Northgard Battlegrounds

Northgard Battlegrounds/Structures

Northgard Battlegrounds Structures List

All 55 structures in Northgard Battlegrounds with rarity, Krown cost, tags, effects and unit stats. Filter by rarity, tag or clan to plan your settlement.

Structures are the whole game. Unit camps send warbands into battle, support pieces boost whatever stands on the hexes next to them, and economy pieces pay Krowns and Lore between fights. Tags decide who boosts whom, so open any structure to see the pieces it boosts, the pieces that boost it and the ground it wants.

Clan structures belong to one clan; the clan list shows which. Pieces marked as not playable in the demo are in the game files but cannot be used yet.

Rarity
Tag
Clan

55 of 55

Legendary4

Epic10

18Gates of HelheimEpicUnit: Fallen ValkyrieMysticalMeleeUnitBattle startSends 2 Fallen Valkyries into battle.Battle startGets +8/16/24 Damage per neighbouring Divine.HlidskjalfEpicStag clanUnit: EinherjarDivineMeleeUnitWarbandBattle startSends 1 Einherjar into battle per Villager working here (up to 3 Villagers).Horn of ManagarmEpicWolf clanUnit: White WolfBeastMeleeUnitMysticalBattle startSends 3 White Wolves into battle.Battle startEvery neighbouring Melee gets +0.1/0.2/0.3 Action Speed.18MjölnirEpicDivineTowerIn battleEvery 7 seconds in battle: calls down 5/10/15 Lightning Bolts on random enemy units. Every bolt applies 13/26/39 Burn. Adds 1/2/3 more Lightning Bolts per neighbouring Warband.NaglfarEpicRaven clanUnit: Son of HrymrUnitMysticalMeleeMercenaryBattle startSends 1 Son of Hrymr into battle.Battle startGets +5/10/15 Health and +1/2/3 Frost per Krown you hold in the bank.Scabbard of GramEpicBear clanDivineSupportNot playable in the demoBattle startEvery neighbouring Melee gets +20/40/60 Frost.Battle startOn Rocky ground: every Warchief gets +1/2/3 Cleave.Seal of ValhallaEpicUnit: Spectral WarriorDivineMeleeWarbandSacrificialUnitNot playable in the demoIn battleWhenever one of your units falls, there is a 50% chance a Spectral Warrior joins the fight.18Skull of HrungnirEpicUnit: Draconic JötunnMysticalMeleeUnitBattle startNext to a Circle of Stone: sends 1 Draconic Jötunn into battle.Battle startGets +5/10/15 Crit Chance per neighbouring Divine.18Völund's ForgeEpicSupportMysticalBattle startEvery neighbouring Melee gets +1/2/3 Cleave and +100/200/300 Armor.Battle startOn Fertile ground, another +3/6/9 Burn.Battle startOn Rocky ground, another +5/10/15 Frost.Battle startOn Wildlands ground, another +3/6/9 Poison.18Wyvern NestEpicUnit: WyvernMysticalRangedUnitBattle startSends 1 Wyvern into battle.Battle startNext to a Mountain: gets +5/10/15 Burn.

Rare11

12Draugr TombsRareUnit: DraugrMysticalMeleeSacrificialUnitBattle startSends 2 Draugr into battle.Battle startOn Fertile ground: gets +3/6/9 Poison per Mystical in your settlement.Battle startOn Rocky ground: gets +200/400/600 Armor.12GjallarhornRareDivineSupportTowerIn battleEvery 8 seconds in battle: every Unit gets +1/2/3 Haste.Battle startGets +10/20/30% Action Speed per neighbouring Divine.12HörgrRareUnit: Spectral WarriorKnowledgeDivineMeleeUnitBattle startSends 4 Spectral Warriors into battle.IncomeEach Villager working here yields 1/2/3 Lore.12Jötunn CampRareUnit: JotunnMysticalMeleeUnitMercenaryBattle startSends 1 Jötunn into battle.Battle startGets +40/80/120 Health per neighbouring Warband.12Mender's HutRareUnit: MenderCivilianHealerNatureUnitBattle startSends 1 Mender into battle per Villager working here (up to 3 Villagers).Battle startEvery neighbouring Unit gets +10/20/30 Regen.Battle startOn Fertile ground: gets +15/30/45 Crit Chance.12MimirsbrunnRareKnowledgeDivineSupportBattle startEvery neighbouring Healer attacks 10/20/30% faster (Action Speed).IncomeYields 1/2/3 Lore per Knowledge in your settlement.12NaströndRareMysticalSupportTerrainBattle startEvery neighbouring Melee gets +3/6/9 Thorns per Terrain in your settlement.Battle startOn Fertile ground: every neighbouring Unit gets +15/30/45% Health.12Offering WellRareEconomySupportIncomeCosts 1/2/3 Krowns every round.Battle startEvery neighbouring Mystical Unit gets +30/60/90 Health and +5 Damage.Round startAnother +15/30/45 Health and +3/6/9 Damage at the start of every round.Sacrificial PyreRareSupportSacrificialNot playable in the demoBattle startEvery neighbouring Melee gets +3/6/9 Damage per Villager sacrificed.Battle startOn Rocky ground: every neighbouring Melee gets +1/2/3 Crit Chance per Melee in your settlement.12Sheep FoldRareEconomyKnowledgeCivilianSupportBattle startEvery neighbouring Unit gets +30/60/90 Health and +5/10/15 Regen.IncomeYields 2/4/6 Krowns and 1/2/3 Lore per empty tile you have colonised.12Wolf DenRareUnit: WolfBeastNatureMeleeUnitBattle startSends 2 Wolves into battle.Battle startGets +5/10/15 Damage per neighbouring Beast.

Uncommon13

8Ceremonial BonfireUncommonDivineSupportBattle startEvery neighbouring Unit gets +1/2/3 Burn. On Wildlands ground, another +2/4/6 Burn.8ForgeUncommonSupportCivilianBattle startEvery neighbouring Unit gets +15/30/45 Armor per Melee in your settlement. On Rocky ground, another +10/20/30 Armor.Hall of SkaldsUncommonStag clanUnit: SkaldCivilianHealerKnowledgeUnitBattle startSends 1 Skald into battle per Villager working here (up to 3 Villagers).IncomeYields 1/2/3 Lore per neighbouring Knowledge.8HouseUncommonSupportCivilianBattle startEvery neighbouring Unit gets +30/60/90 Health and +3/6/9 Regen.IncomeOn Fertile ground: yields 1 Villagers.8Hunter's LodgeUncommonCivilianEconomySupportBattle startEvery neighbouring Unit gets +6/12/18 Damage.IncomeYields 1/2/3 Krowns. On Wildlands ground: yields 1/2/3 Krowns.8Kobold CampUncommonUnit: KoboldMysticalMeleeUnitMercenaryBattle startSends 3 Kobolds into battle.Battle startGets +0.1/0.2/0.3 Action Speed per Economy in your settlement.8MarketplaceUncommonEconomyCivilianIncomeYields 2/4/6 Krowns. Plus 1/2/3 Krowns more per neighbouring Economy.8Scout CampUncommonCivilianSupportBattle startEvery neighbouring Unit gets +5/10/15% Action Speed per Terrain in your settlement.IncomeYields 2/4/6 Krowns per empty tile you have colonised.8Sentry CampUncommonUnit: SentryWarbandMeleeUnitBattle startSends 1 Sentry into battle per Civilian in your settlement, 6 at most.8Tracker CampUncommonUnit: TrackerWarbandRangedUnitBattle startSends 1 Tracker into battle per Villager working here (up to 3 Villagers).Battle startGets +2/4/6 Burn per neighbouring Terrain.UrdarbrunnUncommonDivineTowerSupportNot playable in the demoIn battleEvery 6 seconds in battle: every Melee Unit gets +5/10/15 Regen for 3 seconds.Battle startEvery neighbouring Healer gets +10/20/30 Healing.8Watch TowerUncommonKnowledgeSupportTowerBattle startEvery neighbouring Melee gets +35/70/105 Health per Tower in your settlement.IncomeYields 1/2/3 Lore.Winter FestivalUncommonBear clanCivilianEconomyKnowledgeSupportNot playable in the demoIn battleEvery neighbouring Melee gets +6/12/18 Regen and +10/20/30% Health.IncomeYields 1/2/3 Krowns per neighbouring Civilian.

Common12

4Axe Thrower CampCommonUnit: Axe ThrowerWarbandRangedUnitBattle startSends 1 Axe Thrower into battle per Villager working here (up to 3 Villagers).Battle startEvery neighbouring Ranged gets +2/4/6 Damage.4Barenton FountainCommonDivineKnowledgeIncomeYields 1/2/3 Lore when next to a Mountain.Battle startEvery neighbouring Healer gets +5/10/15 Healing.Berserker CampCommonWolf clanUnit: BerserkerWarbandMeleeUnitBattle startSends 1 Berserker into battle per Villager working here (up to 3 Villagers).Battle startGets +3/6/9 Crit Chance per neighbouring Warband.4BreweryCommonCivilianKnowledgeBattle startEvery neighbouring Unit gets +1/2/3 Regen.IncomeYields 1/2/3 Lore per neighbouring Warband.4Defense TowerCommonRangedTowerIn battleEvery 2 seconds in battle: shoots 1 arrow. Gets +4/8/12 Damage per neighbouring Civilian.4FarmCommonSupportCivilianEconomyBattle startEvery neighbouring Unit gets +25/50/75 Health.Round startOn Fertile ground, another +5/10/15 Health at the start of every round.IncomeYields 1/2/3 Krowns.4Healer's HutCommonUnit: HealerCivilianNatureHealerUnitBattle startSends 1 Healer into battle per Villager working here (up to 3 Villagers).Battle startGets +2/4/6 Healing per empty tile next to it.Mercenary CampCommonRaven clanUnit: MercenaryUnitWarbandMeleeMercenaryBattle startSends 1 Mercenary into battle per 6 Krowns you hold in the bank, 4 at most.4MineCommonCivilianEconomyIncomeOn Rocky ground: yields 2/4/6 Krowns. Each Villager working here yields 1 Krown.4Shield Bearer CampCommonUnit: Shield BearerWarbandMeleeUnitBattle startSends 1 Shield Bearer into battle per Villager working here (up to 3 Villagers).Battle startEvery neighbouring Unit gets +20/40/60 Armor.4Warrior CampCommonUnit: WarriorWarbandMeleeUnitBattle startSends 1 Warrior into battle per Villager working here (up to 3 Villagers).Battle startEvery neighbouring Melee gets +5/10/15 Crit Chance.4WoodcutterCommonCivilianEconomySupportBattle startEvery neighbouring Ranged gets +4/8/12 Damage.IncomeNext to a Forest: yields 1/2/3 Krowns.

Clan5

Altar Of Kings

Legendary structure

Altar Of Kings

24 KrownsDivineSupport

A Legendary support piece, Altar Of Kings rewards a wide settlement: it yields Krowns per Economy and Lore per Knowledge structure you own, anywhere.

Its battle bonus lands only on neighbouring Units, and each part scales with a different tag count: Damage from Melee, Crit Chance from Ranged, Regen from Healers. It is worth its price only once you stack one of those tags.

Effects

  • IncomeYields 1/2/3 Krowns per Economy in your settlement. Yields 1/2/3 Lore per Knowledge in your settlement.
  • Battle startEvery neighbouring Unit gets: +3/6/9 Damage per Melee in your settlement. +3/6/9 Crit Chance per Ranged in your settlement. +5/10/15 Regen per Healer in your settlement.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Counts every Economy in your settlement

Placement does not matter for this part: 8 structures carry the tag.

Counts every Knowledge in your settlement

Placement does not matter for this part: 8 structures carry the tag.

Counts every Melee in your settlement

Placement does not matter for this part: 22 structures carry the tag.

Counts every Ranged in your settlement

Placement does not matter for this part: 4 structures carry the tag.

Counts every Healer in your settlement

Placement does not matter for this part: 3 structures carry the tag.

Builds that use it

  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
Bifrost

Legendary structure

Bifrost

24 KrownsDivineSupport

Every Warband next to Bifrost sends one extra unit into battle at level 1, rising to three extra at level 3. It is a Legendary Divine structure.

On a hex board it can touch up to six camps at once, and the Common Warrior, Shield Bearer and Axe Thrower Camps are cheap ones to fill the ring. Its Divine tag also counts for Gates of Helheim.

Effects

  • Battle startEvery neighbouring Warband sends 1/2/3 extra units into battle.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
Gates of Muspell

Legendary structure

Gates of Muspell

24 KrownsMysticalMeleeUnit

Eldthur leads from Gates of Muspell, a Legendary Mystical camp, with Burn that grows for every Mystical structure anywhere in your settlement.

On Rocky ground it also gives Burn to neighbouring Mystical Units, so it is strongest on a Rocky hex beside Draugr Tombs, Kobold Camp or Wyvern Nest. Eldthur starts with 750 Health.

Effects

  • Battle startSends 1 Eldthur into battle.
  • Battle startGets +5/10/15 Burn per Mystical in your settlement.
  • Battle startOn Rocky ground: every neighbouring Mystical Unit gets +3/6/9 Burn.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Eldthur

StatLv 1Lv 2Lv 3
Health75015002250
Damage204060
Action Speed0.50.50.5
Armor300600900
Range222
Cleave789
Burn102030
Movement Speed2

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Yggdrasil

Legendary structure

Yggdrasil

24 KrownsDivineSupportNature

Yggdrasil is a Legendary Divine piece. Next to a Forest it doubles the Health of every neighbouring Unit at level 1, and it raises every Healer's Healing.

The Healer bonus reaches the whole settlement, but the Health bonus needs a Forest beside it, so plan its hex before you buy it.

Effects

  • Battle startNext to a Forest: every neighbouring Unit gets +75/150/225% Health.
  • Battle startEvery Healer gets +50/100/150% Healing.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
Gates of Helheim

Epic structure

Gates of Helheim

18 KrownsMysticalMeleeUnit

Two Fallen Valkyries fight for Gates of Helheim, an Epic Mystical camp that gains Damage for every Divine structure standing on a neighbouring hex.

Divine neighbours include Bifrost, Ceremonial Bonfire, Barenton Fountain and Mimirsbrunn, so it pairs well with a Divine cluster. As a Mystical Unit it also takes the Offering Well bonus.

Effects

  • Battle startSends 2 Fallen Valkyries into battle.
  • Battle startGets +8/16/24 Damage per neighbouring Divine.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Fallen Valkyrie

StatLv 1Lv 2Lv 3
Health250500750
Damage153045
Action Speed0.70.70.7
Armor50100150
Crit Chance555
Range111
Movement Speed3.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Hlidskjalf

Epic structure

Hlidskjalf

Stag ClanDivineMeleeUnitWarband

Hlidskjalf is the Stag clan's Einherjar camp. Up to three Einherjar fight for you, one per working Villager, each with 150 Health at level 1 of the camp.

It carries Divine, Melee and Warband tags at once, so Bifrost adds extra Einherjar, Gates of Helheim gains Damage beside it, and Melee boosters such as Völund's Forge apply.

Effects

  • Battle startSends 1 Einherjar into battle per Villager working here (up to 3 Villagers).

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Einherjar

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health150300450
Damage122436
Action Speed0.70.70.7
Armor204060
Range111
Revive111
Movement Speed3

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
Horn of Managarm

Epic structure

Horn of Managarm

Wolf ClanBeastMeleeUnitMystical

Three White Wolves join the battle from Horn of Managarm, a Wolf clan camp that also speeds up every Melee piece on a neighbouring hex, its own wolves included.

Its Beast tag counts for Wolf Den, which gains Damage per neighbouring Beast, so the two pair well. It arrives with the Wolf clan.

Effects

  • Battle startSends 3 White Wolves into battle.
  • Battle startEvery neighbouring Melee gets +0.1/0.2/0.3 Action Speed.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: White Wolf

StatLv 1Lv 2Lv 3
Health150300450
Damage102030
Action Speed0.90.90.9
Range1.51.51.5
Cleave111
Movement Speed4.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Mjölnir

Epic structure

Mjölnir

18 KrownsDivineTower

Lightning Bolts fall from Mjölnir on random enemy units every seven seconds of battle, and every bolt applies Burn. It is an Epic Divine Tower.

Each neighbouring Warband adds more bolts, so it is strongest inside a ring of Warrior, Shield Bearer or Axe Thrower Camps. Its Tower tag counts for Watch Tower.

Effects

  • In battleEvery 7 seconds in battle: calls down 5/10/15 Lightning Bolts on random enemy units. Every bolt applies 13/26/39 Burn. Adds 1/2/3 more Lightning Bolts per neighbouring Warband.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Naglfar

A Son of Hrymr fights for Naglfar, a Raven clan camp, with extra Health and Frost for every Krown you hold in the bank when the battle starts.

Like Mercenary Camp, it rewards a large bank, so the two share a plan. A neighbouring Offering Well adds to it as a Mystical Unit.

Effects

  • Battle startSends 1 Son of Hrymr into battle.
  • Battle startGets +5/10/15 Health and +1/2/3 Frost per Krown you hold in the bank.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Son of Hrymr

StatLv 1Lv 2Lv 3
Health3507001050
Damage204060
Action Speed0.40.40.4
Armor100200300
Crit Chance101010
Range222
Cleave345
Movement Speed2

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Scabbard of Gram

Epic structure

Scabbard of Gram

Bear ClanDivineSupport

Not playable in the demo

Neighbouring Melee pieces get Frost from Scabbard of Gram, a Bear clan structure. On Rocky ground it also gives every Warchief on your side Cleave as well.

Borgild and Kaija both carry the Warchief tag, so the Cleave reaches them wherever they stand. Like the rest of the Bear clan, it cannot be played in the demo yet.

Effects

  • Battle startEvery neighbouring Melee gets +20/40/60 Frost.
  • Battle startOn Rocky ground: every Warchief gets +1/2/3 Cleave.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Seal of Valhalla

Epic structure

Seal of Valhalla

DivineMeleeWarbandSacrificialUnit

Not playable in the demo

Seal of Valhalla gives each of your falling units a 50% chance to call a Spectral Warrior into the fight. It is in the game files but not playable in the demo.

The more units you field, the more chances it gets, so it suits wide armies of cheap camps. Its Divine, Melee and Warband tags count for Bifrost, Gates of Helheim and Melee boosters.

Effects

  • In battleWhenever one of your units falls, there is a 50% chance a Spectral Warrior joins the fight.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Spectral Warrior

StatLv 1Lv 2Lv 3
Health4590135
Damage51015
Action Speed0.80.80.8
Range111
Movement Speed4.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Skull of Hrungnir

Epic structure

Skull of Hrungnir

18 KrownsMysticalMeleeUnit

Only next to a Circle of Stone does Skull of Hrungnir send its Draconic Jötunn into battle, so check your board before buying this Epic Mystical camp.

Without a Circle of Stone it sends no unit, so skip it on boards that lack one. The Draconic Jötunn has 55 Damage at level 1, and each neighbouring Divine structure adds Frost.

Effects

  • Battle startNext to a Circle of Stone: sends 1 Draconic Jötunn into battle.
  • Battle startGets +5/10/15 Crit Chance per neighbouring Divine.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Draconic Jötunn

StatLv 1Lv 2Lv 3
Health50010001500
Damage55110165
Action Speed0.60.60.6
Armor100200300
Crit Chance151515
Range222
Movement Speed2.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Völund's Forge

Epic structure

Völund's Forge

18 KrownsSupportMystical

Neighbouring Melee get Cleave and a large Armor bonus from Völund's Forge, an Epic support piece, plus one more effect that depends on its ground.

Fertile ground adds Burn, Rocky ground Frost and Wildlands Poison, so it fits any tile. It is strongest in the middle of your Melee camps.

Effects

  • Battle startEvery neighbouring Melee gets +1/2/3 Cleave and +100/200/300 Armor.
  • Battle startOn Fertile ground, another +3/6/9 Burn.
  • Battle startOn Rocky ground, another +5/10/15 Frost.
  • Battle startOn Wildlands ground, another +3/6/9 Poison.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Wyvern Nest

Epic structure

Wyvern Nest

18 KrownsMysticalRangedUnit

A Wyvern with a range of 10, the longest of any unit, flies out of Wyvern Nest, an Epic Mystical camp that gains extra Burn beside a Mountain.

As a Ranged piece it gains Damage from Woodcutter and Axe Thrower Camp, and as a Mystical Unit from Offering Well, so it fits both kinds of cluster.

Effects

  • Battle startSends 1 Wyvern into battle.
  • Battle startNext to a Mountain: gets +5/10/15 Burn.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Wyvern

StatLv 1Lv 2Lv 3
Health200400600
Damage102030
Action Speed0.50.50.5
Armor300600900
Range101010
Cleave567
Burn102030
Movement Speed3.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
Draugr Tombs

Rare structure

Draugr Tombs

12 KrownsMysticalMeleeSacrificialUnit

Two Draugr march out of Draugr Tombs, a Rare Mystical camp whose ground sets its job: Poison per Mystical on Fertile ground, heavy Armor on Rocky ground.

On Fertile ground it pairs with other Mystical pieces such as Kobold Camp and Jötunn Camp. Offering Well and Gates of Muspell boost Mystical Units next to them.

Effects

  • Battle startSends 2 Draugr into battle.
  • Battle startOn Fertile ground: gets +3/6/9 Poison per Mystical in your settlement.
  • Battle startOn Rocky ground: gets +200/400/600 Armor.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Draugr

StatLv 1Lv 2Lv 3
Health150300450
Damage81624
Action Speed0.650.650.65
Range111
Cleave111
Poison51015
Movement Speed3

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
Gjallarhorn

Rare structure

Gjallarhorn

12 KrownsDivineSupportTower

Every eight seconds of battle, Gjallarhorn gives every Unit in your army Haste. This Rare Divine Tower acts faster for each neighbouring Divine piece.

The Haste reaches the whole army, so it is useful anywhere; beside Bifrost or Mimirsbrunn it is faster still. Its Tower tag counts for Watch Tower.

Effects

  • In battleEvery 8 seconds in battle: every Unit gets +1/2/3 Haste.
  • Battle startGets +10/20/30% Action Speed per neighbouring Divine.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Hörgr

Rare structure

Hörgr

12 KrownsKnowledgeDivineMeleeUnit

Four Spectral Warriors fight for Hörgr, a Rare camp that also turns spare Villagers into Lore: each Villager working it yields Lore as income.

It is a good home for Villagers you have no camp for. With Knowledge, Divine and Melee tags it counts for Hall of Skalds, Gates of Helheim and every Melee booster.

Effects

  • Battle startSends 4 Spectral Warriors into battle.
  • IncomeEach Villager working here yields 1/2/3 Lore.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Spectral Warrior

Starts with 0 Villagers, holds up to 3.

StatLv 1Lv 2Lv 3
Health4590135
Damage51015
Action Speed0.70.70.7
Range111
Movement Speed4.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Jötunn Camp

Rare structure

Jötunn Camp

12 KrownsMysticalMeleeUnitMercenary

With 550 Health at level 1, the Jötunn from Jötunn Camp is a Rare Mystical tank, and every neighbouring Warband adds even more Health to it.

Warband camps such as Warrior Camp and Shield Bearer Camp around it raise that bonus, so it fits in the middle of a camp cluster. As a Mystical Unit it also gains from Offering Well.

Effects

  • Battle startSends 1 Jötunn into battle.
  • Battle startGets +40/80/120 Health per neighbouring Warband.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Jotunn

StatLv 1Lv 2Lv 3
Health55011001650
Damage102030
Action Speed0.50.50.5
Range222
Cleave345
Stun0.40.40.4
Movement Speed2

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Mender's Hut

Rare structure

Mender's Hut

12 KrownsCivilianHealerNatureUnit

Menders join the fight from Mender's Hut one per working Villager, up to three, while every neighbouring Unit gains Regen from this Rare Healer camp.

On Fertile ground it also gets Crit Chance, so a Fertile hex is the better spot. Mimirsbrunn, Urdarbrunn and Barenton Fountain boost it as a Healer.

Effects

  • Battle startSends 1 Mender into battle per Villager working here (up to 3 Villagers).
  • Battle startEvery neighbouring Unit gets +10/20/30 Regen.
  • Battle startOn Fertile ground: gets +15/30/45 Crit Chance.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Mender

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health60120180
Action Speed0.70.70.7
Crit Chance101010
Range444
Healing153045
Movement Speed3

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
Mimirsbrunn

Rare structure

Mimirsbrunn

12 KrownsKnowledgeDivineSupport

Lore from Mimirsbrunn grows with every Knowledge piece in your settlement, and this Rare Knowledge structure makes neighbouring Healers act faster in battle.

It fits beside Healer's Hut, Mender's Hut or Hall of Skalds, and its Lore gets better the more Knowledge you own. Its Divine tag counts for Gates of Helheim, Gjallarhorn and Skull of Hrungnir.

Effects

  • Battle startEvery neighbouring Healer attacks 10/20/30% faster (Action Speed).
  • IncomeYields 1/2/3 Lore per Knowledge in your settlement.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Counts every Knowledge in your settlement

Placement does not matter for this part: 8 structures carry the tag.

Naströnd

Rare structure

Naströnd

12 KrownsMysticalSupportTerrain

Naströnd is a Rare Terrain piece: neighbouring Melee get Thorns per Terrain in your settlement, and on Fertile ground neighbouring Units gain Health.

That Health bonus is a percentage, so it grows with big units. It carries the Terrain tag itself, which counts for Tracker Camp and Scout Camp.

Effects

  • Battle startEvery neighbouring Melee gets +3/6/9 Thorns per Terrain in your settlement.
  • Battle startOn Fertile ground: every neighbouring Unit gets +15/30/45% Health.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Offering Well

Rare structure

Offering Well

12 KrownsEconomySupport

Offering Well is a Rare support piece for Mystical armies: neighbouring Mystical Units get Health and Damage, and gain more at the start of every round.

It costs Krowns every round, so it pays off only with Mystical camps beside it, such as Kobold Camp, Draugr Tombs or Jötunn Camp. Its Economy tag counts for Marketplace.

Effects

  • IncomeCosts 1/2/3 Krowns every round.
  • Battle startEvery neighbouring Mystical Unit gets +30/60/90 Health and +5 Damage.
  • Round startAnother +15/30/45 Health and +3/6/9 Damage at the start of every round.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
Sacrificial Pyre

Rare structure

Sacrificial Pyre

SupportSacrificial

Not playable in the demo

Every Villager sacrificed to Sacrificial Pyre gives neighbouring Melee more Damage, and on Rocky ground this Rare Sacrificial piece adds Crit Chance as well.

That Crit Chance scales with every Melee structure in your settlement, so it suits a Melee-heavy board. It is in the game files but not playable in the demo.

Effects

  • Battle startEvery neighbouring Melee gets +3/6/9 Damage per Villager sacrificed.
  • Battle startOn Rocky ground: every neighbouring Melee gets +1/2/3 Crit Chance per Melee in your settlement.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Villagers

Takes any number of Villagers (starts with 0).

Synergy map

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Sheep Fold

Rare structure

Sheep Fold

12 KrownsEconomyKnowledgeCivilianSupport

Neighbouring Units get Health and Regen from Sheep Fold, and this Rare economy piece yields Krowns and Lore for each empty tile you have colonised.

Like Scout Camp, it pays for open space, so it is a poor fit for a packed board. With Economy, Knowledge and Civilian tags it counts for Marketplace, Hall of Skalds and Sentry Camp.

Effects

  • Battle startEvery neighbouring Unit gets +30/60/90 Health and +5/10/15 Regen.
  • IncomeYields 2/4/6 Krowns and 1/2/3 Lore per empty tile you have colonised.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
Wolf Den

Rare structure

Wolf Den

12 KrownsBeastNatureMeleeUnit

Two Wolves with 125 Health each at level 1 fight for Wolf Den, a Rare Beast camp that gains extra Damage for every Beast standing on a neighbouring hex.

The other Beast pieces are Horn of Managarm (Wolf clan) and Kaija's Den (Bear clan), so in the demo the bonus has no partner until the Wolf clan arrives.

Effects

  • Battle startSends 2 Wolves into battle.
  • Battle startGets +5/10/15 Damage per neighbouring Beast.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Wolf

StatLv 1Lv 2Lv 3
Health125250375
Damage81624
Action Speed0.80.80.8
Crit Chance151515
Range1.51.51.5
Movement Speed4.5

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Ceremonial Bonfire

Uncommon structure

Ceremonial Bonfire

8 KrownsDivineSupport

Every Unit next to Ceremonial Bonfire starts the battle with extra Burn, and the bonus triples when this Uncommon Divine piece stands on Wildlands ground.

Off Wildlands it is weak, so hold it for a Wildlands hex with unit camps around it. Its Divine tag also counts for Gates of Helheim, Gjallarhorn and Skull of Hrungnir.

Effects

  • Battle startEvery neighbouring Unit gets +1/2/3 Burn. On Wildlands ground, another +2/4/6 Burn.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Forge

Uncommon structure

Forge

8 KrownsSupportCivilian

Neighbouring Units get Armor from Forge for every Melee structure in your settlement, and Rocky ground adds more again. It is an Uncommon support piece.

It is weak with few Melee pieces and strong with many; Warrior Camp, Shield Bearer Camp and your Banner Hall all count. Its Civilian tag also helps Defense Tower and Sentry Camp.

Effects

  • Battle startEvery neighbouring Unit gets +15/30/45 Armor per Melee in your settlement. On Rocky ground, another +10/20/30 Armor.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
Hall of Skalds

Uncommon structure

Hall of Skalds

Stag ClanCivilianHealerKnowledgeUnit

For every Villager working it, up to three, Hall of Skalds puts a Skald on the field. This Stag clan structure also yields Lore per neighbouring Knowledge.

Knowledge neighbours such as Brewery, Barenton Fountain, Mimirsbrunn and Watch Tower raise its Lore, so it pays off in a Knowledge cluster. With the Healer tag it also gains from Mimirsbrunn.

Effects

  • Battle startSends 1 Skald into battle per Villager working here (up to 3 Villagers).
  • IncomeYields 1/2/3 Lore per neighbouring Knowledge.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Skald

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health255075
Action Speed0.70.70.7
Range666
Healing153045
Movement Speed2.5

Synergy map

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Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
House

Uncommon structure

House

8 KrownsSupportCivilian

Neighbouring Units get Health and Regen from House, an Uncommon support piece. On Fertile ground it also yields a Villager as income each round.

Villagers otherwise cost 4 Krowns and get dearer with every one you buy, so Fertile ground is where it belongs. Its Civilian tag also counts for Sentry Camp and Defense Tower.

Effects

  • Battle startEvery neighbouring Unit gets +30/60/90 Health and +3/6/9 Regen.
  • IncomeOn Fertile ground: yields 1 Villagers.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Builds that use it

  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
Hunter's Lodge

Uncommon structure

Hunter's Lodge

8 KrownsCivilianEconomySupport

An Uncommon Economy piece, Hunter's Lodge gives neighbouring Units extra Damage and yields Krowns, twice as many when it stands on Wildlands ground.

It does both jobs from one hex, income and army, which makes it a good pick for a Wildlands hex. Next to a Marketplace it adds to that income too.

Effects

  • Battle startEvery neighbouring Unit gets +6/12/18 Damage.
  • IncomeYields 1/2/3 Krowns. On Wildlands ground: yields 1/2/3 Krowns.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
Kobold Camp

Uncommon structure

Kobold Camp

8 KrownsMysticalMeleeUnitMercenary

Three Kobolds fight for Kobold Camp, an Uncommon Mystical camp, and they attack faster for every Economy structure anywhere in your settlement.

The bonus counts the whole settlement, so Farm, Mine, Marketplace and Hunter's Lodge feed it wherever they sit; it is weak on a board with little Economy. Offering Well boosts it as a Mystical Unit.

Effects

  • Battle startSends 3 Kobolds into battle.
  • Battle startGets +0.1/0.2/0.3 Action Speed per Economy in your settlement.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Kobold

StatLv 1Lv 2Lv 3
Health306090
Damage51015
Action Speed0.50.50.5
Range111
Movement Speed4.5

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
Marketplace

Uncommon structure

Marketplace

8 KrownsEconomyCivilian

The centre of a Krown cluster, Marketplace is an Uncommon Economy structure that yields Krowns as income, plus more for each neighbouring Economy piece.

Surround it with Farm, Mine, Hunter's Lodge or Woodcutter: it is worth most with Economy on every side. Its own Economy tag also counts for Kobold Camp and Altar of Kings.

Effects

  • IncomeYields 2/4/6 Krowns. Plus 1/2/3 Krowns more per neighbouring Economy.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
Scout Camp

Uncommon structure

Scout Camp

8 KrownsCivilianSupport

Krowns from Scout Camp grow with each empty tile you have colonised, and this Uncommon support piece speeds up neighbouring Units per Terrain you own.

It rewards leaving colonised hexes open, which pulls against packing the board. Naströnd carries the Terrain tag.

Effects

  • Battle startEvery neighbouring Unit gets +5/10/15% Action Speed per Terrain in your settlement.
  • IncomeYields 2/4/6 Krowns per empty tile you have colonised.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Sentry Camp

Uncommon structure

Sentry Camp

8 KrownsWarbandMeleeUnit

One Sentry joins the battle from Sentry Camp for each Civilian structure in your settlement, six at most, with no Villagers. It is an Uncommon Melee camp.

Farm, Mine, Marketplace, House and Brewery are all Civilian, so it fits an economy-heavy board. Sentries are weak alone, with 20 Health at level 1.

Effects

  • Battle startSends 1 Sentry into battle per Civilian in your settlement, 6 at most.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Sentry

StatLv 1Lv 2Lv 3
Health204060
Damage369
Action Speed0.60.60.6
Range111
Movement Speed2.5

Synergy map

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Tracker Camp

Uncommon structure

Tracker Camp

8 KrownsWarbandRangedUnit

Up to three Trackers fight for Tracker Camp, one for each Villager working it, and this Uncommon Ranged camp gains Burn per neighbouring Terrain piece.

Bifrost and Mjölnir reward it as a Warband, and Axe Thrower Camp or Woodcutter next to it adds Ranged Damage. It needs Terrain beside it to earn its Burn.

Effects

  • Battle startSends 1 Tracker into battle per Villager working here (up to 3 Villagers).
  • Battle startGets +2/4/6 Burn per neighbouring Terrain.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Tracker

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health4590135
Damage369
Action Speed0.60.60.6
Range666
Movement Speed3

Synergy map

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Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
Urdarbrunn

Uncommon structure

Urdarbrunn

DivineTowerSupport

Not playable in the demo

Every six seconds, Urdarbrunn pulses Regen to every Melee Unit, and this Uncommon Divine Tower raises the Healing of every neighbouring Healer too.

The Regen pulse covers the whole army, so only the Healer bonus depends on placement. It is in the game files but not playable in the demo.

Effects

  • In battleEvery 6 seconds in battle: every Melee Unit gets +5/10/15 Regen for 3 seconds.
  • Battle startEvery neighbouring Healer gets +10/20/30 Healing.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Watch Tower

Uncommon structure

Watch Tower

8 KrownsKnowledgeSupportTower

Health for neighbouring Melee from Watch Tower grows with every Tower in your settlement, and this Uncommon Tower also yields Lore as income.

The other Towers are Defense Tower, Gjallarhorn, Mjölnir and Urdarbrunn, and it is strongest with several of them. Its Knowledge tag counts for Hall of Skalds.

Effects

  • Battle startEvery neighbouring Melee gets +35/70/105 Health per Tower in your settlement.
  • IncomeYields 1/2/3 Lore.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Winter Festival

Uncommon structure

Winter Festival

Bear ClanCivilianEconomyKnowledgeSupport

Not playable in the demo

Neighbouring Melee get Regen and a percent Health boost from Winter Festival, a Bear clan structure that also yields Krowns for each neighbouring Civilian.

It needs both kinds of neighbour, so it fits where economy and army meet. It belongs to the Bear clan, which the demo does not let you play yet.

Effects

  • In battleEvery neighbouring Melee gets +6/12/18 Regen and +10/20/30% Health.
  • IncomeYields 1/2/3 Krowns per neighbouring Civilian.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Axe Thrower Camp

Common structure

Axe Thrower Camp

4 KrownsWarbandRangedUnit

Cheap and Common, Axe Thrower Camp adds one Axe Thrower to the fight for every Villager in it, three at most, and gives neighbouring Ranged extra Damage.

It carries the Ranged tag itself, so two camps side by side boost each other. Woodcutter adds more Ranged Damage, and Bifrost, Brewery and Mjölnir reward it as a Warband.

Effects

  • Battle startSends 1 Axe Thrower into battle per Villager working here (up to 3 Villagers).
  • Battle startEvery neighbouring Ranged gets +2/4/6 Damage.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Axe Thrower

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health255075
Damage81624
Action Speed0.40.40.4
Range555
Movement Speed3

Synergy map

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Builds that use it

  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
Barenton Fountain

Common structure

Barenton Fountain

4 KrownsDivineKnowledge

A Common Divine and Knowledge piece, Barenton Fountain yields Lore when it sits next to a Mountain and raises the Healing of every neighbouring Healer.

The Healer camps are Healer's Hut, Mender's Hut and Hall of Skalds, so it fits between them. Without a Mountain or a Healer beside it, it does very little.

Effects

  • IncomeYields 1/2/3 Lore when next to a Mountain.
  • Battle startEvery neighbouring Healer gets +5/10/15 Healing.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Placement

  • Needs a Mountain on a neighbouring hex
Berserker Camp

Common structure

Berserker Camp

Wolf ClanWarbandMeleeUnit

Berserker Camp is the Wolf clan's Berserker camp. It fields one Berserker per working Villager, up to three, and gains Crit Chance for each Warband beside it.

Warband camps such as Warrior Camp, Shield Bearer Camp and Axe Thrower Camp are the neighbours it wants, so it fits inside a camp cluster. It arrives with the Wolf clan.

Effects

  • Battle startSends 1 Berserker into battle per Villager working here (up to 3 Villagers).
  • Battle startGets +3/6/9 Crit Chance per neighbouring Warband.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Berserker

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health55110165
Damage4812
Action Speed0.70.70.7
Crit Chance151515
Range111
Movement Speed3.5

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Brewery

Common structure

Brewery

4 KrownsCivilianKnowledge

A Common Civilian structure, Brewery gives neighbouring Units a little Regen and yields Lore for every Warband next to it, a fit inside a camp cluster.

Its Knowledge tag counts for Hall of Skalds and Mimirsbrunn, and its Civilian tag adds one Sentry to a Sentry Camp.

Effects

  • Battle startEvery neighbouring Unit gets +1/2/3 Regen.
  • IncomeYields 1/2/3 Lore per neighbouring Warband.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Defense Tower

Common structure

Defense Tower

4 KrownsRangedTower

Every two seconds in battle, Defense Tower shoots an arrow. This Common Tower gains Damage per neighbouring Civilian, so it belongs among your economy pieces.

Villagers working it add activations. It is a cheap fit for an economy-heavy board, and Axe Thrower Camp and Woodcutter raise its Damage because it is Ranged.

Effects

  • In battleEvery 2 seconds in battle: shoots 1 arrow. Gets +4/8/12 Damage per neighbouring Civilian.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Villagers

Starts with 0 Villagers, holds up to 3.

Synergy map

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Farm

Common structure

Farm

4 KrownsSupportCivilianEconomy

One of the cheapest Economy pieces, Farm yields Krowns and gives neighbouring Units extra Health. On Fertile ground it adds more at every round start.

It is a cheap early buy that does two jobs. Marketplace, Kobold Camp and Altar of Kings all count it as Economy, and Defense Tower and Sentry Camp as Civilian.

Effects

  • Battle startEvery neighbouring Unit gets +25/50/75 Health.
  • Round startOn Fertile ground, another +5/10/15 Health at the start of every round.
  • IncomeYields 1/2/3 Krowns.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

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Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Healer's Hut

Common structure

Healer's Hut

4 KrownsCivilianNatureHealerUnit

Healers join the battle from Healer's Hut one per working Villager, up to three. The Common hut heals more for each empty tile next to it, so space matters.

That pulls against crowding it, so leave a few open hexes around it. Mimirsbrunn, Urdarbrunn and Barenton Fountain boost neighbouring Healers, at the cost of one of those open hexes each.

Effects

  • Battle startSends 1 Healer into battle per Villager working here (up to 3 Villagers).
  • Battle startGets +2/4/6 Healing per empty tile next to it.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Healer

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health3570105
Action Speed0.40.40.4
Range666
Healing102030
Movement Speed2.5

Synergy map

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Builds that use it

  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
Mercenary Camp

Common structure

Mercenary Camp

Raven ClanUnitWarbandMeleeMercenary

For every 6 Krowns you hold in the bank, Mercenary Camp sends one Mercenary into battle, four at most, with no Villagers needed. It is a Raven clan camp.

It rewards saving Krowns instead of spending them all; 24 banked Krowns fill it. As a Warband it also gains extra Mercenaries from a neighbouring Bifrost.

Effects

  • Battle startSends 1 Mercenary into battle per 6 Krowns you hold in the bank, 4 at most.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Mercenary

StatLv 1Lv 2Lv 3
Health60120180
Damage71421
Action Speed0.650.650.65
Armor153045
Crit Chance101010
Range111
Movement Speed3

Synergy map

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Builds that use it

  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
Mine

Common structure

Mine

4 KrownsCivilianEconomy

On Rocky ground Mine yields Krowns, plus one Krown for each Villager working it, up to three of them at a time. It is a Common Economy structure.

Off Rocky ground only the Villagers pay, so hold it for a Rocky hex. Next to a Marketplace it also adds to that structure's income.

Effects

  • IncomeOn Rocky ground: yields 2/4/6 Krowns. Each Villager working here yields 1 Krown.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Villagers

Starts with 0 Villagers, holds up to 3.

Synergy map

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Placement

  • Bonus on Rocky ground

Builds that use it

  • Kobold economyStag's Kobold engine: a level 3 Kobold Camp that speeds up with every Economy structure you own, wrapped in Hunter's Lodge, Forge and Offering Well.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Shield Bearer Camp

Common structure

Shield Bearer Camp

4 KrownsWarbandMeleeUnit

Cheap and sturdy, Shield Bearer Camp fields one Shield Bearer per working Villager, three at most, and gives every neighbouring Unit Armor. It is a Common camp.

Bifrost, Mjölnir and Jötunn Camp all reward a Warband beside them, so it is cheap filler for any camp ring, and two Shield Bearer Camps side by side armour each other.

Effects

  • Battle startSends 1 Shield Bearer into battle per Villager working here (up to 3 Villagers).
  • Battle startEvery neighbouring Unit gets +20/40/60 Armor.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Shield Bearer

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health306090
Damage51015
Action Speed0.40.40.4
Armor50100150
Range111
Movement Speed2.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
  • Mystical monstersBig Mystical units behind a Warband wall: level 3 Jötunn Camp and Draugr Tombs on Rocky ground, a Wyvern Nest by a Mountain, healers at the back.
Warrior Camp

Common structure

Warrior Camp

4 KrownsWarbandMeleeUnit

Up to three Warriors fight for Warrior Camp, one per working Villager, and every neighbouring Melee piece gains Crit Chance from this cheap Common camp.

As a Warband it suits a spot beside Bifrost, Mjölnir or Berserker Camp, and two Warrior Camps side by side raise each other's Crit Chance.

Effects

  • Battle startSends 1 Warrior into battle per Villager working here (up to 3 Villagers).
  • Battle startEvery neighbouring Melee gets +5/10/15 Crit Chance.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Warrior

Starts with 1 Villager, holds up to 3.

StatLv 1Lv 2Lv 3
Health4590135
Damage51015
Action Speed0.80.80.8
Range111
Movement Speed3

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Einherjar + BifrostStag's late-game wall: Hlidskjalf beside a level 3 Bifrost sends six Einherjar that each revive once. Nerfed on 10-12 and again on 10-19: less Health and Armor.
  • Krown bankRaven's banking board: hold 24 Krowns and every Mercenary Camp sends four Mercenaries, while Naglfar gains Health and Frost for each Krown you keep.
  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Woodcutter

Common structure

Woodcutter

4 KrownsCivilianEconomySupport

Ranged pieces next to Woodcutter deal more Damage, and this Common Economy piece also yields Krowns when it stands on a hex next to a Forest.

Ranged neighbours include Axe Thrower Camp, Tracker Camp, Wyvern Nest and Defense Tower, so it fits a Ranged corner near a Forest. Kobold Camp and Marketplace also count it as Economy.

Effects

  • Battle startEvery neighbouring Ranged gets +4/8/12 Damage.
  • IncomeNext to a Forest: yields 1/2/3 Krowns.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Placement

  • Needs a Forest on a neighbouring hex

Builds that use it

  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Bear Banner Hall

Clan structure

Bear Banner Hall

Bear ClanBanner HallMeleeUnitWarchief

Not playable in the demo

Bear Banner Hall is the Bear clan's starting centre. Borgild fights from it, it pays Krowns and Lore as income, and Borgild gets stronger after each fight.

After every battle Borgild gains Health, Damage and Regen, and when the storm starts Borgild gets a burst of Armor and Regen for ten seconds. The Bear clan is not playable in the demo.

Effects

  • Battle startSends Borgild into battle.
  • IncomeYields 10/12/14 Krowns and 4/5/6 Lore.
  • After battleBorgild grows by +50 Health, +5 Damage and +1 Regen after every battle.
  • Battle startWhen the storm starts, Borgild gets +200 Armor and +100% Regen for 10 seconds.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Borgild

StatLv 1Lv 2Lv 3
Health200200200
Damage666
Action Speed0.60.60.6
Armor404040
Range111
Movement Speed2.5

Synergy map

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Kaija's Den

Clan structure

Kaija's Den

Bear ClanMeleeWarchiefUnitBeast

Not playable in the demo

Kaija's Den is a Bear clan structure that sends Kaija into battle. Kaija grows after every fight, gaining Health, Damage and Regen each time it ends.

Kaija grows every fight, so it is worth placing early in a run. The Bear warchief skill Kindred Sprits boosts Borgild and Kaija, and its Beast tag counts for Wolf Den. Bear is still locked in the demo build.

Effects

  • Battle startSends Kaija into battle.
  • After battleKaija grows by +80 Health, +2 Damage and +2 Regen after every battle.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Kaija

StatLv 1Lv 2Lv 3
Health120120120
Damage555
Action Speed0.50.50.5
Armor505050
Range1.51.51.5
Cleave111
Regen333
Movement Speed2.5

Synergy map

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Raven Banner Hall

Clan structure

Raven Banner Hall

Raven ClanBanner HallMeleeUnitWarchief

Raven Banner Hall is where the Raven clan starts. It sends Liv into battle and yields 11 to 15 Krowns plus Lore as income, with Liv growing after every battle.

Liv gains Health, Damage and Crit Chance every fight. Raven clan structures include Mercenary Camp and Naglfar, which both scale with banked Krowns, so Raven suits a saving plan.

Effects

  • Battle startSends Liv into battle.
  • IncomeYields 11/13/15 Krowns and 4/5/6 Lore.
  • After battleLiv grows by +50 Health, +5 Damage and +3 Crit Chance after every battle.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Liv

StatLv 1Lv 2Lv 3
Health200200200
Damage888
Action Speed0.80.80.8
Crit Chance151515
Range111
Movement Speed3.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.

Builds that use it

  • Raven economyRaven's crit engine: Liv ringed by Economy structures with a level 3 Warrior Camp beside her, so every crit turns your economy into damage.
Stag Banner Hall

Clan structure

Stag Banner Hall

Stag ClanBanner HallMeleeUnitWarchief

Stag Banner Hall is the Stag clan's home hex. Brand marches out from it each battle, it adds Krowns and Lore to your income, and Brand grows after every fight.

Brand gains Health, Damage and Armor after every battle and starts with 240 Health, the most of the four warchiefs, a safe front-line pick. Stag clan structures include Hlidskjalf and Hall of Skalds.

Effects

  • Battle startSends Brand into battle.
  • IncomeYields 11/13/15 Krowns and 4/5/6 Lore.
  • After battleBrand grows by +50 Health, +5 Damage and +10 Armor after every battle.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Brand

StatLv 1Lv 2Lv 3
Health240240240
Damage101010
Action Speed0.650.650.65
Armor404040
Range111
Movement Speed3.5

Synergy map

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Wolf Banner Hall

Clan structure

Wolf Banner Hall

Wolf ClanBanner HallMeleeUnitWarchief

Wolf Banner Hall starts every Wolf clan settlement. Egil leads its army into battle, the hall brings in Krowns and Lore, and Egil grows after every fight.

Egil gains Health, Damage and Burn after every battle and starts with 15 Damage, the most of the four warchiefs at level 1, a strong early fighter. The Wolf clan arrives with its demo update.

Effects

  • Battle startSends Egil into battle.
  • IncomeYields 11/13/15 Krowns and 4/5/6 Lore.
  • After battleEgil grows by +50 Health, +5 Damage and +1 Burn after every battle.

Values written as 1/2/3 are for structure levels 1, 2 and 3.

Unit: Egil

StatLv 1Lv 2Lv 3
Health210210210
Damage151515
Action Speed0.650.650.65
Range111
Movement Speed3.5

Synergy map

Read from the effect text: what this piece boosts on neighbouring hexes, what boosts it, and what it wants beside it.