Age 61 — Age of Destruction
- WoL Age 61 Start: 21 March 2014
Mechanic Changes
-
Dragons:
- Sapphire:
- 25% lower magic effectiveness
- 25% lower thievery effectiveness
- 10% lower income
- the loss of 20% of new draftees
- Emerald:
- 20% Higher military losses in combat
- 15% lower attack gains
- 10% lower income
- the loss of 20% of new draftees
- Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.
- Sapphire:
-
Shop items:
- Taunts: Price reduced by 50% to 5 credits. Added additional checks to avoid taunting your own kingdom.
- Kingdom hostile meter: Price reduced by 50% to 10 credits a week.
- Buildings
- Homes: Increase population by 10
- Stables: Hold 80 horses per stable, draft 2 horses an hour.
- Attacks:
- Massacre: Raze element in war removed. Damage in war increased.
- Raze: Damage in war to buildings significantly increased.
- War Win chart formula: TBC, no change has been decided yet.
Races
Avian
- Bonuses: -35% Attack Time; +25% Birth Rate
- Spell Book: Fanaticism, Greater Protection
- Penalties: No Access to Stables; -10% gains on attacks
- Elite Unit: 6/2, 500gc, 5NW
Dwarf
- Bonuses: +30% Building Efficiency; Free Building Construction; Can use credits to raze buildings
- Spell Book: Fools Gold, Quick Feet, Mystic Aura
- Penalties: Can't use Accelerated Construction; +75% food consumption
- Elite Unit: 6/3, 700gc, 5.5NW
Elf
- Bonuses: +30% WPA; -50% defensive losses; +1 defensive specialist strength
- Spell Book: Nightmares, Pitfalls, Mages Fury
- Elite Unit: 5/4, 800gc, 5.75NW
Faery
- Bonuses: +30% Spell Damage (Instant Spells); +30% Sabotage Damage; +1 mana per tick in war
- Spell Book: Access to All Racial Spells
- Elite Unit: 4/5, 650gc, 5.5NW
Halfling
- Bonuses: +10% population; +50% TPA; -50% Thief Cost; +1 offensive specialist strength
- Spell Book: Invisibility, Town Watch, Aggression, Animate Dead
- Penalties: -25% Birth Rate
- Elite Unit: 4/4, 450gc, 4NW
Human
- Bonuses: +20% Science Effectiveness; +20% income
- Spell Book: Tree of Gold, Fountain of Knowledge
- Penalties: -5% Population
- Elite Unit: 6/4, 1000gc, 5.5NW
Orc
- Bonuses: +25 % Attack Gains; Free draft; +25% Enemy casualties when attacking
- Spell Book: Reflect Magic
- Penalties: -15% science effectiveness
- Elite Unit: 7/1, 750gc, 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: Town Watch
- Operation Access: Basic Thievery (Intel operations only)
- Elite Unit: 7/2, 600gc, 6NW
Personalities
Merchant
- Bonuses: Gain 50% more Specialist and Building Credits
- Spell Book: Tree of Gold
- Starting Bonuses: +1600 specialist credits
Sage
- Bonuses: -30% cost of science; Protect 30% of science from the Learn attack; Every 3 acres generates 1 science point
- Spell Book: Amnesia
- Starting Bonuses: 40000 science books
Rogue
- Bonuses: +1 Stealth Recovery / Tick
- Operation Access: All Thievery Operations
- Spell Book: Vermin
- Starting Bonuses: +400 thieves
Mystic
- Bonuses: All Guilds are twice as effective; +1 mana per tick in War
- Spell Book: Meteor Showers, Chastity, Nightmares
- Starting Bonuses: +200 Wizards
Warrior
- Bonuses: +1 General; +10% OME in war
- Special Access: Enhanced Conquest range
- Spell Book: Bloodlust
- Starting Bonuses: +800 soldiers and +800 specialist credits
Tactician
- Bonuses: -15% Attack Time
- Special Access: Accurate Espionage
- Spell Book: Clear Sight
- Starting Bonuses: +800 soldiers and +800 specialist credits
Cleric
- Bonuses: -35% Your Military Casualties (on attack or defense)
- Spell Book: Pitfalls
- Starting Bonuses: +800 soldiers and +800 specialist credits
War Hero
- Bonuses: -50% train time; Immune to all dragon effects; Immune to The Plague
- Spell Book: War Spoils
- Starting Bonuses: 400 elites
Stances
- Normal: No effects
- Aggressive
- +10% Combat Gains
- -10% Attack Time
- +30% Military Wages
- +10% Military losses
- Fortified
- -50% gains hitting in and 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 days maximum duration
- -50% gains hitting out and on magic/thievery ops out
- +500% 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
- +500% 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
- +20% Military losses in combat
- -15% Attack gains
- Sapphire: -25% 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.