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Age 49 — The Age of Conspiracy

  • WoL Age 49 Start: 15 December 2011
  • WoL Age 49 End: 30 March 2011
  • Duration: 106

Changes in brief

Race's Changes

  • Avian
    • Attack time: -25%(was -20%)
    • Elites: $700(was $800)
  • Elf
    • Mana Recovery per tick: +2 in WAR (was +1)
    • Spell success: +40% (up from 30%)
  • Dark Elf
    • Mage's Fury(NEW, normal relations)
  • Dwarf
    • Building Efficiency: +25% (was +20%)
  • Human
    • Income: +20%(was +25%)
    • Spell success: -20%(was -25%)
  • Orc
    • Gains on Attacks: +40%(was +50%)
    • Specific Spellbook: Bloodlust(NEW, normal relations)
    • Elites: $900(was $850)

Personalitie's Changes

  • Sage
    • Science Effectiveness: +30%(was +25%)
  • Tactician
    • Gain 30%(was 50%) more Specialist and Building Credits
  • Artisan
    • All Capacity and Flat Rate Buildings are 40%(was 25%) more Effective

Game mechanic changes

  • New Spell: Bloodlust. Type: Self spell. Cost: 2000 runes. Relations: Unfrienly. Difficulty: Similar to shadowlight and animate dead. Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.
  • New Spell: Mage's Fury. Type: Duration self-spell. Cost: 1400 runes. Relations: Normal. Difficulty: Similar to Fanaticism. Duration: Max 12 days.

Effect: This spell increases the province's WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.

  • Peaceful stance has been removed. Its effects have been moved into "Fortified". Fortified effects have been modified:
    • +15%(was +10%) Defensive points
    • -25%(was -20%) Construction time
    • -15% Thievery & Magic Effectiveness on enemies (merged from Peaceful)
    • +100%(was +30%) Births (merged from Peaceful)
    • +20%(was +5%) Building efficiency (merged from Peaceful)
    • -50%(was -15%) Attack gains hitting out(merged from Peaceful)
    • +30% troops losses hitting in (NEW)
    • +100% Explore costs (NEW)
  • Dragons changes:
    • All dragons result in 10% lower income and the loss of 20% of new draftees
    • Gold -25%(was -15%) from Building Efficiency
    • Sapphire -30%(was -20%) Thievery & Magic Effectiveness
    • Emerald +15%(was +10%) Combat Losses -15%(was -10%) Gains
  • added in-game Kingdom chat

Races

Avian

  • Bonuses: -25% attack time; Immunity to Ambush
  • Spell Book: Clear Sight, Town Watch
  • Penalties: No access to Stables
  • Elite Unit: $700

Dwarf

  • Bonuses: +25% 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, Mage's Fury
  • Elite Unit: 6/4, $650

Elf

  • Bonuses: +2 Mana Recovery / Tick in War; +40% 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: +20% Income; +1 Defensive Specialist Strength
  • Spell Book: Greater Protection, Aggression
  • Penalties: -20% Magic Effectiveness; -1 Offensive Specialist Strength
  • Elite Unit: $800

Orc

  • Bonuses: +40% 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: $900

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: +30% 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 30% 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; 40% 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
  • Fortified
    • +30% troop losses hitting in
    • +15% Defensive
    • +100% Births
    • +20% Building efficiency
    • -25% Construction time
    • -15% Offensive
    • +15% Attack time
    • -15% Thievery & Magic Effectiveness on enemies
    • -50% gains hitting out
    • +100% Explore costs
    • No Paradise spell available

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
    • +15% Combat Losses
    • -15% Gains
  • Sapphire: -30% Thievery & Magic Effectiveness
  • Gold: -30% Building Efficiency
  • Ruby: -8% Military Efficiency
  • All dragons result in 10% lower income and the loss of 20% of new draftees.