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Age 62 — not named yet

  • WoL Age 62 End: 13 October 2014

Mechanic Changes

  • Buildings:
    • Mills will also reduce exploration soldier costs by % * 2
    • Forts will increase DME from 1.5 to 2 per %
    • Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.
  • Learns
    • Protection from subsequent hits will fire more aggressively when provinces are Learned.
  • Science
    • Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.
  • Features
    • Players will be able to create and share custom game themes. More details to follow. Basically you can edit the games colours, fonts, images etc and share (or not) these changes with the community.

Races

Avian

  • Bonuses: -25% Attack Time; +30% Sabotage Operation Damage; -50% Military Training Time
  • Spell Book: Fanaticism, Greater Protection
  • Penalties: No Access to Stables; -20% Birth Rate
  • Elite Unit: 6/2, 650gc, 5NW

Dwarf

  • Bonuses: +30% Building Efficiency; +30% Combat Instant Spell Damage; Free Building Construction; Can use credits to raze buildings
  • Spell Book: Fools Gold, Quick Feet, Mystic Aura
  • Penalties: Can't use Accelerated Construction; +100% food consumption
  • Elite Unit: 6/3, 900gc, 5.5NW

Elf

  • Bonuses: +30% WPA; -33% defensive losses; +1 defensive specialist strength
  • Spell Book: Nightmares, Pitfalls, Mages Fury
  • Elite Unit: 5/4, 950gc, 5.75NW

Faery

  • Bonuses: +40% Spell Damage (Instant Spells); +40% Sabotage Damage; +1 mana per tick in war
  • Spell Book: Access to All Racial Spells
  • Elite Unit: 4/5, 1150gc, 5.5NW

Halfling

  • Bonuses: +50% TPA; -50% Thief Cost; +1 Stealth
  • Spell Book: Invisibility, Town Watch, Aggression, Animate Dead
  • Penalties: -10% Gains
  • Elite Unit: 5/5, 900gc, 6.5NW

Human

  • Bonuses: +5% Population; +30% Spell Duration; +10% Offensive Military Efficiency In War
  • Spell Book: Tree of Gold, Fountain of Knowledge
  • Penalties: +50% Cost of Science
  • Elite Unit: 6/4, 1250gc, 7.0NW

Orc

  • Bonuses: +20 % Attack Gains; Free draft; +20% Enemy casualties when attacking
  • Spell Book: Reflect Magic
  • Penalties: -10% science effectiveness
  • Elite Unit: 7/1, 800gc, 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; +1 Offensive Specialist strength
  • Spell Book: Town Watch
  • Penalties: Cannot Train Elites
  • Operation Access: Basic Thievery (Intel operations only)
  • Elite Unit: 7/2, 6.5NW

Personalities

Merchant

  • Bonuses: Gain 50% more Specialist and Building Credits
  • Spell Book: Tree of Gold
  • Starting Bonuses: +1600 specialist credits

Sage

  • Bonuses: +40% Science Effectiveness; Every 4 acres generates 1 science point
  • Spell Book: Amnesia
  • Starting Bonuses: 40000 science books

Rogue

  • Bonuses: +1 Stealth Recovery / Tick; +100% Thievery Science Effectiveness
  • 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; +75% Magic Science Effectiveness
  • Spell Book: Meteor Showers, Chastity, Nightmares
  • Starting Bonuses: +200 Wizards

Warrior

  • Bonuses: +1 General; +10% OME
  • Special Access: Enhanced Conquest range
  • Spell Book: Bloodlust
  • Starting Bonuses: +800 soldiers and +800 specialist credits

Tactician

  • Bonuses: -20% Attack Time
  • Special Access: Accurate Espionage
  • Spell Book: Clear Sight
  • Starting Bonuses: +800 soldiers and +800 specialist credits

Cleric

  • Bonuses: -40% Your Military Casualties (on attack or defense)
  • Spell Book: Pitfalls
  • Starting Bonuses: +800 soldiers and +800 specialist credits

War Hero

  • Bonuses: +100% Honor Effects; Immune to all dragon effects; Immune to The Plague (but can carry/spread)
  • 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.