Welcome to the Final Changes for Age 102!
Schedule:
WoL Age 101 End: Saturday, July 1, 2023 @ 00:00 GMT
WoL Age 102 Open:
WoL Age 102 Start:
WoL Age 102 End:
General Mechanics
- War Win Point System has returned.
The war win point system will be largely hidden. It will be a three stage calculation system.
- The initial war win points will be awarded as follows:
Win = 2 points
Mutual Peace = 1 point
Loss = 0 points- After the conclusion of the age, kingdoms will be awarded bonus war win points for every kingdom that they defeated in war, based on the defeated kingdoms' total war wins (if any).
- Finally, as a soft adjustment, an additional provision of points will be granted for every kingdom warred but not defeated, based on the total war wins of those kingdoms (if any).
Kingdom pages will still only show the number of war wins (along with the war history), with war win points determining the final standings of kingdoms after age concludes.
- Failed Attacks will increase the GBP/MAP of the defender, based on relative offense sent/defense, linearly scaling from 0 to half the amount of GBP/MAP generated on a successful Traditional March.
Science
- Science Book Production will be readjusted to 60/80/100/120 (Scientists will advance at 1440/5280/12480 experience)
- Resilience effect mod scaling increased by ~33%.
- Finesse effect mod scaling increased by ~33%.
Spells
- Mind Focus - effect reduced to +25%.
Races
Avian
Bonuses
-15% Attack Time
-20% Military Train Time
+20% Birth Rate
Access to Clear Sight
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 101
Dark Elf
Bonuses
+20% Magic Effectiveness (WPA)
Successful Spell Casts return 50% of Runes (excluding Ritual)
Access to Blizzard, Magic Ward, Mind Focus
Penalties
+25% Explore Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 5/11, 800gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 101
Dwarf
Bonuses
+25% Building Efficiency
-50% Construction Cost
-50% Raze Cost
Access to Miner's Mystique, Mist
Penalties
-10% Thievery Effectiveness (TPA)
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/6, 850gc, 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 101
Elf
Removed
Faery
Bonuses
+20% Offensive Spell Duration
+20% Self Spell Duration
+25% Rune Production
-50% Wizards Lost on Failed Spell Casts
Access to Chastity, Ghost Workers, Gluttony, Mage's Fury, Sloth
Penalties
-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 101
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, Town Watch, Tree of Gold
Penalties
No Access to Dungeons
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 - n/a
War Horse - 2/0, 0.6nw
Age 101
Halfling
Bonuses
+10% Population
+20% Thievery Effectiveness (TPA)
Can Train Thieves with Specialist Credits
Access to Mystic Aura
Penalties
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/4, 625gc, 5.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 101
Human
Bonuses
+10% Science Efficiency
+15% Income
Immune to all Income Penalties
Access to Fountain of Knowledge, Greater Protection
Penalties
+20% Military Wages
+10% Spell Rune Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 8/12, 975gc, 8.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 101
Orc
Bonuses
+20% Combat Gains
Free Draft
Access to Aggression, Bloodlust
Penalties
+10% Damage taken from Instant Spells
+10% Damage taken from Sabotage Ops
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/4, 800gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 101
Undead
Bonuses
-30% Offensive Military Casualties
Converts some Specialists to Elites on Successful Traditional March and Conquest
No Food Needed
Access to Animate Dead
Penalties
-10% Science Efficiency
No Access to Hospitals
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 16/4, 2000gc, 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 101
Personalities
The Cleric
-20% Military Casualties
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 101
The Heretic
+50% Guilds Effectiveness
-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 101
The Merchant
Removed
The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Meteor Showers, Pitfalls
+25% Channeling Science Efficiency
Starts with +800 Wizards
Age 101
The Necromancer
Spreads and is Immune to the Plague
25% of Military Casualties return as Soldiers
Prisoners convert to Offensive and Defensive Specialists over time (2%/2%)
Starts with +800 Soldiers and +800 Specialist Credits
Age 101
The Rogue
+75% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to All Thievery Operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Age 101
The Sage
-33% 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 101
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 101
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 101
The War Hero
+50% Bonuses from Honor
-30% Honor Loss in Combat
+1 Offensive Elite Strength
Access to Hero's Inspiration
Starts with 800 Elites
Age 101
The Warrior
+10% Offensive Military Efficiency
+2 Mercenary Strength
+2 Prisoner Strength
Access to Fanaticism
Starts with +800 Soldiers and +800 Specialist Credits
Age 101
Changelog:
- Updated gnome prisoners.
- Clarified faery self-spell duration.