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Age 70 — The Age of Daunting Judgement

Here are the changes for Age 70. Thank you to everyone that gave constructive feedback.

Races

Avian

  • Bonuses: -30% Attack Travel Time; Cannot be Ambushed; +50% Birth Rates
  • Spell Book: Fanaticism, Greater Protection
  • Elite Unit: 9/3, 625gc, 8.5 NW

Dwarf

  • Bonuses: +15% Building Efficiency; Free Building Construction; Can Use Credits to Raze Buildings; -50% Building Construction Time; +1 Offensive Specialist Strength; +1 Defensive Specialist Strength
  • Spell Book: Mystic Aura, Clear Sight
  • Penalties: Can't use Accelerated Construction; +75% Food Consumption
  • Elite Unit: 9/5, 800gc, 8 NW

Elf

  • Bonuses: +2 Defensive Specialist Strength; +50% Spell Success
  • Spell Book: Pitfalls, Invisibility, Fools Gold
  • Penalties: -50% Military Wages
  • Elite Unit: 7/6, 800gc, 8.5 NW

Faery

  • Bonuses: +40% Combat Instant Spell Damage; +40% Sabotage Operation Damage; +1 Mana per Tick in War; +2 Offensive Specialist Strength
  • Spell Book: All racial spells and Tree of Gold
  • Elite Unit: 5/9, 900gc, 11 NW

Halfling

  • Bonuses: +10% Population; +50% Thievery Operation Success (TPA); -50% Thief Cost; +1 Stealth per Tick
  • Spell Book: Aggression, Mages Fury
  • Elite Unit: 6/8, 700gc, 10 NW

Human

  • Bonuses: +40% Income; Immune to Income Penalties; -66% Defensive Losses
  • Spell Book: Revelation, Quick Feet
  • Penalties: -10% Spell Success
  • Elite Unit: 10/3, 950gc, 9 NW

Orc

  • Bonuses: +20% Battle Gains; Free Draft; +20% Enemy Casualties when Attacking
  • Spell Book: Reflect Magic
  • Penalties: -10% Science Effectiveness
  • Elite Unit: 12/2, 950gc, 10.5 NW

Undead

  • Bonuses: -66% 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: 11/3, 1050gc, 9.5 NW

Personalities

The Cleric

  • Bonuses: -30% Your Military Casualties (on attack or defense); Immune to the Plague
  • Spell Book: Animate Dead
  • Starting Bonuses: +800 Soldiers and +800 Specialist Credits

The Heretic

  • Bonuses: Wizards do not die on failed spells; Thieves do not die on failed operations; Successful spell casts get 35% of rune cost refunded; +20% Spell Success; +20% Magic and Thievery Science Effectiveness
  • Spell Book: Nightmares, Blizzard
  • Starting Bonuses: +100 Wizards and +200 Thieves

The Mystic

  • Bonuses: All Guilds and Towers are 50% more effective; +50% Magic Science Effectiveness
  • Spell Book: Meteor Showers, Chastity
  • Starting Bonuses: +200 Wizards

The Rogue

  • Bonuses: +1 Stealth Recovery per Tick; Double effect from Thieves Dens; +50% Thievery Science Effectiveness
  • Operation Access: All thievery operations, including Greater Arson, Assassinate Wizards, and Propaganda
  • Spell Book: Gluttony
  • Starting Bonuses: +400 Thieves

The Sage

  • Bonuses: Protect 50% of scientists on Abduct attack; Scientists are 40% more effective
  • Spell Book: Amnesia
  • Starting Bonuses: 20% extra scientists

The Tactician

  • Bonuses: -20% Attack Time
  • Special Access: Accurate Espionage
  • Spell Book: Clear Sight
  • Starting Bonuses: +800 Soldiers and +800 Specialist Credits

The Warrior

  • Bonuses: +10% Offensive Military Efficiency; +1 General
  • Special Access: Enhanced Conquest range
  • Spell Book: Bloodlust
  • 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 and Income penalty effects
  • Spell Book: War Spoils, Pitfalls, Fanaticism
  • Starting Bonuses: 800 Elites

Mechanics Changes

Science

  • Higher initial scientists
  • Abduct rate boosted
  • Scientist spawn rate boosted
  • Scientist spawn rate increases each tick you do not get a scientist
  • Laboratories boosted
  • Revelation doubles scientist spawn rate
  • Added a new Recruit scientist rank with no effects that takes 6 hours to progress to Novice
  • Professors no longer accumulate experience past 72 hours
  • Science caps adjusted
    • Alchemy: 30%
    • Tools: 20%
    • Population: 15%
    • Food: 200%
    • Military: 15%
    • Channeling: 125%
    • Crime: 100%
  • Magic science now buffs wizard production and WPA, but not rune production

Other Changes

  • Updated Vacation Mode messaging around war and exiting VM
  • Blizzard duration increased
  • Intra-kingdom rune robbing now incurs a resource loss
  • Starving now creates a province news event
  • Science page messaging added for Fortified, where scientists do not progress
  • Invitation text updated