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.