Skip to content

Age 88

  • WoL Age 88 Open: 19 September 2020
  • WoL Age 88 Start: 21 September 2020
  • WoL Age 88 End: 21 November 2020
  • Forum Source: Age 88 Final Changes

Races

Avian

Age 88

Bonuses:

  • -15% Attack Time
  • -25% Military Train Time

Penalties:

  • No Access to Stables and War Horses

Spell Book:

  • Town Watch

Units:

  • Soldier: 2/2, 1.0 NW
  • Offensive Specialist: 11/0, 4.4 NW
  • Defensive Specialist: 0/10, 5.0 NW
  • Elite Unit: 15/5, 1400gc, 7.75 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: n/a, 0.0 NW

Age 87

  • N/A

Dwarf

Age 88

Bonuses:

  • +100% Rune Production
  • -15% Damage Taken from Instant Spells
  • -15% Damage Taken from Sabotage Operations

Penalties:

  • -20% Birth Rate

Spell Book:

  • Clear Sight

Units:

  • Soldier: 3/3, 1.5 NW
  • Offensive Specialist: 10/0, 4.0 NW
  • Defensive Specialist: 0/11, 5.5 NW
  • Elite Unit: 13/7, 1500gc, 7.75 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: 3/0, 0.9 NW

Age 87

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

Age 88

Bonuses:

  • -50% Spell Rune Cost
  • -1 Self Spell Mana Cost

Penalties:

  • +15% Military Training Cost
  • +100% Explore Costs

Spell Book:

  • Chastity
  • Magic Ward
  • Mystic Aura
  • Pitfalls
  • Sloth

Units:

  • Soldier: 2/3, 1.25 NW
  • Offensive Specialist: 10/0, 4.0 NW
  • Defensive Specialist: 0/12, 6.0 NW
  • Elite Unit: 12/7, 1350gc, 7.5 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: 3/0, 0.9 NW

Age 87

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

Age 88

Bonuses:

  • +15% Magic Effectiveness (WPA)
  • +15% Thievery Effectiveness (TPA)
  • -30% Defensive Military Casualties

Penalties:

  • -10% Combat Gains

Spell Book:

  • Bloodlust
  • Chastity
  • Fountain of Knowledge
  • Gluttony
  • Magic Ward
  • Mystic Aura
  • Pitfalls
  • Reflect Magic
  • Sloth
  • Tree of Gold

Units:

  • Soldier: 2/2, 1 NW
  • Offensive Specialist: 10/0, 4.0 NW
  • Defensive Specialist: 0/10, 5.0 NW
  • Elite Unit: 5/12, 1650gc, 7.25 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: 3/0, 0.9 NW

Age 87

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

Age 88

Bonuses:

  • +15% Population
  • +40% Birth Rate
  • -50% Food Consumption

Spell Book:

  • Gluttony
  • Reflect Magic

Units:

  • Soldier: 2/2, 1 NW
  • Offensive Specialist: 9/0, 3.6 NW
  • Defensive Specialist: 0/10, 5.0 NW
  • Elite Unit: 10/6, 1050gc, 6.25 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: 3/0, 0.9 NW

Age 87

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

Age 88

Bonuses:

  • +25% Income
  • +25% Credits Gained in Combat
  • Immune to All Income Penalties

Penalties:

  • +25% Spell Rune Cost

Spell Book:

  • Fountain of Knowledge
  • Quick Feet
  • Scientific Insights

Units:

  • Soldier: 2/2, 1.0 NW
  • Offensive Specialist: 10/0, 4.0 NW
  • Defensive Specialist: 0/10, 5.0 NW
  • Elite Unit: 13/6, 1750gc, 7.5 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: 4/0, 1.2 NW

Age 87

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

Age 88

Bonuses:

  • +20% Enemy Military Casualties
  • +10% Dragon Slaying Strength

Penalties:

  • +20% Damage Taken from Instant Spells
  • +20% Damage Taken from Sabotage Operations

Spell Book:

  • Aggression

Units:

  • Soldier: 3/2, 1.25 NW
  • Offensive Specialist: 10/0, 4.0 NW
  • Defensive Specialist: 0/10, 5.0 NW
  • Elite Unit: 15/4, 1350gc, 7.25 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: 3/0, 0.9 NW

Age 87

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

Undead

Age 88

Bonuses:

  • -30% Offensive Military Casualties
  • 50% of Military Casualties are Revived as Soldiers
  • Spreads and is Immune to the Plague
  • No Food Needed

Penalties:

  • No Access to Hospitals
  • No Access to Homes

Spell Book:

  • Ghost Workers

Units:

  • Soldier: 1/1, 0.5 NW
  • Offensive Specialist: 12/0, 4.8 NW
  • Defensive Specialist: 0/9, 4.5 NW
  • Elite Unit: 14/6, 1450gc, 7.75 NW
  • Prisoner/Mercenary: 8/0, 0.8 NW / 0 NW
  • War Horse: 3/0, 0.9 NW

Age 87

  • N/A

Personalities

The Artisan

Age 88

Bonuses:

  • +15% Building Efficiency
  • -25% Build Time
  • -25% Building Cost
  • -25% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
  • +25% Economy Science Book Production

Starting Bonuses:

  • +600 soldiers
  • +600 specialist credits
  • +200 building credits

Age 87

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 Cleric

Age 88

Bonuses:

  • -30% Military Casualties
  • Immune to the Plague
  • Can Cast Support Spells on Kingdom Members
  • Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite
  • +25% Economy Science Book Production

Starting Bonuses:

  • +800 Soldiers
  • +800 Specialist Credits

Age 87

  • N/A

The Heretic

Age 88

Bonuses:

  • +100% Wizard Production
  • +15% Instant Spell Damage
  • +15% Sabotage Operation Damage
  • -75% Thieves Lost on Thievery Operations
  • Access to Amnesia, Fool's Gold, Nightmare and Revelation
  • +25% Arcane Arts Science Book Production

Starting Bonuses:

  • +400 Thieves
  • +400 Wizards

Age 87

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

Age 88

Bonuses:

  • +150% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +50% Self Spell Duration
  • Access to Blizzard, Mage's Fury, Meteor Showers and Revelation
  • +25% Arcane Arts Science Book Production

Starting Bonuses:

  • +800 Wizards

Age 87

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 Raider

Age 88

Bonuses:

  • Each Acre can house 5 War Horses and 2 Prisoners
  • Prisoners Convert to Offensive Specialists over time
  • Can use Specialist Credits to Train Thieves
  • Access to Steal War Horses
  • +25% Economy Science Book Production

Starting Bonuses:

  • +400 soldiers
  • +400 specialist credits
  • +400 thieves

Age 87

Bonuses:

  • +20% Thievery Effectiveness (TPA)
  • -66% Thieves Lost on Failed Thievery Operations
  • +2 Prisoner and Mercenary Strength
  • Prisoners Covert 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

Age 88

Bonuses:

  • +100% Thieves' Dens Effectiveness
  • +1 Stealth Recovery per Tick
  • -30% Thief Cost
  • Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda and Revelation
  • +25% Arcane Arts Science Book Production

Starting Bonuses:

  • +800 thieves

Age 87

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

Age 88

Bonuses:

  • -15% Attack Time
  • +50% Ambush Protection
  • Accurate Espionage
  • Access to Mist and War Spoils
  • +25% Military Science Book Production

Starting Bonuses:

  • +800 soldiers
  • +800 specialist credits

Age 87

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

Age 88

Bonuses:

  • +10% Combat Gains in War
  • +50% Elite Conversions in Combat
  • -50% Honor Loss in Combat
  • Access to Hero's Inspiration
  • +25% Military Science Book Production

Starting Bonuses:

  • +800 Soldiers
  • +800 Specialist Credits

Age 87

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

Age 88

Bonuses:

  • +15% Offensive Military Efficiency
  • +2 Prisoner and Mercenary Strength
  • -75% Mercenary Cost
  • +25% Military Science Book Production

Starting Bonuses:

  • +800 soldiers
  • +800 specialist credits

Age 87

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

  • Starting Honor increased to 1440 (Honor increases by 20 Honor per Tick over a period of 3 days)

Exploration & Buildings

  • Explore Pool decay starts at 667 acres
  • Universities: Science Book protection base effect increased from 2% to 2.5%

Military, Attacking & Defending

  • Base Attack Time increased to 16 ticks
  • Elite Wages increased to 0.75gc
  • Soldiers can prevent up to 100% of Desertions

Relations

  • Force Ceasefire time window needed to Surrender increased from 3 to 6 ticks
  • Force Ceasefire duration reduced to 48 ticks
  • War provides -25% Build Time
  • War Training Time bonus applies on declare (instead of after 24 ticks)
  • War Military Losses reduction bonus removed
  • Mutual Peace free Specialist Credits reward increased to 3x Median
  • Mutual Peace free Building Credits reward increased to 200%
  • Withdrawal free Building Credits reward increased to 200%
  • Victory free Building Credits reward reduced to 200%
  • War Points formula altered; Land/Networth/Honor Kingdom ranking and tier now significantly impact rewarded points

Spells

  • Crystal Ball now available to everyone
  • Mage's Fury duration decreased
  • Scientific Insights duration significantly increased

Spell Categories

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
  • Illuminate Shadows
  • Wrathful Smite
  • Fanaticism
  • Divine Shield

Dragons

  • New Dragon: Amethyst reduces Science Effectiveness by 25%; strength and cost similar to Ruby
  • Sapphire Dragon Health Factor increased (similar to Topaz)
  • Emerald Dragon Health Factor slightly increased
  • Dragon building damage deferred to 3% every 6 ticks after the Dragon is launched

Rituals

Base Ritual Effects

  • Affluent: +20% Income, +25% Draft Speed
  • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, +20% Defensive WPA & TPA
  • Benediction: +10% Building Efficiency, -20% Military Wages, +40% Birth Rate
  • 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
  • Godspeed: -10% Attack Time, -15% Military Casualties
  • Stalwart: +10% Defensive Military Efficiency, -10% Enemy Combat Gains
  • Havoc: +30% Offensive WPA & TPA, +20% Instant Spell & Sabotage Operation Damage
  • Onslaught: +10% OME, +20% Enemy Military Casualties on Attacks

Age 87 Rituals

  • 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

Miscellaneous

  • Days needed to remove inactive provinces reduced from 3 to 2
  • Accurate Intel Ops only require 10% Thieves during War/EoWCF

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 can't be combined with regular sitting)