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Age 56 — Strength in Union

  • WoL Age 56 Start: 16 November 2012
  • WoL Age 56 End: 12 February 2013
  • Duration: 88

Changes in brief

Race's Changes

  • Dwarf

    • Spells: Fanaticism, Fools Gold, Clearsight (removed QuickFeet)
  • Elf

    • Spells: Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet
  • Faery

      • 20% WPA and TPA
      • 50% effects from honor
    • (lost population penalty)
  • Halfling

    • -10% birthrate (down from -15%)
    • Invisibility, Town Watch, Aggression
    • Elite: 4/5, 400gc, 5NW
  • Human

    • +10% Population (up from 5%)
  • Orc

      • 30% Gains (up from +20%)
    • Spells: Bloodlust, Fanaticism, Reflect Magic (lost Aggression)
    • Elite: 7/1, 800gc, 5.75NW
  • Undead

      • 20% science effectiveness (down from -25%)

Personality's Changes

  • The Sage

    • Generates 1 point of science for every 4 acres (was 0)
    • (Lost plague immunity)
  • The Cleric

    • (Lost revives dead troops)
  • The War Hero

    • Immune to dragon effects
    • (Lost ambush protection)

Game mechanic changes

  • The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
  • Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
  • Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
  • Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
  • The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
  • Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
  • Espionage operations will be able to be conducted through in game ceasefires.
  • Monarch bonuses will be removed
  • Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
  • The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
  • Honor phase-in at age start has had the amount per tick doubled and the overall time halved.

Races

Avian

  • -30% Attack Time
  • +20% Sabotage Damage
  • Spells: Town Watch, Vermin, Mystic Aura
  • -10% Attack Gains
  • No Access to Stables
  • Elite: 6/3, 700gc, 5.25NW

Dwarf

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

Elf

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

Faery

  • +30 % Spell Damage (Instant Spells)
  • +20 % Sabotage Damage
  • +20 % WPA and TPA
  • Spells: Access to All Racial Spells
  • -50% effects from honor
  • -3 Generals
  • Elite: 3/6, 800gc, 6NW

Halfling

  • +50 % TPA
  • +1 Stealth Recovery / Tick
  • -50 % Thief Cost
  • Soldiers: 2/2 (3NW)
  • Spells: Invisibility, Town Watch,Aggression
  • -10 % Birthrate
  • Elite: 4/5, 400gc, 5NW

Human

  • +10 % Population
  • +30 % Sabotage Damage
  • +40 % Spell Damage (Instant Spells)
  • +1 Offense Specialist Strength
  • Spells: Tree of Gold, Fountain of Knowledge, War Spoils
  • Elite: 4/4, 600gc, 4NW

Orc

  • +30 % Gains
  • Earns Elite Credits
  • Spells: Bloodlust, Fanaticism, Reflect Magic
  • -75 % Combat Instant Spell Damage and Duration
  • -75 % Sabotage Damage
  • Elite: 7/1, 800gc, 5.75NW

Undead

  • -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
  • Spells: Greater Protection, Town Watch, Animate Dead, Chastity
  • -20% science effectiveness
  • Elite: 7/2, 1000gc, 6NW

Personalities

Merchant

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

Sage

  • +30 % Science Effectiveness
  • -66 % Losses on Learn Attacks
  • Every 4 acres generate 1 science point

Rogue

  • +1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Each Thieves' Den functions as Two

Mystic

  • Access to Meteor Showers spell
  • All Guilds and Towers are twice as effective
  • +50 % Spell Duration (For Duration Spells Only)
  • +1 mana per tick in War

Warrior

  • +1 General
  • +15% OME in war
  • Enhanced Conquest range

Tactician

  • Gain 50 % more Specialist and Building Credits
  • -15% Attack Time
  • Accurate Espionage (in war)

Cleric

  • -50% Own Casualties

War Hero

  • +50% more bonuses from honor
  • -50% draft cost
  • -50% train time
  • Immune to all dragon effects

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
  • 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
  • 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.