Age 102 — Godsend
- WoL Age 101 End: Saturday, July 1, 2023 @ 00:00 GMT
- WoL Age 102 Open:
- WoL Age 102 Start:
- WoL Age 102 End:
- Forum Source: Age 102 Final Changes
General Mechanics
- War Win Point System has returned
- The war win point system will be largely hidden and uses a three-stage calculation system
Initial War Win Points
- Win = 2 points
- Mutual Peace = 1 point
- Loss = 0 points
Post-Age and Soft Adjustments
- After the conclusion of the age, kingdoms receive bonus war win points for every kingdom they defeated in war, based on the defeated kingdom's total war wins
- An additional provision of points is granted for every kingdom warred but not defeated, based on that kingdom's total war wins
- Kingdom pages still only show war wins and war history, with war win points determining final standings
- Failed Attacks increase the defender's GBP/MAP, scaling from 0 up to half the amount generated on a successful Traditional March
Science
- Science Book Production readjusted to 60/80/100/120
- Scientists advance at 1440/5280/12480 experience
- Resilience effect mod scaling increased by about 33%
- Finesse effect mod scaling increased by about 33%
Military
- Wizard Networth increased to 7
- Base War Horse strength increased to 3
Spells
- Mind Focus effect reduced to +25%
Races
Avian
Age 102
Bonuses:
- -15% Attack Time
- -20% Military Train Time
- +20% Birth Rate
- Access to Clear Sight
Penalties:
- No Access to Stables and War Horses
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 11/0, 4.4 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 14/5, 850gc, 7.25 NW
- Mercenary: 8/0, 0.0 NW
- Prisoner: 8/0, 1.6 NW
- War Horse: n/a
Age 101
Bonuses:
- -15% Attack Time
- +15% Enemy Military Casualties
- +20% Birth Rate
- Access to Fanaticism
Penalties:
- No Access to Stables and War Horses
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 11/0, 4.4 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 14/5, 850gc, 7.25 NW
Dark Elf
Age 102
Bonuses:
- +20% Magic Effectiveness (WPA)
- Successful Spell Casts return 50% of Runes (excluding Ritual)
- Access to Blizzard, Magic Ward, Mind Focus
Penalties:
- +25% Explore Cost
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 5/11, 800gc, 6.75 NW
- Mercenary: 8/0, 0.0 NW
- Prisoner: 8/0, 1.6 NW
- War Horse: 2/0, 0.6 NW
Age 101
- Removed / not carried as a direct Age 101 comparison block in the source
Dwarf
Age 102
Bonuses:
- +25% Building Efficiency
- -50% Construction Cost
- -50% Raze Cost
- Access to Miner's Mystique, Mist
Penalties:
- -10% Thievery Effectiveness (TPA)
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 13/6, 850gc, 7.5 NW
Age 101
Bonuses:
- +25% Building Efficiency
- -50% Construction Cost
- -50% Raze Cost
- Access to Miner's Mystique, Mist, Mystic Aura
Penalties:
- -25% Instant Spell Damage
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 13/6, 950gc, 7.5 NW
Elf
Age 102
- Removed
Faery
Age 102
Bonuses:
- +20% Offensive Spell Duration
- +20% Self Spell Duration
- +25% Rune Production
- -50% Wizards Lost on Failed Spell Casts
- Access to Chastity, Ghost Workers, Gluttony, Mage's Fury, Sloth
Penalties:
- -20% Birth Rate
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 4/12, 800gc, 6.75 NW
Age 101
Bonuses:
- +15% Magic Effectiveness (WPA)
- -50% Spell Rune Cost (excluding Ritual)
- Access to Chastity, Ghost Workers, Gluttony, Magic Ward, Sloth
Penalties:
- -5 Homes Capacity
- -20% Birth Rate
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 4/12, 800gc, 6.75 NW
Gnome
Age 102
Bonuses:
- Military Attacks randomly get 90-130% Gains
- Instant Spells randomly do 90%-130% Damage
- Sabotage Operations randomly do 90%-130% Damage
- Access to Invisibility, Town Watch, Tree of Gold
Penalties:
- No Access to Dungeons
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/11, 5.5 NW
- Elite Unit: 13/5, 800gc, 7.0 NW
Age 101
Bonuses:
- Military Attacks randomly get 90-130% Gains
- Instant Spells randomly do 90%-130% Damage
- Sabotage Operations randomly do 90%-130% Damage
- Access to Invisibility, Tree of Gold
Penalties:
- +1 Self Spell Mana Cost
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/11, 5.5 NW
- Elite Unit: 13/5, 800gc, 7.0 NW
Halfling
Age 102
Bonuses:
- +10% Population
- +20% Thievery Effectiveness (TPA)
- Can Train Thieves with Specialist Credits
- Access to Mystic Aura
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 10/4, 625gc, 5.5 NW
Age 101
Bonuses:
- +10% Population
- +20% Thievery Effectiveness (TPA)
- Can Train Thieves with Specialist Credits
- Access to Town Watch
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 10/4, 600gc, 5.5 NW
Human
Age 102
Bonuses:
- +10% Science Efficiency
- +15% Income
- Immune to all Income Penalties
- Access to Fountain of Knowledge, Greater Protection
Penalties:
- +20% Military Wages
- +10% Spell Rune Cost
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 12/0, 4.8 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 8/12, 975gc, 8.25 NW
Age 101
Bonuses:
- +10% Science Efficiency
- +15% Income
- Access to Fountain of Knowledge
Penalties:
- +30% Military Wages
- +20% Spell Rune Cost
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 12/0, 4.8 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 8/12, 1100gc, 8.25 NW
Orc
Age 102
Bonuses:
- +20% Combat Gains
- Free Draft
- Access to Aggression, Bloodlust
Penalties:
- +10% Damage taken from Instant Spells
- +10% Damage taken from Sabotage Ops
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 14/4, 800gc, 6.75 NW
Age 101
Bonuses:
- +20% Combat Gains
- Free Draft
- Access to Aggression, Bloodlust
Penalties:
- +10% Damage taken from Instant Spells
- +10% Damage taken from Sabotage Ops
- +25% Food Consumption
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 14/4, 950gc, 6.75 NW
Undead
Age 102
Bonuses:
- -30% Offensive Military Casualties
- Converts some Specialists to Elites on Successful Traditional March and Conquest
- No Food Needed
- Access to Animate Dead
Penalties:
- -10% Science Efficiency
- No Access to Hospitals
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 16/4, 2000gc, 7.5 NW
Age 101
Bonuses:
- -40% Offensive Military Casualties
- Converts some Specialists to Elites on Successful Traditional March and Conquest
- Spreads and is Immune to the Plague
- No Food Needed
- Access to Animate Dead
Penalties:
- -15% Science Efficiency
- No Access to Hospitals
- Cannot Train Elite Units
Units:
- Soldier: 3/3, 1.5 NW
- Offensive Specialist: 10/0, 4.0 NW
- Defensive Specialist: 0/10, 5.0 NW
- Elite Unit: 16/4, -, 7.5 NW
Personalities
The Cleric
Age 102
- -20% Military Casualties
- Can Cast Support Spells on Kingdom Members
- Access to Divine Shield, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
- Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards
Age 101
- -20% Military Casualties
- Immune to the Plague
- Can Cast Support Spells on Kingdom Members
- Access to Divine Shield, Greater Protection, Illuminate Shadows, Salvation, Wrathful Smite
- Starts with +600 Soldiers, +600 Specialist Credits and +200 Wizards
The Heretic
Age 102
- +50% Guilds Effectiveness
- -50% Thieves Lost on Failed Thievery Operations
- +10% Spell Damage
- +20% Sabotage Damage
- Access to Amnesia, Fool's Gold, Nightmare, Vermin
- Starts with +400 Thieves and +400 Wizards
Age 101
- +75% Wizard Production
- -50% Thieves Lost on Failed Thievery Operations
- +10% Spell Damage
- +20% Sabotage Damage
- Access to Amnesia, Fool's Gold, Nightmare, Vermin
- Starts with +400 Thieves and +400 Wizards
The Merchant
Age 102
- Removed
The Mystic
Age 102
- +100% Guilds Effectiveness
- +1 Mana Recovery per Tick
- Access to Meteor Showers, Pitfalls
- +25% Channeling Science Efficiency
- Starts with +800 Wizards
Age 101
- +100% Guilds Effectiveness
- +1 Mana Recovery per Tick
- Access to Blizzard, Mage's Fury, Meteor Showers, Pitfalls
- +25% Channeling Science Efficiency
- Starts with +800 Wizards
The Necromancer
Age 102
- Spreads and is Immune to the Plague
- 25% of Military Casualties return as Soldiers
- Prisoners convert to Offensive and Defensive Specialists over time (2%/2%)
- Starts with +800 Soldiers and +800 Specialist Credits
Age 101
- N/A
The Rogue
Age 102
- +75% Thieves' Dens Effectiveness
- +1 Stealth Recovery per Tick
- -30% Thief Cost
- Access to All Thievery Operations
- +25% Crime Science Efficiency
- Starts with +800 Thieves
Age 101
- +75% Thieves' Dens Effectiveness
- +1 Stealth Recovery per Tick
- -25% Thief Cost
- Access to All Thievery Operations
- +25% Crime Science Efficiency
- Starts with +800 Thieves
The Sage
Age 102
- -33% Science Book Losses on Learn Attacks
- +10% Science Book Production
- Access to Revelation, Scientific Insights
- Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category
Age 101
- -40% Science Book Losses on Learn Attacks
- +10% Science Book Production
- Access to Revelation, Scientific Insights
- Starts with +400 Soldiers, +400 Specialist Credits and 3000 Science Books in each Category
The Shepherd
Age 102
- -15% Combat (Resource) Losses
- -15% Damage taken from Instant Spells and Sabotage Operations
- Each Acre generates 3 Bushels of Food per Tick
- Immune to Droughts and Storms
- Starts with +800 Soldiers and +800 Specialist Credits
Age 101
- -15% Combat (Resource) Losses
- -15% Damage taken from Instant Spells and Sabotage Operations
- Each Acre generates 3 Bushels of Food per Tick
- Immune to Droughts and Storms
- Starts with +800 Soldiers and +800 Specialist Credits
The Tactician
Age 102
- +1 General
- +50% Prisoner Acquisition Rate
- Enhanced Conquest Attack
- Accurate Espionage
- Access to Quick Feet
- Starts with +800 Soldiers and +800 Specialist Credits
Age 101
- +1 General
- +50% Prisoner Acquisition Rate
- Enhanced Conquest Attack
- Accurate Espionage
- Access to Quick Feet
- Starts with +800 Soldiers and +800 Specialist Credits
The War Hero
Age 102
- +50% Bonuses from Honor
- -30% Honor Loss in Combat
- +1 Offensive Elite Strength
- Access to Hero's Inspiration
- Starts with 800 Elites
Age 101
- +50% Bonuses from Honor
- -30% Honor Loss in Combat
- +1 Offensive Elite Strength
- -20% Elite Cost
- Access to Hero's Inspiration
- Starts with +800 Soldiers and +800 Specialist Credits
The Warrior
Age 102
- +10% Offensive Military Efficiency
- +2 Mercenary Strength
- +2 Prisoner Strength
- Access to Fanaticism
- Starts with +800 Soldiers and +800 Specialist Credits
Age 101
- +15% Offensive Military Efficiency
- +2 Mercenary Strength
- +2 Prisoner Strength
- +25% Valor Science Efficiency
- +25% Heroism Science Efficiency
- Starts with +800 Soldiers and +800 Specialist Credits
Changelog
- Updated gnome prisoners
- Clarified faery self-spell duration