progress significantly.
* Feasting will not increase the rate of  **Commercial Influence** gained.
* Sailor's Tool-Upgrade will not increase the rate of  **Commercial Influence** gained.
* Keeping a solid  Kröwns storage for defending is advised.

# See Also

* Lighthouse
* Bragaful
Kobold Camp

The Kobold Camp is a type of Tile where 1 to 11  Kobolds can be found. Kobolds keep spawning from the camp and will eventually try to expand their territory to neighbouring areas, moving a part of the original tile population. On Normal difficulty, up to 5 Kobold camp areas can exist at a time. Kobold camps can often be located on valuable resource spots.

Kobolds coexist with wild creatures, so they can expand their camp to adjacent tiles without clearing them of creatures such as wolves, bears or draugar. When that happens, any existing creatures remain on those tiles as part of the Kobold camp, and spawn new creatures that can attack the player's Clan from adjacent tiles as normal. To decolonize a Kobold camp tile, it is only necessary to eliminate the  Kobolds on it; other creatures can be left alive. Kobold camp tiles are decolonized immediately, without the timer common to other Clans' tiles.

Scouting a Kobold camp allows the player to trade  Food or  Wood with the Kobolds.

On the Neustria map in singleplayer, multiplayer and story mode the kobold camp is called the farfadet huts
Enormous Wyvern

Enormous Wyverns are like the base  Wyverns as in they are fearsome, ancient draconic creatures that mostly found in the lands of Northgard and Jötunheim. They reside in their dens. Killing the Wyvern gains your Clan  250 Fame and  500 Military Experience but these Wyverns have significantly higher stats than normal wyverns.

## Conquest

* In *Too Many Wyverns*, One of the Wyvern variants is the enormous wyvern. After being killed, they respawn as a  Zombie Wyvern with the same stats as the wyvern it died from.
Champion Camp

Upkeep Cost |  63 (yearly)

The Champion Camp are is a evolved version of the Sentry Camp which allows you to train Subjects into Champions, for a price of  30 Kröwns; this price increases by  6 Kröwns for every Champion trained, but when recruiting a Archer, Fantassin or Sentry it goes up by  3 Kröwns for the next sentry. If a Champion is lost either due to death or being recruited at another building, the price will revert to the corresponding level.
Hildegard

She replaces the Warchief used by other clans. She can be trained at the at any kingdom military camp those being the Sentry Camp the Champion Camp the Archery Camp and the Fantassin Camp.

### Mission Summary

In mission 5 she helps dig out the first sword for the Cross of Vidar while being raided by  Liv and her mercenaries

In mission 6 she must sneak around the capital city without dying and then once she's made it to a safe shoreline rid  Egil and his warriors from the city

In mission 7 at the end she tasks Nominoë with digging up one of the swords of the Cross of Vidar

In mission 10 she must finally put an end to Surtr and ragnarok with all 3 swords of the Cross of Vidar
Brok

*Strong and wise, Brok is happy to focus on his craft and leave politics to his sister.*

Brok is a unique warchief of Horse clan
Alongside with  Eitria,  **Brok** can mine 20% faster than Miners and forge 20% faster than Smiths. They can also build and repair buildings (20% faster), and are both hired from Völund's Forge.

Brok's unique advantage is that he can forge 30% faster.
Faith

**Faith** is a resource that can be assimilated to research. It stacks up as the game goes on and allows players to unlock knowledges from the Faith Tree. Knowledges are bonuses that are divided in three main branches: Production, Military, and Economy. Unlocking enough knowledges grants other additional bonuses called "Vows" and can eventually lead to a Wisdom Victory. In game, the faith menu can be opened by pressing the shortcut "L".

## The Faith tree

The faith tree is composed of a set of **standard knowledges,** with an additional set of 5 clan-specific replacement knowledges. Depending on the clan, specific knowledges replaces various common knowledges to better fit that clan's specific gameplay. As a result, even though most of the knowledges are common across clans, each clan has its own unique lore tree that will affect its playstyle.

Sharp Axes
ColonizationGrinding Wheel
RecruitmentMedicine
HearthstoneShiny Happy People

Weaponsmith
Fur CoatsMissi dominici
Military StrategyFeeling Safe
Legendary HeroesMonster Slayer

Mining Efficiency
EmporiaVia Regia
ScriptoriaCarpentry Mastery
NegotiationTrading Caravan

## Lore Sources

* Population - Some lore is gained based on population size.
* Subject - Produce  1.5 **Faith** in any zone
* Vedrfolnir - Healing the creature earns  100.
* Ruins - Scouting them gives at least  50. This is a powerful early boost.
* Altar of Kings - Passively produces  1 **Faith**.
* Codex Aureus : Population increase and productivity now require  **Faith** instead of  Happiness.  **Faith** production in the zone is increased by +25%.
* Monk - Produce  3.4 **Faith** in a zone with a monastery
* Lion clan Chanson de Geste allows lion clan's military units to get faith from killing mystical creatures

## Knowledges cost

To unlock a knowledge, a certain amount of  has to be gathered. The quantity needed will increase with the number of knowledges already owned.

A Wisom Victory requires 8110 Faith in total.

## Blessings and Wisdom Victory

Upon learning your 6th Knowledge, you may select a Vow. For each additional 3 Knowledges that you learn thereafter, you may select another Vow.

 **Vow of Chastity** - The  Food consumption of all units is reduced by 20%.

 **Vow of Obedience** -  Livability is increased by +1 in all of your zones.

 **Vow of Poverty** - You immediately receive  10 Stone,  10 Iron, and 100 Kröwns.

Once you have learned 15 Knowledges and unlocked the 3 Blessings, you may unlock the last Blessing, Divine Right of Kings, at which time, you win a Wisdom Victory.
Dragonkin Altar

Upgraded Upkeep Cost |  51 (yearly)

Dragonkin Altar is a unique building of Dragon clan
A **Dragonkin Altar** allows you to transform  Villagers into  Dragonkin for a price of 40 Kröwns; this increases by 10 Kröwns for every  Dragonkin trained. If a  Dragonkin dies, the price to recruit a new  Dragonkin will revert to the previous level. Wounded  Villagers turned into  Dragonkin are fully healed.  Dragonkin cannot be turned back into  Villagers.

The **Dragonkin Altar** also allows you to Hire  Surtr for 150 Kröwns and 5 Dragon Essence. Only one  Warchief can be hired at a time, regardless of the number of Altars.

**Upgraded :**

* Gain +1 Warband size and increase your  Dragonkin attack by 5%.
Naglfar

Upkeep Cost |  0 (yearly)

Naglfar is a unique relic of Raven clan
Sends a **Raid** a on coastal tile with 2  Son of Hrymr (Also known as Mercenary Giants). The relic has an activation cost of  200 Kröwns and a cooldown of 6 months. Mercenary Giants will grant resources to the player like with a regular mercenary raid.
Hunting Trophies

# Overview

Hunting Trophies is a unique resource of Lynx clan

 Hunting Trophies are a Resource unique to the Clan of the Lynx. They can be obtained by killing Wolves, Bears, Mythical Beasts and with The Great Hunt Monsters & special foes, Neutral factions to unlocked The Paths of the Hunter which replaces The Military paths.

Hunting Trophies for killing Animals
 Brown Bear, Kaija, Giant Boar,
Brundr, Kaelinn
 Mythical Bear |  50

Hunting Trophies for killing Creatures with The Great Hunt
 Wyvern |  150

## Uses

* Unlocking abilities for  Tracker,  Brundr, and  Kaelinn in the Path of the Hunter tree which replaces the Military Paths for the Clan of the Lynx
* Traded for  Kröwns at the Marketplace. Requires the unlock **Poaching** from the Lore Tree.
Military Units

Military units form the base of the player army. Their main purpose is to fight enemy clans and enemy units occupying neutral tiles. Most of them are converted against  Kröwns from regular kinsmen in the associated military camp, needs  warband space and will still consume Food and Wood although not producing anything. Other special units, such as warchief, do not require warband nor housing and do not consume anything, they however come at a greater price, or with specific unlocking condition.

# Standard units

Warrior

Shield Bearer

Axe Thrower

Skirmisher

Dragonkin

Tracker

Shaman
Draconic Nightmare
# Warchiefs and unique units

Brand

Harvald

Liv

Svarn
Egil
Borgild

Kaija
Signy

Surtr

Brok

Eitria

Kàra

Valkyrie

Torfin

Mielikki

Brundr

Kaelinn
Eir

Grif
Hildegard
Garm's Incarnation
# Special units

Jötunn Champion

Mercenary
Spectral Warrior
Militia

Draconic Jötunn
Norn

Norns serve in place of the Scout for the Vördr Clan.

* **Female villagers** can be recruited into **Norns** at the Seed of Yggdrasil. available immediately at the beginning of the game.
* They serve as a Scout unit for the Clan of the Owl, able to functionally do everything a Scout from another clan is capable of.
* Norns have the unique ability to study at a Runestone and/or Circle of Stones in neutral territory to produce additional Lore.
Gear/AA Rocket 25 (WM)

BOT PAGE || RTVer: HHR 1.4.8

# Description

ID: Weapon\_WingMount\_Rocket\_AA\_25

Manufacturer: Starscream

While the rockets themselves are technically unguided the Tripwire AA rocket system uses a build in LIDAR and advanced integration with the mech's FCS to launch it's high-speed rockets in the exact second when a hit is guaranteed. The window is often very short and only a few rockets will trigger.

# Attributes

+ Wing Mounted ordinance requires 0.5 Ton(s) Carry Weight.
+ WingMount reduces Movement & Jump by 4%, and increases Signature by 2%, per Ton of Carry Weight used. Eject to remove penalty.
+ MKII Streak only fires and generates heat for individual missiles that will hit.
+ Weapon damage varies between +/-1
+ +4 Accuracy against VTOL units.
+ -8 Accuracy against Ground Units units.
+ Missile has 3 HP.
+ Eject this weapon with CTRL+Click on Ammo panel. Removes Passive Effects, Unblocks Location & Dumps Ammo.
+ Weapon carries internal ammo for a single attack.
+ 100 Cbills Cost per Shot.

# Weapon Stats

Category: WingMountedWeapon

Type: SRM

SubType: SRM2
Anchorage

Upgraded Upkeep Cost |  30 (yearly)

The **Merchant Port** can only be built on a shore. It allows the player to hire Seafarers who will sail the sea and earn the player mostly  Kröwns when upgraded to Merchant Port it can allow great trade routes and when upgraded to Seaport it can allow you to bring back resources.

Template:Evolve
Northgard Wiki/Section1

Eikthyrnir

Heidrun

Fenrir

Huginn and Muninn

Bjarki

Slidrugtanni

Sváfnir

Winter

Improve Tools

Colonization

Feast

Upgrade Buildings

Starvation

Sickness

Freezing

Villager

Woodcutter

Farmer

Scout

Loremaster

Miner

Merchant

Sailor

Brewer

Smith

Fisherman

Hunter

Healer

Skald

Mender

Warrior

Shield Bearer

Axe Thrower

Skirmisher

Warchief

Shield Maiden

Berserker

Signy

Kaija

Jötunn Champion

Mercenary

Militia

Wolf

Brown Bear

Draugr

Valkyrie

Rock Golem

Spectral Warrior

Wyvern

Jötunn

Kobold

Myrkalfar

Hrimgandr
Gayant

## Overview

The gayants are one of the four neutral factions of Neustria, unlike the other 3 factions who get renames the gayants are an entirely new faction in Neustria. They live in a single tile encampment where can be found from three - six gayants depending on the World Hostility.

## Befriending the gayants

The Gayants need a tremendous amount of  food! To befriend them, the player must have at least one active Trade Route towards the Gayant Menhirs. As the food is sent, the relationship will slowly progress until it reaches 100%.

* Any player can trade the gayants, the first player to achieve 100% permanently ally with them and invalidate all progress that could've been made by the others.
* Attacking the Gayant Menhirs tile, even by accident,  worsen your relation and drops it progress back by about half.  Attacking them another time drops the progress only by 15%. Even if it's not displayed, progress can fall under 0%.
* It is possible to have multiple trade routes with the gayants, progress increases proportionally to it. Using upgraded trading(s) post(s) to trade speeds up the progress made.
* Discovering  Trading Caravan increase as well the progress rate by 20%.
* Having an at least one offering well can also help

### Story Mode

In mission 2 Rig meets the gayants and has to befriend before Lothaire does

In Mission 10 you have to protect 3 shores and sometimes Gayant Champions are on them you also can get Gayant Champions if you sack enough of Surtr's Camps