Hi all. Here are the changes for age 51 - the developers have taken feedback onboard and added some further tweaks. We hope you guys enjoy these changes for the upcoming summer age.
Race Changes
Avian
Bonuses:
* - 25% attack times
* Immune to Fog
Penalty:
* - 20% birthrate (reduced from -30%)
* No access to stables
Other Information:
* Offensive Specialist: Griffins (5/0)
* Defensive Specialist: Harpies (0/5)
* Elite Unit: Drake (8/3, $650, 6.5 nw)
* Spell book: Clear Sight, Town Watch
Dwarves
Bonuses:
* + 25% BE (up from 20%)
* Free Building Construction
Penalty:
* Accelerated Construction not available
* - 20% thievery effectiveness
* food consumption doubled
Other Information:
* Offensive Specialist: Warriors (5/0)
* Defensive Specialist: Axemen (0/5)
* Elite Unit: Berserker (7/4, $800, 6.0 nw) (down from 900gc)
* Spell book: Fog, Animate Dead
Elves
Bonuses:
* + 2 mana per tick in war
* Defensive Specialist Strength +1
* +30% Spell Effects (For Instant Spells Only) (Excludes Mystic Vortex, Tree of Gold, and Paradise) - yes, I am aware elf doesn't have ToG.
(lost troops cost reduction)
Penalty:
* No access to Dungeons
Other Information:
* Offensive Specialist: Rangers (5/0)
* Defensive Specialist: Archers (0/6)
* Elite Unit: Elf Lord (7/3, $750, 6 nw)(from 6/3 5.5nw)
* Spellbook: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic, Mages Fury
Faery
Bonuses:
* + 50% magic effectivness
* + 1 stealth per tick
Penalty:
* - 10% population
Other Information:
* Offensive Specialist: Magicians (5/0)
* Defensive Specialist: Druids (0/5)
* Elite Unit: Beastmasters (4/7, $900, 7.0 nw)(down from 1000gc)
* Spellbook: All spells
Halfings (no change)
Bonuses:
* + 40% thievery effectiveness
* - 50% thief cost
* + 5% population
* Espionage operations are 100% accurate in war
Penalty:
* No access to hospitals
Other Information:
* Offensive Specialist: Strongarms (5/0)
* Defensive Specialist: Slingers (0/5)
* Elite Unit: Brutes (6/5, $500, 5.0 nw)
* Spellbook: Vermin, Town Watch, Quick Feet, War Spoils
Human
Bonuses:
* + 30% income (up from 20%)
* + 20% Thievery Effectiveness
Penalty:
* - 20% magic effectiveness
* Offensive Specialist Strength -1
Other Information:
* Offensive Specialist: Swordsmen (4/0)
* Defensive Specialist: Archers (0/5)
* Elite Unit: Knight (8/3, $800, 6.5 nw)
* Spell Book: Greater Protection, Aggression
Orcs
Bonuses:
* + 30% gains
* Can train elites with credits
* (loses - 30% training speed)
* - 30% Draft Cost
Penalty:
* - 50% effects from honor
* - 20% thievery and magic effectiveness
Other Information:
* Offensive Specialist: Goblins (5/0)
* Defensive Specialist: Trolls (0/5)
* Elite Unit: Ogre (9/2, $800, 6.75 nw)(down from 900)
* Spellbook: Fanaticism, Aggression, Bloodlust
The Undead
Bonuses:
* Offense doesn't die on attacks you make
* Successful Traditional March attacks convert specialists to elites
* Spreads and is immune to The Plague
* No Food required
Penalty:
* - 15% science effectiveness (from -20%)
* Access to basic thievery operations only (neutral relations ops)
Other Information:
* Offensive Specialist: Skeletons (5/0)
* Defensive Specialist: Zombies (0/5)
* Elite Unit: Ghoul (9/3, cannot be trained (see 'Bonuses' above), 7.0 nw)
* Spellbook: War Spoils, Nightmares, Chastity (Lose Mage's Fury)
Personality changes
The Merchant
* +30% Income
* -25% Money Losses on Plunder Attacks
* Immunity to all Income Penalties (Riots, Plagues, etc.)
* Banks are twice as effective (effects subject to DBE)
The Shepherd - no change
* Land generates 4 bushels of food per acre daily
* Immune to Droughts, Storms and the Plague
* -30% Explore time and costs
* -30% Building Construction Time and costs
The Sage
* + 30% Science effectiveness (up from 25%)
* - 30% Book Costs
* -30% Research Time
* -50% Losses on Learn Attacks
* Every 4 Acres of land produces 1 Science Book per Hour
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(effects subject to DBE)
The Mystic
* Meteor Showers spell
* All Guilds and Towers are twice as effective
* +30% Spell Duration (For Duration Spells Only)
(loses +30% Spell Effects (For Instant Spells Only) (Excludes Mystic Vortex, Tree of Gold, and Paradise))
The Warrior
* -50% Land Losses when Ambushed
* +15% Enemy Casualties (on attack or defense)
* -15% Your Military Casualties (on attack or defense)
* +10% OME in war (gained from tactitian, who loses it)
The Tactician
* Access to enhanced Conquest Attack at all times
* Gain 30% more Specialist and Building Credits
* -30% Military Training Time
* -15% Attack Time (gained from warrior, who lost it)
The Cleric - no change
- 50% Your Military Casualties (on attack or defense)
Troops losses on attacks or defense converted to soldiers
1 extra General
Other changes
Fixed day change to run on 24th tick, not 23rd to 24th.
Province networth will be shown in SoT
Kingdom pages will update when stance or monarchy is changed
The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war
Thief Dens loss reduction will take effect on successful operations, in additional to its existing effects.
Chastity will cost twice the runes it does currently
The war meter will not be changed
As always your comments can be posted here