Below please find the final changes for Age 66. Thanks to all that contributed ideas and opinions.
Schedule
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
Race
Avian
-30% Attack Time
+50% Birth Rate
Ambush Immunity
+ 1 General
Cannot use Stables
Elite: 6/2, 600gc, 5.5 nw
Spellbook: Fanaticism, Greater Protection
Dwarf
+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
Elf
+ 40% Spell Success (WPA)
+1 defensive specialist strength
-30% defensive losses
Spellbook: Nightmares, Pitfalls, Invisibility
Elite: 5/4, 700gc, 6NW
Faery
+ 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
Halfling
+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
Human
+ 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
Orc
+30% Battle Gains
Free draft
+25% Enemy casualties when attacking
-20% science effectiveness
Spellbook: Reflect Magic, Clear Sight
Elite: 7/1, 750gc, 6NW
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, 800gc, 6.5NW
Personality
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).