"The feral lady Valnerak stalks the night under the all-seeing moon. Endless is her hunger. Fear her bite and always respect the curse." -Ancient writings of a ruined realm
Humanoids affected by the curse of lycanthropy will turn into werewolves and will forever have the beast inside them ruling their lives. Werewolves are ferocious hunters and will kill for pleasure as well as for food. They are incredibly good scouts, owing mostly to their fine sense of smell and night vision. Rarely does a prey escape the deadly jaws of the werewolf-- unfortunately, their table manners leave much to be desired, and tailoring is expensive, which hurts the economy of most werewolf kingdoms.
Excellent Fighters, superior Rangers, good Spying, high level of Cannibalism and no Mutiny. Werewolves can find a maximum of 200 food per acre when exploring for food, most races can only find 100 per acre. Weapons and Armor immunity which reduces the effectiveness of w/a when used against you. Werewolves Regenerate 50% of their own troops when raiding other kingdoms and 25% of the enemies troops.
Poor Archers, Clerics, Mages, Thieves and Assassins, poor Looting and Assassination potential, poor study, poor building, poor Mana generation, poor food production and no means of building Weapons, Armor and War Machines. Werewolves have no weapon and armor usage. See also below under special ability
Regeneration - All troops dying in a successful assault or defence, or due to most spells, are regenerated to fight for the werewolves. Purgatory spells will kill werewolf troops permanently. Werewolf troops that die raiding an enemy kingdom do not regenerate. Werewolves regenerate 50% of their own troops and 25% of the enemy kingdoms troops when raiding an enemy kingdom.
Immunity - All werewolf troops gain increased resistance to enemy Weapons and Armor depending on their victories in battle and own weapon/armor study.
Food Search - Rangers can find a maximum of 200 food per land instead of the usual 100.
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| Troop | Quality |
|---|---|
| Archers | 10% |
| Assassins | 50% |
| Clerics | 30% |
| Fighters | 400% |
| Mages | 10% |
| Rangers | 500% |
| Thieves | 50% |
| Type | Modifier | Description |
|---|---|---|
| Food Consumed | 1 | For every 1 unit of population or military, 1 food is consumed. |
| Food Produced | 0.45 | For every 5 farm parts, 450 food is produced |
| Population | 0.2 | Population will grow by 20% per turn if housing is available. |
| Cannibalism | 25 | More information on Cannibalism |
| Type | Modifier | Description |
|---|---|---|
| Build Rate | 0.5 | Laborers are 50% as effective as normal laborers when constructing Buildings. |
| Build Equipment Rate | 0 | Laborers do not build Weapons, Armor, and War Machines. |
| Armor Usage | 0 | Armor is not used. |
| Weapon Usage | 0 | Weapons are not used. |
| Armor Study | 2 | Armor study is above normal. |
| Weapon Study | 2 | Weapon study is above normal. |
| War Machines Production Quality | 0 | War Machines are not produced. |
| Laborers per War Machine | 1.8 | Number of Laborers required to handle a War Machine is 180% of normal. |
| Type | Modifier | Description |
|---|---|---|
| Assassinate | 0.4 | Assassins are 40% as effective as normal assassins when trying to assassinate others. |
| Loot | 0.4 | Thieves are 40% as effective as normal thieves when trying to steal from others. |
| Mana | 0.3 | Population will produce mana at the same rate as a normal population 30% of its size. |
| Morale | 0.25 | Morale changes at a rate 25% that of the normal rate. |
| Mutiny | 0 | Werewolves do not mutiny. |
| Search | 5 | Rangers are 500% as effective as normal rangers when exploring for land or food. |
| Spy | 1.1 | Spies are 110% as effective as normal spies. |
| General Study | 0.5 | Study of non-magic areas and general magic skill proceeds at 50% of the normal study rate. |
| Spell Study | 0.5 | Study in realms of magic proceeds at 50% of the normal spell study rate. |
The basic idea is to feed your population by using the explore command to search for food. Obviously tons of rangers and land help with this pratice.
To make it short, a werewolve's life is centred around food. Food search for kingdom supplies, cash from food sales. To make full use of this you would need land and maximum usage with enough rangers.
Bottom feeding is the prefered way. Werwolves have a no-mutiny hitting range; meaning if your werewolf kingdom is at score 20,000 then u can then hit someone, on normal runs, HALF your score - down to 10,000 scored kingdoms. Also see warfare page.
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