Welcome to the Revised Changes for Age 105!
Schedule:
WoL Age 104 End: Saturday, February 17, 2024 @ 00:00 GMT
General Mechanics
- Soldiers are now 3/0, 1.5nw.
- Council page will now provide status and information on Overpopulation.
- Massacre Wizard kills reduced (reverted from 6% to 5% base kills).
- Learn Book damage in War increased from 24% to 30% (from ~12% to ~15% Science Efficiency damage). Book recovery time increased from 24 ticks to 48 ticks.
- Aid packets now take 1 minute to arrive.
- Stances have been reintroduced:
• Minimum duration 24 ticks, maximum duration 48 ticks. A Kingdom will automatically revert to Normal after 48 ticks.
• You may not change your Stance if you have changed it within the last 24 ticks (this includes a Stance ending, thus you cannot change Stance from Normal for 24 ticks after a Stance expiring or early leaving the Stance).
• Stances may not be changed during Protection.
• Stance effects are negated during War.
Normal:
No effects, default
War:
Current War effects
Ignores cooldown (War and EoWCF still have a minimum duration)
Aggressive:
+10% Battle (Resource) Gains
+30% Credits gained in Combat
+15% Self Offensive Military Casualties
+20% Military Wages
Peaceful:
+15% Income
+20% Food & Rune Production
+20% Birth Rate
-10% Military Efficiency
-20% Offensive WPA/TPA
Buildings
- Guilds - now also reduce Spell Damage taken by 1% (25% max).
- Homes - Peasant generation reduced from 0.5 to 0.3.
- Thieves Dens - losses bonus reduced from 4% to 3.6% (90% max).
- Training Grounds - no longer increase Military Casualties on offense; now also decrease Training Time by 1% (25% max).
Spells
- Aggression - now only increases Soldier Off value by 2.
- Chastity - average duration increased by 33% (from 6 to 8 ticks).
- Crystal Eye - reintroduced, effect as Snatch News, difficulty and cost similar to Crystal Ball.
- Ghost Workers - effect increased from -20% to -25%.
Operations
- Spy on Defense - new operation: reveals Defense Points home, difficulty and cost equal to to Spy on Throne.
Dragons
- Food cost increased from 15% to 20% of Gold cost.
Races
Avian
Bonuses
-15% Attack Time
+20% Birth Rate
Access to Greater Protection
Penalties
-10% Battle (Resource) Gains
No Access to Stables and War Horses
Soldier - 3/0, 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 - n/a
Age 104
Dark Elf
Bonuses
-50% Spell Rune Cost (excluding Ritual)
Can train Thieves with Specialist Credits
Access to Blizzard, Guile, Invisibility, Mage's Fury, Pitfalls
Penalties
-20% Birth Rate
Soldier - 3/0, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 6/12, 950gc, 7.5nw
Mercenary - 8/0, 0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 104
Dwarf
Bonuses
+30% Building Efficiency
-50% Construction and Raze Cost
Access to Miner’s Mystique
Penalties
+50% Food Consumption
Soldier - 3/0, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 12/7, 1000gc, 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 104
Elf
Bonuses
+25% Magic Effectiveness (WPA)
-30% Military Wages
Access to Chastity, Illuminate Shadows, Mist, Salvation, Wrath
Penalties
+20% Explore Costs
Soldier - 3/0, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 12/6, 950gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 104
Faery
Bonuses
+20% Offensive Spell Duration
+20% Self Spell Duration
+25% Rune Production
Access to All Racial Spells
Penalties
-10% Population
Soldier - 3/0, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 4/13, 900gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 104
Gnome
Removed
Halfling
Bonuses
+10% Population
+25% Thievery Effectiveness (TPA)
-15% Military Train Cost
Access to Quick Feet, Town Watch, Vermin
Penalties
-
Soldier - 3/0, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 11/5, 850gc, 6.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 104
Human
Bonuses
+10% Science Efficiency
+15% Enemy Military Casualties
Access to Fountain of Knowledge, Tree of Gold
Penalties
+30% Military Wages
Soldier - 3/0, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/11, 5.5nw 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 3/0, 0.9nw
Age 104
Orc
Bonuses
+20% Battle (Resource) Gains
+20% Massacre Efficiency (Peasants, Thieves, Wizards)
Access to Aggression, Bloodlust
Penalties
-10% Magic Effectiveness (WPA)
-10% Thievery Effectiveness (TPA)
Soldier - 3/0, 1.5nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/4, 950gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 104
Undead
Bonuses
50% of Military Casualties return as Soldiers
Spreads and is Immune to the Plague
No Food Needed
Access to Animate Dead, Ghost Workers
Penalties
No Access to Hospitals
No Access to Sabotage Operations
Soldier - 3/0, 1.5nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw 0/11, 5.5nw
Elite Unit - 13/4, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 3/0, 0.9nw 2/0, 0.6nw
Age 104
Personalities
The Artisan
+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
-25% Build Time
-20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
+25% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
The Cleric
-30% Military Casualties
Immune to the Plague
Access to Divine Shield, Mystic Aura
+25% Resilience Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 104
The Heretic
+20% Spell Damage
+20% Sabotage Damage
+50% Wizard Production
-50% Thieves lost on Thievery Operations
Access to Fool’s Gold, Nightmares
+25% Finesse Science Efficiency
Starts with +400 Wizards and +400 Thieves
Age 104
The Merchant
+30% Income
Immune to All Income Penalties
Access to Clear Sight
+25% Income Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 104
The Mystic
+50% Guilds Effectiveness
+1 Mana Recovery per Tick
Access to Meteor Showers, Mind Focus
+25% Channeling Science Efficiency
Starts with +800 Wizards
Age 104
The Raider
Removed
The Rogue
+50% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Age 104
The Shepherd
-15% Battle (Resource) Losses
-15% Damage taken from Instant Spells and Sabotage Operations
Immune to Droughts, Storms
Access to Reflect Magic
+25% Shielding Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
The Tactician
-15% Attack Time
50% Ambush Protection
+25% Credits gained in Combat
Enhanced Conquest Attack
+25% Strategy Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 104
The War Hero
+50% Bonuses from Honor
-20% Honor Loss in Battle
Converts Specialists to Elites on Successful Trad March and Conquest
Access to Hero’s Inspiration
+25% Siege Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 104
The Warrior
+15% Offensive Military Efficiency
+2 Mercenary Strength
-75% Mercenary Cost
+25% Tactics Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 104
Changelog:
- Fixed phrasing.
- Clarified Aggression.
- Updated sold values on races.
- Updated strikethrough.