Schedule
Age 64 End: Friday 8th May at Noon GMT
Age 65 Freeze Start: Friday 8th May at 6PM GMT
Age 65 Protection Start: Monday 11th May at 6PM GMT
Age 65 Protection End: Tuesday 12th May at 6PM GMT

Race

Avians
-25% Attack Time
+30% Birth Rate
-30% Building Construction Time
-30% Military training time
+1 offensive specialist strength

Cannot Use Stables

Spellbook: Fanaticism, Greater Protection
Elite: 6/2, 600gc, 5NW


Dwarves
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings

Can’t use Accelerated Construction
+ 50% food consumption

Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 800gc, 5.25NW


Elf
+ 30% Combat Instant Spell Damage
+ 30% Sabotage Operation Damage
+ 30% Spell Duration
+1 mana per tick in war

+1 defensive specialist strength

Spellbook: Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 700gc, 5.75NW


Faery
+30% WPA
+30% TPA

Spellbook: All racial spells
Elite: 3/5, 950gc, 5.25NW


Halflings
+ 1 Stealth
- 50% thief cost
+ 15% population

-10% Gains

Spellbook: Invisibility, Aggression
Soldiers 2:2 Elite: 4/4, 350gc, 5NW


Human
+ 15% Offensive Military Efficiency In War
- 30% defensive losses
Every 3 acres generates 1 book of science

+ 30% Cost of Science

Spellbook: Tree of Gold, Fountain of Knowledge, Quick Feet
Elite: 6/3, 1100, 6.5NW


Orcs
+30% Attack Gains
Free draft
+25% Enemy casualties when attacking

-10% science effectiveness

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


Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required

Basic Thievery (Intel operations only)

Spellbook: Town Watch, Animate Dead
Elite: 7/2, 900 gc, 6.25NW


Personality
The Merchant
Gain 50% more Specialist and Building Credits
Immune to Income Penalties
Access to Tree of Gold
Starts with +1600 specialist credits


The Sage
+40% Science Effectiveness
Access to Amnesia
Starts with 40000 science books


The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Vermin
Starts with +400 thieves


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


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


The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits


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


The War Hero

+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon effects
Access to War Spoils
Starts with 400 elites

Mechanics/Other

Kingdom and Islands
Kingdoms will fill to 22 players, rather than 20

Kingdom allocation per island will increase

Discovery of islands will be every 2 hours after OOP, rather than every 3 hours

Vacation Mode
Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.

Admin
Lots of admin interface improvements and fixes

Protection duration for invited provs
Fixed a subtle bug causing the duration to be incorrect for certain provs.