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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.