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!