Results 1 to 1 of 1

Thread: Age 94 Revised Changes

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Strategy Moderator
    Join Date
    Jan 2012
    Posts
    4,200

    Age 94 Revised Changes

    Welcome to the Revised changes for Age 94!


    We interested in hearing your feedback on Honor change for future ages,

    Honor System change:
    • We are looking to see if there is a desire to revamp honor going forward such that late age honor doesn't play such a key roll in buffing key people
    • That is currently as honor has no net worth value balancing the power of thievery and magic can be difficult
    • We will continue to examine it and welcome feedback addressing ideas such as modified honor bonus's, Kingdom wide honor effects, or other ideas people may suggest



    Planned Schedule

    WoL Age 93 End: Saturday Nov 20, 2021 @ 00:00 GMT




    Age 94 Revised Changes:

    Mechanics


    Races
    • Primary Race pick determines the Base Military Units (listed in each Race's units entry) and the primary racial bonus, Spell Lists are combined
      Elite Unit values are determined by the primary pick Base Elite plus the secondary pick adjustment; secondary pick does not grant the primary racial bonus
    • Only gain the Penalties of the primary Race pick
    • Half-blooded race pairings get no innate bonus for going half-blood
    • Same Race pairings get an innate bonus for picking the same race twice: Town Watch

      For example, picking Avian as your primary Race and Undead as your secondary choice would result in having the following combined bonuses and penalties:

      Another example - picking Human as both your primary and secondary choice would result in having the following combined bonuses and penalties:




    Military, Attacking & Defending
    • Learn Attack: no longer captures Science Books in War, it will reduce effectiveness similar to those seen with amnesia: Base gains of 10% effectiveness
    • Massacre Attack: Damage done to peasants increased 50% when in war


    Thievery
    • Steal horses now requires at least unfriendly




    Races


    Avian

    Bonuses

    Primary pick: +1 general
    Secondary pick: Elite Unit gains +4/+0 Strength

    -15% Attack Time
    +35% Birth Rate

    Starts with: 200 Elites

    Penalties (Primary pick only)

    No Access to Stables and War Horses

    Spellbook: Clear Sight, War spoils

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 12/0, 4.8nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 11/5, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - n/a

    Age 93



    Dark Elf

    Bonuses

    Primary pick: -30% spell Cost (excluding Ritual)
    Secondary pick: Elite Unit gains +2/+3 Strength

    +15% Instant Spell Damage
    -1 Mana cost Self spells

    Starts with +100 Thieves and +100 Wizards

    Penalties (Primary pick only)

    +15% Military Train Cost

    Spellbook: Nightmare, Pitfalls, Mind Focus, Fools Gold

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 8/8, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93


    Dryad

    Bonuses

    Primary pick: -15% Damage from Enemy Thievery and Magic Instant Operations
    Secondary pick: Elite Unit gains +3/+2 Strength

    Can Cast Support Spells on Kingdom Members
    Every 2 acres produces 5 bushels, 1 rune, 1 gc

    Starts with: 200 Elites

    Penalties (Primary pick only)

    -10% gains when attacking

    Spellbook: Fanaticism, Greater protection, Illuminate Shadows, Divine Shield, Wrathful smite,

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 10/4, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 4/0, 1.2 nw


    Dwarf

    Bonuses

    Primary pick: -30% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
    Secondary pick: Elite Unit gains +2/+2 Strength

    +20% Building Efficiency
    -25% Building Construction and Raze Cost
    -50% Construction time

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

    Penalties (Primary pick only)

    +100% Food Consumption
    No accelerated construction.

    Spellbook: Gluttony, Mist

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 9/6, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Elf

    Bonuses

    Primary pick: +1 Mana Recovery per Tick
    Secondary pick: Elite Unit gains +1/+4 Strength

    +50% Guilds Land Effects
    +20% wpa

    Starts with +200 Wizards

    Penalties (Primary pick only)

    -35% Birth rate

    Spellbook: Blizzards, Meteor Showers

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Base Elite Unit - 9/6, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Faery

    Bonuses

    Primary pick:+25% arcane book production
    Secondary pick: Elite Unit gains +0/+4 Strength

    +25% Wizard Production
    -50% Thieves and Wizards Lost on Operations

    Starts with +100 Thieves and +100 Wizards

    Penalties (Primary pick only)

    -5% Population

    Spellbook: Invisibility, Chastity, Mage's Fury, Revelation, Sloth, Tree of Gold, Guile

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 6/9, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Gnome

    Bonuses

    Primary pick: +10% Population
    Secondary pick: Elite Unit gains +3/+2 Strength

    +25% Sabotage Operation Damage
    +50% Credits Gained in Combat
    Can Train Thieves with Specialist Credits
    Accurate intel

    Starts with +200 Thieves

    Penalties (Primary pick only)

    +15% Military Casualties

    Spellbook: Quick Feet

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 8/6, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Halfling

    Bonuses

    Primary pick: +60% Thieves' Dens Land Effects
    Secondary pick: Elite Unit gains +1/+4 Strength

    +25% TPA
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations

    Starts with +200 Thieves

    Penalties (Primary pick only)

    -50% Hospital Effectiveness

    Spellbook: Magic Ward, Vermin, Reflect Magic

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 7/8, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 92



    Human

    Bonuses

    Primary pick:+10% science effectiveness
    Secondary pick: Elite Unit gains +3/+2 Strength

    +10% Income
    -30% science loss to learns
    Each Acre holds 1.5 prisoners
    3% of prisoners convert to elites each tick

    Starts with 2500 Science Books in each Category

    Penalties (Primary pick only)

    -20% WPA

    Spellbook: Hero's Inspiration, Fountain of Knowledge

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 10/6, 1500gc
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 4/0, 1.2nw

    Age 93



    Orc

    Bonuses

    Primary pick: +20% Enemy Military Casualties
    Secondary pick: Elite Unit gains +4/+0 Strength

    +15% Combat Gains
    -25% draft cost

    Starts with +200 Elites

    Penalties (Primary pick only)

    +20% Wages

    Spellbook: Aggression, Sloth, Mystic Aura

    Soldier - 3/3, 1.5nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Base Elite Unit - 11/4 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 3/0, 0.9nw

    Age 93



    Undead

    Bonuses

    Primary pick: No Food Needed and Spreads and is Immune to the Plague
    Secondary pick: Elite Unit gains +4/+1 Strength

    -10% military losses
    50% military losses revived as soldiers

    Starts with +200 Soldiers and +200 Specialist Credits

    Penalties (Primary pick only)

    No Access to Sabotage Operations
    -15% Science Effectivness

    Spellbook: Aggression, Ghost Workers

    Soldier - 2/2, 1.0nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/11, 5.5nw
    Base Elite Unit - 10/3, 1500gc
    Mercenary - 6/0, 0.0nw
    Prisoner - 6/0, 1.2nw
    War Horse - 4/0, 1.2nw

    Age 93




    Support Spell List

    Changelog:
    missed the "-" on human racial negative
    added the word "tick" to prisoner convert
    fixed human human spells
    fixed nw on horses

    Please provide your feedback directly in Discord!
    Last edited by Persain; 19-11-2021 at 21:54.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •