Age 80 — Age of Reconnaissance
- WoL Age 80 Start: 6 Feb 2019
- WoL Age 80 End: 27 Apr 2019
- Duration: 11 weeks
Mechanics Changes
Attacks & Relations
- Hostile Meter
- Unfriendly will begin at 10 points
- Hostile will begin at 25 points
- Sending a Dragon will move the Hostile meter
- Traditional March, Massacre and Learn will add 3 points to the meter
- Ambush will add 1.5 meter points
- Failed attack meter movement will also be increased by ~25%
- The meter will decrease by 1/6 on the 1st of each Month
- Dragons
- Sapphire HP will be increased
Spells
- Bloodlust effects are now:
- +20% Offensive Military Efficiency
- +15% Enemy Military Casualties
- +30% Own Military Casualties
Science
- Science effects will be adjusted (more detailed information will be provided in graphs)
- Book generation rate will be reduced
- Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive
Rituals
Base Ritual Effects
- Affluent: Income +20% & Draft Speed +25%
- Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
- Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
- Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
- Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
- Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
- Onslaught: +10% OME & +15% enemy casualties on attacks
Miscellaneous
- Overpopulation
- Peasant desertions will increase (roughly +50%)
- The rate at which troops desert from armies away will be reduced by 25%
- Sitting days per Province will be increased from 21 to 30
- Minimum sitting time used by using a sitting credit will reduce from 24 to 12 (for example, if using sitting for less than 24 hours in the past you would use a full 24 hours. Now, if you use less than 12 hours it will remove 12 hours and anything over 12 hours will remove the exact amount of time used)
Bug Fixes
- We believe we have fixed a significant bug affecting Kingdoms causing ticks to skip on day change for some Kingdoms
Races
Avian
Bonuses:
- -20% Attack Time
- +1 Defensive Specialist Strength
- -50% Ambush Land Losses
- +10% birth rates
Penalties:
- -10% Combat Gains
- +10% Military Casualties
- Cannot Use War Horses or Stables
Spell Book:
- Bloodlust
- Greater Protection
Units:
- Elite: 8/3, 850gc, 8.5 NW
Dwarf
Bonuses:
- +20% Building Efficiency
- -50% Construction Cost
- +25% Building Credits from attacks
Penalties:
- +100% Food consumption
Spell Book:
- Clear Sight
- Inspire Army
- Mystic Aura
Units:
- Elite: 7/5, 950gc, 10.5 NW
Elf
Bonuses:
- +1% Mana per tick
- +10% Military Efficiency
- Can Cast Self Spells on Kingdom Members
Penalties:
- +20% Explore Costs
Spell Book:
- Inspire Army
- Mage's Fury
- Mystic Aura
Units:
- Elite: 7/3, 800gc, 8.5 NW
Faery
Bonuses:
- Access to All Racial Spells
- +25% Wizardry Effectiveness (WPA)
Penalties:
- -10% Population
- -1 General
Units:
- Elite: 3/8, 1100gc, 10.0 NW
Halfling
Bonuses:
- Homes hold 20 population
- +25% Thievery Effectiveness (TPA)
- -50% Thief Losses
- Mercenaries and Prisoners fight with 10 strength
- Can use Specialist credits to train Thieves
- +1 Offense/Defense Soldiers
Penalties:
- Cannot use Hospitals
Spell Book:
- Aggression
- Gluttony
- Town Watch
Units:
- Elite: 5/6, 500gc, 8.0 NW
Human
Bonuses:
- +15% Science Effectiveness
- +1 Offensive Specialist Strength
- -25% Military Wages
Penalties:
- -1% Mana Recovery Per Tick
Spell Book:
- Quick Feet
- Revelation
Units:
- Elite: 5/7, 1050gc, 9.5 NW
Orc
Bonuses:
- +10% Combat Gains
- -50% Draft Costs
- +15% Enemy Military Casualties
Penalties:
- 20% of Spells Fail
- 20% of Thievery Operations Fail
- +10% Damage taken from Sabotage Operations
Spell Book:
- Inspire Army
Units:
- Elite: 9/3, 1000gc, 9.0 NW
Undead
Bonuses:
- +10% Population
- -30% Military Casualties
- Converts some Specialists to Elites on Successful Traditional Marches
- No food needed
- Spreads and is immune to the Plague
Penalties:
- -35% Science Effectiveness
- -1 Offense Specialist Strength
- -1 Defensive Specialist Strength
- Only Basic Thievery Intel Operations available
- Cannot train Elites
Spell Book:
- Animate Dead
- Chastity
Units:
- Elite: 10/2, -gc, 10.0 NW
Personalities
Artisan
Bonuses:
- +30% Income
- -25% Building Construction Time
- -25% Construction Cost
- Immune to Income Penalties
Spell Book:
- Ghost Workers
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Cleric
Bonuses:
- -30% Military Casualties in Combat
- Immune to The Plague
- Can Cast Support Spells on Kingdom Members
Spell Book:
- Animate Dead
- Greater Protection
- Illuminate Shadows
- Scientific Insight
- Wrathful Smite
Starting Bonuses:
- Starts with +400 soldiers, +400 specialist credits and +400 wizards
Heretic
Bonuses:
- +50% Guilds Effectiveness
- -50% Thieves lost on failed Ops
- +20% Wizardry Effectiveness (WPA)
- +20% Thievery Effectiveness (TPA)
- +35% Cunning Science Effectiveness
Spell Book:
- Barrier of Integrity
- Blizzard
- Fool's Gold
- Gluttony
- Nightmare
Starting Bonuses:
- Starts with +400 wizards and +400 thieves
Mystic
Bonuses:
- +100% Guilds Effectiveness
- +50% Channeling Science Effectiveness
- +30% Rune Production
Spell Book:
- Chastity
- Expose Thieves
- Mage's Fury
- Meteor Showers
- Paradise
Starting Bonuses:
- Starts with +800 wizards
Rogue
Bonuses:
- +50% Guilds Effectiveness
- +75% Thieves' Dens Effectiveness
- +50% Crime Science Effectiveness
- +1 Stealth per Tick
- Access to all thievery operations, including 4 unique to Rogues: Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses
Spell Book:
- Expose Thieves
- Invisibility
- Paradise
Starting Bonuses:
- Starts with +800 thieves
Tactician
Bonuses:
- -15% Attack Time
- +20% Specialist and Building Credits gained in Combat
- +25% Siege Science Effectiveness
- Accurate Espionage
Spell Book:
- Fanaticism
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
War Hero
Bonuses:
- +100% Honor Bonuses
- +5% Military Efficiency in War
- -25% Train Time
- Immune to Dragons
- Converts Specialists into Elites on successful Traditional Marches
Spell Book:
- Pitfalls
- War Spoils
Starting Bonuses:
- Starts with 800 elites
Warrior
Bonuses:
- +10% Offensive Military Efficiency
- +1 Offensive Specialist Strength
- -25% Military Wages
- Full Conquest Access (Regardless of Networth Range)
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Rituals
| Kingdom Rituals | |
|---|---|
| Ritual | Description |
| Affluent | - +20% Income, +25% Draft Speed |
| Barrier | - +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA |
| Expedient | - -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs |
| Expropriation | - -10% Combat Gains, +20% Honor Gains on Attacks |
| Godspeed | - -10% Attack Time, -15% Offensive Casualties |
| Havoc | - +30% Offensive WPA/TPA, +10% Spell/Op Damage |
| Onslaught | - +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties |
Dragons
| Dragon Type | |||
|---|---|---|---|
| Emerald | Sapphire* | Gold | Ruby |
| +20% Military losses in combat & -15% Attack gains | -25% Thievery & Magic Effectiveness | -25% from Building Efficiency | -10% from Military Efficiency |
| All dragons result in 10% lower income and the loss of 20% of new draftees. |