Age 116
- WoL Age 116 Open: TBC
- WoL Age 116 Start: TBC
- WoL Age 116 End: TBC
WoL Timeline
- NLT July 2nd GMT 3am — Proposed Changes
- NLT July 5th GMT 3am — Revised Changes
- NLT July 10th GMT 5pm — Tentative Finals release
- July 10th GMT 6pm — Age is Over; rankings posted within 24 hours
- July 12th GMT 6pm — Game Opens
- July 15th GMT 6pm — Game is live
Changes from Age 115
For detailed diffs, see Race Comparison, Personality Comparison, and Dragons & Rituals Comparison.
Core Mechanics
- War Doctrine per-province increment reduced to +1% per additional province (was +1.5%), max still 12.5%; Elf, Faery, and Halfling keep +2% per additional province
- Unfriendly/Hostile relations (15/30 meter points) now unlock matching Unfriendly spells and thievery operations against that kingdom
- Fog of War removed from OOP
- Watch Towers catch chance: 2.0% → 2.2%
- Shielding and Valor science multipliers increased; Cunning and Sorcery merged into a single tree, Arcana
- Several spell/thievery tweaks (Fireball, Storms, Droughts, Chastity, Sloth, Magic Ward, Lightning Strike removed from global access; Incite Riots, Bribe Thieves, Free Prisoners, Rob the Vaults, Kidnap, Destabilise Guilds, Arson)
- War Learn/Plunder attacks now also capture land; Massacre peasant damage in War +5%
- Out of War attack gain penalty raised from 10% to 15%
- Hostile Meter decay reverts to pre-Age 111 rules and no longer resets on Ceasefire or entering War
- DFCF replaced by FCF with new thresholds and reduced penalties
- No changes to Rituals were announced this age
Dragons
- Amethyst, Emerald, and Ruby arrival/tick damage increased
- Topaz Building Efficiency penalty reduced (−30% → −25%)
- Sapphire rune-destruction tick rate doubled (every 6 → every 3 ticks) and arrival damage increased
- Per-dragon Cost Modifiers replaced by a flat +15% Gold and Food cost for dragons started outside War
Races
- New Race: Dryad
- Avian: unique replaced (Aerial Supremacy); BE penalty replaced with +30% Rune Cost; elite 16/2
- Dark Elf: gains +30% Offensive WPA, loses Rune Cost bonus; unique replaced (Dark Ritual); reworked spell book and units
- Dwarf: gains −50% Construction Cost; unique replaced (Mountain Hold); Attack Time penalty replaced with +90% Food Consumption
- Elf: Rune Production bonus replaced with +30% Offensive Spell Duration; unique replaced (Arcane Mastery); TPA penalty replaced with +35% Draft Costs
- Faery: WPA/TPA and Self Spell Duration increased; explicit spell book replaces "All Racial Spells"; new +15% Military Casualties penalty
- Halfling: Population and TPA bonuses increased; unique replaced (Burrowed Networks); Military Casualties penalty replaced with −25% Draft Speed
- Human: fully reworked — income/training/draft-speed bonuses replace prisoner/science bonuses; unique replaced (Muster the Realm); penalties simplified to +25% Military Wages
- Orc: gains +15% Enemy Military Casualties; unique replaced (Blood Spoils); DME penalty replaced with +20% Instant Damage taken
- Undead: Death March nerfed (45% → 25%); spell book updated; Science Efficiency penalty replaced with Cannot Build Hospitals
Personalities
- Paladin removed; Cleric reintroduced; new Personality: Sage
- Artisan: Building Capacity/Production reduced; gains −25% Construction Costs; unique replaced (Master Craftsmanship)
- General: gains +2 Offensive Elite Strength; Training Cost/Speed increased to −25%; unique replaced (Relentless Assault)
- Heretic: TPA/WPA raised to +35%; Guild Effectiveness reduced to +50%; unique replaced (Arcane Frenzy)
- Mystic: Guild Effectiveness reduced to +100%; Spell Duration bonus replaced with +25% WPA; unique threshold raised to 60% mana
- Necromancer: WPA and Rune Cost bonuses reduced; ME and Channeling Efficiency increased; Dark Pact conversion rates reduced
- Rogue: TPA and Crime Science Efficiency increased
- Tactician: Attack Time reduced further; Draft Speed increased; Ambush Losses bonus removed; Interdiction now a flat 15%/15%/15%
- War Hero: gains Battle Gains and Honor Loss bonuses; Honor Effects raised to +100%; unique replaced (Rising Renown)
- Warrior: Tactics Science Efficiency increased; Merc Cost bonus removed; Battle Cry damage increased to 1.5%
Core Mechanic Changes
War Doctrine
- 1st Province: +2.0%
- Each Additional Province: +1%
- Maximum: 12.5%
Elf, Faery, and Halfling War Doctrines gain +2% strength from each additional province after the first, instead of +1%.
Relations & Hostility
When a kingdom's attitude becomes Unfriendly/Hostile (15/30 meter points) towards another kingdom, Unfriendly Spells and Operations become available to use against that kingdom:
- Spells: Fireball, Lightning Strike, Fools Gold, Meteor Showers
- Thievery: Nightstrike, Greater Arson
If two kingdoms' attitudes are Unfriendly/Hostile towards each other, both gain these Unfriendly Spells and Operations against each other.
Fog of War removed from OOP.
Out of War Attack Penalty: the Gain penalty is lifted from 10% to 15%.
Hostile Meter
- Meter decay reverts to the rules used before Age 111.
- Hostile Meter points decay on the 1st of each month by either 20% or 3 points, whichever is greater.
- Hostile Meter no longer resets for Ceasefires or Entering Wars.
FCF
FCF becomes available for a defender when all of the following are met:
- The defender is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter
- The defender is not Hostile towards the aggressor
- No attacks have been made against the aggressor for 3 ticks
- The defender is lower in both Land and Networth than the aggressor
If within War Range of the aggressor (15% NW or Land), FCF incurs a penalty of 2% Honor and 2% Science loss; there is no penalty if out of War Range. Duration is 96 hours if out of range, and 72 hours if in range, before either kingdom can cancel it.
Buildings
Watch Towers: catch chance increased from 2.0% to 2.2%.
Science
- Shielding multiplier increased from 0.0314 to 0.0350
- Valor multiplier increased from 0.0582 to 0.0620
- Cunning and Sorcery are merged back into one tree for instant spell and thief damage, known as Arcana
Spells
- Fireball peasant damage increased from 4–7% to 5–7%
- Storms peasant losses per tick increased from 1.5% to 1.75%
- Droughts food reduction increased from 25% to 30%
- Droughts draft rate reduction increased from 15% to 20%
- Chastity base duration average reduced from 6 to 4 days
- Sloth base duration average reduced from 6 to 4 days
- Magic Ward base duration average reduced from 6 to 4 days
- Lightning Strike removed from global access
Thievery
- Incite Riots income reduction increased from 15% to 20%
- Bribe Thieves TPA reduction increased from 10% to 12.5%
- Free Prisoners damage increased from 17% to 25%
- Rob the Vaults War Cap lifted to 16%
- Kidnap War Cap lifted to 5%
- Destabilise Guilds spell duration reduction increased from 20% to 25%
- Arson damage increased by 5%
Attacking and Defending
- In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained.
- Massacre Peasant Damage in War: +5% (Additive). Thief and Wizard damage unchanged.
Dragons
Dragons started outside War cost 15% more Gold and Food.
Amethyst Dragon
- −40% Spell Success Chance
- −40% Thievery Success Chance on sabotage operations
- All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% of wizards and thieves
Emerald Dragon
- +25% Military Casualties
- −25% Combat Gains
- Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40%
Ruby Dragon
- −12.5% Military Effectiveness
- +20% Military Wages
- Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert
Topaz Dragon
- −25% Building Efficiency
- −25% Income
- Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter destroys 10% of buildings and 20% of current gold
Sapphire Dragon
- −35% WPA and TPA
- −1 Mana Recovery
- −1 Stealth Recovery
- +12.5% Instant Spell and Sabotage Damage taken; −12.5% Instant and Sabotage Damage dealt
- Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% of current rune supplies
Races
Avian
Bonuses
- −25% Attack Time
- −25% Training Time
- −25% Military Wage Cost
War Doctrine (In War): Provides up to −10% Attack Time and −12.5% Military Wage Cost to you and your kingdom.
Unique Passive: Aerial Supremacy — Successful attacks destroy 8% of the target's current War Horses and 8% of the target's current Prisoners.
Spell Book: Town Watch, Illuminate Shadows
Penalties
- No Access to Stables and War Horses
- +30% Rune Cost
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 12/0 (4.8nw)
- Def. Spec 0/10 (5.0nw)
- Elite 16/2 (750gc, 6.5nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse n/a
Dark Elf
Bonuses
- +30% Offensive WPA
- +30% Instant Spell Damage
- Can train Thieves using Specialist Credits
War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and −12.5% Rune Cost to you and all your kingdom.
Unique Passive: Dark Ritual — After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Successful Traditional Marches generate 1 Wizard for every 4 acres gained.
Spell Book: Blizzard, Mage's Fury, Mind Focus, Fool's Gold
Penalties
- −15% Birth Rates
- +30% Damage taken from sabotage operations
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 14/0 (5.6nw)
- Def. Spec 0/12 (6.0nw)
- Elite 16/2 (700gc, 6.5nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
Dryad
Note
Dryad is new to Age 116.
Bonuses
- +12.5% DME
- −40% Defensive Military Losses
- +20% Birth Rate
War Doctrine (In War): Provides up to +10% Defensive Military Efficiency and −12.5% Defensive Military Casualties to you and your kingdom.
Unique Passive: Thick Bark — After being successfully attacked, gain +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.
Spell Book: Aggression, Greater Protection, Clearsight
Penalties
- +10% Attack Time
- +1 Cost to Offensive Spells
- Cannot use Forts
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- Def. Spec 0/11 (5.5nw)
- Elite 16/3 (800gc, 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
- −50% Construction Cost
War Doctrine (In War): Provides up to −12.5% Construction Costs and +12.5% Building Efficiency to you and all your kingdom.
Unique Passive: Mountain Hold — After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks.
Spell Book: Miner's Mystique, Town Watch, Reflect Magic
Penalties
- Cannot Accelerate Construction
- +90% Food Consumption
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- Def. Spec 0/10 (5.0nw)
- Elite 15/7 (900gc, 7.0nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
Elf
Bonuses
- +40% Magic Effectiveness (WPA)
- +30% Offensive Spell Duration
- +1 Mana Per Tick in War
War Doctrine (In War): Provides up to −12.5% Damage from Enemy Sorcery and +12.5% Spell Duration to you and all your kingdom.
Unique Passive: Arcane Mastery — Chastity cast by Elves reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.
Spell Book: Pitfalls, Sloth, Reflect Magic, Chastity, Vermin
Penalties
- +35% Draft Costs
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- Def. Spec 0/13 (6.5nw)
- Elite 14/4 (700gc, 7.0nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
Faery
Bonuses
- +30% Self Spell Duration
- +20% WPA/TPA
- +1 Mana Recovery per Tick
War Doctrine (In War): Provides up to +12.5% Defensive WPA and −12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
Unique Passive: Leyline Interference — Enemy spells cast against Faery provinces have a 15% chance to fail.
Spell Book: Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge
Penalties
- −5% Population
- +15% Military Casualties
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- Def. Spec 0/10 (5.0nw)
- Elite 4/16 (1150gc, 8.5nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
Halfling
Bonuses
- +12.5% Population
- +1 Stealth Regeneration Per Tick
- +30% Thievery Effectiveness (TPA)
War Doctrine (In War): Provides up to +12.5% Sabotage Damage and −12.5% Thief Losses to you and all your kingdom.
Unique Passive: Burrowed Networks — Each successful sabotage operation performed by the Halfling against the same target increases that Halfling's sabotage damage against that target by 3%, up to a maximum bonus of 15%. The bonus resets when that Halfling successfully performs a sabotage operation against a different province. Does not stack.
Spell Book: Tree of Gold, Greater Protection, Invisibility
Penalties
- −25% Draft Speed
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 11/0 (4.4nw)
- Def. Spec 0/10 (5.0nw)
- Elite 10/13 (900gc, 7.5nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
Human
Bonuses
- +30% Income
- −30% Training Costs
- +20% Draft Speed
War Doctrine (In War): Provides up to +12.5% Specialist Credit Gains and −12.5% Training Costs to you and your kingdom.
Unique Passive: Muster the Realm — After a successful attack, gain Building Credits equal to 25% of the acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.
Spell Book: Fountain of Knowledge, Invisibility, Guile, Steal War Horses
Penalties
- +25% Military Wages
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 15/0 (6.0nw)
- Def. Spec 0/12 (6.0nw)
- Elite 15/5 (800gc, 7.0nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 3/0 (0.9nw)
Orc
Bonuses
- +10% Gains OOW / +15% Gains in War
- +15% Enemy Military Casualties
- −40% Draft Cost
War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
Unique Passive: Blood Spoils — Successful attacks convert 25% of enemy military casualties into Specialist Credits.
Spell Book: Bloodlust, Wrath, Aggression
Penalties
- +20% Instant Damage taken from Sabotage and Sorcery
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 13/0 (5.2nw)
- Def. Spec 0/10 (5.0nw)
- Elite 18/3 (850gc, 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 chance to spread
- No Food Requirement
War Doctrine (In War): Provides up to −12.5% Enemy Battle Gains and +12.5% increased Plague spread chance (does not grant the ability to spread Plague) to you and your kingdom.
Unique Passive: Death March — Converts 25% of offensive losses into Soldiers instantly.
Spell Book: Animate Dead, Vermin, Ghost Workers
Penalties
- Cannot build Hospitals
Units
- Soldier 3/0 (0.75nw)
- Off. Spec 11/0 (4.4nw)
- Def. Spec 0/10 (5.0nw)
- Elite 16/4 (800gc, 7.0nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
Personalities
Note
The Paladin, available in Age 115, was not available in Age 116. The Cleric returns after being absent since Age 113. The Sage is new to Age 116.
The Artisan
Bonuses
- +25% Building Capacity (Homes, Stables, Dungeons)
- +25% Building Production (Banks, Farms, Stables, Towers, Homes)
- −25% Construction Costs (Including Raze)
- Immune to Greed, Incite Riots, and Fool's Gold
- +25% Economy Science Efficiency
- Access to Ghost Workers, Greater Protection
Starting Bonuses: +600 Soldiers, +600 Specialist Credits, +200 Building Credits
Unique Passive: Master Craftsmanship — When razing buildings, Artisans recover 25% of buildings razed as Building Credits.
The Cleric
Bonuses
- +1 Elite Defensive Value (affects NW)
- +1 Defensive Specialist Strength (affects NW)
- −40% Damage from Instant Spells
- +25% Military Science Efficiency
- Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero's Inspiration
Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Divine Favour — Self-spells cast by Clerics have their duration increased by 4 ticks.
The General
Bonuses
- +1 General
- +2 Offensive Elite Strength (affects NW)
- −25% Training Cost & Speed
- Can train one Elite for every two Specialist Credits
- +25% Military Science Efficiency
- Access to Mist, Wrath
Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Relentless Assault — Each successful attack against an enemy grants +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Attacking a different enemy also resets this effect.
The Heretic
Bonuses
- +35% Offensive TPA
- +35% Offensive WPA
- −50% Thief Losses
- Immunity to Expose Thieves
- +50% Guild Effectiveness
- +25% Arcane Science Efficiency
- Access to Nightmares, Fools Gold, Vermin, Magic Ward
Starting Bonuses: +400 Wizards, +400 Thieves
Unique Passive: Arcane Frenzy — After each successful attack, gain +1 Mana, +1 Stealth, and +10% Instant Spell and Sabotage Damage for 6 ticks. This effect does not stack and only refreshes.
The Mystic
Bonuses
- +100% Guild Effectiveness
- +1 Mana Recovery per Tick
- +25% WPA
- +40% Channeling Science Efficiency
- Access to Pitfalls, Meteor Showers, Chastity, Fools Gold
Starting Bonuses: +800 Wizards
Unique Passive: Focused Channelling — While above 60% mana, spells gain +20% WPA.
The Necromancer
Bonuses
- +25% WPA
- +7.5% ME
- −40% Rune Cost (not including Rituals)
- +40% Channeling Science Efficiency
- Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike
Starting Bonuses: +400 Wizards, +400 Specialist Credits
Unique Passive: Dark Pact — After each successful attack, The Necromancer converts 7.5% of the enemy's killed units into Wizards, 17.5% into Soldiers, and 10% into Peasants.
The Rogue
Bonuses
- +100% Thieves' Dens Effectiveness
- +25% TPA
- +1 Stealth Recovery per Tick
- Access to All Thievery Operations
- +40% Crime Science Efficiency
Starting Bonuses: +800 Thieves
Unique Passive: Shadow Persistence — Rogue provinces may perform thievery operations while overpopulated.
The Sage
Note
Sage is new to Age 116.
Bonuses
- +20% Book Generation
- +20% Scientist Generation
- +50% Learn Protection
- +15% Science Efficiency
- Access to Revelation, Fountain of Knowledge
Starting Bonuses: +2 Scientists, +800 Soldiers, +800 Specialist Credits
Unique Passive: Focused Resolve — While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.
The Tactician
Bonuses
- −20% Attack Time
- +40% Specialist Credits Gains
- +40% Draft Speed
- No Thieves lost on Intel
- +40% Siege Science Efficiency
- Access to Clearsight
Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Interdiction — Successful Attacks in War destroy 15% of gold, 15% of runes, and 15% of food.
The War Hero
Bonuses
- +10% Battle Gains (War Only)
- −25% Honor Loss
- +100% Honor Effects
- Offensive Specialist gets +2 Strength (affects NW)
- +40% Valor Science Efficiency
- Access to Quick Feet, Righteous Aggressor, Hero's Inspiration
Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Rising Renown — Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks.
The Warrior
Bonuses
- +15% Offensive Military Efficiency
- +5 Mercenary & Prisoner Strength
- Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
- +35% Tactics Science Efficiency
Starting Bonuses: +800 Soldiers, +800 Specialist Credits
Unique Passive: Battle Cry — Upon successful attack, the attack will destroy 1.5% of the entire population.