Gods - Age 4
This is the updated god and God Troop list for Age 4 - The Unending Storm.
Aesir
All Aesir gods recieve the following bonuses in addition to their god specific bonuses:
- 10% battle casualty reduction
- begin with level 6 Spy Education
- begin with level 6 Mage Education
- may train Warriors of Light (WoLs)
- 3000 sil, 750 ore
- 3 defense, 8 offense
- suffer 50% fewer casualties
Baldur
- Guard Duration - 75 Hours
- -5% offense
- +10% defense
- begin with level 2 Spell Casting
- initial 6 mages begin at level 3 instead of level 1
- +1500 research points per 1000 God Power
- may train Hringhorni
- 7000 sil, 1500 lum
- 10 defense, 2 offense
- don't take up villagers or eat food (they are boats)
Frigg
- Guard Duration - 78 Hours
- +20% maximum population
- +50% villager growth rate
- +10% defensive power
- +5% maximum population per 1000 God Power
- may train Handmaidens
- 2000 sil, 500 ore
- 6 defense, 4 offense
- suffer 50% less casualties
Odin
- Guard Duration - 72 Hours
- +5% offense
- +5% defense
- has 2 spies named Huginn and Muninn, these spies will always perform a mission successfully, and always take 12 hours to return
- every hour, one non-Valkyrie troop is sacrificed to Odin, if there is one available
- +10% success rate on spy missions per 1000 God Power
- may train Valkyries
- 25,000 sil, 4000 ore
- 0 defense, 40 offense
- immortal, suffer no casualties
Thor
- Guard Duration - 66 Hours
- +25% food consumption
- +20% offense against cities that worship a Jotun god
- troops and land return 2 hours faster from battle to a minimum of 6hrs
- hero begins with 25 Strength
- Strength bonuses provided by equipment are doubled
- Lightning Riders gain 1.5 offense per 1000 God Power
- may train Lightning Riders
- 4500 sil, 500 ore
- 5 defense, 9 offense
- return from invasion in 6 hours
Tyr
- Guard Duration - 69 Hours
- +20% offense
- +10% defense
- weapons provide double offense for your hero
- armour and helmets provide double defense for your hero
- +5% offense per 1000 God Power
- may train Guardians of Light (GoLs)
- 3000 sil, 1000 ore
- 8 defense, 3 offense
- suffer 50% less casualties
Jotun
Jotun gods are not able to train mages (except Mimir). All Jotun gods receive the following bonuses in addition to their god specific bonuses:
- +15% offense
- begin with level 12 Spy Education
- may train Cave Giants
- 500 sil, 5000 ore
- 5 defense, 15 offense
Aegir
- Guard Duration - 72 Hours
- +75% fewer casualties when attacking cities that have attacked their kingdom within the last 24 hours
- +10% defense
- +20% offensive power against any city that has attacked someone in your kingdom within the last 24 hours
- +10% offense
- +10% offensive power per 1,000 GP when attacking someone who has attacked their kingdom within the last 24 hours
- may train Osebergs
- 6000 sil, 16,000 lum
- 10 defense, 30 offense
- take no villagers and eat no food (they are boats)
- produces 5 lumber per hour
Fenrir
- Guard Duration - 69 Hours
- +20% offense
- +20% defense
- +5% defense per 1000 God Power
- may train Wolves
- 2500 sil, 500 ore
- 7 defense, 6 offense
Jormungandr
- Guard Duration - 66 Hours
- +5% offense against Thor cities
- +25% defense
- troops and land always take 6 hours to return from an invasion
- Leviathans gain +4 offense per 1000 God Power
- may train Leviathans
- 10,000 sil
- 0 defense, 20 offense
- cause extra casualties to boats
Loki
- Guard Duration - 75 Hours
- troops plunder resources when invading cities
- begin with level 4 Resource Stealing (level 8 with a Thief hero)
- spies always take 6 hours to perform a successful spy mission
- +20% resources plundered per 1000 God Power
- +25% resources when stealing
- may train Shapeshifters
- 2500 sil, 750 ore
- 7 defense, 3 offense
- do not appear on spy mission reports, only info spell reports
Mimir
- Guard Duration - 78 Hours
- may train mages
- begin with level 4 Mage Education
- begin with level 4 Spell Casting
- mages require 8 hours of resting after an info spell, as opposed to 12
- -5% defense
- +10% success rate on info spells per 1000 God Power
- may train Wizards
- 1000 sil, 500 ore
- 3.5 defense, 3 offense
- every 300 wizards raises self spell effectiveness by 1%
Vanir
All Vanir gods receive the following bonuses in addition to their god specific bonuses:
- +10% silver production
- begin with level 2 Spy Education
- begin with level 10 Mage Education
- may train Alchemists
- 4000 sil
- 3 defense, 7 offense
- produces 2 silver per hour
Frey
- Guard Duration - 75 Hours
- +10% maximum population
- farms produce an additional 20 food per 1000 God Power
- may train Hunters
- 2500 sil
- 5 defense, 2 offense
- gathers 2 food per hour
Freya
- Guard Duration - 69 Hours
- +20% offense
- heroes are unable to equip a weapon
- converts 50% of your casualties to draugar if you attack someone smaller than your own city. She converts 100% of your casualties if you attack someone who has as much land as you or more land than you
- +10% casualties converted to Draugar per 1000 God Power
- able to raise Draugar from offensive casualties
- 1 defense, 8 offense
- may not be trained, only raised from casualties
- immortal, eat no food and suffer no casualties
Gullveig
- Guard Duration - 66 Hours
- -15% maximum population
- +40% self spell effectiveness
- +25% silver production
- spies steal twice as much silver, but only half as much of other resources
- +10% self spell effectiveness per 1000 God Power
- may train Phoenices
- 5250 sil
- 0 defense, 9 offense
- immortal, suffer no casualties
Kvasir
- Guard Duration - 78 Hours
- -5% defense
- spies and mages gain 2 experience per hour when they are not training, casting, resting, or away on a mission
- +10 research points per University per 1000 God Power
- may train Scholars
- 2750 sil, 250 ore
- 5.5 defense, 2 offense
- every 2 Scholars produce 1 research point per hour
Njord
- Guard Duration - 72 Hours
- +25% chance of finding equipment or resources when exploring (with hero)
- 100% chance of finding an item on a successful invasion (when hero is sent)
- +25% to quality of any item found
- +25% to quantity of any resource found
- +15% quality of found equipment per 1000 God Power
- -10% exploration costs
- may train Hjortsprings
- 12,000 sil, 5000 lum
- 5 defense, 20 offense
- take no villagers and eat no food (they are boats)
- produce 5 food per hour
- always return from invasion in 8 hours
page revision: 0, last edited: 19 Aug 2008 20:46