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Thread: Proposed Changes - Age 112

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    Age Changes Council
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    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.)
    Last edited by Traumatised; 15-08-2025 at 05:06.

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