Age 115 Revised Changes
Age 115 – Revised Changes
Schedule
- WoL Age 115 Open: TBC
- WoL Age 115 Start: TBC
- WoL Age 115 End: TBC
Core Mechanics & Modifications
War Doctrine Updates
Each race provides a unique War Doctrine bonus while your kingdom is at war. Bonus strength scales with the number of provinces of that race:
- 1st Province: +3.5%
- 2nd Province: +2.5%
- 3rd Province: +1.5%
- 4th Province: +1.0%
- Each additional Province: +0.5%
- Maximum: +12.5%
This system rewards early commitment to a race while still allowing deeper specialization.
Example: A kingdom with 5 Elf provinces receives scaled bonuses totaling +8.5% Spell Duration and increased WPA during war.
Rituals
Havoc
- +25% WPA
- +25% TPA
- +20% Spell Damage
- +20% Sabotage Damage
Stalwart
- +5% Defensive Military Efficiency
- -20% Raze Damage
- -25% Military Casualties
Benediction
- +20% Building Efficiency
- -20% Draft Costs
- -20% Build Costs
- -20% Wages
Other Rituals: No changes Expedient: Removed
Attacks
Successful Massacres now apply an 8‑tick debuff:
- -1 Mana Recovery
- -1 Stealth Recovery
- -15% Guilds Effectiveness
- -15% Thieves’ Dens Effectiveness
Effect refreshes on re-hit but does not stack.
Buildings
- Guilds reduce wizard losses on failed spells (max -25%)
- Castles base % reduced from 2.25% → 2%
Science
- Resilience Multiplier: 0.0489 → 0.04401
- Artisan Multiplier: 0.0478 → 0.04302
- Finesse Multiplier: 0.0965 → 0.08685
Relations
Defensive Force Ceasefire (DFCF) Reintroduced
DFCF becomes available when:
- Kingdom is 40 points below aggressor (in-range) or 25 points below (out-of-range)
- Aggressor has not been given Hostile status
- No attacks made against aggressor for 3 ticks
- Kingdom is lower in both Land and Networth
Penalties (only if within war range):
- -2.5% Honor
- -2.5% Science
Additional Notes:
- No penalty if out of war range
- Warning popup included
- Duration: 48 hours
Ops Available in Unfriendly
Nightmares, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Land Lust, Mystic Vortex, Sloth, Steal War Horses, Greater Arson, Nightstrike
Dragons
Amethyst Dragon
- −30% Spell Success
- −30% Thievery Success (sabotage)
- Removes all active self-spells on arrival
- Every 6 ticks: 2% wizard + 2% thief losses
Emerald Dragon
- +25% Military Casualties
- -20% Combat Gains
- Every 6 ticks:
- 1.5% troops at home lost
- -30% Building & Specialist Credits
Ruby Dragon
- -12.5% Military Effectiveness
- +20% Military Wages
- Instantly destroys 1.5% offensive specialists
- Every 6 ticks:
- 10% draftees lost
- 2.5% desertion of offensive specialists
Topaz Dragon
- -30% Building Efficiency
- -25% Income
- Instantly destroys 10% buildings
- Every 6 ticks:
- Destroys 5% buildings
- Removes 20% gold
Sapphire Dragon
- -35% WPA & TPA
- -1 Mana Recovery
- -1 Stealth Recovery
- +12.5% Instant Spell & Sabotage Damage taken
- -12.5% Instant Spell & Sabotage Damage dealt
- Every 6 ticks: destroys 25% runes
Celestite Dragon: Removed
Races
Avian
Bonuses
- -25% Attack Time
- -20% Training Time
- -20% Military Wages
War Doctrine: Up to +12.5% Raze Damage & -12.5% Military Casualties Unique Passive: Dive Bomb – Offensive specs gain +2 offense (War only)
Spells: Town Watch, Illuminate Shadows Penalties: No Stables/War Horses, -5% BE
Units
- Soldier: 3/0
- Offspec: 12/0
- Defspec: 0/10
- Elite: 16/3 (750gc)
Dark Elf
Bonuses
- +25% Instant Spell Damage
- -40% Rune Cost
- Can train thieves with spec credits
War Doctrine: +12.5% Instant Spell Damage, -12.5% Rune Costs Unique Passive: Mystic Enthusiasts – Offensive instant spells refund 40% runes
Spells: Blizzard, Mage’s Fury, Illuminate Shadows, Pitfalls Penalty: -15% Birth Rates
Units
- Offspec: 14/0
- Elite: 4/12
Dwarf
Bonuses
- +30% BE
- -50% Construction Time
War Doctrine: -12.5% Construction Costs, +12.5% Combat Income Unique Passive: Architect’s Revenge – -15% incoming raze damage, +20% raze destruction
Penalty: Cannot Accelerate Construction, +10% Attack Time
Units
- Elite: 15/5
Elf
Bonuses
- +40% WPA
- +1 Mana/tick in war
- +40% Rune Production
War Doctrine: +12.5% Offensive WPA, +12.5% Spell Duration Unique Passive: Arcane Surge – Below 40% mana, spells deal +25% damage
Penalty: -20% TPA
Units
- Defspec: 0/13
- Elite: 15/4
Faery
Bonuses
- +25% Spell Duration
- +20% WPA
- +1 Mana Recovery
War Doctrine: +12.5% Defensive WPA, -12.5% Thievery Damage Taken Unique Passive: Leyline Interference – 25% chance enemy spells fail
Penalty: -5% Population
Units
- Elite: 4/16
Halfling
Bonuses
- +10% Population
- +1 Stealth/tick
- +20% TPA
War Doctrine: +12.5% Sabotage Damage, +12.5% Offensive TPA Unique Passive: Silent Assault – -50% thievery losses
Penalty: +10% Military Casualties
Units
- Elite: 7/13
Human
Bonuses
- All land holds 2 prisoners/acre
- +1 Stealth/tick
- -30% Learn Damage
- -50% Thief Cost
War Doctrine: +12.5% Book Generation, +12.5% Science Effectiveness Unique Passive: Civil Administration – Prisoners generate +3gc/tick, -40% merc cost
Penalty:
- Wage increases apply twice as slowly
- +40% Rune Cost
Units
- Elite: 14/4
Orc
Bonuses
- +5% Gains OOW
- +15% Gains in War
- -50% Draft Cost
War Doctrine: +10% OME, +12.5% Enemy Military Casualties Unique Passive: Carnage – Each attack triggers a random bonus:
- Destroy 40% resources
- +10% Gains
- -30% Military Losses
Penalty: -15% DME
Units
- Elite: 18/2
Undead
Bonuses
- -50% Military Losses
- Plague Immune
- 40% chance to spread plague
- No food needed
War Doctrine: -12.5% Enemy Gains, +12.5% Plague Spread Chance Unique Passive: Death March – Converts 45% offensive losses into soldiers
Penalty: -5% OME
Units
- Elite: 17/4
Personalities
Artisan
- +40% Building Capacity
- +40% Building Production
- Immune to Plunder
- +15% Economy Science
- Access: Ghost Workers
- Starts with +600 soldiers, +600 spec credits, +200 building credits
Unique Passive: Construction Delays – Successful attacks reduce enemy BE by 10% for 6 ticks
General
- +1 General
- -20% Training Cost & Speed
- Train elites with spec credits (War only)
- +25% Bookkeeping Science
- Access: Mist
Unique Passive: General’s Authority – +15% enemy military casualties when sending 2+ generals
Heretic
- +15% TPA
- +15% WPA
- -50% Thief Losses
- +15% Sabotage Damage
- +15% Spell Damage
- +50% Guild Effectiveness
- +25% Crime Science
- Access: Nightmares, Fool’s Gold
Unique Passive: Blasphemous Might – Failed offensive spells restore 1% stealth
Mystic
- +125% Guild Effectiveness
- +1 Mana Recovery
- +25% Offensive Spell Duration
- +25% Channeling Science
- Access: Pitfalls, Meteor Showers, Chastity, Magic Ward
Unique Passive: Focused Channelling – Above 40% mana, +20% WPA
Necromancer
- +25% WPA
- +1–10% OME based on RWPA
- +25% Channeling Science
- -50% Rune Cost
- Access: Animate Dead, Mystic Aura, Mind Focus, Fool’s Gold, Soul Blight, Guile
Unique Passive: Dark Pact – Converts killed enemy units into:
- 10% Wizards
- 20% Soldiers
- 10% Peasants
Paladin
- +2 War Horse Strength
- All land produces horses (8/acre)
- +7.5% DME
- -10% Military Losses
- Immune to Plague
- +25% Resilience Science
- Access: Salvation, Divine Shield, Heroes’ Inspiration, Illuminate Shadows
Unique Passive: Holy Inquisition – Successful TM in War/Hostile:
- Permanently destroys 1% books
- Suppresses 12% science effectiveness for 12–16 ticks
Rogue
- +100% Thieves’ Dens Effectiveness
- +30% TPA
- +1 Stealth Recovery
- Access to all ops
- +25% Crime Science
Unique Passive: Shadow Persistence – Can perform ops while overpopulated
Tactician
- -15% Attack Time
- +40% Specialist Credits
- +25% Ambush Gains
- No thief losses on intel
- Enhanced Conquest
- +25% Siege Science
- Access: Clearsight
Unique Passive: Interdiction – Successful attacks destroy:
- 10% gold
- 25% runes
- 50% food
Warrior
- +15% OME
- +4 Merc/Prisoner Strength
- Can send double mercs/prisoners
- -50% Merc Cost
- +25% Tactics Science
Unique Passive: Battle Cry – Successful attacks kill 1% of total population
War Hero
- +15% Honor Gains
- +70% Honor Effects
- Offspec +2 strength
- +25% Siege Science
- Access: Quick Feet, Righteous Aggressor
Unique Passive: Heroes Culling – Massacres deal +25% more damage and kill +2.5% thieves/wizards