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Age 55 — Veil of Shadows

  • WoL Age 55 Start: 10 August 2012
  • WoL Age 55 End: 13 November 2012
  • Duration: 95

Changes in brief

Race's Changes

  • Avian

      • 30% attack time (was -25%)
    • +20% Sabotage damage (was 40%)
    • Elite: 6/3, 700gc, 5.25NW
  • Dwarf

      • 20% Building Efficiency (was +15%)
    • Elite: 6/2, 650gc, 5NW
  • Elf

    • Elite: 5/3, 650gc, 4.75NW
  • Faery

      • 3 generals (was -2)
    • Lost Offensive Specialist Strength -2
      • 5% population (was -10%)
    • Elite: 3/6, 800gc, 6NW
  • Halfling

    • Elite: 4/5, 550gc, 5NW
  • Human

    • +5% Population (was +10%)
      • 30% Sabotage damage (was +50%)
      • 40% Spell Damage (Instant Spells) (was +50%)
    • Elite: 4/4, 600gc, 4NW
  • Orc

    • Elite: 7/1, 850gc, 5.75NW
  • Undead

    • Elite: 7/2, 1000gc, 6NW

Personality's Changes

  • The Sage
      • 30% Science effectiveness (was +25%)

Game mechanic changes

  • Specialists now defend and attack at 4 points respectively.
  • The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
  • The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
  • Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
  • Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
  • Intra kingdom hits will remove some honor from the attacked province.
  • Attacks in war will not take extra acres from the exploration pool.
  • Entering Fortified stance will result in -50% magic and thief operation gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
  • Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.

Races

Avian

  • Bonuses: -30% Attack Time; +20% Sabotage Damage
  • Spell Book: Town Watch, Vermin, Mystic Aura
  • Penalties: -10% Attack Gains; No access to Stables
  • Elite Unit: 6/3, 700gc, 5.25NW

Dwarf

  • Bonuses: +20% Building Efficiency; Free Building Construction; Can use credits to raze buildings; +30% Spell Damage (Instant Spells)
  • Spell Book: Quick Feet, Fanaticism, Fools Gold, Clearsight
  • Penalties: +50% Food Consumption; Can't use Accelerated Construction
  • Elite Unit: 6/2, 650gc, 5NW

Elf

  • Bonuses: +1 Mana Recovery / Tick in war; +50 % WPA; +1 Defence Specialist Strength
  • Spell Book: Pitfalls, Mages Fury, Amnesia, Nightmare
  • Elite Unit: 5/3, 650gc, 4.75NW

Faery

  • Bonuses: +30 % Spell Damage (Instant Spells); +20 % Sabotage Damage; +30 % WPA and TPA
  • Spell Book: Access to All Racial Spells
  • Penalties: -5 % Population; -3 Generals
  • Elite Unit: 3/6, 800gc, 6NW

Halfling

  • Bonuses: +50 % TPA; +1 Stealth Recovery / Tick; -50 % Thief Cost
  • Spell Book: Invisibility, Town Watch
  • Penalties: -15 % Birthrate
  • Units: Soldiers: 2/2 (3NW)
  • Elite Unit: 4/5, 550gc, 5NW

Human

  • Bonuses: +5 % Population; +30 % Sabotage Damage; +40 % Spell Damage (Instant Spells); +1 Offense Specialist Strength
  • Spell Book: Tree of Gold, Fountain of Knowledge, War Spoils
  • Elite Unit: 4/4, 600gc, 4NW

Orc

  • Bonuses: +20 % Gains; Earns Elite Credits
  • Spell Book: Bloodlust, Fanaticism, Aggression, Reflect Magic
  • Penalties: -75 % Combat Instant Spell Damage and Duration; -75 % Sabotage Damage
  • Elite Unit: 7/1, 850gc, 5.75NW

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: Greater Protection, Town Watch, Animate Dead, Chastity
  • Penalties: -25% science effectiveness
  • Elite Unit: 7/2, 1000gc, 6NW

Personalities

Merchant

  • Bonuses: +30 % Income; -50 % Money Losses from Plunders; Immunity to Income Penalties

Sage

  • Bonuses: +30 % Science Effectiveness; -66 % Losses on Learn Attacks; Immune to the Plague

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; +50 % Spell Duration (For Duration Spells Only); +1 mana per tick in War

Warrior

  • Bonuses: +1 General; +15% OME in war
  • Special Access: Enhanced Conquest range

Tactician

  • Bonuses: Gain 50 % more Specialist and Building Credits; -15% Attack Time
  • Special Access: Accurate Espionage (in war)

Cleric

  • Bonuses: -50% Own Casualties
  • Special Access: Animate Dead spell always active (reawakens all troops lost on defense/offense as soldiers)

War Hero

  • Bonuses: +50% more bonuses from honor; -50% draft cost; -50% train time; -50% Land Losses on Ambush Attacks

Stances

  • Normal: No effects
  • Aggressive
    • +10% Combat Gains
    • -10% Attack Time
    • +30% Military Wages
    • +10% Military losses
  • Fortified
    • -50% gains hitting in and effectiveness on magic/thievery ops 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 and effectiveness on magic/thievery ops 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
    • +500% birth rate
    • -30% troop training costs
    • -50% draft cost
    • Combined with War relations
    • War and Ceasefire relations can be cancelled separately
    • All land currently out returns home immediately at war end
    • Instant population growth of 20% of max population if below 50%
  • 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.