Age 107
- Forum Source: Age 107 Final Changes
- WoL Age 107 Open: TBD
- WoL Age 107 Start: TBD
- WoL Age 107 End: TBD
General Mechanics
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Due to feedback hourly Auto-explore based on pool size has been removed.
-
This means pool stops growing at 1000 acres, and resets at 2500 acres - additional acres do not get auto explored.
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End of war - Explore pool interactions will remain unchanged - if you are >1000 acres of pool you will auto-explore acres when War ends.
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Daily Free acres now scale with the age length as 10 + 5*Year of age (10 week 0, 15 week 1, 20 week 2….)
- Spell Changes - Revelation bonus reduced from 30% to 20%.
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End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed.
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You will still receive Free Building Credits to the total of 200% of the median province’s total land at the end of the War.
-
KD Autofill set to 22.
Stances
- Stance Cooldown - Increased to 48 hours
Normal
- No effects, default
Aggressive
- +10% Battle (Resource) Gains
- +30% Credits gained in Combat
- +15% Self Offensive Military Casualties
- +10% Instant Spell damage and Sabotage Operation damage
- +20% Military Wages
Peaceful
- +15% Income
- +20% Food & Runes Production
- +20% Birth Rate
- -15% Offensive Military Efficiency
- -20% Outgoing Instant Spell damage and Sabotage Operation damage
Age 106
Normal
- No effects, default
Aggressive
-
+10% Battle (Resource) Gains
-
+30% Credits gained in Combat
-
+10% Self Offensive Military Casualties
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+10% Instant Spell damage and Sabotage Operation damage
-
+25% Military Wages
Peaceful
-
+25% Income
-
+15% Food, Runes, Wizards Production
-
+20% Birth Rate
-
-20% Offensive Military Efficiency
-
-50% Defensive Military Casualties
-
-25% Outgoing Instant Spell damage and Sabotage Operation damage
Rituals
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
- Expedient +10% Building Efficiency, -20% Military Wages, -20% Construction Cost
- Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
- Havoc: +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
- Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties
Age 106
- Barrier: -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
- Expedient: -10% Draft Costs, +10% Building Efficiency
- Haste: -10% Attack Time, -25% Training Time, -25% Construction Time
- Havoc: +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
- Stalwart: +5% Defensive Military Efficiency, -20% Military Casualties
Races
Avian
Bonuses
-
-30% Attack Time
-
+40% Birth Rate
-
Access to Greater Protection
Penalties
-
-10% Battle (Resource) Gains
-
No Access to Stables and War Horses
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/4, 900gc, 6.5nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - n/a
Age 106
Bonuses
-
-15% Attack Time
-
Ambush Immunity
-
+35% Birth Rate
-
Access to Greater Protection
Penalties
-
-10% Battle (Resource) Gains
-
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 - 15/4, 1000gc, 7.25nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
-
War Horse - n/a
Dark Elf
Bonuses
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50% Spell Rune Cost (excluding Ritual)
-
Guilds produce Runes at 50% rate of Towers
-
Can train Thieves with Specialist Credits
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Access to Blizzard, Chastity, Guile, Invisibility, Mage's Fury
Penalties
-
No Access to Towers
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 13/0, 5.2nw
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Defensive Specialist - 0/11, 5.5nw
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Elite Unit - 10/10, 1050gc, 7.5nw
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Mercenary - 8/0, 0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Age 106
Bonuses
-
50% Spell Rune Cost (excluding Ritual)
-
Guilds produce Runes at 50% rate of Towers
-
Can train Thieves with Specialist Credits
-
Access to Blizzard, Chastity, Guile, Invisibility, Mage's Fury
Penalties
-
Can not build towers
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 12/0, 4.8nw
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Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 6/12, 950gc, 7.5nw
-
Mercenary - 8/0, 0nw
-
Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Dwarf
Bonuses
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+30% Building Efficiency
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Free Building Construction
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-50% Construction Time
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25% Ritual Cost
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Access to Miner’s Mystique
Penalties
-
Cannot use Accelerated Construction
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+50% Food Consumption
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Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/6, 1000gc, 7.5nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Age 106
Bonuses
-
+30% Building Efficiency
-
-50% Construction Cost
-
50% Raze Cost
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+5% Military Efficiency
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Access to Miner’s Mystique
Penalties
-
+50% Food Consumption
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/6, 1000gc, 7.5nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Elf
Bonuses
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+5% Population
-
+50% Wizard Production
-
-40% Damage taken from Assassinate Wizards
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Access to Aggression, Mist, Pitfalls, Salvation, Wrath
Penalties
-
—
-
Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/12, 6.0nw
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Elite Unit - 12/5, 900gc, 6.5nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Age 106
Bonuses
-
+5% Population
-
+50% Wizard Production
-
25% Massacre Damage taken
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-50% Damage taken from Assassinate Wizards
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Access to Mist, Pitfalls, Salvation, Wrath
Penalties
-
+25% training time (can not push you past 24 hours)
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/12, 6.0nw
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Elite Unit - 12/5, 900gc, 6.5nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Faery
Bonuses
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+25% Offensive Spell Duration
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+25% Self Spell Duration
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+1 Mana Recovery per Tick in War
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Access to All Racial Spells, Tree of Gold
Penalties
-
10% Population
-
-10% Income
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 4/13, 900gc, 7.25nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Age 106
Bonuses
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+20% Offensive Spell Duration
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+20% Self Spell Duration
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+25% Rune Production
-
All land produces 0.5 horses per tick
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All land holds 15 horses
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Access to All Racial Spells
Penalties
-
10% Population
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No access to stables
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 4/13, 900gc, 7.25nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.0nw (Horses are zero NW, be aware of this)
Halfling
Bonuses
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+10% Population
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-10% Military Train Cost
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Thieves Dens also provide Watch Tower bonuses
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Access to Quick Feet, Town Watch, Vermin
Penalties
-
-5% Building Efficiency
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-15% Income
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No Access to Watch Towers
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/11, 5.5nw
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Elite Unit - 11/5, 850gc, 6.25nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Age 106
Bonuses
-
+10% Population
-
-10% Military Train Cost
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Thievery Dens also provide Watch tower bonus
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Access to Quick Feet, Town Watch, Vermin
Penalties
-
Can not build WT
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/11, 5.5nw
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Elite Unit - 11/5, 850gc, 6.25nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Human
Bonuses
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+10% Science Efficiency
-
All Land holds Prisoners (7/acre)
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Prisoners convert to Elites over time (2% per Tick)
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Access to Fountain of Knowledge
Penalties
-
+20% Military Wages
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No Access to Dungeons
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/5, 950gc, 7nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 3/0, 0.9nw
Age 106
Bonuses
-
+10% Science Efficiency
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+15% Enemy Military Casualties
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All Land holds Prisoners (10/acre)
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Prisoners convert to Elites over time (2% per Tick)
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Access to Fountain of Knowledge, Tree of Gold
Penalties
-
+30% Spell Rune Cost (excluding Ritual)
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Cannot build Dungeons
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/5, 1000gc, 7.25nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 3/0, 0.9nw
Orc
Bonuses
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+25% Battle (Resource) Gains
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+25% Enemy Military Casualties on Attacks
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Access to Bloodlust
Penalties
-
+15% Military Casualties
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-30% Magic Effectiveness (WPA)
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-30% Thievery Effectiveness (TPA)
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 15/3, 950gc, 6.75nw
-
Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Age 106
Bonuses
-
+20% Battle (Resource) Gains
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+20% Massacre Efficiency (Peasants, Thieves, Wizards)
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Access to Aggression, Bloodlust
Penalties
-
Homes increase your max pop by 5 instead of 10
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Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 14/4, 950gc, 6.75nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Undead
Bonuses
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-30% Military Casualties
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Spreads and is Immune to the Plague
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No Food Needed
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Can train Elite Units with Specialist Credits
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Access to Ghost Workers
Penalties
-
+50% Land lost on Ambush (return 75% Land instead of 50%)
-
Soldier - 3/0, 0.75nw
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Offensive Specialist - 10/0, 4nw
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Defensive Specialist - 0/11, 5.5nw
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Elite Unit - 14/2, 850gc, 6nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Age 106
Bonuses
-
-25% Military Casualties
-
Spreads and is Immune to the Plague
-
No Food Needed
-
Can train Elite Units with Specialist Credits
-
Access to Ghost Workers
Penalties
-
+50% Land lost on Ambush (return 75% Land instead of 50%)
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 9/0, 3.6nw
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Defensive Specialist - 0/12, 6.0nw
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Elite Unit - 14/1, 500gc, 6.5nw
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Mercenary - 8/0, 0.0nw
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Prisoner - 8/0, 1.6nw
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War Horse - 2/0, 0.6nw
Personalities
The Artisan
+50% Building Capacity (Homes, Stables, Dungeons)
+50% Building Production (Banks, Farms, Stables, Towers)
100% Successful Espionage Operations for double Stealth cost
+50% Building Credits gained in Combat
- -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
Age 106
-
+50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
-
+50% Building Credits gained in Combat
-
-20% Building Damage taken from Arson, Greater Arson, Tornado, Raze
-
+20% Artisan Science Efficiency
-
+20% Bookkeeping Science Efficiency
-
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
The Cleric
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50% of Military Casualties return as Soldiers
-
-10% Military Casualties
-
Soldiers convert to Offensive and Defensive Specialists over time (2%/2%)
-
Immune to the Plague
-
Access to Divine Shield, Illuminate Shadows
-
+25% Resilience Science Efficiency
Age 106
-
100% of Military Casualties return as Soldiers
-
Soldiers convert to Offensive and Defensive Specialists over time (2%/2%)
-
Immune to the Plague
-
Access to Divine Shield, Illuminate Shadows
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+25% Resilience Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
The Heretic
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+20% Spell Damage
-
+20% Sabotage Damage
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+50% Wizard Production
-
50% Thieves lost on Thievery Operations
-
Access to Fool’s Gold, Nightmares
-
+10% Crime Science Efficiency
-
+10% Channeling Science Efficiency
-
Starts with +400 Wizards and +400 Thieves
Age 106
-
+20% Spell Damage
-
+20% Sabotage Damage
-
+50% Wizard Production
-
50% Thieves lost on Thievery Operations
-
Access to Fool’s Gold, Nightmares
-
+20% Crime Science Efficiency
-
+20% Channeling Science Efficiency
-
Starts with +400 Wizards and +400 Thieves
The Mystic
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+50% Guilds Effectiveness
-
+1 Mana Recovery per Tick
-
Access to Guile, Mage's Fury, Magic Ward, Meteor Showers, Mind Focus
-
+25% Channeling Science Efficiency
-
Starts with +800 Wizards
Age 106
-
+50% Guilds Effectiveness
-
+1 Mana Recovery per Tick
-
Access to Magic Ward, Meteor Showers, Mind Focus
-
+25% Channeling Science Efficiency
-
Starts with +800 Wizards
The Rogue
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+80% Thieves' Dens Effectiveness
-
+1 Stealth Recovery per Tick
-
Access to All Thievery Operations
-
+25% Crime Science Efficiency
-
Starts with +800 Thieves
Age 106
-
+50% Thieves' Dens Effectiveness
-
+1 Stealth Recovery per Tick
-
Access to All Thievery Operations
-
+25% Crime Science Efficiency
-
Starts with +800 Thieves
The Sage
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+15% Science Efficiency
-
+10% Science Book Generation
-
Access to Revelation
-
Starts with 1 extra Scientist
-
Starts with +800 Soldiers and +800 Specialist Credits
The Shepherd
-
-15% Battle (Resource) Losses
-
-15% Damage taken from Instant Spells and Sabotage Operations
-
+1 General
-
Immune to Droughts, Storms
-
Access to Reflect Magic
-
+20% Production Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 106
-
-15% Battle (Resource) Losses
-
-15% Damage taken from Instant Spells and Sabotage Operations
-
+1 General
-
Immune to Droughts, Storms
-
Access to Reflect Magic
-
+20% Production Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
The Tactician
-
-15% Attack Time
-
Efficient Espionage - No Thieves lost on Intel
-
Immune to Dragons
-
+25% Credits gained in Combat
-
+25% Siege Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 106
-
-15% Attack Time
-
50% Ambush (Land) Protection
-
+25% Credits gained in Combat
-
+25% Siege Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
The War Hero
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+75% Bonuses from Honor
-
-30% Honor Loss in Battle
-
Converts Offensive Specialists to Elites on Successful Trad March and Conquest
-
Access to Animate Dead, Clear Sight, Mist
-
+25% Strategy Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 106
-
+50% Bonuses from Honor
-
-25% Honor Loss in Battle
-
Converts Offensive Specialists to Elites on Successful Trad March and Conquest
-
Access to Hero’s Inspiration
-
+25% Strategy Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
The Warrior
-
+15% Offensive Military Efficiency
-
+2 Mercenary & Prisoner Strength
-
50% Mercenary Cost
-
+25% Tactics Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 106
-
+15% Offensive Military Efficiency
-
+2 Mercenary & Prisoner Strength
-
75% Mercenary Cost
-
Access to Enhanced Conquest Attack
-
+25% Tactics Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Changelog
- fixed elf penalty
- fixed avian spec nw
- clarified orc military casualties bonus/penalty
- clarified several bonuses and penalties
- updated wording several bonuses for consistency
- added KD autofill set limit