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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