Welcome to the Final 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 retreated back to their homes.
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
Learns:
- Out of War Learns will no longer capture unallocated books at a greater rate
- In war Learns will not change
Watchtowers:
- Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%
- Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%
Castles :
- Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%
OPS:
- Pitfalls - Increased Damage from 15% to 20%
- Bribe Generals - Increased Damage from 15% to 20%
- Greater Arson difficulty reduced from High to Medium
- New Spell: "Nightfall" – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)
Rituals: New Ritual - Ascendancy
- +100% Wizard Production
- -50% Wizard Losses on Failed Spells
- -40% Book Generation
RACES
Avian
Bonuses
-25% Attack Time
+40% Birth Rate
Immunity to Ambush
Access to Greater Protection, Clear sight
Unique Ability: Skybound Strike
Unique Ability: (Usable in War and Hostile Relations) 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
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 - 13/3, 900gc, 6.0nw
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: Once activated, offensive spells have a 20% chance to cast again at no mana cost for 8 Utopian Days. Cooldown: 24 Utopian Days
Penalties
+20% Exploration Costs
-10% Building Efficiency
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 12/6, 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
+20% Dragon Slaying Strength
Wages are "always paid"
Access to no additional spells
Unique Ability: Roots of Ruin
Passive: Upon a successful attack, the attack will destroy 1.5% of the enemies entire population.
Penalties
+10% 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
-60% Construction Time
Access to Miner’s Mystique
Unique Ability: Earthshaker
Activated Ability: Once 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
+30% Magic Effectiveness (WPA)
Access to Mist, Pitfalls, Wrath, Salvation
Unique Ability: Mana Well
Activated ability: Once activated, restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
Penalties
-50% Damage done when performing a Night Strike
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, 900gc, 6.0nw
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, Fountain of Knowledge, Miners Mystique
Unique Ability: Ethereal Mirage
Activated ability: Once activated until end of tick successful casts of Mystic Vortex will remove all active spells from the target province. 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
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: Once 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, 4.5nw
Elite Unit - 11/5, 850gc, 6.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 109
Human
Bonuses
+25% Science Efficiency
Immunity to Scholar's Wrath
Access to Fountain of Knowledge, Greater Protection, Reflect Magic
Unique Passive: Scholar's Wrath
Passive: In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 ticks). Out of War, Book Generation is increased by 10%.
Penalties
-50% Magic Effectiveness (WPA)
-10% Thievery Effectiveness (TPA)
No access to 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 - 2/0, 0.6nw
Age 109
Orc
Bonuses
+30% Battle (Resource) Gains
-75% 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.
Penalties
-30% Credits gained on successful attacks (Building and Specialist Credits)
+1 Self Mana Cost (Excluding Rituals)
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/4, 950gc, 7.0nw
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
All Successful Traditional Marches: Inflicts Unborn Veil, -15% Birth Rate for 5 Ticks
Access to Animate Dead, Nightfall
Unique Ability: Cursed Plague
Activated ability: Once activated, until end of tick, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 24 Utopian Days.
Penalties
Undead Thieves and Elites Decay by 0.4% Per Tick.
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 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 the spell's duration.
Age 109
The General
+1 General
-30% Training Time
+15% Military Book Production
Converts Specialist to Elites upon Successful Traditional Marches
Access to Wrath and Steal War horses
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Blood and Glory 35% of Military Casualties return as Soldiers
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, Fool's Gold
Starts with +400 Wizards and +400 Thieves
Unique Active: 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
Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity
+25% Channeling Science Efficiency
Starts with +800 Wizards
Unique Passive: Arcane Overflow Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
(Note: this is not abolish ritual, this lowers the effectiveness of the enemy ritual)
(Is a multiplicative effect. Say you have 108% effective ritual, and get casted on 50 times. 108 *0.9975^50= 95.29% ritual)
(Example power: 4 mystics at declare have 180 casts of mana, they could AT BEST drop 100% ritual to 63.7%)
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: Shadows in the Night Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
Age 109
The Tactician
-15% Attack Time
No Thieves lost on Espionage Thievery operations
+25% Credits gained in Combat
+20% Valor Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Unique activated: 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 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.
(Will not reduce population below 1 peasant per acre or 100, whichever is higher)
Age 109
Changelog:
- cs off faery
- forgot to remove war trophies
- ****ed up mystic
- artisan simplified forgot to remove extra..
- Pitfalls was miss copied
- tact clarity
- mystic wording, sorry for issues
- Update language for Ascendency ritual RE: wizard production from 'double' to +100% (DavidC 4/15/2025 @ 18:43)