Proposed Changes - Age 112
Welcome to the Proposed Changes for Age 112!
Schedule:
- WoL Age 112 Open: 29th August (Friday) @ 12:00 GMT
- WoL Age 112 Start: 3rd September @ 18:00 GMT
- WoL Age 112 End: 21st November @ 18:00 GMT
Age of the First Strike
In the stillness before battle, the air quivers with anticipation.
The Age of the First Strike has dawned — where initiative is power, and the fastest blades draw the deepest blood.
Hesitation is defeat. The opening move can shatter a kingdom’s resolve, and the right strike at the right time can turn the tide before the enemy knows they’ve lost. Instant returns, calculated gambits, and perfectly timed activations will define the legends of this age.
Whether you surge forward with a disciplined war machine, unleash lightning raids to cripple your foe, or gamble everything on a single decisive attack, one truth remains: the swift will carve their names into history, and the slow will be forgotten.
Your kingdom’s war drums are beating. The first strike is yours — take it.
Mechanics and Modifications
- Aggressive Force Cease Fire reintroduced
- Nightstrike Damage reduced by 30% for armies not at home.
- Magic Ward shifted to short to moderation duration.
Aggressive Stance Changes
- +10% Battle Gains
- -20% Attack Time
- +15% Military Wages
- +10% Training Cost
- Duration: 24 Ticks
- Cooldown: 48 Ticks
RACES
Avian
Bonuses
-25% Attack Time
+40% Birth Rates
Unique Ability: Skybound Strike
(Usable in War or Hostile) Next attack automatically succeeds with no offensive losses. Gains are reduced based on offense sent vs. target’s defense. Honor Gains will scale to offense sent - You send 40% offense you get only 40% of the honor gains.
Cooldown: 24 Utopian Days
Spells: Town Watch, Reflect Magic
Penalties
+15% Military Casualties
Cannot use Barracks
No Access to Stables and War Horses
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 14/3, 850gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: n/a
Dark Elf
Bonuses
+20% Magic Effectiveness (WPA)
+10% OME
Can train Thieves with Specialist Credits
Unique Ability: Shadow Surge
(Activated Ability) When activated, all offensive spells (Does not include Ritual) cast by this province cost 0 runes for the next 3 Utopian Days. Cooldown: 24 Utopian Days
Spells: Blizzard, Guile, Mage's Fury, Invisibility
Penalties
+20% Exploration Costs
+35% Thief Costs
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/11, 5.5.nw
- Elite Unit: 12/6, 900gc, 6.0nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 3/0, 0.6nw
Dwarf
Bonuses
+30% Building Efficiency
-25% Damage from Enemy Thievery and Magic Instant Operations
Unique Ability: Overclocked Forge
(Activated Ability) When activated, for the next 6 Utopian Days all production buildings produce +30% more and all land is free to build (Does not include raze cost). Cooldown: 24 Utopian Days
Spells: Miner’s Mystique
Penalties
+100% Food Consumption
-15% TPA
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 14/4, 1000gc, 7.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Elf
Bonuses
+40% Magic Effectiveness (WPA)
+25% Rune Production
+1 Mana Regeneration per Tick
Unique Passive: Arcane Surge
Whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 30%.
Spells: Mist, Pitfalls, Wrath, Greater Protection
Penalties
-35% Thieves Den Efficiency
No Access to Dungeons
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.5nw
- Defensive Specialist: 0/12, 6nw
- Elite Unit: 13/5, 1000gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Faery
Bonuses
+25% Offensive Spell Duration
+25% WPA
+1 Mana Recovery per Tick in War
Unique Ability: Ethereal Mirage
(Activated Ability) Until the end of activated day, successful casts of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days
Spells: Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead, Invisibility
Penalties
+30% Rune Cost
Cannot use Horses
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 1/13, 1050gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.0nw
Halfling
Bonuses
+15% Population
+30% Thievery Effectiveness (TPA)
Unique Ability: Sneak Attack
(Activated Ability) When activated, Thievery operations incur -75% losses for 1 Utopian Day. Cooldown: 24 Utopian Days
Spells: Quick Feet, Town Watch, Vermin
Penalties
-30% Birth Rate
+30% Building Cost
Units:
- 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
Human
Bonuses
+20% Science Efficiency
+20% Honor Gains (In War Only)
+20% Building Efficiency (Training Grounds, Castles, Barracks & Hospitals)
Unique Ability: First Aid
(Activated Ability) Upon activation removes all negative status on your province. This means Bribed Generals, riots, bribe thieves, cures plague, and remove all “red” spells. Cooldown: 8 Utopian Days
Spells: Fountain of Knowledge, Revelation, Tree of Gold, Righteous Aggressor
Penalties
+30% Military Wages
-25 WPA
Cannot Ambush
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 6.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 7/12, 1050gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Orc
Bonuses
+25% Battle Gains
-50% Draft Cost
Train Elites with Specialist Credits
Unique Passive: Warlord’s Fury
Successful attacks plunder an additional 25% resources (gold, runes, food) based on a traditional Plunder attack, and return 25% of military casualties (soldiers, specialists, and elites).
Spells: Aggression, Bloodlust, Clearsight
Penalties
+50% Land lost on Ambush (return 75% Land instead of 50%)
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 16/1, 1150gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Undead
Bonuses
-50% Military Losses
+10% WPA
Spreads Plague
Plague Immunity
No Food Requirement
Converts Specialist to Elites upon Successful Traditional Marches
Unique Passive: Haemorrhage
Attacks against plague-infected targets gain +15% kills, honor and land.
Penalties
+25% Damage from Enemy Thievery and Magic Instant Operations
+20% Military Training Cost
Spells: Animate Dead, Aggression, Heroes Inspiration, Quick Feet
Units:
- Soldier: 3/3, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 14/4, 900gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dryad
Bonuses
+25% Military Kills
+40% Draft Speed
Immune to Steal Warhorses
Unique Ability: Wild March
(Activated Ability) You ignore all negative effects of overpopulation for the next 8 ticks. (no increased wages, no half food, no troop desertions, thieves are still useable, can attack if over 100% population) Cooldown: 24 Utopian Days
Spells: Greater Protection
Penalties
+30% Build Cost
+15% Attack Time
Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 18/4, 1200gc, 7.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0nw
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% Economy 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.
The Cleric
- +1 Elite Defensive Value
- +1 Defensive Specialist Strength
- -1 Self Spell Mana Cost
- +25% Hospital Efficiency
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 spell duration and gain a 10% Rune Refund.
The Heretic
- +40% Wizard Production
- -40% Thieves lost on Thievery Operations
- +20% Spell Damage
- +20% Sabotage Damage
Access to Nightmares, Fools Gold
Starts with +400 Wizards and +400 Thieves
Unique Passive: Mindfire Successful Nightmares or Fireballs on enemy provinces also remove 5% of their current runes and gold.
The Mystic
- +85% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +25% Channeling Science Efficiency
Access to Magic Ward, Meteor Showers, Mind Focus, Chastity
Starts with +800 Wizards
Unique Passive: Ritual Attunement When participating in a ritual, your province’s ritual contributions are doubled, and you gain +20% WPA for all offensive spells while your kingdom’s ritual is active.
The Rogue
- +80% Thieves' Dens Effectiveness
- +1 Stealth Recovery per Tick
- +25% Damage for Kidnap & Assassinate Wizards operations
- +25% Crime Science Efficiency
Access to All Thievery Operations
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.
The Tactician
- -15% Attack Time
- -0% Thieves lost on intel
- +25% Valor Science Efficiency
Access to Reflect Magic
Starts with +800 Soldiers and +800 Specialist Credits
Unique Active: Tactical Precision
(Activated Ability) Once activated, for the next 2 ticks, your next successful attacks ignore Hospitals and Castle bonuses.
Cooldown: 24 Utopian Days
The Warrior
- +15% Offensive Military Efficiency
- +5 Mercenary & Prisoner Strength
- -50% Mercenary Cost
- +25% Tactics Science Efficiency
Access to Righteous Aggressor
Starts with +800 Soldiers and +800 Specialist Credits
Unique Active: Homelands
(Activated Ability) When activated, for the next 12 Utopian Days all ambushed attacks suffer reduced gains and have lowered losses. (50% less land lost and -50% military losses on ambush). Can only be reactivated after 24 Utopian Days.
The Raider
- +10% Offensive Military Efficiency
- -50% Thief Cost
- +25% TPA
- -50% Losses Failed Operations in War
- +25% Tools Science Efficiency
Access to Steal Warhorses
Starts with 500 Thieves and 500 Specialist Credits
Unique Active: Undermining Assault
(Activated Ability) For 1 tick, when activated, a successful attack automatically applies “Coordinated Strike” to the target for 4 ticks reducing Watchtower efficiency by 15% (Non-Stackable). Cannot be used on a tick when your province has Skybound Strike active.
Cooldown - 24 tick
The Sage
- +20% Book Generation
- +20% Scientist Generation
- -40% Books contribute less to networth
- +60% Learn Protection (Out of War)
Access to Revelation
Starts with +2 Scientists and +800 Soldiers and +800 Specialist Credits
Unique Passive: Focussed Resolve While in War, every tick Science Efficiency increases by 1% up to 15%. (Resets when war ends.)