Age 108
- Forum Source: Age 108 Final Changes
- WoL Age 108 Open: Wed, 09 Oct at 18:00 GMT+00:00
- WoL Age 108 Start: Fri, 11 Oct at 18:00 GMT+00:00
- WoL Age 108 End: Fri, 20 Dec at 10:00 GMT+00:00
General Mechanics and Misc
- Elites now do damage to Dragons based on Off AND Def points
- Massacre damage reduced by 15%
- Provinces who join during War do not receive War bonuses upon completion and are in Protection for the duration of the War
- Removed bounced Attack MAP/GBP
- Bonus Books also added to activity bonus (same as Income, based upon your Book generation - 1 tick/2 ticks/3 ticks of generation for 6/9/12 Ticks logged in)
- Explore cost is no longer discounted by Land lost in combat over the age
- Honor no longer gives Military Efficiency, it gives Offensive Military Efficiency instead
- Assassinate Wizards damage has been increased by ~17.5%
- Spells and Sabotage operations Meter Point values have been reduced slightly
- Either Kingdom may now declare War if both Kingdom's Meter Points are 60 or higher
Changes to War Completion
-
Changes to how the acre shuffle works on War completion (War Win)
-
Removed the Kingdom shuffle/redistribution at War end
- Winning Kingdom gets 10% of the losing Kingdom's land, distributed to lowest provinces (as current)
- An extra amount equal to 5% losing Kingdom's land is distributed to the provinces in the Winning Kingdom (distributed equally)
- Losing Kingdom only loses 5% (as current)
Dragons
- All Dragons health points increased by 10%
Emerald
- +25% Military Casualties
- -20% Battle (Resource) Gains
- -40% Building and Specialist Credits Gained in Combat
Ruby
- -15% Military Effectiveness
- +30% Military Wages
- Lose 30% of new drafted Soldiers
Sapphire
- -30% Magic Effectiveness (WPA)
- -30% Thievery Effectiveness (TPA)
- +12.5% Instant Spell and Sabotage Damage Taken
- 12.5% Instant and Sabotage Damage Dealt
Topaz
- -30% Building Efficiency
- -25% Income
- Destroys 4% of Buildings Instantly and Every 6 Ticks Thereafter
Age 107
Emerald
- +20% Military Casualties
- -15% Battle (Resource) Gains
- -50% Building and Specialist Credits Gained in Combat
Ruby
- Reduces Military Effectiveness by 10%
- Increase military wages by 25%
- Lose 25% of new draftees
Sapphire
- -25% Magic Effectiveness (WPA)
- -25% Thievery Effectiveness (TPA)
- +10% Instant Spell and Sabotage Damage
- -10% Instant and Sabotage Damage dealt
Topaz
- -25% Building Efficiency
- -20% Income
- Destroys 3% of Buildings instantly and every 6 Ticks thereafter
Races
Avian
Bonuses
-
-25% Attack Time
-
+50% Birth Rate
-
Immunity to Ambush
-
Access to Clear Sight, Greater Protection, Town Watch
Penalties
-
+15% Military Casualties
-
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 - 13/4, 900gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - n/a
Age 107
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
Dark Elf
Bonuses
-
No Rune Cost (Excluding Ritual)
-
+10% Magic Effectiveness (WPA)
-
Can train Thieves with Specialist Credits
-
Access to Blizzard, Guile, Invisibility, Mage's Fury
Penalties
-
+25% Exploration Costs
-
+25% Military Wages
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 12/0, 4.8nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 10/10, 1050gc, 8.0nw
-
Mercenary - 8/0, 0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 107
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
Dryad
Bonuses
- Access to Tree of Gold
Penalties
-
+20% Attack Time
-
20% Enemy Military Casualties on attack and defense
-
Soldier - 4/0, 1.0nw
-
Offensive Specialist - 12/0, 4.8nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 18/2, 1050gc, 7.5nw
-
Mercenary - 10/0, 0.0nw
-
Prisoner - 10/0, 2.0nw
-
War Horse - 3/0, 0.9nw
Dwarf
Bonuses
-
+30% Building Efficiency
-
-50% Construction Time
-
Access to Miner’s Mystique
Penalties
-
Cannot use Accelerated Construction
-
+100% 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 107
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
Elf
Bonuses
-
+25% Magic Effectiveness (WPA)
-
-30% Military Casualties
-
+1 Mana per Tick
-
Access to Chastity, Mist, Pitfalls, Wrath
Penalties
-
+30% Military Wages
-
No Access to Dungeons and Prisoners
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/5, 900gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 107
Bonuses
-
+5% Population
-
+50% Wizard Production
-
-40% Damage taken from Assassinate Wizards
-
Access to Aggression, Mist, Pitfalls, Salvation, Wrath
Penalties
- —
Faery
Bonuses
-
+25% Offensive Spell Duration
-
+25% Self Spell Duration
-
+1 Mana per Tick in War
-
Access to All Racial Spells
Penalties
-
10% Population
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 4/12, 850gc, 6.75nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.0nw
Age 107
Bonuses
-
+25% Offensive Spell Duration
-
+25% Self Spell Duration
-
+1 Mana per Tick in War
-
Access to All Racial Spells
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
Halfling
Bonuses
-
+10% Population
-
+25% Thievery Effectiveness (TPA)
-
Access to Quick Feet, Town Watch, Vermin
Penalties
-
-25% Birth Rate
-
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
Age 107
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
Human
Bonuses
-
+35% Science Efficiency
-
+15% Income
-
Access to Aggression, Fountain of Knowledge, Greater Protection
Penalties
-
-30% Magic Effectiveness (WPA)
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 11/0, 4.4nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/5, 900gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 107
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
Orc
Bonuses
-
+30% Battle (Resource) Gains
-
-25% Draft Cost
-
Train Elites with Specialist Credits
-
Access to Aggression, Bloodlust
Penalties
-
-30% Science Efficiency
-
+15% Military Casualties
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/8, 4.0nw
-
Elite Unit - 15/3, 950gc, 6.75nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 107
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
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% Building Damage taken from Arson, Greater Arson, Tornado, Raze Attacks
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Age 107
-
+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
The Cleric
-
+1 Elite Defensive Value
-
+1 Defensive Specialist Strength
-
-25% Instant Spell Damage taken
-
Access to Divine Shield, Revelation, Salvation
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
-
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
The Heretic
-
+20% Instant Spell Damage
-
+20% Sabotage Damage
-
+50% Wizard Production
-
50% Thieves lost on Thievery Operations
-
Access to Fool’s Gold, Nightmares
-
+15% Channeling Science Efficiency
-
+10% Crime Science Efficiency
-
Starts with +400 Wizards and +400 Thieves
Age 107
-
+20% Instant 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
The Mystic
-
+75% Guilds Effectiveness
-
+1 Mana Recovery per Tick
-
Access to Chastity, Mage’s Fury, Magic Ward, Meteor Showers, Mind Focus
-
+25% Channeling Science Efficiency
-
Starts with +800 Wizards
Age 107
-
+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
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 107
-
+80% Thieves' Dens Effectiveness
-
+1 Stealth Recovery per Tick
-
Access to All Thievery Operations
-
+25% Crime Science Efficiency
-
Starts with +800 Thieves
The Shepherd
-
Land generates 4 bushels of Food per Acre daily
-
+30% Scientist Generation
-
-30% Explore Time
-
30% Build Time
-
30% Train Time
-
Immunity to Drought, Gluttony, Vermin
-
Access to Reflect Magic
-
+25% Resilience Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
-
-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
-
No Thieves lost on Intel Operations
-
Immune to Dragons
-
+25% Credits gained in Combat
-
+25% Siege Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
-
-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
The War Hero
-
+30% Enemy Military Casualties on Attacks
-
Converts Offensive Specialists to Elites on Successful Trad March and Conquest
-
Access to Animate Dead, Mist
-
+25% Housing Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Age 107
-
+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
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 107
-
+15% Offensive Military Efficiency
-
+2 Mercenary & Prisoner Strength
-
50% Mercenary Cost
-
+25% Tactics Science Efficiency
-
Starts with +800 Soldiers and +800 Specialist Credits
Changelog
- Clarified several bonuses and penalties
- Reworded/clarified several mechanics
- Updated war completion mechanics
- Fixed wording on several bonuses and penalties
- Added Open and Start date
- Fixed wording on even more bonuses and penalties
- Added end date