Welcome to the Proposed Changes for Age 101!
Schedule:
WoL Age 101 Proposed Changes: Tuesday, April 11
WoL Age 101 Final Changes: Friday, April 14
WoL Age 100 End: Saturday, April 15, 2023 @ 00:00 GMT
General Mechanics
- RKNW protection factor will now also apply to Defensive Military Casualties (of the smaller Kingdom), and the reverse factor will apply as a penalty to Offensive Military Casualties (of the bigger Kingdom).
- War Win Land transfer reduced from 10% to 5%. Bonus Land will now be awarded to the winner, equal to 5% of the winner’s size (before transfer).
- War Wins will now award an extra 3% Honor bonus (before transfer) to the Winning Kingdom, if the Tier of the Losing Kingdom is greater than or equal to the winner's Tier.
Science
- Finesse effect scaling greatly improved.
Military and Units
- Base War Horse strength reduced to 2.
Spells
- Relative Networth will now be more strongly factored into success rate calculations.
- Spells will now have a lower minimum damage.
- Fireball – maximum damage capped to the caster’s Acre size.
- New Spell: Crystal Eye – Reveals the number of Wizards in target Province. Offensive Spell, high difficulty, moderate rune cost. Available to Mystic.
- New Spell: Pandora’s Boon – Randomly casts 1 spell on yourself from all spells in the Utopian Universe. Beneficial spells have twice the chance to be casted compared to harmful spells (Mystic Vortex is considered a harmful spell). Will not cast a spell that is already active on the target. Self Spell, easy difficulty, rune cost similar to Inspire Army.
- New Spell: Pandara’s Curse – Randomly casts 1 spell on the target from all spells in the Utopian Universe. Harmful spells have twice the chance to be casted compared to beneficial spells (Mystic Vortex is considered a harmful spell). Will not cast a spell that is already active on the target. Offensive Spell, medium difficulty, rune cost similar to Greed.
Rituals
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations
- Expedient: -25% Training Time, -25% Construction Time, +20% Draft Rate
- Godspeed: -10% Attack Time, +10% Combat Gains
- Havoc: +15% Offensive WPA, +15% Offensive TPA, +10% Instant Spell Damage, +10% Sabotage Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
- Stalwart: +10% Defensive Military Efficiency, -10% Defensive Military Casualties
Thievery Operations
- Relative Networth will now be more strongly factored into success rate calculations.
- New Sabotage Operation: Destabilize Guilds – Decreases target’s Self Spell and Offensive Spell Duration by 25%. Medium difficulty (similar to old Riots), maximum duration 6 ticks. Available to Rogue.
- Riots – maximum duration reduced to 6 ticks, difficulty reduced to easy.
- Sabotage Wizards – will now have a similar effect to Expose Thieves (will reduce Mana each tick by 5% of current Mana level).
Races
Avian
Bonuses
-20% Attack Time
+10% Enemy Military Casualties
+10% Birth Rate
Access to Fanaticism
Penalties
+5% Combat Losses
No Access to Stables and War Horses
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/5, 850gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - n/a
Age 100
Dryad
Bonuses
-25% Building Damage taken from Arson, Greater Arson, Tornadeos and Raze Attacks
+25% Raze Attack Damage in War
+25% Land Effect on Forts, Guard Stations and Watchtowers
Penalties
+25% Construction Cost
+25% Raze Cost
Building Construction Time will always be 16 ticks
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 11/11, 1050gc, 9.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Dwarf
Bonuses
+20% Building Efficiency
-50% Construction Time
-50% Construction Cost
-50% Raze Cost
Access to Miner's Mystique, Mist, Mystic Aura
Penalties
-25% Instant Spell Damage
No Access to Forts
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/6, 950gc, 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Elf
Bonuses
+20% Spell Duration
+10% Spell Damage
Access to all Offensive Racial Spells
Penalties
-10% Population
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 12/6, 825gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Faery
Bonuses
+25% Magic Effectiveness (WPA)
No Runes Cost for Self Spells (excluding Ritual)
-50% Rune Cost on Offensive Spells
Access to Blizzard, Chastity, Ghost Workers, Gluttony, Invisibility, Magic Ward, Sloth
Penalties
-5 Homes Capacity
-20% Birth Rate
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 4/12, 900gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Gnome
Bonuses
Randomly gain 25 gc, 15 runes or 50 bushels per Acre on every 1st of the Utopian Month
10% chance to inflict 25% more Military Casualties when Attacking
10% chance to refund 100% Runes when casting a Spell
Access to Pandora’s Boon, Pandora’s Curse
Penalties
-1 Mana Recovery per Tick
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/4, 800gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Halfling
Bonuses
+10% Population
+20% Thievery Effectiveness (TPA)
Can Train Thieves with Specialist Credits
Access to Town Watch
Penalties
-
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 10/4, 625gc, 5.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Human
Bonuses
+10% Science Efficiency
+15% Income
+5% Science Book Production
Penalties
+25% Military Wages
+15% Spell Rune Cost
Soldier - 3/3, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 8/12, 1150gc, 8.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw
Age 100
Orc
Bonuses
+20% Combat Gains
Free Draft
Access to Aggression, Bloodlust
Penalties
+10% Damage taken from Instant Spells
+10% Damage taken from Sabotage Ops
+25% Food Consumption
Soldier - 3/3, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/4, 1000gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Undead
Bonuses
-40% Offensive Military Casualties
Converts some Specialists to Elites on successful Traditional March
Spreads and is Immune to the Plague
No Food Needed
Access to Animate Dead
Penalties
-15% Science Efficiency
Cannot Train Elite Units
No Access to Hospitals
Soldier - 3/3, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 15/4, -, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 100
Personalities
The Cleric
-15% Military Casualties
Immune to the Plague
Can Cast Support Spells on Kingdom Members
Access to Divine Shield, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards
Age 100
The Heretic
+75% Wizard Production
-50% Thieves Lost on Failed Thievery Operations
+10% Spell Damage
+20% Sabotage Damage
Access to Amnesia, Fool's Gold, Mage's Fury, Nightmare, Vermin
Starts with +400 Thieves and +400 Wizards
Age 100
The Merchant
+30% Income
30% Protection of Gold from Theft, Plunder, Fool's Gold
Immune to All Income Penalties
Access to Clear Sight
Starts with +600 Soldiers, +600 Specialist Credits and +100k gold
Age 100
The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Crystal Eye, Mage's Fury, Meteor Showers, Pitfalls
+25% Channeling Science Efficiency
+25% Sorcery Science Efficiency
Starts with +800 Wizards
Age 100
The Rogue
+75% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-25% Thief Cost
Access to All Thievery Operations
+25% Crime Science Efficiency
+25% Cunning Science Efficiency
Starts with +800 Thieves
Age 100
The Sage
-40% Science Book Losses on Learn Attacks
+10% Science Book Production
Access to Revelation, Scientific Insights
Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category
Age 100
The Shepherd
-10% Combat Losses
-15% Damage taken from Instant Spells and Sabotage Operations
Immune to Droughts, Storms
Starts with +800 Soldiers and +800 Specialist Credits
Age 100
The Tactician
+1 General
+50% Prisoner Acquisition Rate
Enhanced Conquest Attack
Accurate Espionage
Access to Quick Feet
Starts with +800 Soldiers and +800 Specialist Credits
Age 100
The War Hero
+2 Offensive Specialist Strength
+50% Bonuses from Honor
-20% Elite Cost
Generates 10 Honor every Utopian Month
Access to Hero's Inspiration
Starts with 800 Elites
Age 100
The Warrior
+15% Offensive Military Efficiency
+2 Mercenary Strength
+2 Prisoner Strength
+25% Valor Science Efficiency
+25% Heroism Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 100
Changelog: