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.