Here are the changes for Age 63. As always, thank you to the people that took the time to comment and put forward suggestions.

Age End: Friday October 10th at Noon GMT
Freeze Start: Friday October 10th at 6PM GMT
Protection Start: Monday October 13th at 6PM GMT
Protection End: Tuesday October 14th at 6PM GMT


-25% Attack Time
+ 30% Sabotage Operation Damage
Can train Elites with Specialist Credits (New)
(Lost training time)
+20% Birth Rate (from -20%)

Cannot Use Stables

Spellbook: Fanaticism, Greater Protection, Clear Sight (new)
Elite: 6/1 (down from 6/2), 700gc (up from 650), 4.75NW (down from 5)

+25% Building Efficiency (down from 30%)
Free Building Construction and Can Use Credits To Raze Buildings
+ 30% Combat Instant Spell Damage

Can't use Accelerated Construction
+ 100% food consumption

Spellbook: Fools Gold, Quick Feet, Mystic Aura
Elite: 6/2 (down from 6/3), 800gc(down from 900), 5.25NW (down from 5.5)

+30% wpa
-33% defensive losses
+1 defensive specialist strength

Spellbook: Nightmares, Pitfalls, Mages Fury,
Elite: 5/4, 850gc,(down from 950) 5.75NW

+40% Spell damage (instant spells)
+40% Sabotage damage
+1 mana per tick in war

Spellbook: All racial spells
Elite: 4/5, 1150gc, 5.5NW

+40% TPA(down from 50%)
(lost -50% thief cost)
+ 1 Stealth
+ 100% land effect from Thieves Dens

-10% Gains

Spellbook: Invisibility, Town Watch, Aggression, Animate Dead
Soldiers 2:2 Elite: 3/5 (down from 5/5), 600gc(was 900), 5.25NW (down from 6.5)


+5% Population
+ 20% Spell Duration (down from 30%)
+ 10% Offensive Military Efficiency In War

+ 50% Cost of Science

Spellbook: Tree of Gold, Fountain of Knowledge
Elite: 6/3(down from 6/4), 1250gc 6.5NW (down from 7)

+25% Attack Gains (up from 20%)
Free draft
+25% Enemy casualties when attacking (up from 20%)

-10% science effectiveness

Spellbook: Reflect Magic
Elite: 7/1, 800gc, 5.75NW

-75% Offensive losses on attacks you make (up from 50%)
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
+1 offensive specialist strength

Basic Thievery (Intel operations only)
Cannot Train Elites

Spellbook: Town Watch
Elite: 7/2, 6.5NW


The Merchant
Gain 75% more Specialist and Building Credits (up from 50%)
Access to Tree of Gold
Starts with +1600 specialist credits

The Sage
Every 4 acres generates 1 book
+30% Science Effectiveness (down from 40%)
Access to Amnesia
Starts with 40000 science books

The Rogue
-50% thief cost (new)
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness (down from 100%)
Access to Vermin
Starts with +400 thieves

The Mystic
All Guilds are twice as effective
+1 mana per tick in War
+50% Magic Science Effectivness (down from 75%)
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards

The Warrior
+1 General
+10% OME
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits

The Tactician

-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Cleric
-50% Your Military Casualties (on attack or defense) (up from 40%)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits

The War Hero
+100% Honor Effects
-50% Military Training Time (new)
Immune to Dragon effects
Immune to The Plague
Access to War Spoils
Starts with 400 elites

Mechanics Changes
Military Science: More points now required for the same effect.

Arson and Greater Arson: GA increased moderately, Arson damage increased significantly.

Fortified: Max duration decreased by 24 hours but effects on troop cost, speed and building rate increased, birth rate bonus added.

  • 50% gains hitting in (slides in over a period of 24 hours)
  • -50% gains on magic and thievery ops (slides in over a period of 24 hours)
  • -40% Military training time and cost
  • +40% draft speed
  • -50% Construction time and cost
  • +200% Birth Rate
  • 3 days maximum duration
  • -50% gains hitting out
  • -50% gains on magic and thievery ops
  • +500% Explore costs
  • No Paradise spell available
  • Science limited to "Active"

Specialist Credits: These will decay while out of war at a rate of 10% per RL day.

Elite Wages: Increased across the board to .7 gc.

War Win Chart: Opponent net worth far less significant in determining points.

Vacation Mode: Cannot be entered near age end.