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Age 107

General Mechanics

  • 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.

  • End of war - Explore pool interactions will remain unchanged - if you are >1000 acres of pool you will auto-explore acres when War ends.

  • 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%.
  • End of War Ceasefire War win Bonus - Additional Building Credits upon War win has been removed.

  • 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

  • +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

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/4, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • 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

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - n/a

Dark Elf

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

  • No Access to Towers

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 13/0, 5.2nw

  • Defensive Specialist - 0/11, 5.5nw

  • Elite Unit - 10/10, 1050gc, 7.5nw

  • Mercenary - 8/0, 0nw

  • Prisoner - 8/0, 1.6nw

  • 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

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 6/12, 950gc, 7.5nw

  • Mercenary - 8/0, 0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Dwarf

Bonuses

  • +30% Building Efficiency

  • Free Building Construction

  • -50% Construction Time

  • 25% Ritual Cost

  • Access to Miner’s Mystique

Penalties

  • Cannot use Accelerated Construction

  • +50% Food Consumption

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/6, 1000gc, 7.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 106

Bonuses

  • +30% Building Efficiency

  • -50% Construction Cost

  • 50% Raze Cost

  • +5% Military Efficiency

  • Access to Miner’s Mystique

Penalties

  • +50% Food Consumption

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/6, 1000gc, 7.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Elf

Bonuses

  • +5% Population

  • +50% Wizard Production

  • -40% Damage taken from Assassinate Wizards

  • Access to Aggression, Mist, Pitfalls, Salvation, Wrath

Penalties

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/12, 6.0nw

  • Elite Unit - 12/5, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 106

Bonuses

  • +5% Population

  • +50% Wizard Production

  • 25% Massacre Damage taken

  • -50% Damage taken from Assassinate Wizards

  • Access to Mist, Pitfalls, Salvation, Wrath

Penalties

  • +25% training time (can not push you past 24 hours)

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/12, 6.0nw

  • Elite Unit - 12/5, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Faery

Bonuses

  • +25% Offensive Spell Duration

  • +25% Self Spell Duration

  • +1 Mana Recovery per Tick in War

  • Access to All Racial Spells, Tree of Gold

Penalties

  • 10% Population

  • -10% Income

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 4/13, 900gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 106

Bonuses

  • +20% Offensive Spell Duration

  • +20% Self Spell Duration

  • +25% Rune Production

  • All land produces 0.5 horses per tick

  • All land holds 15 horses

  • Access to All Racial Spells

Penalties

  • 10% Population

  • No access to stables

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 4/13, 900gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.0nw (Horses are zero NW, be aware of this)

Halfling

Bonuses

  • +10% Population

  • -10% Military Train Cost

  • Thieves Dens also provide Watch Tower bonuses

  • Access to Quick Feet, Town Watch, Vermin

Penalties

  • -5% Building Efficiency

  • -15% Income

  • No Access to Watch Towers

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/11, 5.5nw

  • Elite Unit - 11/5, 850gc, 6.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 106

Bonuses

  • +10% Population

  • -10% Military Train Cost

  • Thievery Dens also provide Watch tower bonus

  • Access to Quick Feet, Town Watch, Vermin

Penalties

  • Can not build WT

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/11, 5.5nw

  • 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

  • +10% Science Efficiency

  • All Land holds Prisoners (7/acre)

  • Prisoners convert to Elites over time (2% per Tick)

  • Access to Fountain of Knowledge

Penalties

  • +20% Military Wages

  • No Access to Dungeons

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/5, 950gc, 7nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 3/0, 0.9nw

Age 106

Bonuses

  • +10% Science Efficiency

  • +15% Enemy Military Casualties

  • All Land holds Prisoners (10/acre)

  • Prisoners convert to Elites over time (2% per Tick)

  • Access to Fountain of Knowledge, Tree of Gold

Penalties

  • +30% Spell Rune Cost (excluding Ritual)

  • Cannot build Dungeons

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/5, 1000gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 3/0, 0.9nw

Orc

Bonuses

  • +25% Battle (Resource) Gains

  • +25% Enemy Military Casualties on Attacks

  • Access to Bloodlust

Penalties

  • +15% Military Casualties

  • -30% Magic Effectiveness (WPA)

  • -30% Thievery Effectiveness (TPA)

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 15/3, 950gc, 6.75nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 106

Bonuses

  • +20% Battle (Resource) Gains

  • +20% Massacre Efficiency (Peasants, Thieves, Wizards)

  • Access to Aggression, Bloodlust

Penalties

  • Homes increase your max pop by 5 instead of 10

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 14/4, 950gc, 6.75nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Undead

Bonuses

  • -30% 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 - 10/0, 4nw

  • Defensive Specialist - 0/11, 5.5nw

  • Elite Unit - 14/2, 850gc, 6nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • 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

  • Defensive Specialist - 0/12, 6.0nw

  • Elite Unit - 14/1, 500gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • 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

  • 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

  • +25% Resilience Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

The Heretic

  • +20% Spell Damage

  • +20% Sabotage Damage

  • +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

  • +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

  • +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

  • +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

  • +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