Age 72 — The Era of Venerated Bastions
- WoL Age 72 Start: 20 May 2017
- WoL Age 72 End: 10 Aug 2017
- Duration: 12 weeks
Mechanics Changes
- Kingdom Rituals
- Kingdom Rituals (KR) are a new mechanic that serves as a kingdom-wide bonus.
- The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)
- To complete the ritual the Kingdom must cast a new 'ritual spell' 100 times within 48 hours of the ritual being started
- The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell
- A successful KR will last for 120 hours
- Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced
- All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR
- The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary
- For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength
- There are three kinds of KRs, we do not yet have names for them, and the numbers are likely to change drastically:
- 1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME
- 2) Affluent (WAR ONLY) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%
- 3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%
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Note: The Prosperity KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.
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Other bits and pieces
- NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.
- SOT change - we are considering adding a 'last seen' line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual
- Scientists - generated on a flat ratio similar to wizards instead of via RNG.
- Explore pool - remove kingdomwide explorepool and replace it with province level exploration pools.
- Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)
- Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.
- Networth Protection - Significantly reduced for spells and sabotage operations.
- Op success rate - Success rates made significantly easier to achieve
- OOW honor gains - Significantly reduced.
- WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.
- WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional 'tier' that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.
- Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.
- The War Win bonus will also include a provision of additional land to every province's individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.
- WAR - Exploration during End Of War Cease-Fire will have reduced cost penalties (from 500% to 250% of normal cost).
- Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.
- Several New Spells dedicated to the Paladin Personality Only
Races
Avian
Bonuses:
- Attack time -25%
- Birth Rate +40%
- Can Train Elites with Credits
Penalties:
- Battle Gains -10%
- Can't Use Stables
- Minus 2000 Starting Spec Training Credits
- 20% fewer credits generated
Spell Book:
- Fanaticism
- Greater Protection
- Blood Lust
Units:
- Elite: 11/4, 775GC, 10.5NW
Dwarf
Bonuses:
- +25% Building Efficiency
- -100% Construction Cost
- -50% Construction Time
- Use Credits to Raze
- Access to Greater Arson
Penalties:
- Can't use Accelerated Construction
- +100% food consumption
Spell Book:
- Mystic Aura
Units:
- Elite: 8/9, 900GC, 10NW
Elf
Bonuses:
- +25% Instant Spell Damage
- +35% WPA
- +20% Towers Efficiency
- +2 def spec strength
Penalties:
- +50% Military Wages
Spell Book:
- Clear Sight
Units:
- Elite: 9/7, 1000GC, 10NW
Faery
Penalties:
- -10% Income
- -5% Max Population
Spell Book:
- All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
Units:
- Elite: 5/10, 1050GC, 11NW
Halfling
Bonuses:
- +10% Max Population
- -50% Thief Cost
- +40% TPA
- +1 Extra Stealth
- +1 ospec Strength
Penalties:
- -5% Building Efficiency
- -10% Birth Rate
Spell Book:
- Mage's Fury
- Aggression
Units:
- Elite: 6/8, 700GC, 9NW
Human
Bonuses:
- +30% Income
- Immune to Income Penalties
- Increase Scientist Generation Rate +25%
- +1 general
Penalties:
- -10% Spell Success (WPA)
- +50% Rune Cost
Spell Book:
- Greater Protection
- Quick Feet
Units:
- Elite: 11/5, 1050GC, 11NW
Orc
Bonuses:
- +20% Battle Gains
- -100% Draft Cost
- +15% Enemy Casualties on Attack
Penalties:
- +10% Military Casualties
- -10% TPA
Spell Book:
- Reflect Magic
- Blood Lust
Units:
- Elite: 12/1, 1000GW, 11.5NW
Undead
Bonuses:
- Carries & Immune to Plague
- No Food Required
- -50% Offensive Casualties
- Def Troop Losses 50% to solds
- Convert Specs to Elites
- +2 Ospec strength
- +1 Mana
Penalties:
- -15% Science Effectiveness
- Can't Train Elites
- Basic Thievery Only
Spell Book:
- Town Watch
- Nightmare
Units:
- Elite: 11/3, 11.5NW
Personalities
Cleric
Bonuses:
- -35% Your Military Casualties (on attack or defense)
- Immune to The Plague
Spell Book:
- Animate Dead
- Greater Protection
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Heretic
Bonuses:
- +20% Magic Science Effectiveness
- +20% Thievery Science Effectiveness
- +20% Spell Success (WPA)
- +35% Runes Refunded on Spell Success
- No wizards killed from failed spells
- No thieves lost on failed ops
Spell Book:
- Nightmare
- Blizzard
- Revelation
Starting Bonuses:
- Starts with +100 Wizards and +200 thieves
Mystic
Bonuses:
- All Guilds are 100% more effective
- +75% Magic Science Effectiveness
Spell Book:
- Meteor Showers
- Chastity
- Revelation
Starting Bonuses:
- Starts with +600 Wizards
Paladin
Bonuses:
- Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)
- Troops attacks dragon with 20% more strength
Spell Book:
- Fool's Gold
- Paladin's Inspiration
- Scientific Insights
- Illuminate Shadows
- Wrathful Smite
- Divine Shield
- Magic Ward
- Barrier of Integrity
Starting Bonuses:
- Starts with 800 elites
Rogue
Bonuses:
- +1 Stealth recovery per tick
- Access to all thievery operations
- Thieves Dens are 50% more effective
- +50% Thievery Science Effectiveness
Spell Book:
- Gluttony
- Revelation
Starting Bonuses:
- Starts with +400 thieves
Sage
Bonuses:
- Protect 30% of scientists on abduct attack
- Scientists are 25% more effective
Spell Book:
- Amnesia
Starting Bonuses:
- Starts with 25% extra scientists
Tactician
Bonuses:
- -20% Attack Time
- Accurate Espionage
Spell Book:
- Clear Sight
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Warrior
Bonuses:
- +5% Offensive Military Efficiency
- +10% Offensive Military Efficiency in war
- Enhanced Conquest range
Spell Book:
- Fanaticism
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
War Hero
Bonuses:
- Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
- Immune to Dragon and Income penalty effects
- +5% Battle Gains
- +100% Honor Bonuses
Spell Book:
- War Spoils
- Pitfalls
Starting Bonuses:
- Starts with 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
- Immediate effects
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.