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Age 109 — Age of Ember and Frost

  • Forum Source: Age 109 Final Changes
  • WoL Age 109 Open: January 2
  • WoL Age 109 Start: tbd
  • WoL Age 109 End: tbd

Warning: Unique Abilities and changes will be tested in genesis, and evaluated based on ability to code and implement correctly. If problems arise we MAY change an ability. ANY changes will be called out here to alert players.

Updates

Changes due to genesis testing include:

  • 12 hour mentor -- stays in was aproved
  • Due to interaction with Mills, Artisan bonus has been buffed, (15% to 50% refund), but will no longer give Building credits if you have 3 or more Building credits per acre
  • Due to interaction with Dungeons, Necromancers has been slightly buffed. (5% to 10% Wizard reanimation)
  • Orc will receivea slight tweak, -10% Building Effectiveness

NOTE: the changes we used in genesis were for balance there, the above are the only changes we have made since the orginal post here (example: heretic keeps 5%, and is not using genesis 3%)

As the realms ignite with fiery fury and frostbound cunning, the Dryads emerge from their forest sanctuaries, their bark-like skin shielding them from both the ravages of war and the wrath of the elements. These guardians of nature wield their innate strength with devastating precision, their every step a testament to the unyielding power of the wild. Alongside them, the cunning Gnomes rise with mischievous ingenuity, summoning their loyal animal and plant companions to reclaim the balance of nature—transforming the spoils of their enemies into life once more.

Yet amidst the fiery clashes and icy machinations, a deeper chill stirs in the shadowed corners of the realm—a spectral whisper carried on frostbitten winds. The echo of the undead lingers, faint but unyielding, as daring personalities toy with the fragile balance between life and death. Necromancers and shadowed figures delve into forbidden rites, disturbing the long-slumbering crypts that bind the undead's power.

Their meddling ripples across the planes, and the grave's silence fractures with every reckless incantation. A haunting promise looms: the ancient powers of the grave may soon rise again, not as a whisper but as a tide, ready to claim vengeance for the trespassers' folly

General Mechanics and Misc

The Hostility Meter:

  • Failing a Raze Attack will generate 3 meter points
  • Defender Casualties on Failed Attacks -35%

Mentor Changes:Frequency of Cooldown 12 Ticks (from 24)

Attacks

  • Learn Attack: Base gains are adjusted to ~2% of allocated books and ~30% of unallocated books During War, Learn temporarily removes ~35% of current allocated Science Books, these return over 48 Ticks.

Introducing Unique Racial Abilities

This age introduces powerful racial abilities, capturing the distinct essence of each race to provide strategic depth. Whether channelling the skies as an Avian, sowing sabotage as a Gnome, or wielding arcane potency as an Elf, players can master their chosen race's strengths.

Each race has a unique ability that reflects its core strengths and theme. These abilities are categorised as either passive bonuses or active abilities:

Passive Bonuses: These are always in effect and provide consistent benefits without requiring activation.

Active Abilities: Must be activated by the player and grant powerful effects for a limited duration. Once the duration expires, a cooldown timer begins, during which the ability cannot be used again.

Currently all cooldowns are listed as "24 utopian days". This exact, that means if you activate Jan 5th at 20 min, the ability will be able to be reactivated Feb 5th at 20 min.

Races

Avian

Bonuses

  • -25% Attack Time

  • +60% Birth Rate

  • Immunity to Ambush

  • Access to Greater Protection, Clear Sight

  • Unique Ability: Skybound Strike

  • Unique Ability:Once activated, the next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target (examples: 75% break means 75% gains, 25% break means a 25% damage massacre ). Cooldown: 24 Utopian Days

  • sending over 100% does not increase gains

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 - 14/3, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - n/a

Age 108

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

Dark Elf

Bonuses

  • No Rune Cost (Excluding Ritual)

  • +15% Magic Effectiveness (WPA)

  • Can train Thieves with Specialist Credits

  • Access to Blizzard, Guile, Mage's Fury, Fools Gold, Magic Ward, Invisibility

  • Unique Ability: Shadow Surge

  • Activated Ability: When activated, offensive spells have a 20% chance to cast again at no mana cost for 6 Utopian Days. Cooldown: 24 Utopian Days

Penalties

  • +30% Exploration Costs

  • +30% Military Wages

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 11/0, 4.4nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 10/10, 1050gc, 7.0nw

  • Mercenary - 8/0, 0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 108

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

Dwarf

Bonuses

  • +30% Building Efficiency

  • -50% Construction Time

  • Access to Miner’s Mystique

  • Unique Ability: Earthshaker

  • Activated Ability: When activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days.

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 108

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

Elf

Bonuses

  • +25% Magic Effectiveness (WPA)

  • -20% Military Casualties

  • Access to Chastity, Mist, Pitfalls, Wrath

  • Unique Ability: Mana Well

  • Activated ability: When activated, fully restores the caster's mana by 50%. Cooldown: 24 Utopian Days.

Penalties

  • +20% Military Wages

  • No Access to Dungeons and Prisoners

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/11, 5.5nw

  • Elite Unit - 12/4, 900gc, 5.75nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 108

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

Faery

Bonuses

  • +25% Offensive Spell Duration

  • +25% Self Spell Duration

  • +1 Mana per Tick in War

  • Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Chastity, Mist, Pitfalls, Wrath, Miner’s Mystique, Blizzard, Guile, Mage's Fury, Greater Protection, Clear Sight, Fountain of Knowledge, Salvation, Magic Ward

  • Unique Ability: Ethereal Mirage

  • Passive: Mystic Vortex removes all active spells from the target province when successfully cast.

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 108

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

Halfling

Bonuses

  • +15% Population

  • +25% Thievery Effectiveness (TPA)

  • -10% Military Training Time

  • Access to Quick Feet, Town Watch, Vermin

  • Unique Ability: Sneak Attack

  • Activated ability: When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.

Penalties

  • -25% Birth Rate

  • +15% Military Wages

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 9/0, 3.6nw

  • Defensive Specialist - 0/9, 4.5nw

  • Elite Unit - 11/5, 850gc, 6.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 108

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

Human

Bonuses

  • +30% Science Efficiency

  • +15% Income

  • Access to Aggression, Fountain of Knowledge, Greater Protection, Reflect Magic

  • Unique Ability: Interest

  • Activated ability: When activated, provides an additional extreme activity bonus for the province. Cooldown: 24 Utopian Days.

Penalties

  • -80% Magic Effectiveness (WPA) on Defense

  • Can not Run Libraries

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 11/5, 900gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 3/0, 0.9nw

Age 108

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

Orc

Bonuses

  • +30% Battle (Resource) Gains

  • -50% Draft Cost

  • Train Elites with Specialist Credits

  • Access to Aggression, Bloodlust

  • Unique Ability: Warlord’s Fury

  • Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties(soldiers specialists, and elites) home instantly.

  • (if you lost 100 troops when you attacked, 25 of those troops are home to attack with your next attack)

Penalties

  • -20% Credits gained on successful attacks (Building and Specialist Credits)

  • -10% Building Effectiveness

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 11/0, 4.4nw

  • Defensive Specialist - 0/9, 4.5nw

  • Elite Unit - 15/4, 950gc, 7.25nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Age 108

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

Dryad

Bonuses

  • +10% Offensive Military Efficiency

  • +10% Defensive Military Efficiency

  • Wages are "always paid" See warning at start of post

  • Access to no additional spells

  • Unique Ability: Roots of Ruin

  • Passive: Upon successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1% of their entire population

  • (the intent is that its kills 1% of enemy peasants, thieves, wizards, and military. army in-out-and in training---these have been tested to work

Penalties

  • -30% Thievery effectiveness (TPA)

  • 15% income

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 13/5, 950gc, 7.0nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Gnome

Bonuses

  • +25% Birth Rates

  • +25% Enemy Military Casualties

  • +20% Population

  • Access to Town Watch

  • Unique Ability: Natures Feast

  • Activated ability: When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days.

  • .

Penalties

  • +60% damage from all magic sources (+ damage from instant, and + effect from fading spells)

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 9/0, 3.6nw

  • Defensive Specialist - 0/9, 4.5nw

  • Elite Unit - 9/9, 800gc, 7.0nw

  • 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

+20% Artisan Science Efficiency

Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits

Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction

Age 108

  • +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

The Necromancer

  • +15% Wizard effectiveness (WPA)

  • Access to Nightmares

  • Starting Bonus: +500 Wizards, +500 Specialist Credits

  • Unique Passive: Dark pact After each successful attack, The Necromancer converts:

    • 10% of the enemy's casualties into Wizards for the Necromancers province. Minimum gain of 1 wizard per a successful attack.
    • 10% of the enemy's casualties into Soldiers for the Necromancers province. Minimum gain of 1 soldier per a successful attack.
    • 20% of the enemy's casualties into Peasants for the Necromancers province. Minimum gain of 1 Peasant per a successful attack.

The Cleric

  • +1 Elite Defensive Value

  • +1 Defensive Specialist Strength

  • -1 Self Spell Mana Cost

  • -25% Damage from Instant Spells

  • Access To Salvation, Revelation, Divine Shield, Illuminate Shadows

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Unique Passive: Divine Favour: When casting self-spells, Clerics have a 50% chance to double the spell's duration, symbolizing their deep connection to divine powers

Age 108

  • +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

The Heretic

  • +50% Wizard Production

  • 50% Thieves lost on Thievery Operations

  • +25% Thievery Efficiency (TPA)

  • +10% Magic Efficiency (WPA)

  • Access to Meteor Showers, Greater Arson

  • Starts with +400 Wizards and +400 Thieves

  • Unique Passive: Blasphemous Might After a failed offensive spell cast, the heretic recovers 5% Stealth.

Age 108

  • +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

The Mystic

  • +75% Guilds Effectiveness

  • +1 Mana Recovery per Tick

  • Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity, Fools Gold,

  • +25% Channeling Science Efficiency

  • Starts with +800 Wizards

  • Unique Passive: Righteousness Fury:Gains access to the Spells Righteous Aggressor and Righteous Defender

    • These are 1-2 hour duration spells that were first introduced in genesis and when cast and active have the following effects:
      • Righteous aggressor will convert offensive specialist to elites on successful attack similar how offensive conversions have worked in past ages.
      • Righteous defender will convert defensive specialist to elites when you are attacked at roughly the same rate offensive conversions occur.

Age 108

  • +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

The Rogue

  • +80% Thieves' Dens Effectiveness

  • +1 Stealth Recovery per Tick

  • Access to All Thievery Operations

  • +25% Crime Science Efficiency

  • Starts with +800 Thieves

  • Unique Passive: Shadows in the Night: Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50%

    • or more Stealth

Age 108

  • +80% Thieves' Dens Effectiveness

  • +1 Stealth Recovery per Tick

  • Access to All Thievery Operations

  • +25% Crime Science Efficiency

  • Starts with +800 Thieves

The Tactician

  • -15% Attack Time

  • No Thieves lost on intel

  • +25% Credits gained in Combat

  • +25% Siege Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Unique Passive: Dragons Wrath When attacking, 10% of your raw offense will also deal damage to the dragon as well as attack your target

    • i.e. if you attack someone with 10,000 soldiers the dragon will also take 3000 points of damage

Age 108

  • -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

The War Hero

  • +30% Honor Gains

  • -30% Honor Losses

  • +5% Military Efficiency in War

  • Converts Specialist to Elites upon Successful Traditional Marches

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Unique Active: War Trophies: Once activated, War Hero grants double honour bonuses for 12 ticks. Cooldown: 24 Utopian Days.

Age 108

  • +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

The Warrior

  • +1 General

  • +4 Mercenary & Prisoner Strength

  • 50% Mercenary Cost

  • +25% Tactics Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Unique activated: Indomitable Spirit: Once activated Warriors gain 5% Military Efficiency for 6 ticks. Cooldown: 24 Utopian Days.

Age 108

  • +15% Offensive Military Efficiency

  • +2 Mercenary & Prisoner Strength

  • 50% Mercenary Cost

  • +25% Tactics Science Efficiency

  • Starts with +800 Soldiers and +800 Specialist Credits

Changelog

  • oops, we've had Necromancer, its back
  • added additional text for new things to help provide context
  • Warrior is an activated
  • making the once per 24 hours more clear
  • making heretic bonus more clear again too
  • Age dates
  • Changed that miserable blue font to pink
  • changes due to genesis testing