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Thread: Age 109 Final Changes

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    Age 109 Final Changes

    Welcome to the Final Changes for Age 109!

    Schedule:
    WoL Age 109 Open: January 2
    WoL Age 109 Start: tbd
    WoL Age 109 End: tbd



    Warning: Unique Abilities and changes will be tested in genesis, and evaluated based on ability to code and implement correctly. If problems arise we MAY change an ability. ANY changes will be called out here to alert players.

    Updates
    Changes due to genesis testing include:
    • 12 hour mentor -- stays in was aproved
    • Due to interaction with Mills, Artisan bonus has been buffed, (15% to 50% refund), but will no longer give Building credits if you have 3 or more Building credits per acre
    • Due to interaction with Dungeons, Necromancers has been slightly buffed. (5% to 10% Wizard reanimation)
    • Orc will receivea slight tweak, -10% Building Effectiveness


    NOTE: the changes we used in genesis were for balance there, the above are the only changes we have made since the orginal post here (example: heretic keeps 5%, and is not using genesis 3%)

    Age of Ember and Frost

    As the realms ignite with fiery fury and frostbound cunning, the Dryads emerge from their forest sanctuaries, their bark-like skin shielding them from both the ravages of war and the wrath of the elements. These guardians of nature wield their innate strength with devastating precision, their every step a testament to the unyielding power of the wild. Alongside them, the cunning Gnomes rise with mischievous ingenuity, summoning their loyal animal and plant companions to reclaim the balance of nature—transforming the spoils of their enemies into life once more.
    Yet amidst the fiery clashes and icy machinations, a deeper chill stirs in the shadowed corners of the realm—a spectral whisper carried on frostbitten winds. The echo of the undead lingers, faint but unyielding, as daring personalities toy with the fragile balance between life and death. Necromancers and shadowed figures delve into forbidden rites, disturbing the long-slumbering crypts that bind the undead's power.

    Their meddling ripples across the planes, and the grave's silence fractures with every reckless incantation. A haunting promise looms: the ancient powers of the grave may soon rise again, not as a whisper but as a tide, ready to claim vengeance for the trespassers' folly


    General Mechanics and Misc

    The Hostility Meter:
    • Failing a Raze Attack will generate 3 meter points
    • Defender Casualties on Failed Attacks -35%


    Mentor Changes:Frequency of Cooldown 12 Ticks (from 24)


    Attacks
    • Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks.




    Introducing Unique Racial Abilities
    This age introduces powerful racial abilities, capturing the distinct essence of each race to provide strategic depth. Whether channelling the skies as an Avian, sowing sabotage as a Gnome, or wielding arcane potency as an Elf, players can master their chosen race's strengths.

    Each race has a unique ability that reflects its core strengths and theme. These abilities are categorised as either passive bonuses or active abilities:

    Passive Bonuses: These are always in effect and provide consistent benefits without requiring activation.

    Active Abilities: Must be activated by the player and grant powerful effects for a limited duration. Once the duration expires, a cooldown timer begins, during which the ability cannot be used again.
    Currently all cooldowns are listed as "24 utopian days". This exact, that means if you activate Jan 5th at 20 min, the ability will be able to be reactivated Feb 5th at 20 min.




    RACES

    Avian
    Bonuses
    -25% Attack Time
    +60% Birth Rate
    Immunity to Ambush

    Access to Greater Protection, Clear Sight

    Unique Ability: Skybound Strike

    Unique Ability: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 (examples: 75% break means 75% gains, 25% break means a 25% damage massacre ). Cooldown: 24 Utopian Days
    ---sending over 100% does not increase gains


    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 - 14/3, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - n/a

    Age 108


    Dark Elf
    Bonuses
    No Rune Cost (Excluding Ritual)
    +15% Magic Effectiveness (WPA)
    Can train Thieves with Specialist Credits

    Access to Blizzard, Guile, Mage's Fury, Fools Gold, Magic Ward, Invisibility

    Unique Ability: Shadow Surge
    Activated Ability: When activated, offensive spells have a 20% chance to cast again at no mana cost for 6 Utopian Days. Cooldown: 24 Utopian Days

    Penalties
    +30% Exploration Costs
    +30% Military Wages

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 10/10, 1050gc, 7.0nw
    Mercenary - 8/0, 0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108



    Dwarf
    Bonuses
    +30% Building Efficiency
    -50% Construction Time

    Access to Miner’s Mystique

    Unique Ability: Earthshaker
    Activated Ability: When 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 108


    Elf
    Bonuses
    +25% Magic Effectiveness (WPA)
    -20% Military Casualties

    Access to Chastity, Mist, Pitfalls, Wrath

    Unique Ability: Mana Well
    Activated ability: When activated, fully restores the caster's mana by 50%. Cooldown: 24 Utopian Days.

    Penalties
    +20% Military Wages
    No Access to Dungeons and Prisoners

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/11, 5.5nw
    Elite Unit - 12/4, 900gc, 5.75nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108


    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, Miner’s Mystique, Blizzard, Guile, Mage's Fury, Greater Protection, Clear Sight, Fountain of Knowledge, Salvation, Magic Ward

    Unique Ability: Ethereal Mirage
    Passive: Mystic Vortex removes all active spells from the target province when successfully cast.

    Penalties
    -10% Population

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    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, 0.0nw

    Age 108


    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: When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.

    Penalties
    -25% Birth Rate
    +15% Military Wages

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6nw
    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 108


    Human
    Bonuses
    +30% Science Efficiency
    +15% Income

    Access to Aggression, Fountain of Knowledge, Greater Protection, Reflect Magic

    Unique Ability: Interest
    Activated ability: When activated, provides an additional extreme activity bonus for the province. Cooldown: 24 Utopian Days.

    Penalties
    -80% Magic Effectiveness (WPA) on Defense
    Can not Run Libraries

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 10/0, 4.0nw
    Defensive Specialist - 0/10, 5.0nw
    Elite Unit - 11/5, 900gc, 6.5nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 3/0, 0.9nw


    Age 108


    Orc
    Bonuses
    +30% Battle (Resource) Gains
    -50% 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.
    (if you lost 100 troops when you attacked, 25 of those troops are home to attack with your next attack)

    Penalties
    -20% Credits gained on successful attacks (Building and Specialist Credits)
    -10% Building Effectiveness

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 11/0, 4.4nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 15/4, 950gc, 7.25nw
    Mercenary - 8/0, 0.0nw
    Prisoner - 8/0, 1.6nw
    War Horse - 2/0, 0.6nw

    Age 108


    Dryad
    Bonuses
    +10% Offensive Military Efficiency
    +10% Defensive Military Efficiency
    Wages are "always paid" ***See warning at start of post***

    Access to no additional spells

    Unique Ability: Roots of Ruin
    Passive: Upon successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1% of their entire population
    (the intent is that its kills 1% of enemy peasants, thieves, wizards, and military. army in-out-and in training---these have been tested to work

    Penalties
    -30% Thievery effectiveness (TPA)
    -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

    Gnomes
    Bonuses
    +25% Birth Rates
    +25% Enemy Military Casualties
    +20% Population

    Access to Town Watch

    Unique Ability: Natures Feast
    Activated ability: When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days.
    .

    Penalties
    +60% damage from all magic sources (+ damage from instant, and + effect from fading spells)

    Soldier - 3/0, 0.75nw
    Offensive Specialist - 9/0, 3.6nw
    Defensive Specialist - 0/9, 4.5nw
    Elite Unit - 9/9, 800gc, 7.0nw
    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 50% of a building's cost back as building credits upon construction

    Age 108


    The Necromancer
    +15% Wizard effectiveness (WPA)
    Access to Nightmares

    Starting Bonus: +500 Wizards, +500 Specialist Credits

    Unique Passive: Dark pact After each successful attack, The Necromancer converts:
    • 10% of the enemy's casualties into Wizards for the Necromancers province. Minimum gain of 1 wizard per a successful attack.
    • 10% of the enemy's casualties into Soldiers for the Necromancers province. Minimum gain of 1 soldier per a successful attack.
    • 20% of the enemy's casualties into Peasants for the Necromancers province. Minimum gain of 1 Peasant per a successful attack.


    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, symbolizing their deep connection to divine powers

    Age 108


    The Heretic
    +50% Wizard Production
    -50% Thieves lost on Thievery Operations
    +25% Thievery Efficiency (TPA)
    +10% Magic Efficiency (WPA)
    Access to Meteor Showers, Greater Arson

    Starts with +400 Wizards and +400 Thieves

    Unique Passive: Blasphemous Might After a failed offensive spell cast, the heretic recovers 5% Stealth.

    Age 108


    The Mystic
    +75% Guilds Effectiveness
    +1 Mana Recovery per Tick
    Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity, Fools Gold,
    +25% Channeling Science Efficiency

    Starts with +800 Wizards

    Unique Passive: Righteousness Fury:Gains access to the Spells Righteous Aggressor and Righteous Defender
    These are 1-2 hour duration spells that were first introduced in genesis and when cast and active have the following effects:
    Righteous aggressor will convert offensive specialist to elites on successful attack similar how offensive conversions have worked in past ages.
    Righteous defender will convert defensive specialist to elites when you are attacked at roughly the same rate offensive conversions occur.

    Age 108


    The Rogue
    +80% Thieves' Dens Effectiveness
    +1 Stealth Recovery per Tick
    Access to All Thievery 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 108



    The Tactician
    -15% Attack Time
    No Thieves lost on intel
    +25% Credits gained in Combat
    +25% Siege Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Passive: Dragons Wrath When attacking, 10% of your raw offense will also deal damage to the dragon as well as attack your target
    (i.e. if you attack someone with 10,000 soldiers the dragon will also take 3000 points of damage) .

    Age 108


    The War Hero
    +30% Honor Gains
    - 30% Honor Losses
    +5% Military Efficiency in War
    Converts Specialist to Elites upon Successful Traditional Marches

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique Active: War Trophies: Once activated, War Hero grants double honour bonuses for 12 ticks. Cooldown: 24 Utopian Days.

    Age 108


    The Warrior
    +1 General
    +4 Mercenary & Prisoner Strength
    -50% Mercenary Cost
    +25% Tactics Science Efficiency

    Starts with +800 Soldiers and +800 Specialist Credits

    Unique activated: Indomitable Spirit: Once activated Warriors gain 5% Military Efficiency for 6 ticks. Cooldown: 24 Utopian Days.
    Age 108




    Changelog:
    • oops, we've had Necromancer, its back
    • added additional text for new things to help provide context
    • Warrior is an activated
    • making the once per 24 hours more clear
    • making heretic bonus more clear again too
    • Age dates
    • Changed that miserable blue font to pink
    • changes due to genesis testing
    Last edited by Persain; 03-01-2025 at 22:11.

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