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)