Welcome to the Final Changes for Age 105!
Schedule:
WoL Age 104 End: Saturday, February 17, 2024 @ 00:00 GMT
WoL Age 105 Open: Saturday, February 17, 2024
WoL Age 105 Start: Monday, February 19, @18:00 GMT+00:00
WoL Age 105 End: TBD
General Mechanics
- Soldiers are now 3/0, 0.75nw*.
- Provinces now start with 3200 Soldiers, 3200 Specialist Credits and 800 Defensive Specialists.
- 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.
- 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. 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
Aggressive:
+10% Battle (Resource) Gains
+30% Credits gained in Combat
+10% 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
- Homes - Peasant generation reduced from 0.5 to 0.3 (30% chance to generate a Peasant, this generation works like Guilds generation and is not affected by Production bonuses).
- 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.
- Crystal Eye - reintroduced, effect as Snatch News, difficulty and cost similar to Crystal Ball.
- Ghost Workers - effect increased from -20% to -25%.
- Currently retired (unavailable) spells: Animate Dead, Mind Focus, Mystic Aura, Revelation, Scientific Insights, Sloth
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.
Rituals
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
- Expedient: +20% Draft Rate, +10% Building Efficiency
- Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
- Havoc : +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
- Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties
Misc
- Council page will now provide more information on Overpopulation.
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, 0.75nw
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 Chastity, Blizzard, Guile, Invisibility, Mage's Fury
Penalties
-20% Birth Rate
Soldier - 3/0, 0.75nw
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 Cost
-50% Raze Cost
Access to Miner’s Mystique
Penalties
+50% 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 104
Elf
Bonuses
+25% Magic Effectiveness (WPA)
-20% Military Wages
Access to Mist, Pitfalls, Salvation, Wrath
Penalties
+20% Explore Costs
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/12, 6.0nw
Elite Unit - 12/5, 900gc, 6.5nw
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, 0.75nw
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, 0.75nw
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 (when defending and when attacking)
Access to Fountain of Knowledge, Tree of Gold
Penalties
+30% Military Wages
+20% Spell Rune Cost (excluding Ritual)
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 - 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, 0.75nw
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 Ghost Workers
Penalties
No Access to Hospitals
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 13/4, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 104
Personalities
The Artisan
+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
+50% Building Credits gained in Combat
-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, Illuminate Shadows
+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% Sorcery 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 Magic Ward, Meteor Showers
+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 (Land) Protection
+25% Credits gained in Combat
Enhanced Conquest Attack
+25% Siege 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 Offensive Specialists to Elites on Successful Trad March and Conquest
Access to Hero’s Inspiration
+25% Strategy Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 104
The Warrior
+15% Offensive Military Efficiency
+2 Mercenary & Prisoner Strength
-75% Mercenary Cost
+25% Tactics Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Age 104
Changelog:
- Updated retired spells.
- Clarified human penalty.
- Soldiers will retain current .25nw per point formula.
- Updated and clarified some bonuses.
- Updated age start date.