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Age 91 — Age of Remembrance

  • Forum Source: Age 91 Final Changes
  • WoL Age 91 Open: Saturday April 10, 2021 @ 13:00 GMT
  • WoL Age 91 Start: Monday April 12, 2021 @ 18:00 GMT
  • WoL Age 91 End: Saturday June 19, 2021 @ 00:00 GMT

We are planning some major race/personality changes for Age 92 so enjoy these balanced stats while you can

A Genesis Round will run with 5 minute ticks to test out these changes during freeze time this weekend.

Please let us know if you encounter any issues so they can be addressed.

Thank you to everyone who provided feedback and helped shape these changes. We hope you enjoy the age!

Oh, by the way, Age 91 will see a new list of possible scientist names which will increase each age with input from each Kingdom crown winner. The Monarch of each Kingdom in good standing that has attained the #1 spot in a ranking (Land/Networth/Honor/War Wins) will be able to provide a name of their choice to the list. A Kingdom that attains the #1 spot in multiple rankings will have a choice for each #1 rank they hold. Congratulations to the Kingdoms of Age 90 that are the first of many to nominate additions to the new scientist list!

Age 90 End Schedule

Age 91 Proposed Changes: April 5, 2021

Age 91 Revised Changes: April 7, 2021

Age 91 Final Changes: April 10, 2021

Age 90 End: Saturday April 10, 2021 @ 00:00 GMT

Age 91 Final Changes

Mechanics

Exploration & Buildings

  • Universities Scientist Generation rate base effect lowered to 3% (75% max)

Science

  • New Science Type under Military Category: Resilience - lowers all Military Casualties (scaling as Siege)

  • Starting number of Scientists adjusted for late start provinces

Military, Attacking & Defending

  • Specialist Unit cost reduced to 300gc

  • Being unable to pay full Military Wages will adjust down Military Efficiency at a faster rate

  • Relative-Kingdom Networth factor (RKNW) removed

Relations

  • Riots removed upon entering End of War Ceasefire (EoWCF)

  • All troops currently away on attacks against the War opponent return home immediately upon entering EoWCF (Generals are still unavailable for the Attack duration)

  • EoWCF maximum duration reduced to 72 ticks

  • Explore time up to Median reduced by 50% during EoWCF

Spells

  • Gluttony - availability changed to All

  • Guile - effect increased to 20%

  • Quick Feet - type changed to Duration Spell (extremely short), effect increased to 15%

  • Vermin - effect increased to 50%

Dragons

  • Only Monarchs and Stewards may launch a dragon

Miscellaneous

  • Draft calculator will show soldiers expected to be drafted for both aggressive and emergency without needing to change your actual draft rate

  • War Room will have a button to fill your attack for an ambush

  • The build tool will show up on the growth RAZE page for convenience

-

Bug Fixes

  • Crystal Ball will be available thru Non-Aggression-Pact Relations

Races

Avian

Bonuses

  • -15% Attack Time

  • +40% Birth Rate

Penalties

  • -10% Building Efficiency

  • No Access to Stables and War Horses

  • Spellbook: Clear Sight

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 8/3, 1000gc, 8.5nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - n/a, 0.0nw

Age 90

Bonuses

  • -15% Attack Time

  • +40% Birth Rate

Penalties

  • +15% Military Casualties

  • No Access to Stables and War Horses

  • Spellbook: Clear Sight

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 7/3, 1100gc, 7.75nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - n/a, 0.0nw

Dark Elf

Bonuses

  • +20% Sabotage Operation Damage

  • Successful Spell Casts refund 100% Runes (excluding Ritual)

Penalties

  • +20% Explore Costs

  • Spellbook: Mage's Fury, Magic Ward, Sloth

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 6/0, 4.8nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 4/6, 950gc, 8.25nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • Successful Spell Casts refund 100% Runes (excluding Ritual)

Penalties

  • +50% Explore Costs

  • Spellbook: Mage's Fury, Sloth

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 6/0, 4.8nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 4/6, 1300gc, 8.25nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Dwarf

Bonuses

  • +25% Building Efficiency

  • -50% Building Construction and Raze Cost

Penalties

  • +100% Food Consumption

  • Spellbook: Mist

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 6/5, 1150gc, 8.75nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • +25% Building Efficiency

  • -50% Building Construction and Raze Cost

Penalties

  • +50% Food Consumption

  • Spellbook: Gluttony, Mist

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 6/5, 1375gc, 8.75nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Elf

Bonuses

  • +20% Instant Spell Damage

  • +50% Bonuses from Honor

Penalties

  • +15% Military Train Cost

  • No Access to Dungeons

  • Spellbook: Fountain of Knowledge, Mystic Aura

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/6, 6.0nw

  • Elite Unit - 6/3, 800gc, 7.0nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • +50% Bonuses from Honor

  • +25% Rune Production

Penalties

  • No Access to Dungeons

  • Spellbook: Fountain of Knowledge, Magic Ward, Mystic Aura

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/6, 6.0nw

  • Elite Unit - 6/3, 1100gc, 7.0nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Faery

Bonuses

  • +30% Magic Effectiveness (WPA)

  • Accurate Espionage

Penalties

  • -20% Birth Rate

  • Spellbook: Blizzard, Bloodlust, Chastity, Ghost Workers, Tree of Gold

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 3/6, 1250gc, 7.5nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • +25% Magic Effectiveness (WPA)

Penalties

  • -30% Birth Rate

  • Spellbook: Blizzard, Chastity, Ghost Workers, Tree of Gold

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 3/6, 1650gc, 7.5nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Halfling

Bonuses

  • +30% Thievery Effectiveness (TPA)

  • +10% Population

  • Can Train Thieves with Specialist Credits

Penalties

  • Spellbook: Town Watch, Vermin

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 5/4, 850gc, 7.25nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • +25% Thievery Effectiveness (TPA)

  • +10% Population

Penalties

  • 10% Combat Gains

  • Spellbook: Quick Feet, Town Watch, War Spoils

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 5/4, 1000gc, 7.25nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Human

Bonuses

  • +30% Income

  • +15% Science Efficiency

  • Immune to all Income penalties

Penalties

  • -15% Magic Effectiveness (WPA)

  • Spellbook: Reflect Magic

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 6/4, 1200gc, 8.0nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • +25% Income

  • +10% Science Efficiency

Penalties

  • -10% Magic Effectiveness (WPA)

  • 1% Mana Recovery per Tick

  • Spellbook: Reflect Magic

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 6/4, 1550gc, 8.0nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Orc

Bonuses

  • +20% Combat Gains

  • +15% Enemy Military Casualties

Penalties

  • +15% Military Casualties

  • 50% Bonuses from Honor

  • Spellbook: Aggression

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 8/2, 900gc, 7.5nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • +20% Combat Gains

  • +15% Enemy Military Casualties

Penalties

  • -10% Building Efficiency

  • No Bonuses from Honor

  • Spellbook: Aggression

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 8/2, 1200gc, 7.5nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Undead

Bonuses

  • -30% Offensive Military Casualties

  • Spreads and is Immune to the Plague

  • No Food Needed

Penalties

  • No Access to Hospitals

  • Spellbook: Animate Dead

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 7/3, 900, 7.75nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Age 90

Bonuses

  • -50% Offensive Military Casualties

  • Spreads and is Immune to the Plague

  • No Food Needed

Penalties

  • No Access to Hospitals

  • Cannot Train Elite Units

  • Spellbook: Animate Dead, Bloodlust

  • Soldier - 1/1, 1.0nw

  • Offensive Specialist - 5/0, 4.0nw

  • Defensive Specialist - 0/5, 5.0nw

  • Elite Unit - 7/4, n/a, 8.75nw

  • Prisoner/Mercenary - 3/0, 0.6nw/0nw

  • War Horse - 1/0, 0.8nw

Personalities

The Artisan

+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)

  • 25% Build Time

  • -33% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks

+25% Economy Science Book Production

Starts with +300 Soldiers, +300 Specialist Credits and +100 Building Credits

Age 90

  • +50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)

  • 25% Build Time

  • -33% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks

  • +25% Economy Science Book Production

  • Starts with +300 Soldiers, +300 Specialist Credits and +100 Building Credits

  • The Cleric

  • -30% Military Casualties

  • Can Cast Support Spells on Kingdom Members

  • Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite

  • +25% Economy Science Book Production

  • Starts with +400 Soldiers and +400 Specialist Credits

Age 90

  • -30% Military Casualties

  • Can Cast Support Spells on Kingdom Members

  • Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite

  • +25% Economy Science Book Production

  • Starts with +400 Soldiers and +400 Specialist Credits

  • The Heretic

  • +75% Wizard Production

  • 75% Thieves Lost on Thievery Operations

  • Access to Fool's Gold, Guile, Nightmare and Revelation

  • +25% Arcane Arts Science Book Production

  • Starts with +200 Thieves and +200 Wizards

Age 90

  • +75% Wizard Production

  • 75% Thieves Lost on Thievery Operations

  • Access to Fool's Gold, Guile, Nightmare and Revelation

  • +25% Arcane Arts Science Book Production

  • Starts with +200 Thieves and +200 Wizards

  • The Mystic

  • +100% Guilds Effectiveness

  • +1 Mana Recovery per Tick

  • Access to Meteor Showers, Pitfalls and Revelation

  • +25% Arcane Arts Science Book Production

  • Starts with +400 Wizards

Age 90

  • +100% Guilds Effectiveness

  • +1 Mana Recovery per Tick

  • Access to Meteor Showers, Pitfalls and Revelation

  • +25% Arcane Arts Science Book Production

  • Starts with +400 Wizards

  • The Rogue

  • +100% Thieves' Dens Effectiveness

  • +1 Stealth Recovery per Tick

  • Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda, Revelation and Steal War Horses

  • +25% Arcane Arts Science Book Production

  • Starts with +400 thieves

Age 90

  • +100% Thieves' Dens Effectiveness

  • +1 Stealth Recovery per Tick

  • Access to Assassinate Wizards, Greater Arson, Invisibility, Propaganda, Revelation and Steal War Horses

  • +25% Arcane Arts Science Book Production

  • Starts with +400 thieves

  • The Sage

  • -50% Science Book Losses on Learn Attacks

  • Immune to Amnesia

  • Access to Scientific Insights

  • +25% Science Book Production

  • Starts with 5000 Science Books in each Category

Age 90

  • +25% Science Book Production

  • -50% Science Book Losses on Learn Attacks

  • Access to Scientific Insights

  • +25% Economy Science Book Production

  • Starts with 5000 Science Books in each Category

  • The Tactician

  • +50% Ambush Protection

  • +50% Credits Gained in Combat

  • Access to Quick Feet and War Spoils

  • +25% Military Science Book Production

  • Starts with +400 soldiers and +400 specialist credits

Age 90

  • -15% Attack Time

  • +50% Ambush Protection

  • +25% Credits Gained in Combat

  • +25% Military Science Book Production

  • Starts with +400 soldiers and +400 specialist credits

  • The War Hero

  • Elite Unit gains +1 Offensive Strength

  • +50% Elite Conversions in Combat

  • -30% Honor Loss in Combat

  • +25% Military Science Book Production

  • Starts with +200 Soldiers, +200 Specialist Credits and 200 Elites

Age 90

  • Elite Unit gains +1 Offensive Strength

  • +50% Elite Conversions in Combat

  • -50% Honor Loss in Combat

  • +25% Military Science Book Production

  • Starts with +200 Soldiers, +200 Specialist Credits and 200 Elites

  • The Warrior

  • +15% Offensive Military Efficiency

  • -25% Military Train Time

  • 75% Mercenary Cost

  • +25% Military Science Book Production

  • Starts with +400 soldiers and +400 specialist credits

Age 90

  • +15% Offensive Military Efficiency

  • -25% Military Train Time

  • 75% Mercenary Cost

  • +25% Military Science Book Production

  • Starts with +400 soldiers and +400 specialist credits

  • Changelog:

  • Fix typo in schedule for Age 91 Open Date (April 10 @ 8:51)

  • Update introduction to include details on Age 90 winners adding names to scientist list (April 10 @ 10:39)

  • Update Age 91 Timeline (April 13 @13:12)