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Age 89 — Reformation

  • WoL Age 89 Start: 23 November 2020
  • WoL Age 89 End: 30 January 2021
  • Duration: 11 weeks

Mechanical Changes

In progress.

Races

Avian

Bonuses:

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

Penalties:

  • No Access to Stables and War Horses

Spell Book:

  • Town Watch

Units:

  • Soldier: 3/3, 1.5nw
  • Offensive Specialist: 12/0, 4.8nw
  • Defensive Specialist: 0/11, 5.5nw
  • Elite Unit: 13/5, 1400gc, 7.75nw
  • Mercenary/Prisoner: 6/0, 0.6nw
  • War Horse: N/A, 0.0nw

Dark Elf

Bonuses:

  • -100% Offensive Spell Rune Cost
  • -75% Self Spell Rune Cost (excluding Ritual)
  • Wizards do not die on Failed Spell Casts

Penalties:

  • -5% Building Efficiency

Spell Book:

  • Bloodlust
  • Mage's Fury
  • Reflect Magic

Units:

  • Soldier: 2/2, 1.0nw
  • Offensive Specialist: 10/0, 4.0nw
  • Defensive Specialist: 0/10, 5.0nw
  • Elite Unit: 9/10, 1500gc, 8.75nw
  • Prisoner/Mercenary: 6/0, 0.6nw
  • War Horse: 3/0, 0.9nw

Dwarf

Bonuses:

  • +25% Building Efficiency
  • -50% Building Construction and Raze Cost

Penalties:

  • -20% Birth Rate

Spell Book:

  • Mist

Units:

  • Soldier: 2/2, 1.0nw
  • Offensive Specialist: 10/0, 4.0nw
  • Defensive Specialist: 0/10, 5.0nw
  • Elite Unit: 12/7, 1500gc, 8.25nw
  • Prisoner/Mercenary: 6/0, 0.6nw
  • War Horse: 3/0, 0.9nw

Elf

Bonuses:

  • +25% Magic Effectiveness (WPA)
  • +100% Rune Production
  • -1 Self Spell Mana Cost

Penalties:

  • +20% Military Wages

Spell Book:

  • Magic Ward
  • Mystic Aura
  • Pitfalls
  • Sloth

Units:

  • Soldier: 2/3, 1.25nw
  • Offensive Specialist: 10/0, 4.0nw
  • Defensive Specialist: 0/12, 6.0nw
  • Elite Unit: 11/7, 1400gc, 7.75nw
  • Prisoner/Mercenary: 6/0, 0.6nw
  • War Horse: 3/0, 0.9nw

Faery

Bonuses:

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

Penalties:

  • -10% Population

Units:

  • Soldier: 2/2, 1.0nw
  • Offensive Specialist: 10/0, 4.0nw
  • Defensive Specialist: 0/10, 5.0nw
  • Elite Unit: 7/11, 1750gc, 8.25nw
  • Prisoner/Mercenary: 6/0, 0.6nw
  • War Horse: 3/0, 0.9nw

Gnome

Bonuses:

  • +15% Population
  • +40% Birth Rate

Penalties:

  • -50% Food Consumption

Spell Book:

  • Chastity
  • Gluttony

Units:

  • Soldier: 2/2, 1.0nw
  • Offensive Specialist: 8/0, 3.2nw
  • Defensive Specialist: 0/10, 5.0nw
  • Elite Unit: 9/5, 1100gc, 6.25nw
  • Prisoner/Mercenary: 6/0, 0.6nw
  • War Horse: 3/0, 0.9nw

Human

Bonuses:

  • +25% Income
  • +30% Credits Gained in Combat

Penalties:

  • +20% Spell Rune Cost

Spell Book:

  • Fountain of Knowledge
  • Quick Feet
  • Scientific Insights

Units:

  • Soldier: 2/2, 1.0nw
  • Offensive Specialist: 10/0, 4.0nw
  • Defensive Specialist: 0/10, 5.0nw
  • Elite Unit: 12/6, 1750gc, 7.75nw
  • Prisoner/Mercenary: 6/0, 0.6nw
  • War Horse: 4/0, 1.2nw

Orc

Bonuses:

  • +15% Enemy Military Casualties
  • +10% Dragon Slaying Strength

Penalties:

  • +15% Damage Taken from Instant Spells
  • +15% Damage Taken from Sabotage Operations

Spell Book:

  • Aggression

Units:

  • Soldier: 3/2, 1.25nw
  • Offensive Specialist: 10/0, 4.0nw
  • Defensive Specialist: 0/10, 5.0nw
  • Elite Unit: 14/5, 1450gc, 8.0nw
  • Prisoner/Mercenary: 6/0, 0.6nw
  • War Horse: 3/0, 0.9nw

Undead

Bonuses:

  • -30% Offensive Military Casualties
  • 50% of Military Casualties are Revived as Soldiers
  • Prisoners Covert to Elites over time (3% per Tick)
  • Spreads and is Immune to the Plague
  • No Food Needed

Penalties:

  • No Access to Homes
  • No Access to Hospitals

Spell Book:

  • Ghost Workers

Units:

  • Soldier: 1/1, 0.5nw
  • Offensive Specialist: 11/0, 4.4nw
  • Defensive Specialist: 0/9, 4.5nw
  • Elite Unit: 13/6, 1450gc, 8.0nw
  • Mercenary/Prisoner: 6/0, 0.6nw
  • War Horse: 3/0, 0.9nw

Personalities

The Cleric

Bonuses:

  • -30% Military Casualties
  • Immune to the Plague
  • +25% Economy Book Production

Spell Book:

  • Divine Shield
  • Fanaticism
  • Greater Protection
  • Illuminate Shadows
  • Wrathful Smite

Special Access:

  • Can Cast Support Spells on Kingdom Members

Elite Unit Bonus:

  • Elite unit gains +1 Offensive Strength and +1 Defensive Strength

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

The Heretic

Bonuses:

  • +75% Wizard Production
  • -75% Thieves Lost on Operations
  • +20% Instant Spell Damage
  • +20% Sabotage Operation Damage
  • +25% Arcane Arts Science Book Production

Spell Book:

  • Amnesia
  • Fool's Gold
  • Nightmare
  • Revelation

Elite Unit Bonus:

  • Elite unit gains +2 Defensive Strength

Starting Bonuses:

  • Starts with +400 wizards and +400 thieves

The Mystic

Bonuses:

  • +100% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +50% Self Spell Duration
  • +25% Arcane Science Book Production

Spell Book:

  • Blizzard
  • Meteor Showers
  • Revelation

Elite Unit Bonus:

  • Elite unit gains +2 Defensive Strength

Starting Bonuses:

  • Starts with +800 Wizards

The Raider

Bonuses:

  • +40% Plunder Gains
  • Each Acre can house 6 War Horses and 2 Prisoners
  • Can use Specialist Credits to Train Thieves
  • +25% Economy Science Book Production

Operation Access:

  • Steal War Horses

Elite Unit Bonus:

  • Elite unit gains +1 Offensive Strength and +1 Defensive Strength

Starting Bonuses:

  • Starts with +600 soldiers, +600 specialist credits and +200 thieves

The Rogue

Bonuses:

  • +100% Thieves' Dens Effectiveness
  • +1 Stealth Recovery per Tick
  • -30% Thief Cost
  • +25% Arcane Arts Science Book Production

Spell Book:

  • Invisibility
  • Revelation

Operation Access:

  • Access to All Thievery Operations

Elite Unit Bonus:

  • Elite unit gains +2 Defensive Strength

Starting Bonuses:

  • Starts with +800 thieves

The Tactician

Bonuses:

  • -15% Attack Time
  • +50% Ambush Protection
  • Accurate Espionage
  • +25% Military Science Book Production

Spell Book:

  • Clear Sight
  • War Spoils

Elite Unit Bonus:

  • Elite unit gains +2 Offensive Strength

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

The War Hero

Bonuses:

  • +10% Combat Gains
  • +50% Elite Conversions in Combat
  • -50% Honor Loss in Combat
  • +25% Military Science Book Production

Elite Unit Bonus:

  • Elite unit gains +2 Offensive Strength and +1 Defensive Strength

Starting Bonuses:

  • Starts with +800 Soldiers and +800 Specialist Credits

The Warrior

Bonuses:

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

Elite Unit Bonus:

  • Elite unit gains +2 Offensive Strength

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits