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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.
  • 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.