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Thread: Age 66 Changes

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    Game Support Bishop's Avatar
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    Jul 2008

    Age 66 Changes

    Below please find the final changes for Age 66. Thanks to all that contributed ideas and opinions.


    Age 65 End: Sunday 30th August at Noon GMT
    Age 66 Freeze Start: Sunday 30th August at 6PM GMT
    Age 66 Protection Start: Wednesday 2nd September at 6PM GMT
    Age 66 Protection End: Thursday 3rd September at 6PM GMT


    -30% Attack Time
    +50% Birth Rate
    Ambush Immunity
    + 1 General

    Cannot use Stables

    Elite: 6/2, 600gc, 5.5 nw
    Spellbook: Fanaticism, Greater Protection

    +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, 750gc, 6.5NW

    + 40% Spell Success (WPA)
    +1 defensive specialist strength
    -30% defensive losses

    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 5/4, 700gc, 6NW


    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells
    Elite: 3/5, 650gc, 6.25NW

    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +10% population
    +1 offensive specialist strength

    Cannot use hospitals

    Spellbook: Aggression, Mages Fury
    Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW

    + 20% Offensive Military Efficiency
    Every 3 acres generates 1 book of science

    - 20% battle gains

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 6/3, 750, 5.75NW

    +30% Battle Gains
    Free draft
    +25% Enemy casualties when attacking

    -20% science effectiveness

    Spellbook: Reflect Magic, Clear Sight
    Elite: 7/1, 750gc, 6NW

    -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, 800gc, 6.5NW


    The Merchant
    Gain 20% more Specialist and Building Credits
    Immune to Income Penalties
    Access to Tree of Gold
    Starts with +1600 specialist credits

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

    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 Sage
    +33% Science Effectiveness
    Access to Amnesia
    Starts with 40000 science books

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

    The Warrior
    +20% Offensive Military Efficiency in War
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    The Cleric
    -30% 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

    Bug fixes

    There have been fixes implemented for some issues with the shop, espionage page and intra-kingdom attacks (this one is speculative).
    Last edited by Bishop; 02-09-2015 at 15:51.
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