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
- Exclusive Quests: Dreaming (Parts I-II)
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
- Exclusive Quests: Thor's Hammer
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
- Exclusive Quests: Scent of Blood, The (Parts I-V)
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
- Exclusive Quests: Cleansing the Heathen
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
- Exclusive Quests: Courier, The (Parts I-V)
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%
- Exclusive Quests: Mimisbrunn (Parts I-V)
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
- Exclusive Quests: Stolen Jewel
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
- Exclusive Quests: Stolen Cloak Of Feathers
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
- Exclusive Quests: Masquerades (Parts I-V)
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
- Exclusive Quests: Spring and Winter (Parts I-V)
page revision: 0, last edited: 06 Sep 2009 06:05