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Age 57 — Relentless Onslaught

  • WoL Age 57 Start: 15 February 2013
  • WoL Age 57 End: 4 June 2013
  • Duration: 110

Changes in brief

Race's Changes

  • Avian

    • -25% attack time (was -30%)
    • new -20% birth rate
    • (lost - 10% attack gains)
    • Elite: 6/3, 650gc, 5.25NW
  • Dwarf

    • +75% Food Consumption (was +50%)
    • SpellBook: Fanaticism, Fools Gold, new Quick Feet (lost Clear Sight)
    • Elite: 6/2, 750gc, 5NW
  • Elf

    • +30% WPA (was +50%)
    • SpellBook: Pitfalls, Mages Fury, Amnesia, Nightmare (lost Quickfeet)
  • Faery

    • +40% Spell Damage (Instant Spells) (was +30%)
    • +30% Sabotage damage (was +20%)
    • (lost wpa/tpa bonuses)
  • Halfling

    • +40% TPA (was +50%)
    • new -15% Attack Gains
    • (lost -10% birthrate)
    • SpellBook: Invisibility, Town Watch, Aggression, new Animate Dead
    • Soldiers: 2/2**; Elite: 5/5, 500gc, 5.5NW
  • Human

    • +20% Sabotage damage (was +30%)
    • +30% Spell Damage (Instant Spells) (was +40%)
    • Elite: 4/4, 700gc, 4NW
  • Orc

    • +25% Gains (was +30%)
    • -50% Combat Instant Spell Damage and Duration (was -75%)
    • -50% Sabotage Damage (was -75%)
  • Undead

    • new Basic Thievery (Intel operations only)
    • -20% Science Effectiveness (was -25%)
    • Soldiers: Greater Protection, Town Watch, Chastity, new Clearsight

Personality's Changes

  • The Merchant

    • +20% Income(was +30%)
    • new gain 20% more Specialist and Building Credits
    • (lost Immunity to all Income Penalties (Riots, Plagues, etc.))
  • The Sage

    • +25% Science effectiveness (was + 30%)
    • new -25% cost of science
    • -50% Losses on Learn Attacks (was -66%)
  • The Mystic

    • +30% Spell Duration (For Duration Spells Only) (was +50%)
  • The Warrior

    • +20% OME in war (was +15%)
    • Reawaken 50% Casualties
    • (lost +1 General)
  • The Tactician

    • (lost Gain 50% more Specialist and Building Credits)
    • new Immune to Ambush
  • The Cleric

    • new +1 General
  • The War Hero

    • new Immune to The Plague
    • (Lost -50% draft costs)

Game mechanic changes

  • The explore formula base cost is increased, with modifications on cost for provinces above and below the median. War (including End of War Ceasefires period) and Fortified stance will have a cost multiplier of 5.

  • In War the minimum gains will be reduced by 50%

  • Attack times in the War Room will be displayed in a more understandable format and with greater accuracy

  • Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed. You can see a pic of the war room

Races

Avian

  • -25% Attack Time
  • +20% Sabotage Damage
  • Spells: Town Watch, Vermin, Mystic Aura
  • -20% Birth Rate
  • No Access to Stables
  • Elite: 6/3, 650gc, 5.25NW

Dwarf

  • +20% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • +20% Spell Damage (Instant Spells)
  • Spells: Fanaticism, Fools Gold, Quickfeet
  • +75% Food Consumption
  • Can't use Accelerated Construction
  • Elite: 6/2, 750gc, 5NW

Elf

  • +1 Mana Recovery / Tick in war
  • +30 % WPA
  • +1 Defence Specialist Strength
  • Spells: Pitfalls, Mages Fury, Amnesia, Nightmare
  • Elite: 5/3, 650gc, 4.75NW

Faery

  • +40 % Spell Damage (Instant Spells)
  • +30 % Sabotage Damage
  • Spells: Access to All Racial Spells
  • -50% effects from honor
  • -3 Generals
  • Elite: 3/6, 800gc, 6NW

Halfling

  • +40 % TPA
  • +1 Stealth Recovery / Tick
  • -50 % Thief Cost
  • Soldiers: 2/2 (3NW)
  • Spells: Invisibility, Town Watch, Aggression, Animate Dead
  • -15 % Attack Gains
  • Elite: 5/5, 500gc, 5.5NW

Human

  • +10 % Population
  • +20 % Sabotage Damage
  • +30 % Spell Damage (Instant Spells)
  • +1 Offense Specialist Strength
  • Spells: Tree of Gold, Fountain of Knowledge, War Spoils
  • Elite: 4/4, 600gc, 4NW

Orc

  • +25 % Gains
  • Earns Elite Credits
  • Spells: Bloodlust, Fanaticism, Reflect Magic
  • -50 % Combat Instant Spell Damage and Duration
  • -50 % 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, Chastity, Clearsight
  • Basic Thievery (Intel operations only)
  • -30% science effectiveness
  • Elite: 7/2, 1000gc, 6NW

Personalities

Merchant

  • +20 % Income
  • -50 % Money Losses from Plunders
  • Gain 20% more Specialist and Building Credits

Sage

  • +25 % Science Effectiveness
  • -50 % Losses on Learn Attacks
  • -25% cost of science

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
  • +30 % Spell Duration (For Duration Spells Only)
  • +1 mana per tick in War

Warrior

  • Reawaken 50% Casualties
  • +20% OME in war
  • Enhanced Conquest range

Tactician

  • Ambush Immunity
  • -15% Attack Time
  • Accurate Espionage (in war)

Cleric

  • -50% Own Casualties
  • +1 General

War Hero

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

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.