Welcome to the Revised Changes for Age 110!
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%
OPS:
- Pitfalls - Increased Damage from 15% to 25%
- Bribe Generals - Increased Damage from 15% to 20%
- Greater Arson difficulty reduced from High to Medium
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 Ability: (Only usable in War) 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 Cooldown: 24 Utopian Days
-sending over 100% does not increase gains
Penalties
+20% 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 - 13/3, 900gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - n/a
Age 109
Dark Elf
Bonuses
No Rune Cost (Excluding Ritual)
+10% Offensive Military Efficiency
+15% Magic Effectiveness (WPA)
Can train Thieves with Specialist Credits
Access to Blizzard, Guile, Mage's Fury, 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
+25% Exploration Costs
-10% Building Efficiency
-10% Science Efficiency
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.
Penalties
+20% Military Casualties when defending
-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, Quick Feet
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. Additionally, for the next 6 ticks, the target's Building Efficiency is reduced by -10%. Can only be reactivated after 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)
Access to Mist, Pitfalls, Wrath, Salvation
Unique Ability: Mana Well
Activated ability: When activated, restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
Penalties
-50% Night Strike Damage
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, Miners Mystique
Unique Ability: Ethereal Mirage
Active: When activated, Mystic Vortex removes all active spells from the target province, until end of tick. Cooldown: 24 Utopian Days.
Penalties
-10% Population
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0
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, 0.6nw
Age 109
Gnomes
Have Been Removed
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
+10% Military Wages
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/9, 4.5 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
Does not experience Horse Decay
Immunity to Scholars Wrath
Access to Aggression, Fountain of Knowledge, Greater Protection, Reflect Magic
Unique Passive: Scholars Wrath
Passive: In War, All successful attacks remove 15% of the target’s allocated Science Books (returns over 48 ticks). Out of War, Book Generation is increased by 25%.
Penalties
-40% 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, 6.0nw
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
+5% Enemy Military losses when being attacked
Train Elites with Specialist Credits
Access to Aggression
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.
Penalties
-30% Credits gained on successful attacks (Building and Specialist Credits)
+2 Self Mana Cost (Including Rituals)
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
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
-30% Military Casualties
Immune to Plague
No Food Required
Converts Specialist to Elites upon Successful Traditional Marches (30%)
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. Cooldown: 24 Utopian Days.
Penalties
Undead Thieves and Elites Decay by 0.4% Per Tick.
Undead Receive No Benefits from Active Rituals During War
Soldier - 3/0, 0.75nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/3, 1000gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Personalities
The Freak
+20% Enemy Military Losses when Attacking
+20% Enemy Military Losses when Defending
All successful attacks have a 1 in 4 chance to generate an additional +10% Gains
All Sabotage & Instant Spell Damage ranges randomly from -5% to +30%
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Madness Unleashed Attacks have a 20% chance to cause the enemy to suffer 25% additional military losses. If this happens the freak will also suffer 20% additional military losses
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. Additionally, when destroying or replacing buildings, construction time is reduced by 25%.”
Age 109
The Cleric
+1 Elite Defensive Value
+1 Defensive Specialist Strength
- 1 Self Spell Mana Cost
-25% Damage from Instant Spells
+25% Shielding Science Efficiency
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 35% chance to double the spell duration. Additionally, if the duration is doubled, the spell is immune to Mystic Vortex for the first 4 ticks
Age 109
The Heretic
+ 40% Wizard Production
- 30% Thieves lost on Thievery Operations
+15% Magic Effectiveness (WPA)
+25% Damage for Resource Operations (Rob Granaries, Rob Vaults, Rob Towers)
+25% Finesse Science Efficiency
Access to Nightmares, Fools Gold
Starts with +400 Wizards and +400 Thieves
Unique Ability: Chaotic Affliction Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%. Cooldown: 24 Utopian Days
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
+25% Channeling Science Efficiency
Starts with +800 Wizards
Unique Ability: Arcane Overflow Once activated, until end of tick, every successful offensive spell also reduces enemy ritual strength by 0.15%. Cooldown 24 Utopia 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 Active: Midnight Strike Until the next tick, all sabotage operations deal 20% more damage but cost 20% more Stealth. 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: Siege Warfare Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days..
Age 109
The War Hero
+25% Honor Bonuses
Gain 0.5% Military Efficiency per successful attack in War (10% Cap)
+25% Heroism Science Efficiency
Converts Specialist to Elites upon Successful Traditional Marches (25%)
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Blood and Glory 100% of Military Casualties return as Soldiers
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 Active: Direct Conscription For the next 6 ticks, Specialist Credits can be used to train units without requiring Soldiers, consuming 1 Peasant and 3 Credits per unit trained. Cooldown 24 hours.
Age 109
Changelog:
- cleric miss copy sory