Halfling
From Chaoswiki
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
