Age 66 — Thunder and Bedlam
Schedule
- Age 65 End: Sunday 30th August at Noon GMT
- Age 66 Freeze Start: Sunday 30th August at 6PM GMT
- Age 66 Protection Start: Wednesday 2nd September at 6PM GMT
- Age 66 Protection End: Thursday 3rd September at 6PM GMT
Races
Avian
- Bonuses: -30% Attack Time; +50% Birth Rate; Ambush Immunity; +1 General
- Spell Book: Fanaticism, Greater Protection
- Penalties: Cannot use Stables
- Elite Unit: 6/2, 600gc, 5.5 NW
Dwarf
- Bonuses: +30% Building Efficiency; Free Building Construction; Can Use Credits to Raze Buildings
- Spell Book: Fools Gold, Mystic Aura, Pitfalls
- Penalties: Can't use Accelerated Construction; +50% Food Consumption
- Elite Unit: 6/3, 750gc, 6.5 NW
Elf
- Bonuses: +40% Spell Success (WPA); +1 Defensive Specialist Strength; -30% Defensive Losses
- Spell Book: Nightmares, Pitfalls, Invisibility
- Elite Unit: 5/4, 700gc, 6 NW
Faery
- Bonuses: +20% Combat Instant Spell Damage; +20% Sabotage Operation Damage; +20% Spell Duration; +1 Mana per Tick in War; +1 Stealth per Tick
- Spell Book: All racial spells
- Elite Unit: 3/5, 650gc, 6.25 NW
Halfling
- Bonuses: +50% Thievery Operation Success (TPA); -50% Thief Cost; +10% Population; +1 Offensive Specialist Strength
- Spell Book: Aggression, Mages Fury
- Penalties: Cannot use Hospitals
- Units: Soldiers 2/2
- Elite Unit: 4/4, 350gc, 5.25 NW
Human
- Bonuses: +20% Offensive Military Efficiency; Every 3 acres generates 1 book of science
- Spell Book: Fountain of Knowledge, Quick Feet
- Penalties: -20% Battle Gains
- Elite Unit: 6/3, 750gc, 5.75 NW
Orc
- Bonuses: +30% Battle Gains; Free Draft; +25% Enemy Casualties when Attacking
- Spell Book: Reflect Magic, Clear Sight
- Penalties: -20% Science Effectiveness
- Elite Unit: 7/1, 750gc, 6 NW
Undead
- Bonuses: -75% Offensive Losses on attacks you make; Spreads and is Immune to the Plague; No Food Required
- Spell Book: Town Watch, Animate Dead
- Operation Access: Basic Thievery (intel operations only)
- Elite Unit: 7/2, 800gc, 6.5 NW
Personalities
The Merchant
- Bonuses: Gain 20% more Specialist and Building Credits; Immune to Income Penalties
- Spell Book: Tree of Gold
- Starting Bonuses: +1600 Specialist Credits
The Mystic
- Bonuses: All Guilds are twice as effective; +1 Mana per Tick; +50% Magic Science Effectiveness
- Spell Book: Meteor Showers, Chastity, Nightmares
- Starting Bonuses: +200 Wizards
The Rogue
- Bonuses: +1 Stealth Recovery per Tick; +100% land effect from Thieves Dens; +75% Thievery Science Effectiveness
- Operation Access: All thievery operations, including Greater Arson, Assassinate Wizards, and Propaganda
- Spell Book: Vermin
- Starting Bonuses: +400 Thieves
The Sage
- Bonuses: +33% Science Effectiveness
- Spell Book: Amnesia
- Starting Bonuses: 40000 Science Books
The Tactician
- Bonuses: -15% Attack Time
- Special Access: Accurate Espionage
- Spell Book: Clear Sight
- Starting Bonuses: +800 Soldiers and +800 Specialist Credits
The Warrior
- Bonuses: +20% Offensive Military Efficiency in War
- Special Access: Enhanced Conquest range
- Spell Book: Bloodlust
- Starting Bonuses: +800 Soldiers and +800 Specialist Credits
The Cleric
- Bonuses: -30% Your Military Casualties (on attack or defense); Immune to the Plague
- Spell Book: Pitfalls
- Starting Bonuses: +800 Soldiers and +800 Specialist Credits
The War Hero
- Bonuses: +100% Honor Effects; Converts some Specialists into Elites on successful land attacks; Immune to Dragon effects
- Spell Book: War Spoils
- Starting Bonuses: 400 Elites
Bug Fixes
- Fixes implemented for some issues with the shop, espionage page, and intra-kingdom attacks