Age 87 — Age of the Sword
- WoL Age 87 Open: 18 July 2020
- WoL Age 87 Start: 20 July 2020
- Forum Source: Age 87 FINAL Changes
Overview
- All races convert Specialists to Elites on Traditional March attacks; elite prices are significantly increased
- New personalities added: Raider and Necromancer
- Cleric and Sage removed
- Honor rebalanced; bonuses start at Knight and initial honor reduced
- Explore Pool now also decays in War, but overall at a considerably lower rate
- Base Attack Time reduced; most Attack Time bonuses removed
- Base number of available Generals increased by 1
- Wages have a significantly bigger impact on Military Efficiency; armies can still be sent away when wages are unpaid
- Schools removed, their effect added to Universities; Libraries reintroduced
- Several End-of-War Ceasefire bonuses and penalties removed
- Divine Shield returns as a Support Spell, now decreasing Spell Damage Taken instead of increasing Magic Efficiency
- Several Spells had their effects improved and/or durations altered
- Some Dragon types are more expensive and/or harder to kill
- Several Rituals were altered or improved
Races
Dwarf
Bonuses:
- +25% Income
- Immune to All Income Penalties
Penalties:
- -20% Birth Rate
- No Access to Stables / Cannot Use War Horses
Spell Book:
- Clear Sight
- Magic Ward
- Mystic Aura
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 12/0, 4.8 NW
- Defensive Specialist: 0/11, 5.5 NW
- Elite Unit: 15/6, 2600gc, 8 NW
Elf
Bonuses:
- +50% Bonuses from Honor
- -50% Rune Cost
- Can Cast Support Spells on Kingdom Members
Penalties:
- +100% Explore Costs
Spell Book:
- Divine Shield
- Fanaticism
- Illuminate Shadows
- Greater Protection
- Scientific Insight
- Wrathful Smite
Units:
- Soldier: 2/4, 1.5 NW
- Offensive Specialist: 10/0, 4 NW
- Defensive Specialist: 0/11, 5.5 NW
- Elite Unit: 12/7, 2000gc, 7.5 NW
Faery
Bonuses:
- +25% Magic Effectiveness (WPA)
- -1 Mana Cost Self Spells
Penalties:
- -10% Combat Gains
Spell Book:
- Bloodlust
- Fountain of Knowledge
- Gluttony
- Greater Protection
- Magic Ward
- Mist
- Mystic Aura
- Pitfalls
- Reflect Magic
- Sloth
- Town Watch
- Tree of Gold
Units:
- Soldier: 2/2, 1 NW
- Offensive Specialist: 10/0, 4 NW
- Defensive Specialist: 0/10, 5 NW
- Elite Unit: 5/12, 2050gc, 7.25 NW
Gnome
Bonuses:
- +15% Population
- +60% Birth Rate
- -50% Food Consumption
Spell Book:
- Chastity
- Gluttony
- Pitfalls
- Reflect Magic
Units:
- Soldier: 2/2, 1 NW
- Offensive Specialist: 9/0, 3.6 NW
- Defensive Specialist: 0/9, 4.5 NW
- Elite Unit: 10/6, 1600gc, 6.25 NW
Human
Bonuses:
- +20% Building Efficiency
- +10% Science Effectiveness
- Accurate Espionage
Penalties:
- -20% Magic Effectiveness (WPA)
Spell Book:
- Fountain of Knowledge
- Town Watch
Units:
- Soldier: 2/2, 1 NW
- Offensive Specialist: 10/0, 4 NW
- Defensive Specialist: 0/10, 5 NW
- Elite Unit: 13/6, 2100gc, 7.5 NW
Orc
Bonuses:
- +10% Military Efficiency
- +20% Enemy Military Casualties
Penalties:
- No Bonuses from Honor
Spell Book:
- Aggression
- Sloth
Units:
- Soldier: 4/2, 1.5 NW
- Offensive Specialist: 10/0, 4 NW
- Defensive Specialist: 0/10, 5 NW
- Elite Unit: 14/5, 2100gc, 8 NW
Personalities
The Artisan
Bonuses:
- -50% Build Time
- -50% Building Cost
- +50% Flat Rate Building Production (Farms/Towers/Banks/Stables)
- Access to Ghost Workers
- +25% Economy Science Book Production
Starting Bonuses:
- +600 soldiers
- +600 specialist credits
- +200 building credits
The Heretic
Bonuses:
- +100% Wizard Production
- +15% Instant Spell Damage
- +15% Sabotage Operation Damage
- -50% Thieves Lost on Thievery Operations
- Access to Amnesia, Fool's Gold, Nightmare and Revelation
- +25% Arcane Arts Science Book Production
Starting Bonuses:
- +400 Wizards
- +400 thieves
The Mystic
Bonuses:
- +100% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +25% Rune Production
- +25% Arcane Science Book Production
- Access to Blizzard, Mage's Fury, Meteor Showers and Revelation
Starting Bonuses:
- +800 Wizards
The Necromancer
Bonuses:
- -30% Military Casualties
- Spreads and is Immune to the Plague
- No Wizards Lost on Failed Spell Casts
- Access to Animate Dead
- +25% Military Science Book Production
Starting Bonuses:
- +800 soldiers
- +800 specialist credits
The Raider
Bonuses:
- +20% Thievery Effectiveness (TPA)
- -66% Thieves Lost on Failed Thievery Operations
- +2 Prisoner and Mercenary Strength
- Prisoners Convert to Offensive Specialists over time
- Can use Specialist Credits to Train Thieves
- +25% Economy Science Book Production
Starting Bonuses:
- +400 soldiers
- +400 specialist credits
- +400 thieves
The Rogue
Bonuses:
- +100% Thieves' Dens Effectiveness
- +1 Stealth Recovery per Tick
- -30% Thief Cost
- Access to All Thievery Operations
- Access to Invisibility and Revelation
- +25% Arcane Arts Science Book Production
Starting Bonuses:
- +800 thieves
The Tactician
Bonuses:
- +15% Combat Gains
- +50% Ambush Protection
- +30% Credits Gained in Combat
- Access to War Spoils
- +25% Military Science Book Production
Starting Bonuses:
- +800 soldiers
- +800 specialist credits
The War Hero
Bonuses:
- -50% Honor Losses in Combat
- +50% Elite Conversions in Combat
- +1 Offensive Specialist Strength
- +25% Military Science Book Production
Starting Bonuses:
- +800 elites
The Warrior
Bonuses:
- +15% Offensive Military Efficiency
- -25% Military Train Time
- -75% Mercenary Cost
- +25% Military Science Book Production
Starting Bonuses:
- +800 soldiers
- +800 specialist credits
Mechanics Changes
Honor
- Honor ranks and effects rescaled
- At the start of the age, Honor increases by 10 points every tick until a total of 1200 points are added (5 days)
Exploration & Buildings
- Explore Pool decay will not pause during War
- Explore Pool will decay by 0.15%, starting at 1000 acres in the Pool
- Libraries: increase Science effects; base effect 1%, max effect 25% (unaffected by Building Efficiency)
- Schools removed; effect moved to Universities
- Universities now also gain the Schools effect; Science Book protection reduced to base effect 2%, max effect 50%
Science
- Science Decay limit increased to 4000 BPA
- 25 DPA requirement for Science Book production removed
Military, Attacking & Defending
- All Traditional March attacks convert some Specialists to Elites
- Base Attack Time lowered to 14 ticks
- Intra-KD Traditional March land burned from 80% to 90%
- Elite Unit prices significantly increased
- Base Military Efficiency range altered to 77.8%-112.7% (base factor from 60 to 33, variable wage factor from 40 to 67)
- Minimum Pay Rate raised to 20%
- Unpaid Military Wages no longer prevent sending armies on attacks
- Base number of available Generals increased by 1
- Overpopulation limit for Thieves increased to 140%
- Deserting units will fill Dungeons (if any space is available) before being lost
- Soldiers are now 0.25 NW per point
Relations
- Total Wars & Losses removed from the Kingdom page; only Wars Won remains displayed
- Propose War removed
- Mutual Peace free Building Credits reward increased to 150%; added Specialist Credits equal to 2x Median Province size
- War provides +25% Draft Speed
- War Stance protections lowered from 85% to 80%
- War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%
- EoWCF Draft Cost discount removed
- War & EoWCF Income penalty removed
Spells
- Barrier of Integrity renamed to Sloth; effect changed to -50%; duration changed to 6 ticks average
- Divine Shield reduces Instant Spell Damage taken by 20%; Support Spell
- Expose Thieves available to everyone
- Magic Ward effect increased to +50%
- Paradise allowed during EoWCF
- Sacred Mist renamed to Mist
- Scientific Insights effect increased to 10%; duration reduced to 3 ticks average
Spell Categories (restated)
Currently there are:
- Fading (duration)
- Instant (one time effect)
Support Category includes only the spells that are castable onto Kingdom Mates.
Support Spells include only the spells a race/personality actually has access to:
- Minor Protection
- Greater Protection
- Fertile Lands
- Magic Shield
- Nature's Blessing
- Love and Peace
- Builder's Boon
- Inspire Army
- Patriotism
- Scientific Insight
- Illuminate Shadows
- Wrathful Smite
- Fanaticism
- Divine Shield
Thievery Operations
- Free Prisoners also steals 50% of the released Prisoners
Dragons
- Emerald Dragon HP slightly increased
- Sapphire Dragon Cost and HP considerably increased
- Gold Dragon renamed to Topaz Dragon; HP increased
Rituals
Base Ritual Effects
- Affluent: +20% Income, +25% Draft Speed
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, +20% Defensive WPA & TPA
- Expedient: -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Time, -25% Construction Costs
- Expropriation: +10% Combat Gains, +20% Honor Gains in Combat, +20% Credits gained in Combat
- Stalwart: +10% Defensive Military Efficiency, -15% Military Casualties
- Havoc: +30% Offensive WPA & TPA, +20% Instant Spell & Sabotage Operation Damage
- Onslaught: +10% OME, +20% Enemy Military Casualties on Attacks
Game Administration Kingdom (restated)
- Kingdom 1:1 will be dedicated to Game Administration and News Reporters
- Provinces in this Kingdom remain in protection for the duration of the age
- These provinces should not be messaged in place of Utopia Support e-mail or for Game Rules violation reports
Miscellaneous
- Activity Bonus counter implemented on Military and Science pages
Gold Status
- Benefits of a Gold Account (15 credits for 1 month or 35 credits for 3 months)
- Ad-Block Active
- Hostile Meter Active
- Free Sitting Credits (3 for 1 month and 9 for 3 months)
- Ability to mentor another Province for 4 hours with a 24-hour cooldown (in the same Kingdom and cannot be combined with regular sitting)
Bug Fixes
- Fixed a bug with Arson and Tornadoes gains and damage displayed
Changelog
- Updated soldier networth value
- Added a short summary
- Fixed some Raider and War Hero inaccuracies