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Age 112 — Age of First Strike

  • Forum Source: Final Changes - Age 112
  • WoL Age 112 Open: 23th August (Saturday) @ 16:00 GMT
  • WoL Age 112 Start: 25th August @ 18:00 GMT
  • WoL Age 112 End: 8th November @ 00:00 GMT

Hesitation is Defeat

In the stillness before battle, the air quivers with anticipation.

The Age of the First Strike has dawned — where initiative is power, and the fastest blades draw the deepest blood.

Hesitation is defeat. The opening move can shatter a kingdom’s resolve, and the right strike at the right time can turn the tide before the enemy knows they’ve lost.

Instant returns, calculated gambits, and perfectly timed activations will define the legends of this age.

Whether you surge forward with a disciplined war machine, unleash lightning raids, or gamble everything on a single decisive strike, one truth remains:

The swift will carve their names into history, and the slow will be forgotten.

Your kingdom’s war drums are beating.

The First Strike is yours — take it.

TLDR Changes

Relations Overhaul: Unfriendly & Hostile now grant Source/Target bonuses. Stances: Peaceful & Aggressive stances removed. Magic Ward: Removed. Tornado Buffed: Rune cost –20%, Difficulty –35%. Ops/Spells shifted: Nightmares, LL, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, AW, GA, Nightstrike → Hostile. System: Provinces created in war = 72h BP, 0 soldiers/credits. Honor OME: Increased to +2% per level. Explore Cost: Land lost in combat now factors in. UI: Relations indicators added to KD page. Misc: More Council history (Rituals, Aid, Ops, Attacks, Bonuses). Mentor removed if province dies.

Mechanics and Modifications

Relations Overhaul – Unfriendly & Hostile Bonuses

  • Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.

Effects when your Kingdom has relations towards another

  • Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.
  • Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME. Access to Unfriendly T/M ops against Target Kingdom Only

When another Kingdom has relations towards you

  • When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME. Access to Unfriendly T/M ops

  • When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME. Access to Hostile T/M ops

  • Additional Notes:

  • Peaceful & Aggressive stances removed.

  • Anti-camping: Hostile relations decay after 96h without war.
  • UI: KD page now shows if a target is Unfriendly/Hostile with another KD.

Spells and Thievery

Magic Ward → Removed. Tornado → Rune cost –20%, Difficulty –35%. Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike.

System Changes

Relative KD NW factor protection slightly increased. Stances removed. Provinces created during war = 72h BP, 0 soldiers/credits. Honor OME increased from 1% → +2% per level. Explore cost formula: Land lost in combat reintroduced.

Miscellaneous

Province death removes Mentor link. Council History now tracks: Ritual casts, Aid sent/received, attack details, T/M ops, activity bonuses.

Bug Fixes

Adjusted land loss mechanics: When attacked, land taken will no longer result in scenarios where all built acres are removed, leaving only acres under construction. This ensures more consistent and fair outcomes when provinces are hit.

Races

Avian

Bonuses

  • -20% Attack Time

  • +40% Birth Rates

  • Unique Ability: Skybound Strike

  • Usable in War or Hostile. Next attack automatically succeeds with no offensive losses. Gains reduced based on offense sent vs. defense. Honor gains = 0.

  • Cooldown: 24 Utopian Days

  • Spells: Town Watch, Reflect Magic

Penalties

  • +10% Military Casualties

  • Cannot use Barracks

  • No Access to Stables/War Horses

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 13/0, 5.2nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 15/3, 900gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: n/a

Bonuses

  • -15% Attack Time

  • -70% Damage from Nightmares

  • Immunity to Ambush

  • Access to Greater Protection, Quick Feet, Town Watch

  • Unique Ability: Skybound Strike

  • Unique Ability: Skybound Strike (Usable in War or Hostile) Next attack automatically succeeds with no offensive losses. Gains are reduced based on offense sent vs. target’s defense. Cooldown: 24 Utopian Days

Penalties

  • +15% Military Casualties

  • Cannot use Barracks

  • 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 - 14/3, 850gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - n/a

Dark Elf

Bonuses

  • +25% Magic Effectiveness (WPA)

  • +10% OME

  • Can train Thieves with Specialist Credits

  • Unique Ability: Shadow Surge

  • Activated: all offensive spells (not Ritual) cost 0 runes for 3 Utopian Days.

  • Cooldown: 24 Utopian Days

  • Spells: Blizzard, Guile, Mage's Fury, Invisibility

Penalties

  • +20% Exploration Costs

  • +20% Thief Costs

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/11, 5.5nw

  • Elite: 12/6, 900gc, 6.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 3/0, 0.6nw

Bonuses

  • 50% Rune Cost (Excluding Ritual)

  • +10% Offensive Military Efficiency

  • +20% Magic Effectiveness (WPA)

  • Can train Thieves with Specialist Credits

  • Access to Blizzard, Guile, Mage's Fury, Invisibility

  • Unique Ability: Void Tap

  • Void Tap: When activated, all offensive spells (Does not include Ritual) cast by this province cost 0 runes for the next 3 Utopian Days. Can only be reactivated after 24 Utopian Days.

Penalties

  • +20% Exploration Costs

  • +35% Thief Costs

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 12/6, 900gc, 6.0nw

  • Mercenary - 8/0, 0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 3/0, 0.9nw

Dwarf

Bonuses

  • +30% Building Efficiency

  • -25% Damage from Enemy Instant T/M Ops

  • Unique Ability: Blazing Forge

  • Activated: for 4 Utopian Days all production +30%, building costs –50%.

  • Cooldown: 24 Utopian Days

  • Spells: Miner’s Mystique, Wrath

Penalties

  • +100% Food Consumption

  • -15% TPA

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 14/4, 1000gc, 7.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Bonuses

  • +30% Building Efficiency

  • -50% Construction Time

  • Access to Miner’s Mystique, Heroes Inspiration

  • Unique Ability: Earthshaker

  • Activated Ability: Once 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 - 13/5, 1000gc, 7.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Elf

Bonuses

  • +40% Magic Effectiveness (WPA)

  • +25% Rune Production

  • +1 Mana Regen per Tick

  • Unique Passive: Mana Surge

  • When mana <30%, spells deal +25% damage. Ends once mana rises above 30%.

  • Spells: Mist, Pitfalls, Wrath, Greater Protection

Penalties

  • 40% Thieves’ Den Efficiency

  • No Access to Dungeons

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/12, 6.0nw

  • Elite: 13/5, 1000gc, 7.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Bonuses

  • +40% Magic Effectiveness (WPA)

  • +25% Rune Production

  • +1 Mana Regeneration per Tick

  • Access to Mist, Pitfalls, Wrath, Greater Protection

  • Unique Ability: Arcane Surge

  • Activated ability: Whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 30%.

Penalties

  • 35% Thieves Den Efficiency

  • 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 - 13/4, 950gc, 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% WPA

  • +1 Mana Recovery per Tick in War

  • Unique Ability: Ethereal Mirage

  • Until end of tick, successful Mystic Vortex removes all enemy active spells.

  • Cooldown: 24 Utopian Days

  • Spells: ToG, QF, TW, Vermin, Mist, Wrath, Blizzard, Guile, Mage’s Fury, GP, FoK, Miner’s Mystique, Pitfalls, Revelation, AD, Invis

Penalties

  • +35% Rune Cost

  • 5% BE

  • Cannot use Horses

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 1/13, 1200gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

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, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead, Invisibility

  • Unique Ability: Ethereal Mirage

  • Activated ability: Once activated until end of tick successful casts of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.

Penalties

  • 10% Population

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 4/12, 950gc, 6.75nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Halfling

Bonuses

  • +15% Population

  • +1 Stealth Regen per Tick

  • +40% TPA

  • Unique Ability: Sneak Attack

  • Activated: –75% Thief losses for 1 Utopian Day.

  • Cooldown: 24 Utopian Days

  • Spells: QF, TW, Vermin, Invis

Penalties

  • -25% Birth Rate

  • +25% Building Cost

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 12/7, 850gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Bonuses

  • +15% Population

  • +25% Thievery Effectiveness (TPA)

  • Access to Quick Feet, Town Watch, Vermin

  • Unique Ability: Sneak Attack

  • Activated ability: When activated, Thievery operation incurs -75% losses for 1 Utopian Day. Can only be reactivated after 24 Utopian Days.

Penalties

  • -25% Birth Rate

  • +25% Building Cost

  • 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

  • +15% Science Efficiency

  • -15% Honor Losses

  • +15% BE (TG, Castles, Barracks, Hosps)

  • Unique Ability: First Aid

  • Activated: removes all negative status effects (Bribed Gens, Riots, Plague, hostile spells).

  • Cooldown: 24 Utopian Days

  • Spells: FoK, Revelation, Righteous Aggressor

Penalties

  • +20% Military Wages

  • -20% WPA

  • +1 Self Mana Cost

  • Cannot Ambush

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 12/0, 4.8nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 7/12, 1050gc, 6.75nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Bonuses

  • +20% Income

  • +15% Building Efficiency (Training Grounds, Castles, Barracks & Hospitals)

  • Access to Fountain of Knowledge, Revelation

  • Unique Passive: Strategic Reserves

  • Passive (War Only): Each successful Traditional March on a province within 90–110% of your NW grants:

  • 3 Ticks of Science

  • Capped at 40 ticks per war.

Penalties

  • -25% Magic Effectiveness (WPA)

  • Farms produce 40% less food

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 12/0, 4.8nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 7/12, 1050gc, 6.75nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Orc

Bonuses

  • +20% Battle Gains

  • -50% Draft Cost

  • Train Elites with Specialist Credits

  • Unique Passive: Warlord’s Fury

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

  • Spells: Aggression, Bloodlust

Penalties

  • +50% Land lost on Ambush

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/9, 4.5nw

  • Elite: 16/2, 1200gc, 7.0nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Bonuses

  • +25% 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 25% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties (soldiers, specialists and elites) home instantly.

Penalties

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

  • -10% Building Efficiency

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 10/0, 4.0nw

  • 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 - 2/0, 0.6nw

Undead

Bonuses

  • -40% Military Losses

  • Does Not Spread Plague

  • Immune to Plague

  • No Food Needed

  • Converts Specs → Elites on TM

  • Unique Ability: Cursed Plague

  • Activated: until end of tick, all successful attacks spread Plague.

  • Cooldown: 24 Utopian Days

  • Spells: Aggression, Hero’s Inspiration

Penalties

  • +25% Damage from Enemy T/M Ops

  • +20% Training Cost

Units

  • Soldier: 3/3, 1.5nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 15/4, 900gc, 6.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.6nw

Bonuses

  • -75% Offensive Losses

  • Spreads Plague

  • Immune to Plague

  • No Food Required

  • Converts Specialist to Elites upon Successful Traditional Marches

  • Successful Attacks Convert 75% of Enemy Casualties into Undead Soldiers return instantly.

  • Access to Animate Dead, Aggression

  • Unique Ability: Rotting Plague

  • Passive: Rotting Plague - Enemy provinces successfully attacked by Undead suffer -15% BE and +30% Food Consumption. Curable via Nature's Blessing & Hospitals. (Same as Plague Cure)

Penalties

  • -20% Science Efficiency

  • +20% Rune Cost (Does not include Ritual)

  • Soldier - 3/3, 1.5nw

  • Offensive Specialist - 10/0, 4.0nw

  • Defensive Specialist - 0/8, 4.0nw

  • Elite Unit - 14/3, 950gc, 6.5nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse - 2/0, 0.6nw

Dryad

Bonuses

  • +15% Military Kills

  • +40% Draft Speed

  • Unique Ability: Overgrowth

  • Activated: +25% Max Pop for 3 ticks.

  • Cooldown: 24 Utopian Days

  • Spells: GP

Penalties

  • +30% Build Cost

  • +15% Attack Time

Units

  • Soldier: 3/0, 0.75nw

  • Off. Spec: 10/0, 4.0nw

  • Def. Spec: 0/10, 5.0nw

  • Elite: 18/4, 1200gc, 7.5nw

  • Merc: 8/0, 0.0nw

  • Prisoner: 8/0, 1.6nw

  • War Horse: 2/0, 0.0nw

Bonuses

  • -30% Military Training Time

  • +30% Draft Rate

  • Access to Ghost Workers, Clearsight

  • Unique Ability: Living Forests

  • Your province’s stables always operate at maximum capacity. Immune to Steal Warhorses

Penalties

  • +15% Attack Time

  • -10% Military Kills

  • Soldier - 3/0, 0.75nw

  • Offensive Specialist - 11/0, 4.4nw

  • Defensive Specialist - 0/10, 5.0nw

  • Elite Unit - 17/3, 900gc, 7.0nw

  • Mercenary - 8/0, 0.0nw

  • Prisoner - 8/0, 1.6nw

  • War Horse – 2/0, 0.0nw

Personalities

The Artisan

  • +40% Building Capacity (Homes, Stables, Dungeons)

  • +30% Building Production (Banks, Farms, Stables, Towers)

  • +40% Building Credits gained in Combat

  • +100% Successful Espionage Ops (double stealth cost)

  • +10% Economy Sci Eff

  • Access to Quick Feet

  • Starts with +600 Soldiers, +600 Specs, +200 BC

  • Unique Passive: Demolition Mastery

  • In War, Raze attacks destroy 40% of target buildings instead of the base 30%.

Previous Age Comparison

  • +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% 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.

The Cleric

  • +1 Elite Def Value

  • +1 Def Spec Strength

  • –1 Self Spell Mana Cost

  • +35% Hospital Eff

  • Access: Salvation, Revelation, DS, IS

  • Starts with +800 Soldiers, +800 Specs

  • Unique Passive: Divine Favour

  • 50% chance to double duration on self-spells.

Previous Age Comparison

  • +1 Elite Defensive Value

  • +1 Defensive Specialist Strength

  • -1 Self Spell Mana Cost

  • +25% Hospital Efficiency

  • 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 and gain a 10% Rune Refund.

The Heretic

  • +50% Wiz Production

  • –50% Thief Losses

  • +20% Spell Damage

  • +20% Sabotage Damage

  • +10% Arcane Arts Sci Eff

  • Access: Nightmares, FG

  • Starts with +400 Wizards, +400 Thieves

  • Unique Active: Chaotic Affliction

  • Until next tick, spells/ops deal +10%–30% bonus damage.

  • Cooldown: 24 Utopian Days

Previous Age Comparison

  • +40% Wizard Production

  • 40% Thieves lost on Thievery Operations

  • +20% Spell Damage

  • +20% Sabotage Damage

  • Access to Nightmares, Fool's Gold

  • Starts with +400 Wizards and +400 Thieves

  • Unique Active: Arcane Frenzy After each successful attack, the Heretic gains:

  • +1 Mana

  • +1 Stealth

  • for the next 5 ticks

  • (Effect does not stack; refreshes on new march)

The Mystic

  • +85% Guild Eff

  • +1 Mana Regen per Tick

  • +25% Channeling Sci Eff

  • Access: Pitfalls, MS, Mind Focus, Chastity

  • Starts with +800 Wizards

  • Unique Active: Mana Well

  • +1 Mana Regen for 6 ticks.

  • Cooldown: 24 Utopian Days

Previous Age Comparison

  • +85% Guilds Effectiveness

  • +1 Mana Recovery per Tick

  • +25% Channeling Science Efficiency

  • Access to Magic Ward, Meteor Showers, Mind Focus, Chastity

  • Starts with +800 Wizards

  • Unique Passive: Arcane Mastery Your deep command over magic significantly enhances specific spells:

  • Chastity: Fully halts natural peasant growth; duration halved.

  • Magic Ward: Duration doubled

The Rogue

  • +80% TD Eff

  • +1 Stealth Regen per Tick

  • +25% Kidnap/AW Damage

  • +25% Crime Sci Eff

  • Access: All Ops

  • Starts with +800 Thieves

  • Unique Passive: Shadows in the Night

  • +25% Sabotage damage when ≥50% Stealth.

Previous Age Comparison

  • +80% Thieves' Dens Effectiveness

  • +1 Stealth Recovery per Tick

  • Access to All Thievery Operations

  • +25% Damage for Kidnap & Assassinate Wizards 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

The Tactician

  • –15% Attack Time

  • No Thief Losses on Intel

  • +25% Siege Sci Eff

  • Starts with +800 Soldiers, +800 Specs

  • Unique Passive: Dragon’s Wrath

  • 3% of your raw offense will also deal damage to the dragon as well as attack to your target

Previous Age Comparison

  • -15% Attack Time

  • No Thieves lost on Espionage Thievery operations

  • +25% Valor Science Efficiency

  • Access to Reflect Magic

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Unique Active: Siege Warfare: Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days

The Warrior

  • +15% OME

  • +5 Merc/Prisoner Strength

  • –50% Merc Cost

  • +25% Tactics Sci Eff

  • Access: Righteous Aggressor

  • Starts with +800 Soldiers, +800 Specs

  • Unique Passive: Battle Cry

  • Upon successful attack, the attack will destroy 0.5% of the entire population.

Previous Age Comparison

  • +15% Offensive Military Efficiency

  • +5 Mercenary & Prisoner Strength

  • 50% Mercenary Cost

  • +25% Tactics Science Efficiency

  • Access to Righteous Aggressor

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Unique Passive: Blood Price Each successful Traditional March has a 20% chance to trigger Blood Price, causing:

  • +35% Military Casualties inflicted on the enemy

  • Kills 30% of enemy soldiers at home

The Raider

  • +10% OME

  • –50% Thief Cost

  • +25% TPA

  • –50% Failed Ops Losses (in War)

  • +25% Tools Sci Eff

  • Access: Steal War Horses

  • Starts with +500 Thieves, +500 Specs

  • Unique Active: Undermining Assault

  • For 1 tick, when activated, a successful attack automatically applies “Coordinated Strike” to the target for 4 ticks, reducing Watchtower efficiency by 15% (Non-Stackable)

  • Cannot be used on a tick when your province has Skystrike active

  • Cooldown: 24 Utopian Days

Previous Age Comparison

  • +10% Offensive Military Efficiency

  • 30% Thief Cost

  • +25% TPA

  • -50% Losses Failed Operations in War

  • +25% Tools Science Efficiency

  • Access to Steal Warhorses

  • Starts with +500 Thieves and +500 Specialist Credits

  • Unique Active: Undermining Assault: For 1 tick, when activated, a successful attack automatically applies “Coordinated Strike” to the target for 4 ticks reducing Watchtower efficiency by 15% (Non-Stackable)

  • Cannot be used on a tick when your province has Skybound Strike active

  • Cooldown - 24 tick

The Sage

  • +15% Book Generation

  • +15% Scientist Generation

  • +60% Learn Protection (OOW)

  • Access: Revelation, Scientific Insights

  • Starts with +3 Scientists

  • +800 Soldiers, +800 Specs

  • Unique Passive: Scholar’s Wrath

  • All Successful Attacks remove 2% of the targets allocated science books (Returns over 48 hrs) (In War)

Previous Age Comparison

  • +15% Book Generation

  • +15% Scientist Generation

  • +30% Learn Protection

  • Starts with +1 Scientist

  • Access to Revelation

  • Starts with +800 Soldiers and +800 Specialist Credits

  • Unique Passive: Focused Resolve While in War, every tick Science Efficiency increases by 1% up to 15%. (Resets when war ends.)

  • Changelog

  • Updated the relations section to accurately reflect the intended change, Aggressor does not receive access to Hostile ops against Defender (DavidC 8/23/2025 @ 5:33

  • Update Age 112 Open/Start time expectations (DavidC 8/23/25 @ 5:44)
  • Update relations section to clarify which Kingdoms have bonuses and when (DavidC 8/23/25 @ 5:58)
  • Move Bug Fixes section to a more appropriate spot in the post (DavidC 8/23/25 @ 6:03)
  • Sage updated to reflect Final Changes sheet (Lower Science Book NW was not supposed to be in Final changes) (DavidC 8/23/25 @ 13:08)
  • Elf's Unique Ability was listed as Arcane Surge but the name is actually Mana Surge. The ability itself has not changed, only the name (DavidC 8/23/25 @ 13:17)
  • Undead Unique Ability was listed as Necrotic Burst but the name is actually Cursed Plague. The ability itself has not changed, only the name (DavidC 8/23/25 @ 13:21)