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Thread: Age 107 Revised Changes

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    Age 107 Revised Changes

    Welcome to the Revised Changes for Age 107!

    Schedule:
    WoL Age 106 Open:
    WoL Age 106 Start:
    WoL Age 106 End:


    General Mechanics
    • Due to feedback hourly Auto-explore based on pool size has been removed
      • This means pool stops growing at 1000 acres, and resets at 2500 acres - additional acres do not get auto explored
      • End of war - Explore pool interactions will remain unchanged - if you are >1000 acres of pool you will auto-explore acres when war ends
    • Daily Free acres now scale with the age length as 10 + 5*Year of age ( 10 week 0, 15 week 1, 20 week 2….)
    • Spell Changes - Revelation adjusted to 20%


    Stances
    • Stance Cooldown - Increased to 48 hours
    • Normal:
      • No effects, default
    • Aggressive::
      • +10% Battle (Resource) Gains
      • +30% Credits gained in Combat
      • +15% Self Offensive Military Casualties
      • +10% Instant Spell damage and Sabotage Operation damage
      • +20% Military Wages
    • Peaceful::
      • +15% Income
      • +20% Food & Runes Production
      • +20% Birth Rate
      • -15% Offensive Military Efficiency
      • -20% Outgoing Instant Spell damage and Sabotage Operation damage


    Rituals
    • Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
    • Expedient: -10% Draft Costs, +10% Building Efficiency
    • Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
    • Havoc: +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
    • Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
    • Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties


    Races

    Avian
    Bonuses
    -30% Attack Time
    +40% Birth Rate

    Access to Greater Protection,

    Penalties
    -10% Battle (Resource) Gains
    No Access to Stables and War Horses

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1000gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Dark Elf
    Bonuses
    -70% Spell Rune Cost (excluding Ritual)
    Guilds produce Runes at 50% rate of Towers
    Can train Thieves with Specialist Credits

    Access to, Blizzard, Guile, Invisibility, Mage's Fury

    Penalties
    Can not build towers

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 13/0, 5.2nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/10, 1050gc, 8nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Dwarf
    Bonuses
    +30% Building Efficiency
    Free Building Construction
    -50% Construction Time
    -25% Ritual Cost

    Access to Miner’s Mystique

    Penalties
    Cannot use Accelerated Construction
    +50% Food Consumption

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/6, 1000gc, 7.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Elf
    Bonuses
    +5% population bonus
    +50% wizard generation bonus
    -50% damage taken from Assassinate Wizards

    Access to Mist, Pitfalls, Salvation, Wrath

    Penalties
    +25% training time (can not push you past 24 hours)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 12/5, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw


    Faery
    Bonuses
    +25% Offensive Spell Duration
    +25% Self Spell Duration
    +1 Mana in War

    Access to All Racial Spells

    Penalties
    -10% Population
    -10% Income

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 4/13, 900gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Halfling
    Bonuses
    +10% Population
    -10% Military Train Cost
    -Thievery Dens also provide Watch Tower bonus

    Access to Quick Feet, Town Watch, Vermin

    Penalties
    -5% Building Efficiency
    -12% Income
    Can not build WT

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 11/5, 850gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Human
    Bonuses
    +10% Science Efficiency
    All Land holds Prisoners (7/acre)
    Prisoners convert to leets over time (2% per tick)

    Access to Fountain of Knowledge, Tree of Gold

    Penalties
    +20% Military Wages
    Cannot build dungeons

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 13/5, 950gc, 7nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.9nw


    Orc
    Bonuses
    +25% Battle (Resource) Gains
    +20% Military Casualties

    Access to, Bloodlust

    Penalties
    +10% Military Casualties
    -30% TPA/WPA

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 15/4, 1000gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Undead
    Bonuses
    -25% Military losses
    Spreads and is Immune to the Plague
    No Food Needed
    Can train Elite Units with specialist credits

    Access to Ghost Workers

    Penalties
    +50% land lost on ambush (return 75% of land instead of 50%)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/12, 6.0nw
    Elite Unit - 14/1, 800gc, 5.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw



    Personalities

    The Sage
    -20% Attack Time on Learns
    +20% Science effectiveness
    Starts with one extra scientist
    Cannot use Libraries
    Access to Revelation
    Starts with +800 Soldiers and +800 Specialist Credits

    The Merchant
    +30% Income
    Immune to All Income Penalties
    100% successful on espionage ops at double stealth costs
    Access to Clear Sight
    +25% Income Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    The Artisan
    +50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
    +50% Building Credits gained in Combat
    -20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
    +20% Artisan Science Efficiency
    +20% Bookkeeping Science Efficiency
    Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

    The Cleric
    100% of Military Casualties return as Soldiers
    Soldiers convert to Offensive and Defensive Specialists over time (2%/2%)
    Immune to the Plague
    Access to Divine Shield, Illuminate Shadows
    +25% Resilience Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    The Heretic
    +20% Spell Damage
    +20% Sabotage Damage
    +50% Wizard Production
    -50% Thieves lost on Thievery Operations
    Access to Fool’s Gold, Nightmares
    +20% Crime Science Efficiency
    +20% Channeling Science Efficiency
    Starts with +400 Wizards and +400 Thieves

    The Mystic
    +50% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Magic Ward, Meteor Showers, Mind Focus, Chastity
    +25% Channeling Science Efficiency
    Starts with +800 Wizards

    The Rogue
    +50% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    +25% Crime Science Efficiency
    Starts with +800 Thieves

    The Shepherd
    -15% Battle (Resource) Losses
    -15% Damage taken from Instant Spells and Sabotage Operations
    +1 General
    Immune to Droughts, Storms
    Access to Reflect Magic
    +20% Production Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    The War Hero
    +60% Bonuses from Honor
    -30% Honor Loss in Battle
    Converts Offensive Specialists to Elites on Successful Trad March and Conquest
    Access to Animate Dead, Mist
    +25% Strategy Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits

    The Warrior
    +15% Offensive Military Efficiency
    +2 Mercenary & Prisoner Strength
    -80% Mercenary Cost
    Access to Aggression
    +25% Tactics Science Efficiency
    Starts with +800 Soldiers and +800 Specialist Credits



    Changelog:
    • age date
    Last edited by Persain; 17-07-2024 at 23:07.

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