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Age 54 — A Call to Arms

Schedule

Age 54 start dates and Age 53 end dates:

Tuesday May 8th, 12.00 GMT - End of age

Tuesday May 8th, 18.00 GMT- Start of Freeze

Friday May 11th, 18.00 GMT - Start of Protection

Monday May 14th, 18.00 GMT - End of Protection

For Age 54 the following changes will be implemented (use the Show Text button to see age 53 details). Thanks to everyone that contributed.

Race Changes

Avian

Age 54

  • -25% Attack Time

  • +40% Sabotage damage

  • 10% attack gains

  • No Access to Stables

  • Spell book: Town Watch, Vermin, Mystic Aura

  • Elite: 7/2, 600gc, 6.25NW

Age 53

Bonuses

  • -30% attack times

  • Defensive Specialist Strength +1

Penalty

  • -10% attack gains

  • No access to stables

Other Information

  • Offensive Specialist: Griffins (5/0)

  • Defensive Specialist: Harpies (0/6)

  • Elite Unit: Drake (7/4, $650, 6.5 nw)

  • Spell book: Clear Sight, Town Watch, Fanaticism

Dwarf

Age 54

  • +15% BE

  • +30% Spell Damage (Instant Spells)

  • Free Building Construction

  • Can use credits to raze buildings

  • +50% Food consumption

  • Accelerated Construction not available

  • Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight

  • Elite: 7/3, 750gc, 6.5NW

Age 53

Bonuses

  • +20% BE

  • Free Building Construction

  • Can use credits to raze buildings

Penalty

  • Accelerated Construction not available

  • -25% thievery effectiveness

  • +50% food consumption

Other Information

  • Offensive Specialist: Warriors (5/0)

  • Defensive Specialist: Axemen (0/5)

  • Elite Unit: Berserker (6/5, $700, 6 nw)

  • Spell book: Vermin, Quick feet

Elf

Age 54

  • +50% WPA

  • +1 mana in war

  • +1 defence specialist strength

  • Spellbook: Pitfalls, Mages Fury, Amnesia, Nightmare

  • Elite: 6/4, 700gc, 6NW

Age 53

Bonuses

  • +2 mana per tick in war

  • Defensive Specialist Strength +1

  • +30% damage on instant offensive spells.

Penalty

  • None

Other Information

  • Offensive Specialist: Rangers (5/0)

  • Defensive Specialist: Archers (0/6)

  • Elite Unit: Elf Lord (7/3, $600, 6 nw)

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

Faery

Age 54

  • +30% Spell Damage (Instant Spells)

  • +30% Sabotage damage

  • +30% WPA and TPA

  • -10% Population

  • Offensive Specialist Strength -2

  • Spellbook: All racial spells

  • Elite: 3/8, 1000gc, 7.5NW

Age 53

Bonuses

  • +50% magic effectiveness

  • +50% thievery effectiveness

Penalty

  • -10% population

  • Offensive Specialist Strength -1

Other Information

  • Offensive Specialist: Magicians (4/0)

  • Defensive Specialist: Druids (0/5)

  • Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)

  • Spellbook: All spells

Halfling

Age 54

  • +50% TPA

  • +1 stealth

  • 50% thief cost

  • -15% Birth Rate

  • Spellbook: Invisibility, Town Watch

  • Soldiers: 2/2

  • Elite: 5/6, 550gc, 5.75NW

Age 53

Bonuses

  • +1 extra stealth per tick

  • -50% thief cost

  • +10% Population

  • Espionage operations are 100% accurate in war

Penalty

  • -20% birthrate

Other Information

  • Soldiers: 2/2

  • Offensive Specialist: Strongarms (5/0)

  • Defensive Specialist: Slingers (0/5)

  • Elite Unit: Brutes (5/6, $500, 6.25 nw)

  • Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression

Human

Age 54

  • +10% Population

  • +50% Sabotage damage

  • +50% Spell Damage (Instant Spells)

  • +1 Offense specialist strength

  • Spellbook: Tree of Gold, Fountain of Knowledge, War Spoils

  • Elite: 5/5, 500gc, 5NW

Age 53

Bonuses

  • +30% income

  • +40% Damage on Sabotage Operations

Penalty

  • -20% magic effectiveness

  • Offensive Specialist Strength -1

Other Information

  • Offensive Specialist: Swordsmen (4/0)

  • Defensive Specialist: Archers (0/5)

  • Elite Unit: Knight (8/3, $800, 6.5 nw)

  • Spell Book: Greater Protection, Fountain of Knowledge

Orc

Age 54

  • +20% gains

  • Can train elites with credits

  • -75% Combat Instant Spell Damage and Duration

  • -75% Sabotage Damage

  • Spellbook: Bloodlust, Fanaticism, Aggression, Reflect Magic

  • Elite: 9/2, 850gc, 7.25NW

Age 53

Bonuses

  • +25% gains

  • Trains elites with credits

Penalty

  • -10% building efficiency

  • -50% thievery and magic damage (on offensive operations)

Other Information

  • Offensive Specialist: Goblins (5/0)

  • Defensive Specialist: Trolls (0/5)

  • Elite Unit: Ogre (9/2, $800, 6.75 nw)

  • Spellbook: Fanaticism, Aggression, Bloodlust

Undead

Age 54

  • -50% Offensive losses on attacks you make

  • Successful land attacks convert specialists to elites

  • Spreads and is immune to The Plague

  • No food needed

  • 25% science effectiveness

  • Spellbook: Greater Protection, Town Watch, Animate Dead, Chastity

  • Elite: 9/3, 1000gc, 7.5NW

Age 53

Bonuses

  • -50% Offensive losses on attacks you make

  • Successful land attacks convert specialists to elites

  • Spreads and is immune to The Plague

  • No Food required

Penalty

  • -20% science effectiveness

  • Access to basic thievery operations only (neutral relations ops)

Other Information

  • Offensive Specialist: Skeletons (5/0)

  • Defensive Specialist: Zombies (0/5)

  • Elite Unit: Ghoul (9/3, $1000, 7.0 nw)

  • Spellbook: War Spoils, Nightmares, Chastity

Personality Changes

The Merchant

Age 54

  • +30% Income

  • -50% Money Losses on Plunder Attacks

  • Immunity to all Income Penalties (Riots, Plagues, etc.)

Age 53

  • +40% Income

  • -50% Money Losses on Plunder Attacks

  • Immunity to all Income Penalties (Riots, Plagues, etc.)

The Sage

Age 54

  • +25% Science effectiveness

  • -66% Losses on Learn Attacks

  • Immune to The Plague

Age 53

  • +20% Science effectiveness

  • -20% Book Costs

  • -20% Research Time

  • -75% Losses on Learn Attacks

  • Every 4 Acres of land produces 1 Science Book per Hour

The Rogue

Age 54

  • +1 Stealth recovery per tick

  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda

  • Thieves Dens are twice as effective (subject to DBE)

Age 53

  • +1 Stealth recovery per tick

  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda

  • Thieves Dens are twice as effective (subject to DBE)

The Mystic

Age 54

  • Access to Meteor Showers

  • All Guilds and Towers are twice as effective

  • +50% Spell Duration (For Duration Spells Only)

  • +1 mana per tick in War

Age 53

  • Meteor Showers spell

  • All Guilds and Towers are twice as effective

  • +30% Spell Duration (For Duration Spells Only)

The Warrior

Age 54

  • +1 General

  • +15% OME in war

  • Enhanced Conquest range

Age 53

  • +15% Enemy Casualties (on attack or defense)

  • -15% Your Military Casualties (on attack or defense)

  • 10% more OME in war

  • +50% bonuses from honor

The Tactician

Age 54

  • Gain 50% more Specialist and Building Credits

  • -15% Attack Time

  • Accurate Espionage (in war)

Age 53

  • Gain 30% more Specialist and Building Credits

  • -15% Attack Time

  • -30% Military Training Time

  • -50% Land Losses when Ambushed

The Cleric

Age 54

  • 50% Your Military Casualties (on attack or defense)

  • Animate Dead spell always active (reawakens all troops lost on defense/offense as soldiers)

Age 53

  • -50% Your Military Casualties (on attack or defense)

  • 1 extra General

The War Hero

Age 54

  • +50% more bonuses from honor

  • -50% draft cost

  • -50% train time

  • -50% Land Losses on Ambush Attacks

Age 53

  • I did not exist in Age 53

Mechanic Changes

If you have a reservation with a kingdom it will not be possible to create a random province in another kingdom.

Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.

Plunder, Learn, Massacre and Raze are now worth 2 points on the meter

The war declaration range for kingdoms will be changed to 25% smaller or 33% larger

War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.

A war ending will grant, for both kds:

All land currently out with armies at war end returns home immediately.

Instant population growth of 20% of your max pop if you are under 50% of your max pop

  • +500% Birthrate

30% reduction in training costs of all troops.

Draft cost reduced 50%

Winning a war will grant the following:

  • +10% honor taken from the opponents honor pool

100 books of science per acre based on your median province

3 times your median provinces acres in spec credits

Free building credits to the total of your current unbuilt acres