Welcome to the Final Changes for Age 107!
Schedule:
WoL Age 107 Open: TBD
WoL Age 107 Start: TBD
WoL Age 107 End: TBD
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 bonus reduced from 30% to 20%.
- End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed.
- You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.
- KD Autofill set to 22.
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
Age 106
Rituals
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
- Expedient +10% Building Efficiency, -20% Military Wages, -20% Construction Cost
- 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
Age 106
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 - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/4, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - n/a
Age 106
Dark Elf
Bonuses
-50% Spell Rune Cost (excluding Ritual)
Guilds produce Runes at 50% rate of Towers
Can train Thieves with Specialist Credits
Access to Blizzard, Chastity, Guile, Invisibility, Mage's Fury
Penalties
No Access to Towers
Soldier - 3/0, 0.75nw
Offensive Specialist - 13/0, 5.2nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 10/10, 1050gc, 7.5nw
Mercenary - 8/0, 0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 106
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
Age 106
Elf
Bonuses
+5% Population
+50% Wizard Production
-40% Damage taken from Assassinate Wizards
Access to Aggression, Mist, Pitfalls, Salvation, Wrath
Penalties
—
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
Age 106
Faery
Bonuses
+25% Offensive Spell Duration
+25% Self Spell Duration
+1 Mana Recovery per Tick in War
Access to All Racial Spells, Tree of Gold
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
Age 106
Halfling
Bonuses
+10% Population
-10% Military Train Cost
Thieves Dens also provide Watch Tower bonuses
Access to Quick Feet, Town Watch, Vermin
Penalties
-5% Building Efficiency
-15% Income
No Access to Watch Towers
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
Age 106
Human
Bonuses
+10% Science Efficiency
All Land holds Prisoners (7/acre)
Prisoners convert to Elites over time (2% per Tick)
Access to Fountain of Knowledge
Penalties
+20% Military Wages
No Access to 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 - 3/0, 0.9nw
Age 106
Orc
Bonuses
+25% Battle (Resource) Gains
+25% Enemy Military Casualties on Attacks
Access to Bloodlust
Penalties
+15% Military Casualties
-30% Magic Effectiveness (WPA)
-30% Thievery Effectiveness (TPA)
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/3, 950gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 106
Undead
Bonuses
-30% Military Casualties
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% Land instead of 50%)
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 14/2, 850gc, 6nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 106
Personalities
The Artisan
+50% Building Capacity (Homes, Stables, Dungeons)
+50% Building Production (Banks, Farms, Stables, Towers)
100% Successful Espionage Operations for double Stealth cost
+50% Building Credits gained in Combat
-20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Age 106
The Cleric
50% of Military Casualties return as Soldiers
-10% Military Casualties
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
Age 106
The Heretic
+20% Spell Damage
+20% Sabotage Damage
+50% Wizard Production
-50% Thieves lost on Thievery Operations
Access to Fool’s Gold, Nightmares
+10% Crime Science Efficiency
+10% Channeling Science Efficiency
Starts with +400 Wizards and +400 Thieves
Age 106
The Mystic
+50% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Guile, Mage's Fury, Magic Ward, Meteor Showers, Mind Focus
+25% Channeling Science Efficiency
Starts with +800 Wizards
Age 106
The Rogue
+80% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Age 106
The Sage
+15% Science Efficiency
+10% Science Book Generation
Access to Revelation
Starts with 1 extra Scientist
Starts with +800 Soldiers and +800 Specialist Credits
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
Age 106
The Tactician
-15% Attack Time
Efficient Espionage - No Thieves lost on Intel
Immune to Dragons
+25% Credits gained in Combat
+25% Siege Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 106
The War Hero
+75% Bonuses from Honor
-30% Honor Loss in Battle
Converts Offensive Specialists to Elites on Successful Trad March and Conquest
Access to Animate Dead, Clear Sight, Mist
+25% Strategy Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 106
The Warrior
+15% Offensive Military Efficiency
+2 Mercenary & Prisoner Strength
-50% Mercenary Cost
+25% Tactics Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 106
Changelog:
- fixed elf penalty
- fixed avian spec nw
- clarified orc military casualties bonus/penalty
- clarified several bonuses and penalties
- updated wording several bonuses for consistency
- added KD autofill set limit