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Age 63 — Iron Walls Iron Heart

  • WoL Age 63 Start: 13 October 2014
  • WoL Age 63 End: 23 January 2015

Mechanic Changes

  • Military Science:
    • More points now required for the same effect.
  • Arson and Greater Arson:
    • GA increased moderately, Arson damage increased significantly.
  • Fortified

    • Max duration decreased by 24 hours but effects on troop cost, speed and building rate increased, birth rate bonus added.
    • 50% gains hitting in (slides in over a period of 24 hours)
    • -50% gains on magic and thievery ops (slides in over a period of 24 hours)
    • -40% Military training time and cost
    • +40% draft speed
    • -50% Construction time and cost
    • +200% Birth Rate
    • 3 days maximum duration
    • -50% gains hitting out
    • -50% gains on magic and thievery ops
    • +500% Explore costs
    • No Paradise spell available
    • Science limited to "Active"
  • Specialist Credits

    • These will decay while out of war at a rate of 10% per RL day.
  • Elite Wages
    • Increased across the board to .7 gc.
  • War Win Chart:
    • Opponent net worth far less significant in determining points.
  • Vacation Mode:
    • Cannot be entered near age end.

Races

Avian

  • Bonuses: -25% Attack Time; +30% Sabotage Operation Damage; Can train Elites with Specialist Credits; +20% Birth Rate
  • Spell Book: Fanaticism, Greater Protection, Clear Sight
  • Penalties: No Access to Stables
  • Elite Unit: 6/1, 700gc, 4.75NW

Dwarf

  • Bonuses: +25% 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: 6/2, 800gc, 5.25NW

Elf

  • Bonuses: +30% WPA; -33% defensive losses; +1 defensive specialist strength
  • Spell Book: Nightmares, Pitfalls, Mages Fury
  • Elite Unit: 5/4, 850gc, 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: +40% TPA; +1 Stealth; +100% land effect from Thieves Dens
  • Spell Book: Invisibility, Town Watch, Aggression, Animate Dead
  • Penalties: -10% Gains
  • Elite Unit: 3/5, 600gc, 5.25NW

Human

  • Bonuses: +5% Population; +20% Spell Duration; +10% Offensive Military Efficiency In War
  • Spell Book: Tree of Gold, Fountain of Knowledge
  • Penalties: +50% Cost of Science
  • Elite Unit: 6/3, 1250gc, 6.5NW

Orc

  • Bonuses: +25 % Attack Gains; Free draft; +25% Enemy casualties when attacking
  • Spell Book: Reflect Magic
  • Penalties: -10% science effectiveness
  • Elite Unit: 7/1, 800gc, 5.75NW

Undead

  • Bonuses: -75% 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 75% more Specialist and Building Credits
  • Spell Book: Tree of Gold
  • Starting Bonuses: +1600 specialist credits

Sage

  • Bonuses: +30% Science Effectiveness; Every 4 acres generates 1 science point
  • Spell Book: Amnesia
  • Starting Bonuses: 40000 science books

Rogue

  • Bonuses: -50% thief cost; +1 Stealth Recovery / Tick; +75% 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; +50% 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: -50% Your Military Casualties (on attack or defense)
  • Spell Book: Pitfalls
  • Starting Bonuses: +800 soldiers and +800 specialist credits

War Hero

  • Bonuses: +100% Honor Effects; -50% Military Training Time; 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 a period of 24 hours)
    • -40% Military training time and cost
    • +40% draft speed
    • -50% Construction time and cost
    • 3 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.