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Age 48 — The Age of Peril

  • WoL Age 48 Start: 10 September 2011
  • WoL Age 48 End: 10 December 2011
  • Duration: 92

Changes in brief

Race's Changes

  • Avian
    • Attack time: -20% (was -25%)
    • Gains on Attacks: removed (was +30%)
  • Elf
    • Elites: 7/4 $700 6.0nw (was $800)
  • Dark Elf
    • Spell potency (efficacy & duration): moved to Mystic (was +30%)
    • Sabotage gains: +15% (New)
    • SpellBook: Fool's Gold(UF, was Normal)
  • Dwarf
    • Free Building Construction
    • Building Efficiency: +20% (was +30%)
    • Offensive Specialist Strength: removed (was +1))
  • Gnome
    • Offensive Specialist Strength: +1 (new
    • Spellbook: Chastity(UF, was Normal)
    • Elites: 5/5 $300 4.0nw (was $400)

Personalitie's Changes

  • Merchant
    • Learn time: -25% (was -30%)
  • Sage
    • Losses on learn attacks: -50%
    • Science Effectiveness: +25% (was +30%)
    • Every 5 (was 2) Acres of land produces 1 Science Book per Hour
    • Book costs: -25% (was -30%)
  • Mystic
    • Spell potency (efficacy & duration): +30% (moved from DarkElf)
  • Tactician
    • Military Wages: -50% (was -30%)

Game mechanic changes

  • Paradise: Base number of acres is randomised between 2 & 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply
  • Espionage: Only need to send 20% thieves for best accuracy
  • Espionage accuracy no longer affected by target Watch Towers

Races

Avian

  • Bonuses: -20% attack time; Immunity to Ambush
  • Spell Book: Clear Sight, Town Watch
  • Penalties: No access to Stables
  • Elite Unit: $800

Dwarf

  • Bonuses: +20% Building Efficiency; Free Building Construction; Immunity to Fog
  • Spell Book: Fog, Animate Dead
  • Penalties: Can't use Accelerated Construction
  • Elite Unit: $800

Dark Elf

  • Bonuses: Spells don't consume runes; +15% Sabotage gains
  • Spell Book: Invisibility, Fool's Gold, Nightmares, Tree of Gold
  • Elite Unit: 6/4, $650

Elf

  • Bonuses: +1 Mana Recovery / Tick in War; +30% Spell success
  • Spell Book: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic
  • Penalties: No access to Dungeons; -15% Sabotage gains
  • Elite Unit: $700

Gnome

  • Bonuses: +40% Espionage success; +1 Offensive Specialist Strength; +15% Spell success; 100% Accurate Espionage Intel
  • Spell Book: Town Watch, Vermin, Chastity
  • Penalties: -50% Cost of Thieves; No Hospitals
  • Elite Unit: 5/5, $300

Halfling

  • Bonuses: +40% Sabotage success; +40% Sabotage gains; +1 Stealth recovery per tick; Immune to Clear Sight
  • Spell Book: Quick Feet, War Spoils
  • Elite Unit: $550

Human

  • Bonuses: +25% Income; +1 Defensive Specialist Strength
  • Spell Book: Greater Protection, Aggression
  • Penalties: -25% Spell success; -1 Offensive Specialist Strength
  • Elite Unit: $800

Orc

  • Bonuses: +50% Gains; Train Elites with Specialist credits; Spreads and is immune to the Plague
  • Spell Book: Fanaticism, Aggression, Bloodlust
  • Penalties: -50% Bonuses from Honor; -1 Defensive Specialist Strength
  • Elite Unit: $850

Personalities

Merchant

  • Bonuses: +30% Income; -25% Money Losses on Plunder Attacks; Immunity to all Income Penalties (Riots, Plagues, etc.)

Shepherd

  • Bonuses: Land generates 4 bushels of food per acre daily; Immune to Droughts, Storms and the Plague; -30% Explore time and costs; +10% Population Limit; +15% Birth Rates

Sage

  • Bonuses: +25% science effectiveness; -25% Book Costs; -25% Learn Time; -50% Losses on Learn Attacks; Every 5 Acres of land produces 1 Science Book per Hour

Rogue

  • Bonuses: +1 Stealth recovery per tick
  • Operation Access: All thievery operations

Mystic

  • Spell Book: Meteor Showers
  • Bonuses: All Guilds are twice as effective; +30% Spell Duration; +30% Spell Effects

Tactician

  • Bonuses: Gain 50% more Specialist and Building Credits; -50% Military Wages; -30% Military Training Time; -30% Draft Cost
  • Special Access: Enhanced Conquest Attack at all times

Warrior

  • Bonuses: -50% Land Losses when Ambushed; +15% Enemy Casualties (on attack or defense); -15% Your Military Casualties (on attack or defense); -15% Attack Time

Artisan

  • Bonuses: -30% Building construction time; 25% more Effective All Capacity and Flat Rate Buildings; 50% Protection of Buildings from Tornadoes, Arson Operations, Raze and Massacre Attacks

Stances

  • Normal: No effects
  • Aggressive
    • +10% Combat Gains
    • -10% Attack Time
    • +15% Military Wages
    • Doubles Conflict Meter
  • Peaceful
    • +5% Building Efficiency
    • +30% Birth Rates
    • -15% Attack Gains
    • -15% Magic Effectiveness on enemies
  • Fortified
    • -20% Construction Time
    • +10% Defense
    • -15% Offensive
    • +15% Longer Attack Times

Relations

  • Ceasefire
    • Prohibits attacks, spells, and thievery operations
    • Annuls the Hostile Meter
    • End Of War Ceasefire lasts 12-48 Utopian days
    • +300% birth rate
    • Combined with War relations
    • War and Ceasefire relations can be cancelled separately
  • Normal: No effects
  • Unfriendly: Unlocks Unfriendly/Hostile/War spells and thievery operations against the other kingdom
  • Hostile
    • +10% Combat Gains
    • Increases Conquest networth range
    • Offensive spells cost 2% mana
    • Offensive ops cost 2% stealth
    • Enables monarch bonuses:
      • +10% defensive military strength
      • +10% defense magic
      • +10% defense thievery
  • War Immediate Effects
    • Annuls the Hostile Meter with everyone
    • -10% Attack Time
    • Enhanced Massacre destroys buildings
    • +10% Combat Gains
    • Offensive spells cost 2% mana
    • Offensive ops cost 2% stealth
    • Enables monarch bonuses:
      • +10% defensive military strength
      • +10% defense magic
      • +10% defense thievery
  • War Penalties
    • +100% Exploration Costs
    • No Paradise spell available
    • Science limited to Active
  • War After 12 Hours: -20% Attack Time
  • War After 24 Hours: -25% Military Losses; -25% Military Training Time; no distance penalties for attacks; -75% gains and effectiveness for operations to and from other kingdoms

Dragons

  • Emerald
    • +10% Combat Losses
    • -10% Gains
  • Sapphire: -20% Thievery & Magic Effectiveness
  • Gold: -15% Building Efficiency
  • Ruby: -8% Military Efficiency
  • All dragons result in 10% lower income and the loss of 20% of new draftees.