Welcome to the Final Changes for Age 108!
Schedule:
WoL Age 108 Open: Wed, 09 Oct at 18:00 GMT+00:00
WoL Age 108 Start: Fri, 11 Oct at 18:00 GMT+00:00
WoL Age 108 End: Fri, 20 Dec at 10:00 GMT+00:00
General Mechanics and Misc
- Elites now do damage to Dragons based on Off AND Def points
- Massacre damage reduced by 15%
- Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War
- Removed bounced Attack MAP/GBP
- Bonus Books also added to activity bonus (same as Income, based upon your Book generation - 1 tick/2 ticks/3 ticks of generation for 6/9/12 Ticks logged in)
- Explore cost is no longer discounted by Land lost in combat over the age
- Honor no longer gives Military Efficiency, it gives Offensive Military Efficiency instead
- Assassinate Wizards damage has been increased by ~17.5%
- Spells and Sabotage operations Meter Point values have been reduced slightly
- Either Kingdom may now declare War if both Kingdom's Meter Points are 60 or higher
Changes to War Completion
- Changes to how the acre shuffle works on War completion (War Win)
- Removed the Kingdom shuffle/redistribution at War end
- Winning Kingdom gets 10% of the losing Kingdom's land, distributed to lowest provinces (as current)
- An extra amount equal to 5% losing Kingdom's land is distributed to the provinces in the Winning Kingdom (distributed equally)
- Losing Kingdom only loses 5% (as current)
Dragons
- All Dragons health points increased by 10%
Emerald
- +25% Military Casualties
- -20% Battle (Resource) Gains
- -40% Building and Specialist Credits Gained in Combat
Ruby
- -15% Military Effectiveness
- +30% Military Wages
- Lose 30% of new drafted Soldiers
Sapphire
- -30% Magic Effectiveness (WPA)
- -30% Thievery Effectiveness (TPA)
- +12.5% Instant Spell and Sabotage Damage Taken
- -12.5% Instant and Sabotage Damage Dealt
Topaz
- -30% Building Efficiency
- -25% Income
- Destroys 4% of Buildings Instantly and Every 6 Ticks Thereafter
Age 107
RACES
Avian
Bonuses
-25% Attack Time
+50% Birth Rate
Immunity to Ambush
Access to Clear Sight, Greater Protection, Town Watch
Penalties
+15% Military Casualties
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 - 13/4, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - n/a
Age 107
Dark Elf
Bonuses
No Rune Cost (Excluding Ritual)
+10% Magic Effectiveness (WPA)
Can train Thieves with Specialist Credits
Access to Blizzard, Guile, Invisibility, Mage's Fury
Penalties
+25% Exploration Costs
+25% Military Wages
Soldier - 3/0, 0.75nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/10, 1050gc, 8.0nw
Mercenary - 8/0, 0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 107
Dryad
Bonuses
Access to Tree of Gold
Penalties
+20% Attack Time
-20% Enemy Military Casualties on attack and defense
Soldier - 4/0, 1.0nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 18/2, 1050gc, 7.5nw
Mercenary - 10/0, 0.0nw
Prisoner - 10/0, 2.0nw
War Horse - 3/0, 0.9nw
Dwarf
Bonuses
+30% Building Efficiency
-50% Construction Time
Access to Miner’s Mystique
Penalties
Cannot use Accelerated Construction
+100% 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 107
Elf
Bonuses
+25% Magic Effectiveness (WPA)
-30% Military Casualties
+1 Mana per Tick
Access to Chastity, Mist, Pitfalls, Wrath
Penalties
+30% Military Wages
No Access to Dungeons and Prisoners
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 12/5, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 107
Faery
Bonuses
+25% Offensive Spell Duration
+25% Self Spell Duration
+1 Mana per Tick in War
Access to All Racial Spells
Penalties
-10% Population
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 4/12, 850gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.0nw
Age 107
Halfling
Bonuses
+10% Population
+25% Thievery Effectiveness (TPA)
Access to Quick Feet, Town Watch, Vermin
Penalties
-25% Birth Rate
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 11/5, 850gc, 6.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 107
Human
Bonuses
+35% Science Efficiency
+15% Income
Access to Aggression, Fountain of Knowledge, Greater Protection
Penalties
-30% Magic Effectiveness (WPA)
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 12/5, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 107
Orc
Bonuses
+30% Battle (Resource) Gains
-25% Draft Cost
Train Elites with Specialist Credits
Access to Aggression, Bloodlust
Penalties
-30% Science Efficiency
+15% Military Casualties
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/8, 4.0nw
Elite Unit - 15/3, 950gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 107
Personalities
The Artisan
+50% Building Capacity (Homes, Stables, Dungeons)
+50% Building Production (Banks, Farms, Stables, Towers)
+50% Building Credits gained in Combat
+100% Successful Espionage Operations for double stealth cost
-20% Building Damage taken from Arson, Greater Arson, Tornado, Raze Attacks
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Age 107
The Cleric
+1 Elite Defensive Value
+1 Defensive Specialist Strength
-25% Instant Spell Damage taken
Access to Divine Shield, Revelation, Salvation
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
The Heretic
+20% Instant Spell Damage
+20% Sabotage Damage
+50% Wizard Production
-50% Thieves lost on Thievery Operations
Access to Fool’s Gold, Nightmares
+15% Channeling Science Efficiency
+10% Crime Science Efficiency
Starts with +400 Wizards and +400 Thieves
Age 107
The Mystic
+75% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Chastity, Mage’s Fury, Magic Ward, Meteor Showers, Mind Focus
+25% Channeling Science Efficiency
Starts with +800 Wizards
Age 107
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 107
The Shepherd
Land generates 4 bushels of Food per Acre daily
+30% Scientist Generation
-30% Explore Time
-30% Build Time
-30% Train Time
Immunity to Drought, Gluttony, Vermin
Access to Reflect Magic
+25% Resilience Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
The Tactician
-15% Attack Time
No Thieves lost on Intel Operations
Immune to Dragons
+25% Credits gained in Combat
+25% Siege Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
The War Hero
+30% Enemy Military Casualties on Attacks
Converts Offensive Specialists to Elites on Successful Trad March and Conquest
Access to Animate Dead, Mist
+25% Housing Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
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 107
Changelog:
- Clarified several bonuses and penalties
- Reworded/clarified several mechanics
- Updated war completion mechanics
- Fixed wording on several bonuses and penalties
- Added Open and Start date
- Fixed wording on even more bonuses and penalties
- Added end date