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Age 71 — The Metamorphosis

  • WoL Age 71 Start: 11 Mar 2017
  • WoL Age 71 End: 20 May 2017
  • Duration: 10 weeks

Mechanics Changes

  • Science
  • Scientist Recruit rank from 6 hours to 3 hours
  • Scientist Spawn rate lowered slightly
  • Food Science will now be Food and Rune Production
  • Food and Rune Production Science maximum will be 120% from 200%
  • Magic Science will no longer increase Wizard Production
  • The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
  • Revelation will increase scientist spawn rate by 35%, down from 100%
  • Revelation duration will be lowered

  • Other bits and pieces

  • Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
  • Anonymity will no longer destroy honor during war
  • The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain. This attack would now produce an acre gain.
  • The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
  • The War Win bonus choice of 'Land' or 'Honor' will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.

Races

Avian

  • Bonuses: -30% Attack travel time; Cannot be ambushed; +40% Birth Rate; Train Elites with Credits
  • Spell Book: Fanaticism, Greater Protection, Blood Lust
  • Penalties: -10% Battle Gains; Cannot Use War Horses
  • Elite Unit: 11/4, 775gc, 10.5NW

Dwarf

  • Bonuses: +25% Building Efficiency; Free Building Construction and Can Use Credits to Raze Buildings; -50% Building Construction Time; +1 Offensive specialist strength; +1 Defensive specialist strength
  • Spell Book: Mystic Aura
  • Penalties: Can't use Accelerated Construction; +100% Food consumption
  • Elite Unit: 8/8, 900gc, 10NW

Elf

  • Bonuses: +2 Defensive Specialist strength; +35% Spell Success (WPA); +25% Combat Instant Spell Damage; +50% Rune Generation; -35% Military Casualties (on both offense and defence)
  • Spell Book: Fool's Gold, Pitfalls, Invisibility
  • Penalties: +50% Military Wages
  • Elite Unit: 8/7, 900gc, 9.5NW

Faery

  • Bonuses: +40% Combat Instant Spell Damage; +40% Sabotage Operation Damage; +1 mana per tick in war
  • Spell Book: Aggression, Fanaticism, Fools Gold, Greater Protection, Invisibility, Mage's Fury, Mystic Aura, Pitfalls, Quick Feet, Reflect Magic, Town Watch, Tree of Gold, Bloodlust
  • Penalties: -10% Income; -5% Max Population
  • Elite Unit: 5/10, 1050gc, 11NW

Halfling

  • Bonuses: +15% Max Population; +50% Thievery Operation Success (TPA); -50% Thief cost; +1 Stealth per tick; +2 Offensive Specialist Strength
  • Spell Book: Mage's Fury, Aggression
  • Penalties: -5% Building Efficiency; -10% Birth Rate
  • Elite Unit: 6/8, 700gc, 10NW

Human

  • Bonuses: +30% income; Immune to Income Penalties
  • Spell Book: Greater Protection, Quick Feet
  • Penalties: -10% Spell Success (WPA); +50% Rune Cost
  • Elite Unit: 10/4, 1000gc, 9.5NW

Orc

  • Bonuses: +25% Battle Gains; Free draft; +20% Enemy casualties when attacking
  • Spell Book: Reflect Magic, Blood Lust
  • Penalties: +15% Battle Losses; +10% Own casualties when attacking; +10% Own casualties when defending; -10% Thievery Operation Success (TPA)
  • Elite Unit: 13/2, 1000gc, 11.5NW

Undead

  • Bonuses: +570% Plague Contagiousness; -100% Food Consumption; -50% Own casualties when attacking; -50% Troop deaths (converted to soldiers); Convert Specialists into Elites; Always Carries and is Immune to the Plague; +3 Offensive Specialist strength
  • Spell Book: Town Watch
  • Penalties: No Elite Training; -35% Science Effectiveness
  • Operation Access: Basic Thievery (Intel Operations Only)
  • Elite Unit: 15/1, 11.5NW

Personalities

Heretic

  • Bonuses: +20% Magic Science Effectiveness; +20% Spell Success (WPA); +35% Runes Refunded on Spell Success; +20% Thievery Science Effectiveness; No wizards killed from failed spells; No thieves lost on failed ops
  • Spell Book: Nightmare, Blizzard, Revelation
  • Starting Bonuses: +100 Wizards and +200 thieves

Sage

  • Bonuses: Protect 30% of scientists on abduct attack; Scientists are 25% more effective; Increase base Scientist spawn rate by 25%
  • Spell Book: Amnesia
  • Starting Bonuses: 25% extra scientists

Rogue

  • Bonuses: +1 Stealth recovery per tick; Thieves Dens are 50% more effective; +75% Thievery Science Effectiveness
  • Operation Access: All thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Spell Book: Gluttony, Revelation
  • Starting Bonuses: +400 thieves

Mystic

  • Bonuses: All Guilds are 100% more effective; +75% Magic Science Effectiveness
  • Spell Book: Meteor Showers, Chastity, Revelation
  • Starting Bonuses: +600 Wizards

Warrior

  • Bonuses: +10% Offensive Military Efficiency; +1 General
  • Special Access: Enhanced Conquest range
  • 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: -35% Your Military Casualties (on attack or defense); Immune to The Plague
  • Spell Book: Animate Dead, Greater Protection
  • Starting Bonuses: +800 soldiers and +800 specialist credits

War Hero

  • Bonuses: +120% Honor Effects; Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%); Immune to Dragon and Income penalty effects; +5% Battle Gains; Increase honor gains by generating honor in all land attacks (in or out of war)
  • Spell Book: War Spoils, Pitfalls, Fanaticism
  • Starting Bonuses: 800 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
    • 72-hour maximum duration with 96-hour cooldown
    • -50% gains hitting out and on magic/thievery ops out
    • +500% Explore costs
    • No Paradise spell
    • No scientist progression or new scientists

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
    • Penalties
      • +500% Exploration Costs
      • No Paradise spell
      • Science limited to Active
    • After 12 hours
      • -25% Attack Time
    • After 24 hours
      • -25% Military Losses
      • -25% Military Training Time
      • No distance penalties for attacks
      • -75% gains/effectiveness for operations to and from other kingdoms

Dragons

  • Emerald: +20% Military losses in combat and -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.