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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