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.