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Thread: Age 110 Revised Changes

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    Age 110 Revised Changes

    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
    Last edited by Persain; 12-03-2025 at 02:33.

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