Welcome to the Final Changes for Age 101!
Schedule:
WoL Age 101 Start: Sunday, April 23, 2023 @ 18:00 GMT
General Mechanics
- All provinces will start with 100 Thieves and 100 Wizards.
- RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the same scaling factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).
- Meter Throttle mechanic removed.
- Defensive Force-Ceasefire reintroduced. Only available out of War Range with no penalties, available after 3 Ticks of no Attacks, 96 Ticks duration.
- War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).
- Base Honor generated on War Win increased by 50%.
- War Wins will now award additional Honor (10% bonus to the generated amount per Tier difference) to Kingdoms that win against opponents with a Tier equal or greater than their own (before transfer).
Science
- Finesse effect scaling greatly improved, now equal to Alchemy scaling.
Military and Units
- Base War Horse strength reduced to 2.
Spells
- Fanaticism is no longer a Support Spell.
- War Spoils removed.
Support Spells - list has been updated:
- Minor Protection
- Fertile Lands
- Magic Shield
- Natures Blessing
- Love and Peace
- Builders Boon
- Inspire Army
- Patriotism
- Divine Shield
- Greater Protection
- Illuminate Shadows
- Salvation
- Wrathful Smite
Rituals
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations
- Expedient: -25% Training Time, -25% Construction Time, +20% Draft Rate
- Godspeed: -10% Attack Time, +10% Combat Gains
- Havoc: +15% Offensive WPA, +15% Offensive TPA, +10% Instant Spell Damage, +10% Sabotage Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
- Stalwart: +10% Defensive Military Efficiency, -15% Defensive Military Casualties
Thievery Operations
- New Sabotage Operation: Destabilize Guilds – Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%. Medium difficulty, maximum duration roughly 6 Ticks. Only available to Rogue.
- Sabotage Wizards – will now have a similar effect to Expose Thieves (will reduce Mana each tick by 5% of current Mana level, before regeneration), maximum duration roughly 9 Ticks.
Races
Avian
Bonuses
-15% Attack Time
+15% Enemy Military Casualties
+20% Birth Rate
Access to Fanaticism
Penalties
No Access to Stables and War Horses
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/5, 850gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - n/a
Age 100
Dwarf
Bonuses
+25% Building Efficiency
-50% Construction Cost
-50% Raze Cost
Access to Miner's Mystique, Mist, Mystic Aura
Penalties
-25% Instant Spell Damage
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/6, 950gc, 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Elf
Bonuses
+20% Offensive Spell Duration
+20% Self Spell Duration
+10% Instant Spell Damage
Access to all Racial Self Spells
Penalties
-5% Population
No Access to Dungeons
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 12/6, 1000gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Faery
Bonuses
+15% Magic Effectiveness (WPA)
-50% Spell Rune Cost (excluding Ritual)
Access to Chastity, Ghost Workers, Gluttony, Magic Ward, Sloth
Penalties
-5 Homes Capacity
-20% Birth Rate
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 4/12, 800gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Gnome
Bonuses
Military Attacks will randomly get 90-130% Gains
Instant Spells will randomly do 90%-130% Damage
Sabotage Operations will randomly do 90%-130% Damage
Access to Invisibility, Tree of Gold
Penalties
+1 Self Spell Mana Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 13/5, 800gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Halfling
Bonuses
+10% Population
+20% Thievery Effectiveness (TPA)
Can Train Thieves with Specialist Credits
Access to Town Watch
Penalties
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/4, 600gc, 5.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Human
Bonuses
+10% Science Efficiency
+15% Income
Access to Fountain of Knowledge
Penalties
+30% Military Wages
+20% Spell Rune Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 8/12, 1100gc, 8.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Orc
Bonuses
+20% Combat Gains
Free Draft
Access to Aggression, Bloodlust
Penalties
+10% Damage taken from Instant Spells
+10% Damage taken from Sabotage Ops
+25% Food Consumption
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/4, 950gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Undead
Bonuses
-40% Offensive Military Casualties
Converts some Specialists to Elites on Successful Traditional March and Conquest
Spreads and is Immune to the Plague
No Food Needed
Access to Animate Dead
Penalties
-15% Science Efficiency
No Access to Hospitals
Cannot Train Elite Units
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 16/4, -, 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Personalities
The Cleric
-20% Military Casualties
Immune to the Plague
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards
Age 100
The Heretic
+75% Wizard Production
-50% Thieves Lost on Failed Thievery Operations
+10% Spell Damage
+20% Sabotage Damage
Access to Amnesia, Fool's Gold, Nightmare, Vermin
Starts with +400 Thieves and +400 Wizards
Age 100
The Merchant
+30% Income
30% Protection of Gold from Theft, Plunder, Fool's Gold
Immune to All Income Penalties
Access to Clear Sight
Starts with +600 Soldiers, +600 Specialist Credits and +100k gold
Age 100
The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Blizzard, Mage's Fury, Meteor Showers, Pitfalls
+25% Channeling Science Efficiency
Starts with +800 Wizards
Age 100
The Rogue
+75% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-25% Thief Cost
Access to All Thievery Operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Age 100
The Sage
-40% Science Book Losses on Learn Attacks
+10% Science Book Production
Access to Revelation, Scientific Insights
Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category
Age 100
The Shepherd
-15% Combat (Resource) Losses
-15% Damage taken from Instant Spells and Sabotage Operations
Each Acre generates 3 Bushels of Food per Tick
Immune to Droughts, Storms
Starts with +800 Soldiers and +800 Specialist Credits
Age 100
The Tactician
+1 General
+50% Prisoner Acquisition Rate
Enhanced Conquest Attack
Accurate Espionage
Access to Quick Feet
Starts with +800 Soldiers and +800 Specialist Credits
Age 100
The War Hero
+50% Bonuses from Honor
-30% Honor Loss in Combat
+1 Offensive Elite Strength
-20% Elite Cost
Access to Hero's Inspiration
Starts with +800 Soldiers and +800 Specialist Credits
Age 100
The Warrior
+15% Offensive Military Efficiency
+2 Mercenary Strength
+2 Prisoner Strength
+25% Valor Science Efficiency
+25% Heroism Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 100
Changelog:
- Added Support Spell list.
- Fixed Undead typo.
- Clarified bonus Honor awarded based on Tier.
- Clarified Destabilize Guilds effect.
- Clarified Elf Spell Duration.
- Updated start time.