Halfling

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Halflings are small, tenacious and cunning. Natural talkers, they excel as merchants and thieves. They are also quite handy at making cloth. Despite common perception, they actually don't eat very much at all!

Contents

Worker Bonuses

Bonus - Merchants, Thieves, Builders
Penalty - Weaponsmiths

Unique bonuses

Base Stealth 30 Bonus Stealth 2 per turn
-10% Food consumption.
+10% combat casualties (generally less sturdy than other races)
Can build both the Merchant's Guild and Thieve's Guilds (other races can only build one or the other).

Elementals

Air Elemental - ((flying) 3/3/10
Earth Elemental - (ground) 1/6/20

Unique Penalties

-5% spell effectiveness
War Land Gains -10%

Race Buildings

Farmstead
Requires - Thieves' Guild, Ditch, Pub, and Blacksmith
+10% Morale completion turn bonus
+2% Morale per turn
+5% Military Training
+20% Farmers
+20% Woodsmen
+15% Weavers
+15% Merchants

Long Hall
Requires - Merchant's guild, Armourer's Guild
+15% Morale completion turn bonus
+5% Morale per turn
+25% Weavers
-25% Cloth Decay

Additional Building Bonuses

Construction Yard Architecture Research 10pts

Unique Units

Halfling Irregular 0.9/1.1/0.6 — Starting Unit
Halfling Regular 4/3/4 — Farmstead
Halfing Veteran 5/5/12 — Longhall
Halfling Elite 25/25/40 — Training Grounds
Pegasus (flying) 45/50/100 — Magic Stables
Galleon (naval) 150/50/50 — Magic Shipyard

Races

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