Age 68 — Heresy
- WoL Age 68 Start: 19 Apr 2016
- WoL Age 68 End: 5 Aug 2016
- Duration: 15 weeks
Mechanics Changes
-
Unit Strength: Buffing unit strengths as below
- Specialists to 6
- Mercs/prisoners to 5
- Horses to 2
- Soldiers to 2
-
The Wall:
- New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
- War win reward:
- Not granted if the kingdoms are out of range at war start.
- War declaration:
- Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.
- Fortified:
- Reduced to 48 hours max duration.
- End of War ceasefire:
- Maximum time reduced to 72 hours. Double wizards removed.
- Aggressive stance:
- Attack time buffed to -15%.
- Draft locked and timer message:
- Will be displayed on the military page around age start.
- Aid page:
- Will inform you that sending aid counts as an aggressive action.
- In-game target finder:
- Additional filters and sorting added for stance and war status.
- War room:
- Will default to the kingdom you are at war with, if any.
- Anonymity:
- This spell will case the target to lose honor, but the attacker will not gain it.
- Tree of Gold:
- Reduced amount gained from this spell by 33.333333%, recurring of course.
- Vermin:
- Removed.
- Gluttony:
- New - Increases food required by 25%.
- Guilds:
- Unaffected by BE for the purposes of calculating spell duration.
- War:
- Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.
- Empty kingdoms:
- I'll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.
Races
Avian
- Bonuses: -25% Attack Time; +30% Birth Rate; Ambush Immunity; +1 General
- Spell Book: Fanaticism, Greater Protection
- Elite Unit: 9/3, 750gc, 8.75NW
Dwarf
- Bonuses: Free Building Construction; Can use credits to raze buildings; -50% Building Construction Time; -50% food consumption
- Spell Book: Clear Sight, Mystic Aura
- Penalties: Can't use Accelerated Construction
- Elite Unit: 7/7, 700gc, 10NW
Elf
- Bonuses: +30% Spell success; +2 Defensive Specialist strength; -30% defensive losses; +100% land effect from Towers
- Spell Book: Fools gold, Pitfalls, Invisibility
- Elite Unit: 7/6, 750gc, 8.5NW
Faery
- Bonuses: +20% Combat Instant Spell damage; +20% Sabotage Operation damage; +20% Spell duration; +1 mana per tick in War; +1 stealth per tick
- Spell Book: Access to All Racial Spells and Tree of Gold
- Elite Unit: 5/9, 1200gc, 11NW
Halfling
- Bonuses: +50% TPA; +2 offensive specialist strength; -50% thief cost; +12% population
- Spell Book: Mage's Fury, Aggression
- Elite Unit: 6/6, 550gc, 8.5NW
Human
- Bonuses: +30% income; Immune to income penalties
- Spell Book: Fountain of Knowledge, Quick Feet
- Penalties: -15% Spell success
- Elite Unit: 9/4, 750gc, 9.25NW
Orc
- Bonuses: +20 % Battle Gains; Free draft; +25% Enemy casualties when attacking
- Spell Book: Reflect Magic
- Penalties: -10% science effectiveness
- Elite Unit: 12/2, 800gc, 10.5NW
Undead
- Bonuses: -75% Offensive losses on attacks you make; Spreads and is Immune to The Plague; No Food Required
- Spell Book: Town Watch, Animate Dead
- Operation Access: Basic Thievery (Intel operations only)
- Elite Unit: 11/3, 950gc, 10NW
Personalities
Heretic
- Bonuses: Wizards do not die on failed spells; Thieves do not die on failed operations; Successful spell casts get 50% of rune cost refunded; +30% Magic and Thievery Science Effectiveness
- Spell Book: Nightmares
- Starting Bonuses: +100 Wizards and +200 thieves
Sage
- Bonuses: Protect 75% of science on attacks; Every 2 acres generates 1 book of science
- Spell Book: Amnesia
- Starting Bonuses: 40000 science books
Rogue
- Bonuses: +1 Stealth recovery per tick; +100% land effect from Thieves Dens; +75% Thievery Science Effectiveness
- Operation Access: All Thievery Operations
- Spell Book: Gluttony
- Starting Bonuses: +400 thieves
Mystic
- Bonuses: All Guilds are twice as effective; +50% Magic Science Effectiveness
- Spell Book: Meteor Showers, Chastity
- Starting Bonuses: +200 Wizards
Warrior
- Bonuses: +15% OME
- 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: -30% Your Military Casualties (on attack or defense); Immune to The Plague
- Spell Book: Pitfalls
- Starting Bonuses: +800 soldiers and +800 specialist credits
War Hero
- Bonuses: +100% Honor Effects; Converts some Specialists into Elites on successful land attacks; Immune to all Dragon effects and Income Penalties
- Spell Book: War Spoils
- Starting Bonuses: 400 elites
Stances
- Normal: No effects
- Aggressive
- +10% Combat Gains
- -15% Attack Time
- +30% Military Wages
- +10% Military losses
- Fortified
- -50% gains hitting in and on magic/thievery ops in (slides in over 24 hours)
- -40% Military training time and cost
- +40% draft speed
- -50% Construction time and cost
- +200% Birth Rate
- 48 hours 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 12-72 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: -10% Military Efficiency
- All dragons result in 10% lower income and the loss of 20% of new draftees.