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Age 54 Potential Changes
These are the potential changes for age 54. Please direct your comments and questions about these changes to this thread in the suggestions forum.
Race Changes
Avian
-30% Attack Time
+ 30% Spell Damage (Instant Spells)
- 10% attack gains
No Access to Stables
SpellBook: Clearsight, War Spoils, Fools Gold
Elite: 7/4, 600gc, 6.75NW
Dwarf
+ 5% population
+40% thievery damage
-10% BE
Spell book: Quick Feet, Fanaticism, Vermin
Elite: 7/4, 700gc, 6.5NW
Elves
+30% WPA
+1 mana in war
Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare
Elite: 6/5, 700gc, 6.75NW
Faery
+50% damage on spells and ops
+50% WPA and TPA
-10% Population
Offensive Specialist Strength -2
Spellbook: All racial spells
Elite: 3/8, 1000gc, 8NW
Halflings
+30% TPA
+1 stealth
-15% Birth Rate
Spellbook: Invisibility
Elite: 5/6, 500gc, 5.75NW
Humans
+20% BE
+ 30% Thievery Damage (Sabotage Ops)
+ 30% Spell Damage (Instant Spells)
Spellbook: Tree of Gold, Fountain of Knowledge
Elite: 6/5, 600gc, 6NW
Orcs
+20% gains
Can train elites with credits
-25% TPA and WPA
Spellbook: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
Elite: 9/3, 900gc, 6.75NW
The Undead
-50% Offensive losses on attacks you make
Successful land attacks convert specialists to elites
Spreads and is immune to The Plague
- 25% science effectiveness
Spellbook: Greater Protection, Town Watch, Animate Dead
Elite: 9/2, 1000gc, 6.75NW
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Personality Changes
The Merchant
+30% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)
The Sage
+ 30% Science effectiveness
-75% Losses on Learn Attacks
- 20% Book Costs
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are twice as effective (subject to DBE)
The Mystic
Access to Meteor Showers, Mages Fury and Chastity
All Guilds and Towers are twice as effective
+30% Spell Duration (For Duration Spells Only)
+1 mana per tick in War
The Warrior
+1 General
+10% OME in war
The Tactician
Gain 50% more Specialist and Building Credits
-15% Attack Time
The Cleric
- 50% Your Military Casualties (on attack or defense)
Animate Dead spell always active
The War Hero
+50% more bonuses from honor
-50% draft cost
-50% train time
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Mechanic Changes
Reservations will be automatically used when the new age starts and you will automatically be placed in your kingdom.
Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent
Plunder, Learn, Massacre and Raze are now worth 2 points on the meter
The war declaration range for kingdoms will be changed to 25% smaller or 33% larger
War will end automatically if your opponents networth drops to 50% of yours.
A war ending will grant, for both kds:
All land currently out with armies at war end returns home immediately.
Instant population growth of 20% of your max pop if you are under 50% of your max pop
+500% Birthrate
30% reduction in training costs of all troops
Draft cost reduced 50%
Winning a war will grant the following:
+10% honor taken from the opponents honor pool
100 Books of science per acre granted to each province
5 times your acres in spec credits
Free building credits to the total of your current acres
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Age start dates and Age 53 end dates:
Tuesday May 8th, 12.00 GMT - End of age
Tuesday May 8th, 18.00 GMT- Start of Freeze
Friday May 11th, 18.00 GMT - Start of Protection
Monday May 14th, 18.00 GMT - End of Protection