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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