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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.