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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

  • Avian

      • 30% attack times
    • Defensive Specialist Strength +1
      • 10% attack gains
    • Elite Unit: Drake (7/4, $650, 6.5 nw)
    • Spell book: Clear Sight, Town Watch, Fanaticism
  • Dwarf

      • 25% thievery effectiveness
      • 50% food consumption
    • Elite Unit: Berserker (6/5, $700, 6 nw)
    • Spell book: Vermin, Quick feet
  • Elf

    • Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury
  • Faery

      • 50% thievery effectiveness
    • Offensive Specialist Strength -1
    • Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
  • Halfling

      • 1 extra stealth per tick
      • 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
  • Human

      • 20% magic effectiveness
    • Spell Book: Greater Protection, Fountain of Knowledge
  • Orc

      • 25% gains
      • 10% building efficiency
      • 50% thievery and magic damage (on offensive operations)
  • The Undead

    • -50% Offensive losses on attacks you make
      • 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
      • 20% Science effectiveness
      • 20% Book Costs
    • -20% Research Time
    • -75% Losses on Learn Attacks
  • The Warrior
      • 50% bonuses from honor
  • The Tactician
    • -50% Land Losses when Ambushed
  • The Cleric
    • Lost "Troops losses on attacks or defense converted to soldiers"

Game mechanic changes

  • 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.

  • Purchasable game items, such as invites and taunts, have been moved to their own area within the game.

  • 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.

  • Explore costs will increase more drastically the more you explore.

  • Construction and raze costs will be reduced significantly at larger acres.

  • A war win chart has been introduced.

  • 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.