Results 1 to 1 of 1

Thread: Age 110 Proposed Changes

  1. #1
    Strategy Moderator
    Join Date
    Jan 2012
    Posts
    4,216

    Age 110 Proposed Changes

    Welcome to the Proposed Changes for Age 1110!

    Schedule:
    WoL Age 110 Open: tbd
    WoL Age 110 Start: tbd
    WoL Age 110 End: tbd



    Age of Ash and Ice

    The embers of war smolder, yet the frost does not yield. What was once a realm of Ember and Frost has now descended into ruin. The flames that once roared with defiance have burned cities to husks of ash, and the creeping frost has choked the land beneath an unforgiving grip of ice.

    Yet, amidst the ruin, something stirs.

    The Dryads, once content to guard the sacred wilds, now take root in the charred remains of civilization. They do not rebuild—they reclaim. Every fallen kingdom feeds their hunger for vengeance, and where their wrath takes hold, nature itself rises as both weapon and executioner.

    The Gnomes, ever-opportunistic, have mastered the art of slow destruction. They do not seek swift victory, but drawn-out suffering. A war of attrition, a thousand unseen wounds bleeding their enemies dry. Their poisons seep deeper, their creatures strike harder, and their patience is as lethal as any blade.

    Yet, even as fire fades to ash and ice blankets the land, something darker lingers in the ruins.

    The Undead have returned, and this time, they do not intend to vanish.

    For too long, the world has ignored the whispers of the grave, but now, the silence has broken. The dead rise in numbers unseen, their march unyielding, their hunger endless. This is not an invasion. This is a reclamation.

    The old world burns. The new world freezes. And death claims all that remains.

    This is the Age of Ash and Ice. Survive if you can.



    General Mechanics and Misc

    Watchtowers:
    • Percent Base Effect for ‘Chance of Catching Enemy Thieves’ lifted from 1.5% to 2%
    • Percent Effect Max for ‘Chance of Catching Enemy Thieves’ lifted from 37.5% to 50%


    Barracks:
    • Attack Time is no longer affected by Building Efficiency


    Castles :
    • Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked lifted from 2% to 2.25%


    Rituals: New Ritual - Ascendancy
    • Double Wizard Production
    • No Wizard Losses on Spells
    • -15% Military Effectiveness



    RACES

    Avian
    Bonuses
    -25% Attack Time
    +60% Birth Rate
    Immunity to Ambush

    Access to Greater Protection

    Unique Ability: Skybound Strike

    Unique Passive: Successful attacks ignore Castles.

    Penalties
    +15% Military Casualties
    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 - 14/3, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 109


    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 - 10/0, 4.0nw
    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 109


    Dryad
    Bonuses
    +10% Offensive Military Efficiency
    +10% Defensive Military Efficiency
    Wages are "always paid".

    Access to Bloodlust

    Unique Ability: Roots of Ruin
    Passive: Upon successful attacks, Attacks destroy 2% of their entire population and reduce Building Efficiency by 10% for 3 ticks (Non-Stackable

    Penalties
    -20% 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
    Age 109




    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 109


    Elf
    Bonuses
    +25% Magic Effectiveness (WPA)
    -20% Military Casualties

    Access to Chastity, Mist, Pitfalls, Wrath

    Unique Ability: Mana Well
    Activated ability: When activated, 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 - 0/10, 5.0nw
    Elite Unit - 12/4, 875gc, 5.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 109


    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, Blizzard, Guile, Mage's Fury, Greater Protection, Clear Sight, Fountain of Knowledge, Salvation, Magic Ward

    Unique Ability: Ethereal Mirage
    Active: When activated, Mystic Vortex will auto-succeed for one cast and removes all active spells from the target province. Can only be reactivated after 24 Utopian Days

    Penalties
    -10% Population

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6
    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 109



    Gnomes
    Bonuses
    Successful attacks inflict an additional +5% military casualties for the next 3 hours (this bonus stacks up to 25%)
    -50% Training Time

    Access to Town Watch, Vermin

    Unique Ability: War of Attrition
    Activated ability: Once activated, for the next 6 ticks, all Gnome attacks cause an additional 10% military casualties (Non-Stackable). Cooldown: 24 Utopian Days.

    Penalties
    +25% Military Wages.
    Cannot Use Barracks & Castles

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 10/8, 1000gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw
    Age 109


    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 - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0 nw
    Elite Unit - 11/5, 850gc, 6.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 109


    Human
    Bonuses
    +25% Science Efficiency

    Access to Aggression, Fountain of Knowledge, Greater Protection, Reflect Magic, Greater Protection

    Unique Ability: Strategic Reserves
    Passive: Every successful attack instantly grants 1 tick worth of science books and generates 1% of the province's max population as Peasants. In war, the science gain increases to 1.5 ticks per attack.
    Science gained from attacks in war now caps at 30 ticks per War


    Penalties
    -50% 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 - 12/5, 1050gc, 5.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw


    Age 109


    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
    -10% Thievery and Wizard 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 109


    Undead
    Bonuses
    -50% Military Casualties
    Immune to Plague
    No Food Requirement.
    Successful Attacks Convert 25% of Enemy Casualties into Undead Soldiers.
    Converts Specialist to Elites upon Successful Traditional Marches (15%)
    All Successful Attacks by Undead Suffer -15% Birth Rate for 5 Ticks.

    Access to a new spell: "Nightfall" – Reduces enemy Guild/Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)

    Unique Ability: Cursed Plague
    Activated ability: Once activated, for the next 1 tick, all Undead attacks have a 100% chance to spread Plague (Cannot be cured via Nature's Blessing). Cooldown: 24 Utopian Days.

    Penalties
    Undead Units (Includes Wizards, Thieves and all Military) Decay by 1% Per Tick Outside of War.
    +20% Military Wages

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 12/3, 1000gc, 6.5nw
    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 75% of a building's cost back as building credits upon construction
    Age 109


    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 spell duration and gain a 10% Rune Refund
    Age 109


    The Heretic
    + 40% Wizard Production
    - 40% Thieves lost on Thievery Operations
    +15% Magic Effectiveness (WPA)
    Access to Greater Arson, Nightmares

    Starts with +400 Wizards and +400 Thieves

    Unique Passive: Blasphemous MightWhen successfully casting an offensive spell, the Heretic has a 10% chance to refund 50% of the mana spent.
    Age 109


    The Mystic
    +75% Guilds Effectiveness
    +1 Mana Recovery per Tick
    -15% Rune Cost on Offensive Spells
    Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity, Fools Gold,
    +25% Channeling Science Efficiency

    Starts with +800 Wizards

    Unique Passive: Magicians Inisght Once activated, for the next 4 ticks, all spells cast by the Mystic province have double the duration and cost zero runes. Cooldown: 24 Utopian Days
    Age 109


    The Rogue
    +80% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery Operations
    +25% Damage for Kidnap & Assassinate Wizards operations
    +25% Crime Science Efficiency

    Starts with +800 Thieves

    Unique Passive: Deadly Precision: Once activated, for the next 1 tick, all sabotage operations ignore all Watchtower effects. Cooldown: 24 Utopian Days
    Age 109


    The Tactician
    -15% Attack Time
    No Thieves lost on intel
    +25% Credits gained in Combat
    +20% Valor Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive: Tactical Mastery Once activated, for the next 4 ticks, all successful attacks increase troop training time by 20% and reduce draft speed by 10% for 12 ticks (Non-Stackable). Cooldown: 24 Utopian Days.
    Age 109


    The War Hero
    +30% Honor Gains
    - 20% 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, for the next 6 ticks, all successful attacks increase the number of Building and Specialist Credits gained by 50% and grant +5% Military Efficiency for 9 ticks (Non-Stackable). Cooldown: 24 Utopian Days
    Age 109


    The Warrior
    +15% Offensive Military Efficiency
    +4 Mercenary & Prisoner Strength
    -50% Mercenary Cost
    +25% Tactics Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique activated: Relentless Assault: Once activated, for the next 10 ticks, all successful Traditional Marches convert 20% of the enemy’s military casualties into Soldiers for the Warrior’s province. Cooldown: 24 Utopian Days."
    Age 109



    Changelog:
    • dryad fix
    Last edited by Persain; 07-03-2025 at 13:11.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •