There are many clans in the Northgard game, and each clan has its own special advantages that allow you to create a counterbalance on the battlefield. Each clan has its own heroes, who are of key importance in the development of the clan and the conduct of hostilities. In different clans, the number of heroes is different, as well as their strengths. Some heroes can be upgraded by upgrading in “Giving” and “Career”, others additionally with the help of artifacts.
To defeat the enemy, you need to know all the chips of the clans and use them effectively correctly. Some clans have a good priority in terms of production, others have good military qualities. Some clans have balanced characteristics and perform the role of support, they can fight well and produce resources.
Clan “Rats (Dodsvagr)”.
Busy with constant survival, the homeless outcasts of Dodsvagr work tirelessly. They have learned to capitalize even on pain, complexity, and death. With the war maiden Eir at their head, the shamans heal wounds as surely as they inflict.
The Rat clan (Dodsvagr) is the only clan in Northgard that does not have a separate “Home” building. This complicates the game a little and, on the other hand, simplifies it, since you no longer need to waste space on the “Home”. We’ll have to get used to and navigate the strategy of the game clan “Rats”. For a fine on “houses”, the clan gets the opportunity to build two buildings of the same type, which allows you to make the most productive and most numerous.
All production buildings stand for the place of houses, which give 1 place for a villager, after improvement 2 place. As a result, it turns out that the “Rats” clan is very dependent on the “Stone” resource, since you will have to improve all the buildings if you want to achieve a numerical advantage.
Starting bonuses of the Rats (Dodsvagr) clan.
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Number of villagers.
There are more villagers in the Rats clan, but they arrive wounded. Wounded creatures do not count towards the “Happiness” requirements. However, you still have to hire shamans to heal the villagers. And for the growth of “Happiness”, it will be gentle to build “Breweries”. Keeping all the villagers wounded and having a high level of “Happiness” will not work, since there are restrictions for this indicator. In addition, the villagers can simply die if they are not cured in time, and this can affect the economy and production growth.
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Absence of “Houses”.
The clan does not have access to the “House” building, they settle in all non-mystical buildings. Additional residents are placed in the “Population Reserve”. The “population reserve” is an additional cell at the “Town Hall”, where all the villagers go, for whom there were not enough places in the buildings. At the initial stage of development, 4 units are available in the “Population Reserve” for the villagers.
“Population reserve” is a very good feature, when existing villagers or warriors die, the population is quickly replenished from the “population reserve”. At the same time, the appearance of 4 villagers is possible in one call.
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A unique building for the healer.
The Rats clan cannot build the Shaman’s Hut, which is replaced by the Shaman’s Camp building. In the Shaman Camp, you can hire unique fighters who can heal allies and fight. A very effective combat unit that will heal itself in idle time and go to war. At the same time, Shaman heals all allies in the zone at once, which is much more effective than Witch Doctor.
The main effect of the treatment extends to the villagers who are in the same territory. At the same time, on neutral territory, the shaman can also heal the fighters who are next to him, but the treatment will be slightly worse than on his own territory.
But, attacking is not always a good idea, as it is better to keep shamans constantly in a certain territory. To get a quick opportunity to restore health to worker settlers and themselves. If you have to fight, then the attacks of shamans are made in close combat.
Shamans have characteristics comparable to ordinary warriors. The health reserve is 55 units, attack 8 units, defense 5 units. During the game, some characteristics can be increased slightly. Because of this, you can use shamans in battles mainly on neutral creatures. When attacking enemy clans, it is better to keep in the neighboring territory in order to heal the wounded fighters.
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Bonfire of purification.
When fighters kill an enemy or die themselves, their corpses are cremated in the “Shaman Camp” and the “Purification Fire” breaks out. While the campfire is active, lore production is increased by +0.5 units and the appearance of villagers is accelerated. In addition, the bonfire can heal the wounds of the summoned creature “Incar Nation Grama”.
Thanks to the fire, you can slightly speed up the production of villagers. But, for this, you will have to leave at least one production of neutral enemies near your border, for example, a wolf’s lair. Sometimes you can make sorties and turn on the fire.
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Recycling.
The Refining feature increases growth by 40% and replaces Feast, but works a little differently. During Refining, villagers take damage and spend their health. But, if everything is set up correctly and there are at least 2 shamans in each territory, then the effect can be very productive. Since the clan has an advantage, the ability to build 2 production buildings in the same territory.
For example, there is fertile land, you can usually build one building, and the Rats clan has two such buildings. Thus, the normal production increase is doubled, and during the “Refining” the increase in resources is increased additionally. Due to this, the “Rats” clan can quickly increase the required resources.
It is important to carefully monitor the situation and try to keep at least one shaman in each territory. Since very wounded villagers are generally unable to repel the attacks of neutral creatures. At the same time, the loss of villagers complicates the development and growth of the clan. In some cases, “refining” can be used to turn on the “Purification Pyre” to increase the production of villagers and heal the summoned “Incar Nation Grama” creature.
Bonuses of “Glory” of the clan “Rats (Dodsvagr)”.
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Title “Tan”, “Shaman care”.
Your creatures use -30% less Food when healing.
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Title “Jarl”, “Sprawl”.
The clan receives an increased storage “Population reserve” for villagers for 4 places. As a result, up to 8 villagers can be in the population reserve. The title increases the duration of the Pyre of Purification by 6 months.
Heroes of the clan “Rats (Dodsvagr)”.
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Hero Air.
The clan hero is named Air, she is a deadly shaman at the head of rats. Eir has a melee weapon in the form of a scythe, which deals damage to enemies and collects medicinal herbs for the clan. Can heal allies within the territory where it is located.
To hire a hero, from resources, you only need “Gold” 150 units. And if you look at the resources, then hiring a hero is easy, but it’s not. First you have to accumulate gold, and then recruit the number of villagers, there must be at least 10 people and a shaman. The shaman is needed to restore health, and 10 villagers are needed to be able to hire the hero Air.
At first glance, a beginner may find it difficult to summon a hero. Since you may have to fulfill the requirement, have at least 10 damaged inhabitants. This problem is solved quickly, you need to start “Refining”, and all the villagers will begin to take damage to health. After collecting 10 damaged inhabitants, you can immediately hire the hero Air.
Air has 12 attack, 9 defense, and 80 health. These indicators are quite low, almost like those of the governor, and if an enemy clan with Berserk appears, then you will have to work hard. On the front line, Eir can hold out with some neutral creatures, but the main position in combat is second row or wait near the borders. Because she doesn’t fight very well. Most likely, Eir’s main role is support in the form of a healer, and not on the battlefield.
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Summoned creature “Inkar Nation Grama”.
Resurrected by the fires of Muspelheim, he tirelessly hunts for new victims while the funeral pyre burns. But when the fire subsides, the corpses slowly return to their original state and decay.
The health reserve is 110 units, attack 12 units, defense 16 units. Such indicators are approximately similar to the characteristics of Jotuns. This allows you to quickly, lastingly and effectively stay on the battlefield. The main swift attack on less powerful opponents, the hero “Incar Nation Grama” in the forefront.
Perhaps the hero “Incar Nation Grama” in the clan “Rats” is the most advanced, which is able to take a hit on himself. The main place on the battlefield is the first row, under the cover of “Ax Throwers”. After the attack, it is advisable to retreat to your territory to replenish health points.
The effective application time is only a few months, while the “Purification Fire” is burning. During this period, “Incar Nation Grama” can heal itself. But, when the fire goes out, then its durability points are gradually taken away. During the battle with the enemy, the hero receives double damage, from an extinct fire and from enemy attacks. Therefore, it is important to keep 2-3 shamans with the main character Eir in the neighboring territory near Inkar Nation Grama.
Conclusion on the heroes of the clan “Rats (Dodsvagr)”.
At the beginning of the game, in the fight against neutral creatures, Air does his job quite well. But, in the future, fighting against enemy clans is noticeably difficult. Since health points, defense and attack are not enough. Therefore, the main character in the fight against enemy clans is the “Incar nation of Grama”. Eir is desirable to be outside the battlefield and used as a shaman to heal allies.
Clan relic of the “Rats (Dodsvagr)” clan.
The relic of the clan “Rats (Dodsvagr)” is called “Flame of Muspelheim”. After research and construction, it allows you to hire the creature “Incar Nation Grama” from the “camp of shamans”. The summoned creature will fight on the side of the Rats clan, as long as the fire is burning
It is advisable to study the relic in the early stages of the game, as the creature allows you to effectively fight enemy heroes and liberate neutral territories with strong opponents.
Traditions of the clan “Rats (Dodsvagr)”.
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Overpopulation.
Allows you to build two buildings of the same type, except for the “defensive tower”. For example, in one territory, you can build 2 “Lumberjack Houses” and improve each. The result should be an additional increase in the production of “Wood” by +40%, but perhaps only +20% works. Although, one special area for deforestation allows you to provide a decent area with 40 villagers, three Food production areas and two Gold production areas. Each has 2 identical buildings.
With the production buildings of “Food” and “Gold”, the same story. You can upgrade each building and get additional growth from upgrading the second building. In fact, it is possible that only one improved building is working.
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Recruitment.
Allows you to train wounded creatures for fighters for – 30% of “Gold”. A very useful improvement when the size of the army is more than 10 fighters. Since the price for one fighter becomes more than 60 gold. At the same time, the clan is the most voracious on Gold, which is why it is a little difficult to quickly build up an army if the growth of Gold is low.
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Anesthesia.
Wounded creatures move and attack 20% faster. A useful feature when you need to quickly retreat to an adjacent territory. The attack speed is not very noticeable, perhaps there is a small effect.
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Invasion.
When you kill a neutral creature, you gain some of its chosen exchange resources. The buildings of neutral nations can accommodate additional residents, each with 1 person. At the same time, “gold” is not charged for the maintenance of buildings.
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Blood bonds.
Improvement for the hero Air. After being researched, Air can sacrifice a portion of his health to heal all creatures in the area over 5 seconds. To safely use the ability, you need not to engage in battle, but to be in the neighboring territory.
Conclusion on the clan “Rats (Dodsvagr)”.
Quite a good and a bit difficult clan. “Refining” gives +40% to resource productivity, but takes away health points from the villagers. Because of this, complications may arise in protecting your territory from neutral creatures, since the health reserve is low. Therefore, the construction of the “Camp of shamans” at the beginning of the game is an important moment. If the enemy does not attack the territory, then it is not difficult to establish productivity, the increase in resources is tangible. It is important to allocate 2 shamans for each territory.
The clan also has enough shortcomings. For example, the difficulty of establishing an economy, you need a lot of “Food” and “Gold”. In some cases, realizing a normal economy is a bit difficult. The “Rats” clan has a weak army, there are no additional and significant increases in characteristics. You can pump a military building, standard legends and the Pain Relief legend, which will increase attack by + 20%. In comparison with other clans, it is not very noticeable. Therefore, the “Rats” clan will have to attack the enemy in numbers, which will still have to establish a good economy.
A cool feature of the clan is the Population Reserve, which allows you to almost instantly stabilize losses and return fighters to the ranks. The only thing that may be difficult when returning fighters is “Gold”, which may not be enough to hire.
As a result, the clan is good and has its own tactics of warfare. It is necessary to immediately establish the production of strategic resources correctly, and if the production of “Food” and “Gold” becomes less than +10 units, you will often have to do “Refining”. Refining may require at least 1 shaman in each territory.