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Thread: Age 101 Final Changes

  1. #1
    Director of Age Changes
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    Age 101 Final Changes

    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.
    Last edited by Avenger; 21-04-2023 at 12:56.
    Discord: Hex | IRC: Hextor / Avenger

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