Results 1 to 1 of 1

Thread: Age 110 Final Changes

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

    Age 110 Final Changes

    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)
    Last edited by DavidC; 15-04-2025 at 22:43.

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
  •