Age 116: Difference between revisions
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** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
** War Horse: | ** War Horse: 3/0, 0.6nw | ||
==Orc== | ==Orc== | ||
*Bonuses: | *Bonuses: | ||
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** Offensive Specialist: 13/0, 5.2 nw | ** Offensive Specialist: 13/0, 5.2 nw | ||
** Defensive Specialist: 0/10, 5nw | ** Defensive Specialist: 0/10, 5nw | ||
** Elite Unit: 18/3, 850gc, | ** Elite Unit: 18/3, 850gc, 7.0nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
** War Horse: 2/0, 0.6nw | ** War Horse: 2/0, 0.6nw | ||
==Undead== | ==Undead== | ||
*Bonuses: | *Bonuses: | ||
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==The Artisan == | ==The Artisan == | ||
*+25% Building Capacity (Homes, Stables, Dungeons) | *+25% Building Capacity (Homes, Stables, Dungeons) | ||
*+25% Building Production (Banks, Farms, Stables, Towers, Homes) | *+25% Building Production (Banks, Farms, Stables, Towers, Homes) | ||
*-25% Construction Costs (includes raze) | |||
*Immune to Greed and Incite Riots | *Immune to Greed and Incite Riots | ||
*+25% Economy Science Efficiency | *+25% Economy Science Efficiency | ||
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*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits | *Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits | ||
*Unique Passive – Master Craftsmanship | *Unique Passive – Master Craftsmanship | ||
**When razing buildings, recover 25% of buildings razed as Building Credits. | **When razing buildings, recover 25% of buildings razed as Building Credits. | ||
==The Cleric== | ==The Cleric== | ||
*+1 Elite Defensive Value (Affects NW) | *+1 Elite Defensive Value (Affects NW) | ||
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==The General== | ==The General== | ||
*+1 General | *+1 General | ||
*+2 Offensive Elite Strength | *+2 Offensive Elite Strength | ||
*-25% Training Cost & Speed | *-25% Training Cost & Speed | ||
*Can Train one Elite for every two Specialist Credits | *Can Train one Elite for every two Specialist Credits | ||
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*Starts with +800 Soldiers and +800 Specialist Credits | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique Passive - Relentless Assault | *Unique Passive - Relentless Assault | ||
**Each successful attack against an enemy grants you +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. Successfully attacking a different enemy reset this effect. | **Each successful attack against an enemy grants you +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. Successfully attacking a different enemy reset this effect. | ||
==The Heretic== | ==The Heretic== | ||
*+35% Offensive TPA | *+35% Offensive TPA | ||
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*Immune to Expose Thieves | *Immune to Expose Thieves | ||
*+25% Arcane Science Efficiency | *+25% Arcane Science Efficiency | ||
*Access to Nightmares, Fools Gold, Vermin, Magic Ward | *Access to Nightmares, Fools Gold, Vermin, Magic Ward | ||
*Starts with +400 Wizards and +400 Thieves | *Starts with +400 Wizards and +400 Thieves | ||
*Unique Passive : Arcane Frenzy | *Unique Passive : Arcane Frenzy | ||
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack | **After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack | ||
==The Mystic== | ==The Mystic== | ||
*+100% Guilds Effectiveness | *+100% Guilds Effectiveness | ||
Latest revision as of 21:55, 12 July 2026
Core Mechanics & Modifications
War Doctrine Updates
- 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%.
Fog of War
- Removed from OOP
Buildings
- Watch Towers
- Catch chance increased from 2.0% to 2.2%
Science
- Shielding multiplier increased from 0.0314 to 0.0350
- Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana
- Valor multiplier increased from 0.0582 to 0.0620
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 no longer global
OPs
- 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%.
Relations
Hostility Meter
- Changes to meter decay will revert back to before age 111.
- Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.
- Hostile Meter no longer resets for Ceasefi res or Entering Wars.
Force Ceasefire Changes
FCF becomes available when all of the following are met:
- The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter
- FCF will incur a penalty if within War Range of the aggressor (15% NW or Land)
- Penalty will be a loss of 2% Honor and 2% Science.
- There is no penalty incurred for FCF if out of War Range of the aggressor
- FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom
Out of War & Out of Range Attack Penalty Updatesaka anti-bottomfeeding mechanics
- Battle Gains reduced by 15% instead of 10%
Spells and Ops
- Following spells/ops will be available to defending kingdoms in Unfriendly relations:
- Fireball
- Lightning Strike
- Fools Gold
- Meteor Showers
- Nightstrike
- Greater Arson
War
- 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%.
- Thief and Wizard damage unchanged.
Dragons
- Amethyst Dragon
- −40% Spell Success Chance
- −40% Thievery Success Chance on sabotage operations
- Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations
- All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard & 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 Dragons
- -35% WPA and TPA
- -1 Mana Recovery
- -1 Stealth Recovery
- +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
- Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.
- Dragons started outside of War cost 15% more Gold and Food
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.
- Spells:
- Town Watch, Illuminate Shadows
- Penalties:
- No Access to Stables and War Horses
- +30% Rune Cost
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 16/2, 750gc, 6.5nw
- Mercenary: 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% Offensive WPA 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. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres.
- Spells:
- 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
- Offensive Specialist: 14/0, 5.6nw
- Defensive Specialist: 0/12, 6.0nw
- Elite Unit: 16/2, 700gc, 6.5nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dryad
- Bonuses:
- +20% Birth Rate
- +12.5% DME
- -40% Defensive Military Losses
- War Doctrine (In War): Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom.
- Unique Passive - Thick Bark
- After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.
- Spells:
- Aggression, Greater Protection, Clearsight
- Penalties:
- +10% Attack Time
- +1 Mana Cost for Offensive Spells
- Cannot use Forts
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/11, 5.5nw
- Elite Unit: 16/3 800gc, 7.0nw
- Mercenary: 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 Costs
- War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
- Unique Passive: Mountain Hold
- After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks.
- Spells:
- Miner’s Mystique, Town Watch, Reflect Magic
- Penalties:
- Cannot Accelerate Construction
- +90% Food Consumption
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 15/7, 900gc, 8nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.9nw
Elf
- Bonuses:
- +40% Magic Effectiveness (WPA)
- +1 Mana Per Tick in War
- +30% Offensive Spell Duration
- War Doctrine (In War): Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom.
- Unique Passive: Arcane Mastery
- Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.
- Spells:
- Pitfalls, Vermin, Sloth, Reflect Magic, Chastity
- Penalties:
- +30% Draft Costs
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/13 , 6.5nw
- Elite Unit: 14/4 700gc, 7.0nw
- Mercenary: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.
- Spells:
- 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
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 4/16, 1100gc, 8.5nw
- Mercenary: 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% Offensive TPA to you and all your kingdom.
- Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.
- Spells:
- Tree of Gold, Greater Protection, Invisibility
- Penalties:
- -25% Draft Speed
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 10/13, 900gc, 7.5nw
- Mercenary: 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, they gain Building Credits equal to 25% of 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.
- Spells:
- Fountain of Knowledge, Invisibility, Guile, Steal War Horses
- Penalties:
- +25% Wages
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 15/0, 6.0nw
- Defensive Specialist: 0/12, 6.0nw
- Elite Unit: 15/5 800gc, 7.0nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 3/0, 0.6nw
Orc
- Bonuses:
- +10% Gains OOW & +15% Gains During War
- -40% Draft Cost
- +15% Enemy Military Casualties
- 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
- Spells:
- Bloodlust, Wrath, Aggression
- Penalties:
- +20% Instant Damage from Sabotage and Sorcery
- Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 13/0, 5.2 nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 18/3, 850gc, 7.0nw
- Mercenary: 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)
- Unique Passive: Death March
- Converts 25% of offensive losses into Soldiers instantly.
- Spells:
- Animate Dead, Ghost Workers, Vermin
- Penalties:
- Cannot build Hospitals
- Units
- Soldier 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 16/4, 800gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Personalities
The Artisan
- +25% Building Capacity (Homes, Stables, Dungeons)
- +25% Building Production (Banks, Farms, Stables, Towers, Homes)
- -25% Construction Costs (includes raze)
- Immune to Greed and Incite Riots
- +25% Economy Science Efficiency
- Access to Ghost Workers, Greater Protection, Fool's Gold
- Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
- Unique Passive – Master Craftsmanship
- When razing buildings, recover 25% of buildings razed as Building Credits.
The Cleric
- +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
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive: Divine Favour:
- Self-spells cast by Clerics have their duration increased by 4 ticks.
The General
- +1 General
- +2 Offensive Elite Strength
- -25% Training Cost & Speed
- Can Train one Elite for every two Specialist Credits
- +25% Military Science Efficiency
- Access to Mist, Wrath
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive - Relentless Assault
- Each successful attack against an enemy grants you +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. Successfully attacking a different enemy reset this effect.
The Heretic
- +35% Offensive TPA
- +35% Offensive WPA
- -50% Thief Losses
- +50% Guild Effectiveness
- Immune to Expose Thieves
- +25% Arcane Science Efficiency
- Access to Nightmares, Fools Gold, Vermin, Magic Ward
- Starts with +400 Wizards and +400 Thieves
- Unique Passive : Arcane Frenzy
- After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack
The Mystic
- +100% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +25% WPA
- +40% Channeling Science Efficiency
- Access to Pitfalls, Meteor Showers, Chastity, Fool's Gold
- Starts with +800 Wizards
- Unique Passive- Focused Channeling
- While above 60% mana, spells gain +20% WPA
The Necromancer
- +25% WPA
- +7.5% ME
- -40% Rune Cost (Not Ritual)
- +40% Channeling Science Efficiency
- Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike
- Starts with +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% of the enemy's killed units into Soldiers.
- 10% of the enemy's killed units into Peasants.
- After each successful attack, The Necromancer converts:
The Rogue
- +100% Thieves' Dens Effectiveness
- +25% TPA
- +1 Stealth Recovery per Tick
- Access to All Thievery Operations
- +40% Crime Science Efficiency
- Starts with +800 Thieves
- Unique Passive - Shadow Persistence
- Rogue provinces may perform thievery operations while overpopulated.
The Sage
- +20% Book Generation
- +20% Scientist Generation
- +50% Learn Protection
- +15% Science Efficiency
- Access to Revelation, Fountain of Knowledge
- Starts with +2 Scientist
- Starts with +800 Soldiers and +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
- -20% Attack Time
- +40% Specialist Credits Gains
- +40% Draft Speed
- No Thieves lost on Intel
- +40% Siege Science Efficiency
- Access to Clearsight
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive: Interdiction -
- Successful Attacks in War destroy resources as follows:
- 15% of gold
- 15% of runes
- 15% of food
- Successful Attacks in War destroy resources as follows:
The Warrior
- +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
- Starts with +800 Soldiers and +800 Specialist Credits
- Unique Passive: Battle Cry
- Upon successful attack, the attack will destroy 1.5% of the entire population.
The War Hero
- +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
- Starts with +800 Soldiers and +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