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
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Avian
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- 30% attack time (was -25%)
- +20% Sabotage damage (was 40%)
- Elite: 6/3, 700gc, 5.25NW
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Dwarf
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- 20% Building Efficiency (was +15%)
- Elite: 6/2, 650gc, 5NW
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Elf
- Elite: 5/3, 650gc, 4.75NW
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Faery
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- 3 generals (was -2)
- Lost Offensive Specialist Strength -2
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- 5% population (was -10%)
- Elite: 3/6, 800gc, 6NW
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Halfling
- Elite: 4/5, 550gc, 5NW
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Human
- +5% Population (was +10%)
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- 30% Sabotage damage (was +50%)
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- 40% Spell Damage (Instant Spells) (was +50%)
- Elite: 4/4, 600gc, 4NW
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Orc
- Elite: 7/1, 850gc, 5.75NW
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Undead
- Elite: 7/2, 1000gc, 6NW
Personality's Changes
- The Sage
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- 30% Science effectiveness (was +25%)
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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.