Age 95 — Age of the Omen
- Forum Source: Age 95 Final Changes
- WoL Age 94 End: Saturday Jan 29, 2022 @ 00:00 GMT
- WoL Age 95 Open: Saturday Jan 29, 2022 @ 12:00 GMT
- WoL Age 95 Start: Monday Jan 31, 2022 @ 18:00 GMT
- WoL Age 95 End: Saturday, April 9, 2022 @ 00:00 GMT
General Changes
- Primary race now decides army statistics including elites. Half blood or True blood choices will neither impact elite values nor army statistics.
- You will now receive different bonuses for Half Blood and True Blood selections. True blood choices will receive strong specialist complementary bonuses while Half Blood bonuses will give versatile bonuses that complements hybrid playstyles
- War Horses reduced to 2/0 base 0.6nw
- Undead, Dark Elf and Gnomes removed. Undeads have been purified by New Year’s Blessing and will be retreating from Utopia for this age. Gnomes allied Halflings and merged the fortunes of their race. Dark Elves have made peace with their Elven brothers and rejoined the Elven Race.
Mechanics
Race System
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Primary Race pick determines the Military Units, racial bonus and penalties, and Spell Lists
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Secondary Race pick gives either True blood bonus (same Race pick) or Half blood bonus (different Race pick)
For example, picking Avian as your primary Race and Dwarf as your secondary choice would result in having the following combined bonuses and penalties:
Avian, part Dwarf
- 15% Attack time
+30% Birth Rate
Accurate Espionage
- -25% Construction Time
+10% Building Efficiency
Starts with an additional 800 Elites
Penalties
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No Access to Stables and War Horses
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-10% Building Efficiency
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Spellbook: Clear Sight, Mist, Town Watch
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 12/0, 4.8nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 15/4, 1500gc 7.25 nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - n/a
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Another example - picking Human as both your primary and secondary choice would result in having the following combined bonuses and penalties:
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Human, True Blooded
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+30% Income
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+10% Science Efficiency
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Immune to all Income Penalties
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+25% Libraries Land Effects
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+25% Universities Land Effects
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Starts with 1 extra Scientist and 2500 books in each Science Category
Penalties
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-20% WPA
-
+20% Military Wages
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Spellbook: Aggression, Fountain of Knowledge
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/5, 1500gc 7.0nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - 3/0, 0.9nw
Military, Attacking & Defending
- Learn Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 10% of total books owned by the province using the Learn Attack
- Plunder Attack: Will no longer benefit from -12.5% Attack Time reduction and has a gains cap of 75% for all resources targeted
- Massacre's Attack: Will no longer benefit from -12.5% Attack Time reduction
- Intra-Kingdom Traditional March attacks will be removed
- Intra-Kingdom Traditional March previously had a higher minimum gains than Raze. With the removal of Traditional March as an option, Raze minimum gains has been modified to be the same as Traditional March (20).
Relations
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Force Ceasefire for Aggressors: Aggressors cannot use Force CeaseFire against a Kingdom that is in War
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Any Ceasefire will cancel Dragon project from both Kingdoms
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War - Forced Surrender: Now occurs when opponent is 60% Networth (instead of 50%)
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End of War Ceasefire: Science Book bonus production of +50% removed
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End of War Ceasefire: Upon entering End of War Ceasefire BE will be restored to 100% for any province with less than 100% BE
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War Win Points: Points will now only change on conclusion of a War
- War Win Points: Will be hidden until the end of Age
Thievery
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Incite Riots: Duration Cap introduced at 18.
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Honor: Thievery honor gain -15% except for Assassinate Wizards, Greater Arson and Propaganda
Rituals
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Onslaught: Increases Offensive Military Efficiency (OME) by 10% and -20% Military Wages
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Godspeed: -10% Attack Time and +10% Combat Gains
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Expropriation: +20% Honor Gains, +20% Credits gained in Combat and increase Enemy Military Casualties on your Attacks by 20%
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Stalwart: Increase Defensive Military Efficiency (DME) by 10% and decrease Military Casualties by 20%
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Barrier: -20% received Instant Spell Damage and Sabotage Damage
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Havoc: Increases Offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 30%
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Affluent: Income +20%, Draft Speed +25% and +25% Birth Rate
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Expedient: -20% Military Train time, -25% Training Costs (including Thieves), -20% Construction Time and -25% Construction Costs
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Benediction: Removed
Dragons
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Dragon effect in general: First tick burn has been moved to start from the 2nd tick
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Amethyst Dragon: Effect is now -15% Science Efficiency. Additional Science Efficiency reduction effect every 6 ticks removed
Buildings
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Guard Stations: No longer protect Science Books from Learn Attacks. Percent base effect reduced to 1.5% and Max effect is now 37.5%.
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Universities: Now protects science books from Learn Attacks at the rate of 1.5% base effect (max 37.5% which is affected by BE). Existing book production bonus and scientist spawn rate increase remains the same and unaffected by BE
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Watchtowers: Effect of preventing enemy thief operations base effect down to 1.5% with max effect of 37.5%. Watchtowers still mitigate sabotage damage at the same rate
Race Details
Avian
Bonuses
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15% Attack time
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+30% Birth Rate
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Accurate Espionage
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Starts with an additional 800 Elites
Penalties
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No Access to Stables and War Horses
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-10% Building Efficiency
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Spellbook: Clear Sight, Town Watch
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 12/0, 4.8nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 15/4, 1500gc 7.25nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - n/a
True Blood Bonuses
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+1 General
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Access to War Spoils
Half Blood Bonuses
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-10% Attack Time
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+15% Birth Rate
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Accurate Espionage
Dryad
Bonuses
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Can cast Support Spells on kingdom members
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+25% Bonus production to Flat Rate Buildings (Banks, Farms, Stables, Towers)
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-25% Honor Loss from Attacks
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-20% Military Casualties
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Starts with an additional 800 Soldiers and Specialist Credits
Penalties
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10% Combat Gains
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Spellbook: Greater Protection, Illuminate Shadows, Divine Shield, Wrathful Smite
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 14/5, 1500gc 7.25nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - 2/0, 0.6nw
True Blood Bonuses
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1 Mana Cost on Self Spells
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Immune to Dragons
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Access to Fanaticism and Hero’s Inspiration
Half Blood Bonuses
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-10% Military Casualties
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Can cast Support Spells on Kingdom Members
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Access to Divine Shield, Greater Protection and Illuminate Shadows
Dwarf
Bonuses
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+20% Building Efficiency
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-50% Construction Time
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Starts with an additional 800 Soldiers and Specialist Credits
Penalties
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No Accelerated Construction
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+100% Food Consumption
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Spellbook: Mist, Animate Dead, Mystic Aura
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/6, 1500gc 7.5nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - 2/0, 0.6nw
True Blood Bonuses
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+20% Capacity bonus on Buildings (Homes, Stables, Dungeons)
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Free Construction
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Access to Ghost Workers
Half Blood Bonuses
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-25% Construction Time
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+10% Building Efficiency
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Access to Mist
Elf
Bonuses
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+25% Magic Effectiveness (WPA)
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+30% Rune Production
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+100% Guilds Land Effects
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Starts with an additional 800 Wizards
Penalties
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15% Sabotage Damage
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No Access to Dungeons
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Spellbook: Blizzard, Chastity, Meteor Showers, Pitfalls
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 11/0, 4.4nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 6/12, 1500gc 7.5nw
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Mercenary - 6/0, 0.0nw
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Prisoner - n/a
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War Horse - 2/0, 0.6nw
True Blood Bonuses
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+1 Mana Recovery per Tick
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+25% Spell Duration (offensive and self spells)
Half Blood Bonuses
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+15% Rune Production
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+75% Guilds Land Effects
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Access to Blizzard, Meteor Showers and Pitfalls
Faery
Bonuses
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50% Spell Rune Cost (excluding Ritual)
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+50% Wizard Production
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50% Wizard Losses
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50% Thief Losses
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Starts with an additional 400 Thieves and 400 Wizards
Penalties
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10% Population
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Spellbook: Invisibility, Fool’s Gold, Gluttony, Magic Ward, Nightmares, Sloth, Vermin
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 10/0, 4.0 nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 5/13, 1500gc 7.75nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - 2/0, 0.6nw
True Blood Bonuses
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Access to Mage’s Fury and Tree of Gold
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+15% Instant Spell Damage
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+15% Sabotage Damage
Half Blood Bonuses
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Access to Fool’s Gold, Nightmares and Vermin
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25% Spell Rune Cost (excluding Ritual)
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+25% Wizard Production
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-25% Thievery Losses
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25% Wizard Losses
Halfling
Bonuses
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+20% Thievery Effectiveness (TPA)
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+1 Stealth Recovery per Tick
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+100% Thieves' Dens Land Effects
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Access to Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses
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Starts with an additional 800 Thieves
Penalties
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No Access to Hospitals
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+15% Spell Rune Cost
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Spellbook: Quick Feet
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 10/6, 1200gc 6.25nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2 nw
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War Horse - 2/0, 0.6nw
True Blood Bonuses
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50% Thief Cost
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+10% Population
Half Blood Bonuses
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+50% Thieves' Dens Land Effects
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Access to Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses
Human
Bonuses
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+30% Income
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+10% Science Efficiency
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Starts with 1 extra Scientist
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2500 unallocated starting books in each Science Category (Economy/Military/Arcane Arts)
Penalties
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-20% WPA
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+20% Military Wages
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Spellbook: Aggression, Fountain of Knowledge
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 13/5, 1500gc 7.0 nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - 3/0, 0.9nw
True Blood Bonuses
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Immune to all Income Penalties
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+25% Libraries Land Effects
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+25% Universities Land Effects
Half Blood Bonuses
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+15% Income Bonus
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+5% Science Efficiency
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Access to Fountain of Knowledge
Orc
Bonuses
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+20% Combat Gains
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+15% Enemy Military Casualties
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Starts with an additional 800 Soldiers and Specialist Credits
Penalties
-
-15% Science Efficiency
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Spellbook: Reflect Magic
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Soldier - 2/2, 1.0nw
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Offensive Specialist - 10/0, 4.0nw
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Defensive Specialist - 0/10, 5.0nw
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Elite Unit - 16/3, 1500gc 7.0 nw
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Mercenary - 6/0, 0.0nw
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Prisoner - 6/0, 1.2nw
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War Horse - 2/0, 0.6nw
True Blood Bonuses
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Free Draft
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Access to Bloodlust
Half Blood Bonuses
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+10% Enemy Military Casualties
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+10% Combat Gains
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Support Spell List
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Minor Protection
- Greater Protection
- Fertile Lands
- Magic Shield
- Natures Blessing
- Love and Peace
- Builders Boon
- Inspire Army
- Hero's Inspiration
- Patriotism
- Illuminate Shadows
- Wrathful Smite
- Divine Shield
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Fanaticism
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Changelog:
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Update Schedule (1/28/22 @ 5:51)
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Update Schedule (1/28/22 @ 6:33)
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Clarify Relations Mechanics (1/28/22 @ 6:39)
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Clarify wording on Human free science books (1/28/22 @ 8:29)
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Learn damage modifications in war removed (1/28/22 @ 9:12)
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Update Attacks section - Add Intra-Kd info (1/28/22 @ 14:51)
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Update Attacks section - Add Intra-KD Raze info (1/31/22 @ 17:22)