Age 70 — The Age of Daunting Judgement
- Forum Source: Age 70 changes
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