Welcome to the Final Changes for Age 109!
Schedule:
WoL Age 109 Open: January 2
WoL Age 109 Start: tbd
WoL Age 109 End: tbd
Warning: Unique Abilities and changes will be tested in genesis, and evaluated based on ability to code and implement correctly. If problems arise we MAY change an ability. ANY changes will be called out here to alert players.
Updates
Changes due to genesis testing include:
- 12 hour mentor -- stays in was aproved
- Due to interaction with Mills, Artisan bonus has been buffed, (15% to 50% refund), but will no longer give Building credits if you have 3 or more Building credits per acre
- Due to interaction with Dungeons, Necromancers has been slightly buffed. (5% to 10% Wizard reanimation)
- Orc will receivea slight tweak, -10% Building Effectiveness
NOTE: the changes we used in genesis were for balance there, the above are the only changes we have made since the orginal post here (example: heretic keeps 5%, and is not using genesis 3%)
Age of Ember and Frost
As the realms ignite with fiery fury and frostbound cunning, the Dryads emerge from their forest sanctuaries, their bark-like skin shielding them from both the ravages of war and the wrath of the elements. These guardians of nature wield their innate strength with devastating precision, their every step a testament to the unyielding power of the wild. Alongside them, the cunning Gnomes rise with mischievous ingenuity, summoning their loyal animal and plant companions to reclaim the balance of nature—transforming the spoils of their enemies into life once more.
Yet amidst the fiery clashes and icy machinations, a deeper chill stirs in the shadowed corners of the realm—a spectral whisper carried on frostbitten winds. The echo of the undead lingers, faint but unyielding, as daring personalities toy with the fragile balance between life and death. Necromancers and shadowed figures delve into forbidden rites, disturbing the long-slumbering crypts that bind the undead's power.
Their meddling ripples across the planes, and the grave's silence fractures with every reckless incantation. A haunting promise looms: the ancient powers of the grave may soon rise again, not as a whisper but as a tide, ready to claim vengeance for the trespassers' folly
General Mechanics and Misc
The Hostility Meter:
- Failing a Raze Attack will generate 3 meter points
- Defender Casualties on Failed Attacks -35%
Mentor Changes:Frequency of Cooldown 12 Ticks (from 24)
Attacks
- Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks.
Introducing Unique Racial Abilities
This age introduces powerful racial abilities, capturing the distinct essence of each race to provide strategic depth. Whether channelling the skies as an Avian, sowing sabotage as a Gnome, or wielding arcane potency as an Elf, players can master their chosen race's strengths.
Each race has a unique ability that reflects its core strengths and theme. These abilities are categorised as either passive bonuses or active abilities:
Passive Bonuses: These are always in effect and provide consistent benefits without requiring activation.
Active Abilities: Must be activated by the player and grant powerful effects for a limited duration. Once the duration expires, a cooldown timer begins, during which the ability cannot be used again.
Currently all cooldowns are listed as "24 utopian days". This exact, that means if you activate Jan 5th at 20 min, the ability will be able to be reactivated Feb 5th at 20 min.
RACES
Avian
Bonuses
-25% Attack Time
+60% Birth Rate
Immunity to Ambush
Access to Greater Protection, Clear Sight
Unique Ability: Skybound Strike
Unique Ability:Once activated, the next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target (examples: 75% break means 75% gains, 25% break means a 25% damage massacre ). Cooldown: 24 Utopian Days
---sending over 100% does not increase gains
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 - 14/3, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - n/a
Age 108
Dark Elf
Bonuses
No Rune Cost (Excluding Ritual)
+15% Magic Effectiveness (WPA)
Can train Thieves with Specialist Credits
Access to Blizzard, Guile, Mage's Fury, Fools Gold, Magic Ward, Invisibility
Unique Ability: Shadow Surge
Activated Ability: When activated, offensive spells have a 20% chance to cast again at no mana cost for 6 Utopian Days. Cooldown: 24 Utopian Days
Penalties
+30% Exploration Costs
+30% Military Wages
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/10, 1050gc, 7.0nw
Mercenary - 8/0, 0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 108
Dwarf
Bonuses
+30% Building Efficiency
-50% Construction Time
Access to Miner’s Mystique
Unique Ability: Earthshaker
Activated Ability: When activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days.
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 108
Elf
Bonuses
+25% Magic Effectiveness (WPA)
-20% Military Casualties
Access to Chastity, Mist, Pitfalls, Wrath
Unique Ability: Mana Well
Activated ability: When activated, fully restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
Penalties
+20% Military Wages
No Access to Dungeons and Prisoners
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 12/4, 900gc, 5.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 108
Faery
Bonuses
+25% Offensive Spell Duration
+25% Self Spell Duration
+1 Mana per Tick in War
Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Chastity, Mist, Pitfalls, Wrath, Miner’s Mystique, Blizzard, Guile, Mage's Fury, Greater Protection, Clear Sight, Fountain of Knowledge, Salvation, Magic Ward
Unique Ability: Ethereal Mirage
Passive: Mystic Vortex removes all active spells from the target province when successfully cast.
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 108
Halfling
Bonuses
+15% Population
+25% Thievery Effectiveness (TPA)
-10% Military Training Time
Access to Quick Feet, Town Watch, Vermin
Unique Ability: Sneak Attack
Activated ability: When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.
Penalties
-25% Birth Rate
+15% Military Wages
Soldier - 3/0, 0.75nw
Offensive Specialist - 9/0, 3.6nw
Defensive Specialist - 0/9, 4.5nw
Elite Unit - 11/5, 850gc, 6.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 108
Human
Bonuses
+30% Science Efficiency
+15% Income
Access to Aggression, Fountain of Knowledge, Greater Protection, Reflect Magic
Unique Ability: Interest
Activated ability: When activated, provides an additional extreme activity bonus for the province. Cooldown: 24 Utopian Days.
Penalties
-80% Magic Effectiveness (WPA) on Defense
Can not Run Libraries
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 11/5, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 108
Orc
Bonuses
+30% Battle (Resource) Gains
-50% Draft Cost
Train Elites with Specialist Credits
Access to Aggression, Bloodlust
Unique Ability: Warlord’s Fury
Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties(soldiers specialists, and elites) home instantly.
(if you lost 100 troops when you attacked, 25 of those troops are home to attack with your next attack)
Penalties
-20% Credits gained on successful attacks (Building and Specialist Credits)
-10% Building Effectiveness
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/9, 4.5nw
Elite Unit - 15/4, 950gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 108
Dryad
Bonuses
+10% Offensive Military Efficiency
+10% Defensive Military Efficiency
Wages are "always paid" ***See warning at start of post***
Access to no additional spells
Unique Ability: Roots of Ruin
Passive: Upon successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1% of their entire population
(the intent is that its kills 1% of enemy peasants, thieves, wizards, and military. army in-out-and in training---these have been tested to work
Penalties
-30% Thievery effectiveness (TPA)
-15% income
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/5, 950gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Gnomes
Bonuses
+25% Birth Rates
+25% Enemy Military Casualties
+20% Population
Access to Town Watch
Unique Ability: Natures Feast
Activated ability: When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days.
.
Penalties
+60% damage from all magic sources (+ damage from instant, and + effect from fading spells)
Soldier - 3/0, 0.75nw
Offensive Specialist - 9/0, 3.6nw
Defensive Specialist - 0/9, 4.5nw
Elite Unit - 9/9, 800gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
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
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction
Age 108
The Necromancer
+15% Wizard effectiveness (WPA)
Access to Nightmares
Starting Bonus: +500 Wizards, +500 Specialist Credits
Unique Passive: Dark pact After each successful attack, The Necromancer converts:
- 10% of the enemy's casualties into Wizards for the Necromancers province. Minimum gain of 1 wizard per a successful attack.
- 10% of the enemy's casualties into Soldiers for the Necromancers province. Minimum gain of 1 soldier per a successful attack.
- 20% of the enemy's casualties into Peasants for the Necromancers province. Minimum gain of 1 Peasant per a successful attack.
The Cleric
+1 Elite Defensive Value
+1 Defensive Specialist Strength
- 1 Self Spell Mana Cost
-25% Damage from Instant Spells
Access To Salvation, Revelation, Divine Shield, Illuminate Shadows
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Divine Favour: When casting self-spells, Clerics have a 50% chance to double the spell's duration, symbolizing their deep connection to divine powers
Age 108
The Heretic
+50% Wizard Production
-50% Thieves lost on Thievery Operations
+25% Thievery Efficiency (TPA)
+10% Magic Efficiency (WPA)
Access to Meteor Showers, Greater Arson
Starts with +400 Wizards and +400 Thieves
Unique Passive: Blasphemous Might After a failed offensive spell cast, the heretic recovers 5% Stealth.
Age 108
The Mystic
+75% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity, Fools Gold,
+25% Channeling Science Efficiency
Starts with +800 Wizards
Unique Passive: Righteousness Fury:Gains access to the Spells Righteous Aggressor and Righteous Defender
These are 1-2 hour duration spells that were first introduced in genesis and when cast and active have the following effects:
Righteous aggressor will convert offensive specialist to elites on successful attack similar how offensive conversions have worked in past ages.
Righteous defender will convert defensive specialist to elites when you are attacked at roughly the same rate offensive conversions occur.
Age 108
The Rogue
+80% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Unique Passive: Shadows in the Night: Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50%
or more Stealth
Age 108
The Tactician
-15% Attack Time
No Thieves lost on intel
+25% Credits gained in Combat
+25% Siege Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Dragons Wrath When attacking, 10% of your raw offense will also deal damage to the dragon as well as attack your target
(i.e. if you attack someone with 10,000 soldiers the dragon will also take 3000 points of damage) .
Age 108
The War Hero
+30% Honor Gains
- 30% Honor Losses
+5% Military Efficiency in War
Converts Specialist to Elites upon Successful Traditional Marches
Starts with +800 Soldiers and +800 Specialist Credits
Unique Active: War Trophies: Once activated, War Hero grants double honour bonuses for 12 ticks. Cooldown: 24 Utopian Days.
Age 108
The Warrior
+1 General
+4 Mercenary & Prisoner Strength
-50% Mercenary Cost
+25% Tactics Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Unique activated: Indomitable Spirit: Once activated Warriors gain 5% Military Efficiency for 6 ticks. Cooldown: 24 Utopian Days.
Age 108
Changelog:
- oops, we've had Necromancer, its back
- added additional text for new things to help provide context
- Warrior is an activated
- making the once per 24 hours more clear
- making heretic bonus more clear again too
- Age dates
- Changed that miserable blue font to pink
- changes due to genesis testing