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.