Gods - Age 9

This is the updated god and God Troop list for Age 9 - Quietly in the Night.

  • Items in red text have either gone up in price, or decreased in value since the previous age.
  • 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
  • +10% offense
  • +10% 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
  • heroes receive +20 to their fourth attribute per 1000 god power - NEW
  • 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
  • +.4 offense and defense for WoLs and GoLs per 1000 God Power - NEW
  • 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:

  • +10% 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
  • +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
  • Spy training is 0.5% cheaper (1.5% for archmages and paladins, 1.0% for merchants and thieves) - NEW!
  • 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 25% of your casualties to draugar if you attack someone smaller than your own city. She converts 50% of your casualties if you attack someone who has as much land as you or more land than you
  • +5% casualties converted to Draugar per 1000 God Power
  • able to raise Draugar from offensive casualties
    • 2 defense, 16 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
  • +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
  • +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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