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