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)