Gods - Age 8

This is the updated god and God Troop list for Age 8 - Sanguine Dreams.

Note: Trying something new for this list. Items in red text have either gone up in price, or decreased in value since the previous age, and items in green text have decreased in price or increased in value since the previous age. Non-descript changes will be…blue?

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 4 Spell Casting
  • initial 6 mages begin at level 8 instead of level 1
  • +1500 research points per 1000 God Power
  • may train Hringhorni
    • 7500 sil, 1500 lum
    • 10 defense, 2 offense
    • don't take up villagers or eat food (they are boats)

Frigg

  • Guard Duration - 78 Hours
  • +15% maximum population
  • +50% villager growth rate
  • +10% defensive power
  • -25% casualties (both offensive and defensive)
  • +5% maximum population per 1000 God Power
  • may train Handmaidens
    • 2000 sil, 400 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
  • +10% 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 10 Strength
  • Hero gains +1 Strength per level
  • Strength bonuses provided by equipment are doubled
  • Lightning Riders gain 1.6 offense per 1000 God Power
  • may train Lightning Riders
    • 4500 sil, 500 ore
    • 5 defense, 10 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, 650 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
  • +50% fewer casualties when attacking cities that have attacked their kingdom within the last 24 hours
  • +20% defense
  • +20% offensive power against any city that has attacked someone in your kingdom within the last 24 hours
  • +5% offense
  • +4% lumber production per 1% Refineries, in addition to their normal function
  • +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
  • +10% maximum population
  • +20% offense
  • +20% defense
  • +1% food production per 250 Wolves in your army - NEW!
  • +5% defense per 1000 God Power
  • may train Wolves
    • 2500 sil, 500 ore
    • 7 defense, 6 offense

Jormungandr

  • Guard Duration - 66 Hours
  • +10% offense against Thor cities
  • +25% defense
  • -25% casualties when attacking non-Jotun cities
  • troops and land always take 6 hours to return from an invasion
  • Leviathans gain +3 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
  • Wizards cost 50 iron ore less per 1,000 GP
  • may train Wizards
    • 1000 sil, 500 ore
    • 4 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 have a base production of 120 food, rather than 100
  • farms produce an additional 15 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
  • -10% 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
    • 7500 sil
    • 0 defense, 12 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
  • +2 knowledge per level - NEW!
  • +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
  • +10% offense - NEW!
  • +10% quality of found equipment per 1000 God Power
  • may train Hjortsprings
    • 12,000 sil, 5000 lum
    • 5 defense, 22 offense
    • take no villagers and eat no food (they are boats)
    • produce 5 food per hour
    • always return from invasion in 8 hours
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