Age 53 — The Age of Havoc
- WoL Age 53 Start: 8 February 2012
- WoL Age 53 End: 8 May 2012
- Duration: 90
Changes in brief
Race's Changes
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Avian
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- 30% attack times
- Defensive Specialist Strength +1
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- 10% attack gains
- Elite Unit: Drake (7/4, $650, 6.5 nw)
- Spell book: Clear Sight, Town Watch, Fanaticism
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Dwarf
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- 25% thievery effectiveness
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- 50% food consumption
- Elite Unit: Berserker (6/5, $700, 6 nw)
- Spell book: Vermin, Quick feet
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Elf
- Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
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Faery
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- 50% thievery effectiveness
- Offensive Specialist Strength -1
- Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
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Halfling
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- 1 extra stealth per tick
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- 10% Population
- -20% birthrate
- Soldiers: 2/2
- Elite Unit: Brutes (5/6, $500, 6.25 nw)
- Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
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Human
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- 20% magic effectiveness
- Spell Book: Greater Protection, Fountain of Knowledge
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Orc
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- 25% gains
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- 10% building efficiency
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- 50% thievery and magic damage (on offensive operations)
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The Undead
- -50% Offensive losses on attacks you make
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- 20% science effectiveness
- Elite Unit: Ghoul (9/3, $1000, 7.0 nw)
Personalitie's Changes
- The Merchant
- +40% Income
- -50% Money Losses on Plunder Attacks
- The Sage
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- 20% Science effectiveness
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- 20% Book Costs
- -20% Research Time
- -75% Losses on Learn Attacks
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- The Warrior
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- 50% bonuses from honor
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- The Tactician
- -50% Land Losses when Ambushed
- The Cleric
- Lost "Troops losses on attacks or defense converted to soldiers"
Game mechanic changes
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A new theme and front page update will be applied. This new theme will be set as default but players can revert to a more classically styled theme via the account settings option.
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Purchasable game items, such as invites and taunts, have been moved to their own area within the game.
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Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.
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Explore costs will increase more drastically the more you explore.
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Construction and raze costs will be reduced significantly at larger acres.
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A war win chart has been introduced.
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Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.
Races
Avian
- Bonuses: -30% attack time; Defensive Specialist Strength +1
- Spell Book: Clear Sight, Town Watch, Fanaticism
- Penalties: -10% attack gains; No access to Stables
- Elite Unit: $650
Dwarf
- Bonuses: +20% Building Efficiency; Free Building Construction; Can use credits to raze buildings
- Spell Book: Vermin, Quick Feet
- Penalties: -25% Thievery Effectiveness; +50% Food Consumption; Can't use Accelerated Construction
- Elite Unit: $700
Elf
- Bonuses: +2 Mana Recovery / Tick in war; +1 Defensive Specialist Strength; +30% Spell Damage (Instant Spells)
- Spell Book: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
- Elite Unit: $600
Faery
- Bonuses: +50% Magic Effectiveness; +50% thievery effectiveness
- Spell Book: Access to All Spells
- Penalties: -10% Population; -1 Offensive Specialist Strength
- Elite Unit: $1000
Halfling
- Bonuses: +1 extra stealth per tick; -50% thief cost; +10% Population; Espionage operations are 100% accurate in war
- Spell Book: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression
- Penalties: -20% birthrate
- Elite Unit: $500
Human
- Bonuses: +30% Income; +40% Thievery Damage (Sabotage Ops)
- Spell Book: Greater Protection, Fountain of Knowledge
- Penalties: -20% Magic Effectiveness; -1 Offensive Specialist Strength
- Elite Unit: $800
Orc
- Bonuses: +25% Gains; Earns Elite Credits
- Spell Book: Fanaticism, Aggression, Bloodlust
- Penalties: -10% building efficiency; -50% thievery and magic damage (on offensive operations)
- Elite Unit: $800
Undead
- Bonuses: -50% Offensive losses on attacks you make; Converts some Specialists into Elites on successful land attacks; Spreads and is Immune to The Plague; No Food Required
- Spell Book: War Spoils, Nightmares, Chastity
- Penalties: -20% science effectiveness
- Operation Access: Basic Thievery Operations Only
- Elite Unit: $1000
Personalities
Merchant
- Bonuses: +40% Income; -50% Money Losses from Plunders; Immunity to Income Penalties
Shepherd
- Bonuses: -30% Explore Time and Costs; -30% Building Construction Time and Costs; Immunity to Droughts, Storms, the Plague and Dragon effects; Each Acre generates 4 Bushels / Tick
Sage
- Bonuses: +20% Science Effectiveness; -20% Book Costs; -20% Research Time; -75% Losses on Learn Attacks; Every 4 Acres produces 1 Book / Tick
Rogue
- Bonuses: +1 Stealth Recovery / Tick; Each Thieves' Den functions as Two
- Operation Access: All Thievery Operations
Mystic
- Spell Book: Meteor Showers
- Bonuses: All Guilds and Towers are twice as effective; +30% Spell Duration
Warrior
- Bonuses: +15% Enemy Casualties (on attack or defense); -15% Your Military Casualties (on attack or defense); 10% more OME in war; +50% bonuses from honor
Tactician
- Bonuses: Gain 30% more Specialist and Building Credits; -15% Attack Time; -30% Military Training Time; -50% Land Losses when Ambushed
Cleric
- Bonuses: -50% Own Casualties; +1 General
Stances
- Normal: No effects
- Aggressive
- +10% Combat Gains
- -10% Attack Time
- +30% Military Wages
- +10% Military losses
- Fortified
- -50% gains hitting in (slides in over 24 hours)
- -25% Military training time and cost
- +25% draft speed
- -25% Construction time and cost
- 4-day maximum duration
- -50% gains hitting out
- +100% Explore costs
- No Paradise spell available
- Science limited to Active
Relations
- Ceasefire
- Prohibits attacks, spells, and thievery operations
- Annuls the Hostile Meter
- End Of War Ceasefire lasts 12-96 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: -25% Building Efficiency
- Ruby: -8% Military Efficiency
- All dragons result in 10% lower income and the loss of 20% of new draftees.