Current Changes: Age 116

Race and personality stats for Age 116. Source: AGE 116 FINAL CHANGES.pdf in the game's Discord.

Units and costs

RaceSoldierOffense SpecialistDefense SpecialistElite
AttDefNWAttDefNWAttDefNWAttDefNWCost (gc)
Avian300.751204.80105.01626.5750
Dark Elf300.751405.60126.01626.5700
Dryad300.751004.00115.51637.0800
Dwarf300.751004.00105.01577.0900
Elf300.751004.00136.51447.0700
Faery300.751004.00105.04168.51150
Halfling300.751104.40105.010137.5900
Human300.751506.00126.01557.0800
Orc300.751305.20105.01837.0850
Undead300.751104.40105.01647.0800

Numbers last updated 21 Jul 2026. Changed? Help keep it current.

Race bonuses, penalties and abilities

RaceBonusesPenaltiesUnique AbilitySpellbook
Avian
  • -25% Attack Time
  • -25% Training Time
  • -25% Military Wage Cost
  • No Access to Stables and War Horses
  • +30% Rune Cost
Dive Bomb
Your offensive specialists gain +2 offense point (War Only) (Does not affect NW)
Dark Elf
  • +30% Offensive WPA
  • +30% Instant Spell Damage
  • Can train Thieves using Specialist Credits
  • -15% Birth Rates
  • +30% Damage taken from sabotage operations
Mystic Enthusiasts
Successful Offensive instant spells refund 30% Rune Cost.
Dryad
  • +12.5% DME
  • -40% Defensive Military Losses
  • +20% Birth Rate
  • +10% Attack Time
  • +1 Cost to Offensive Spells
  • Cannot use Forts
Overgrowth
Once activated, your max population increases by +25% for 3 days
Dwarf
  • +30% Building Efficiency
  • -50% Construction Time
  • -50% Construction Cost
  • Cannot Accelerate Construction
  • +90% Food Consumption
Architect's Revenge
Incoming Raze damage reduced by 15% and Raze damage increased by 20%
Elf
  • +40% Magic Effectiveness (WPA)
  • +30% Offensive Spell Duration
  • +1 Mana Per Tick in War
  • +35% Draft Costs
Arcane Mastery
Chastity cast by Elves reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.
Faery
  • +30% Self Spell Duration
  • +20% WPA/TPA
  • +1 Mana Recovery per Tick
  • -5% Population
  • +15% Military Casualties
Leyline Interference
Enemy spells cast against Faery provinces have a 15% chance to fail.
Halfling
  • +12.5% Population
  • +1 Stealth Regeneration Per Tick
  • +30% Thievery Effectiveness (TPA)
  • −25% Draft Speed
Silent Assault
Sabotage operations suffer 50% fewer thievery losses
Human
  • +30% Income
  • -30% Training Costs
  • +20% Draft Speed
  • +25% Military Wages
Civil Administration
Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 40%
Orc
  • +10% Gains OOW & +15% Gains During War
  • +15% Enemy Military Casualties
  • -40% Draft Cost
  • +20% Instant Damage from Sabotage and Sorcery
Blood Spoils
Successful attacks convert 25% of enemy military casualties into Specialist Credits
Undead
  • -45% Military Losses
  • Plague Immunity
  • Always carries Plague and chance to spread
  • No Food Requirement
  • Cannot build Hospitals
Death March
Converts 25% of offensive losses into Soldiers instantly.

Numbers last updated 21 Jul 2026. Changed? Help keep it current.

Personalities

PersonalityBonuses & Starting BonusesUnique AbilitySpellbook
Artisan
  • +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
  • +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Masterful Craftsmanship
When razing buildings, Artisans recover 25% of buildings razed as Building Credits.
Cleric
  • +1 Elite Defensive Value (Affects NW)
  • +1 Defensive Specialist Strength (Affects NW)
  • -40% Damage from Instant Spells
  • +25% Military Science Efficiency
  • +800 Soldiers and +800 Specialist Credits
Divine Favour
When casting self-spells, clerics have a 50% chance to double the spell duration.
General
  • +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
  • +800 Soldiers and +800 Specialist Credits
General’s Authority
Attacks inflict +15% Enemy Military casualties when two or more generals are sent
Heretic
  • +35% Offensive TPA
  • +35% Offensive WPA
  • -50% Thief Losses
  • Immunity to Expose Thieves
  • +50% Guild Effectiveness
  • +25% Arcane Science Efficiency
  • +400 Wizards and +400 Thieves
Arcane Frenzy
After each successful attack, gain +1 Mana and +1 Stealth for 5 ticks. This effect does not stack and only refreshes.
Mystic
  • +100% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% WPA
  • +40% Channeling Science Efficiency
  • +800 Wizards
Focused Channelling
While above 40% mana, spells gain +20% WPA
Necromancer
  • +25% WPA
  • +7.5% ME
  • -40% Rune Cost (Not Ritual)
  • +40% Channeling Science Efficiency
  • +400 Wizards +400 Specialist Credits
Dark Pact
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
20% of the enemy's killed units into Soldiers.
10% of the enemy's killed units into Peasants.
Rogue
  • +100% Thieves' Dens Effectiveness
  • +25% TPA
  • +1 Stealth Recovery per Tick
  • +40% Crime Science Efficiency
  • +800 Thieves
Shadow Persistence
Rogue provinces may perform thievery operations while overpopulated.
  • All Thievery Operations
Sage
  • +20% Book Generation
  • +20% Scientist Generation
  • +50% Learn Protection
  • +15% Science Efficiency
  • +2 Scientist
  • +800 Soldiers and +800 Specialist Credits
Focused Resolve
While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.
Tactician
  • -20% Attack Time
  • +40% Specialist Credits Gains
  • +40% Draft Speed
  • No Thieves lost on Intel
  • +40% Siege Science Efficiency
  • +800 Soldiers and +800 Specialist Credits
Interdiction
Successful Attacks in War destroy resources as follows:
15% of gold
15% of runes
15% of food
  • Clearsight
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
  • +800 Soldiers and +800 Specialist Credits
Battle Cry
Upon successful attack, the attack will destroy 1.5% of the entire population.
None
War Hero
  • +10% Battle Gains (War Only)
  • -25% Honor Loss
  • +100% Honor Effects
  • Offensive specialist gets +2 strength (Affects NW)
  • +40% Valor Science Efficiency
  • +800 Soldiers and +800 Specialist Credits
Hero’s Culling
Massacres kill an additional 7% of peasants and 2.5% of thieves and wizards

Numbers last updated 21 Jul 2026. Changed? Help keep it current.