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Age 115

  • WoL Age 115 Open: TBC
  • WoL Age 115 Start: TBC
  • WoL Age 115 End: TBC

Changes from Age 114

Core Mechanics

  • War Doctrine reworked: 2.0% for 1st province + 1.5% each additional, max 12.5% at 8 provinces
  • DFCF (Defensive Force Ceasefire) reintroduced with updated conditions and honor/science penalties
  • Hostile meter decay added — meter ramps down after 48 hours of going hostile
  • Castles loss reduction: 2.25% → 2%
  • Resilience, Artisan, and Finesse science multipliers all reduced ~10%
  • New spell: Soul Blight (kills enemy peasants, converts some to caster's soldiers)

Dragons

  • Celestite Dragon removed; 5 dragons remain
  • All dragons gained periodic tick-based effects (damage every 6 ticks) in addition to on-arrival damage
  • Dragon HP reduced a further 2% (cumulative −12% vs pre-Age 114)

Rituals

  • Expedient removed; Benediction added (+20% BE, −20% Draft/Build Costs/Wages)
  • Havoc: WPA/TPA bonus +25% (was +20%)
  • Stalwart: gained −20% Raze Damage and −25% Military Casualties (was only +5% DME)

Races

  • Avian: lost Cannot Ambush; gained −5% BE penalty; elite 16/3
  • Dark Elf: +35% instant spell damage, −35% rune cost; Mind Focus replaces Quick Feet; 40% rune refund on successful offensive spells
  • Elf: +40% Rune Production added; Arcane Surge now triggers below 40% mana (not 35%)
  • Faery: WPA dropped to +20% (from 25%); penalty simplified to −5% pop only; Silent Assault passive added to Halfling (not Faery)
  • Halfling: casualties penalty reduced to +10% (from 15%); Silent Assault passive added
  • Human: gained +40% Rune Cost penalty and Steal War Horses spell; lost −50% Libraries; Merc cost −40%
  • Orc: Carnage unique reworked to a random bonus on each attack
  • Undead: Death March converts 45% of offensive losses to Soldiers; Aggression added to spell book

Personalities

  • Artisan: Immune to Plunder, Greed, Incite Riots; Construction Delays passive reduced to 3 ticks (was 6)
  • General: Mist added to spell book
  • Mystic: +25% Offensive Spell Duration added; Focused Channeling is now passive (triggers above 40% mana)
  • Necromancer: Dark Pact passive (converts killed enemies to wizards/soldiers/peasants); −50% Rune Cost; Soul Blight access
  • Paladin: All lands produce horses (8/acre); Holy Inquisition unique (suppresses target science on War/Hostile attacks)
  • Tactician: +25% Draft Speed and −50% Ambush Losses added; Interdiction unique (destroys gold/runes/food on War attacks)
  • War Hero: Heroes Culling unique (Massacres kill extra peasants, thieves, and wizards)
  • Warrior: +5 Mercenary & Prisoner Strength; mercenaries/prisoners may be sent at 1:4 ratio

Core Mechanic Changes

War Doctrine Scaling

The doctrine scaling formula changed:

  • 1st Province: +2.0%
  • Each Additional Province: +1.5%
  • Maximum: 12.5% (reached at 8 provinces)

Buildings

Castles base percent shifted from 2.25% to 2%.

Science Multipliers

Science Old New
Resilience 0.0489 0.04401
Artisan 0.0478 0.04302
Finesse 0.0965 0.08685

New Spell: Soul Blight

Kills x% of target's peasants; y% of those killed are added to the caster's soldiers. Cast Message: A Pall of death descends upon the enemy (x:x), taking xxx peasant's lives. Your legion is reinforced by xx of their fallen.

Relations

Defensive Force Ceasefire (DFCF) reintroduced with updated conditions:

DFCF becomes available when all of the following are met:

  • The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter
  • The aggressor has not been given Hostile status
  • No attacks have been made against the aggressor for 3 ticks
  • The kingdom is lower in both Land and Networth than the aggressor

If within War Range of the aggressor (15% NW or Land): penalty of −1.75% Honor and −1.75% Science. No penalty if out of War Range. Duration: 48 hours before either kingdom can cancel. Penalty triggers a warning popup.

Hostile meter decay: After 48 hours of going hostile, the meter decays at a rate that ramps with meter points.

Dragons

Celestite Dragon removed.

Dragon HP reduced by a further 2% across all dragons (cumulative with Age 114's −10%).

Amethyst Dragon

  • −30% Spell Success Chance
  • −30% Thievery Success Chance on sabotage operations
  • All active self-spells are removed instantly upon arrival, and every 6 ticks kills 2% of wizards and thieves
  • Cost Modifier: 2.4×

Emerald Dragon

  • +25% Military Casualties
  • −25% Combat Gains
  • Destroys 1.5% of troops at home instantly upon arrival; every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%
  • Cost Modifier: 2.4×

Ruby Dragon

  • −12.5% Military Effectiveness
  • +20% Military Wages
  • Destroys 2.5% of offensive specialists instantly upon arrival; every 6 ticks 2.5% of offensive specialists at home desert
  • Cost Modifier: 2.4×

Topaz Dragon

  • −30% Building Efficiency
  • −25% Income
  • Destroys 10% of buildings instantly upon arrival; every 6 ticks destroys 10% of buildings and 20% of current gold
  • Cost Modifier: 2.0×

Sapphire Dragon

  • −35% WPA and TPA
  • −1 Mana Recovery per tick
  • −1 Stealth Recovery per tick
  • +12.5% Instant Spell and Sabotage Damage taken; −12.5% Instant and Sabotage Damage dealt
  • Destroys 25% of runes instantly upon arrival; every 6 ticks destroys 25% of current rune supplies
  • Cost Modifier: 2.0×

Rituals

Expedient removed. Benediction added.

Ritual Effects
Ascendancy +50% Wizard Production · −50% Wizard Losses on Failed Spells · −25% Science Book Production
Barrier +20% Birth Rates · −25% Damage from Enemy Instant Magic and Thievery Operations · −20% Massacre Damage · −10% Battle (Resource) Losses
Benediction +20% Building Efficiency · −20% Draft Costs · −20% Build Costs · −20% Wages
Haste −10% Attack Time · −25% Training Time · −25% Construction Time
Havoc +25% Offensive WPA · +25% Offensive TPA · +20% Spell Damage · +20% Sabotage Damage
Onslaught +10% Offensive Military Efficiency · +15% Enemy Military Casualties on Attacks
Stalwart +5% Defensive Military Efficiency · −20% Raze Damage · −25% Military Casualties

Races

Avian

Bonuses

  • −20% Attack Time
  • −25% Training Time
  • −25% Military Wage Cost

War Doctrine (In War): Up to −10% Attack Time and +12.5% Birth Rates to your kingdom.

Unique Passive: Dive Bomb — Offensive specialists gain +2 offense (War only, does not affect NW).

Spell Book: Town Watch, Illuminate Shadows

Penalties

  • No Access to Stables and War Horses
  • −5% BE

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 12/0 (4.8nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 16/3 (750gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse n/a

Dark Elf

Bonuses

  • +35% Instant Spell Damage
  • −35% Rune Cost (not including Rituals)
  • Can train Thieves using Specialist Credits

War Doctrine (In War): Up to +12.5% Instant Spell Damage and −12.5% Rune Costs to your kingdom.

Unique Passive: Mystic Enthusiasts — Successful offensive instant spells refund 40% rune cost.

Spell Book: Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Mind Focus

Penalties

  • −15% Birth Rates

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 15/0 (6.0nw)
  • Def. Spec 0/11 (5.5nw)
  • Elite 4/12 (750gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Dwarf

Bonuses

  • +30% Building Efficiency
  • −50% Construction Time

War Doctrine (In War): Up to −12.5% Construction Costs and +12.5% Income to your kingdom.

Unique Passive: Architect's Revenge — Incoming Raze damage reduced by 15%; Raze damage increased by 20%.

Spell Book: Miner's Mystique, Town Watch, Reflect Magic

Penalties

  • Cannot Accelerate Construction
  • +10% Attack Time

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 15/5 (800gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Elf

Bonuses

  • +40% Magic Effectiveness (WPA)
  • +1 Mana Per Tick in War
  • +40% Rune Production

War Doctrine (In War): Up to +12.5% Offensive WPA and +12.5% Spell Duration to your kingdom.

Unique Passive: Arcane Surge — While mana is below 40%, offensive spells deal +25% spell damage. The boost disappears once mana climbs back above 40%.

Spell Book: Pitfalls, Wrath, Vermin, Sloth

Penalties

  • −20% TPA

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/13 (6.5nw)
  • Elite 15/4 (750gc, 6.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Faery

Bonuses

  • +25% Spell Duration
  • +20% WPA
  • +1 Mana Recovery per Tick

War Doctrine (In War): Up to +12.5% Defensive WPA and −12.5% Damage from Enemy Thievery Operations to your kingdom.

Unique Passive: Leyline Interference — Enemy spells cast against Faery provinces have a 20% chance to fail.

Spell Book: All Racial Spells

Penalties

  • −5% Population

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 4/16 (1000gc, 8.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Halfling

Bonuses

  • +10% Population
  • +1 Stealth Regeneration Per Tick
  • +20% Thievery Effectiveness (TPA)

War Doctrine (In War): Up to +12.5% Sabotage Damage and +12.5% Offensive TPA to your kingdom.

Unique Passive: Silent Assault — Sabotage operations suffer 50% fewer thievery losses.

Spell Book: Tree of Gold, Greater Protection

Penalties

  • +10% Military Casualties

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 10/0 (4.0nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 6/12 (700gc, 7.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Human

Bonuses

  • All Lands hold Prisoners — 2 Per Acre
  • +1 Stealth Regeneration Per Tick
  • −30% Damage from Learn Attacks
  • +10% Science Efficiency

War Doctrine (In War): Up to +12.5% Book Generation and +12.5% Science Effectiveness to your kingdom.

Unique Passive: Civil Administration — Prisoners generate an additional 2.0gc per tick; Mercenary costs reduced by 40%.

Spell Book: Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses

Penalties

  • Military wage increases take twice as long to fully apply (reductions apply normally)
  • +40% Rune Cost (does not include Rituals)

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 12/0 (4.8nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 16/3 (750gc, 6.5nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Orc

Bonuses

  • +5% Gains (OOW) / +15% Gains (In War)
  • −50% Draft Cost

War Doctrine (In War): Up to +10% Offensive Military Efficiency and +12.5% Raze Damage to your kingdom.

Unique Passive: Carnage — Every successful attack applies one random bonus effect:

  • Destroy 25% of enemy resources (gold, runes, food)
  • Increase Military Wages by 25% for 4–6 ticks
  • −30% Military Losses

Spell Book: Bloodlust, Wrath

Penalties

  • −15% DME

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 13/0 (5.2nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 18/2 (800gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Undead

Bonuses

  • −45% Military Losses
  • Plague Immunity
  • Always carries Plague and spreads it
  • No Food Requirement

War Doctrine (In War): Up to −12.5% Enemy Battle Gains and +12.5% increased Plague spread chance (does not grant spread ability on its own) to your kingdom.

Unique Passive: Death March — Converts 45% of offensive losses into Soldiers instantly.

Spell Book: Animate Dead, Aggression

Penalties

  • −10% Science Efficiency

Units

  • Soldier 3/0 (0.75nw)
  • Off. Spec 11/0 (4.4nw)
  • Def. Spec 0/10 (5.0nw)
  • Elite 17/4 (800gc, 7.0nw)
  • Merc 8/0 (0.0nw)
  • Prisoner 8/0 (1.6nw)
  • War Horse 2/0 (0.6nw)

Personalities

The Artisan

Bonuses

  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers, Homes)
  • Immune to Plunder, Greed and Incite Riots
  • +15% Economy Science Efficiency
  • Access to Ghost Workers, Greater Protection

Starting Bonuses: +600 Soldiers, +600 Specialist Credits, +200 Building Credits

Unique Passive: Construction Delays — For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack).


The General

Bonuses

  • +1 General
  • −20% Training Cost and Speed
  • Can Train one Elite for every two Specialist Credits
  • +15% Military Science Efficiency
  • Access to Mist, Wrath

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: General's Authority — Attacks inflict +15% enemy military casualties when two or more generals are sent.


The Heretic

Bonuses

  • +15% TPA
  • +15% WPA
  • −50% Thief Losses
  • +20% Sabotage Damage
  • +20% Spell Damage
  • +75% Guild Effectiveness
  • +15% Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Mage's Fury, Vermin

Starting Bonuses: +400 Wizards, +400 Thieves

Unique Passive: Blasphemous Might — After a failed offensive spell cast, the Heretic recovers 1% Stealth.


The Mystic

Bonuses

  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% Offensive Spell Duration
  • +25% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity

Starting Bonuses: +800 Wizards

Unique Passive: Focused Channeling — While above 40% mana, spells gain +20% WPA.


The Necromancer

Bonuses

  • +35% WPA
  • +5% OME
  • −50% Rune Cost (not including Rituals)
  • +25% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Guile, Nightmares

Starting Bonuses: +400 Wizards, +400 Specialist Credits

Unique Passive: Dark Pact — After each successful attack, converts enemy killed units: 10% into Wizards, 20% into Soldiers, 10% into Peasants.


The Paladin

Bonuses

  • +2 War Horse Strength (affects NW)
  • All lands hold and produce Horses (8 per acre)
  • +7.5% Defensive Military Efficiency
  • Immune to Plague
  • +25% Strategy Science Efficiency
  • Access to Salvation, Divine Shield, Heroes' Inspiration, Illuminate Shadows, Wrath

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Holy Inquisition — Successful attacks in War or Hostile temporarily suppress 15% of the target's science effectiveness and reduce Book Generation by 20% for 6–8 ticks (does not stack, only refreshes).


The Rogue

Bonuses

  • +100% Thieves' Dens Effectiveness
  • +20% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +25% Crime Science Efficiency

Starting Bonuses: +800 Thieves

Unique Passive: Shadow Persistence — Rogue provinces may perform thievery operations while overpopulated.


The Tactician

Bonuses

  • −15% Attack Time
  • +40% Specialist Credits Gains
  • +25% Draft Speed
  • −50% Ambush Losses
  • No Thieves lost on intel operations
  • +25% Siege Science Efficiency
  • Access to Clearsight

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Interdiction — Successful attacks in War destroy: 10% of target's gold, 25% of runes, and 20% of food.


The War Hero

Bonuses

  • +15% Honor Gains
  • +70% Honor Effects
  • +2 Offensive Specialist Strength (affects NW)
  • +25% Siege Science Efficiency
  • Access to Quick Feet, Righteous Aggressor, Heroes' Inspiration

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Heroes Culling — Successful Massacres kill +7% additional peasants and an additional 2.5% thieves and wizards.


The Warrior

Bonuses

  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops
  • −50% Mercenary Cost
  • +25% Tactics Science Efficiency

Starting Bonuses: +800 Soldiers, +800 Specialist Credits

Unique Passive: Battle Cry — Upon a successful attack, destroys 1% of the target's total population.

Changelog

  • Avian off spec NW updated from 5.0 to 4.8nw.