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Age 112

From Utopia Game

Schedule:
WoL Age 112 Open: 23th August (Saturday) @ 16:00 GMT
WoL Age 112 Start: 25th August @ 18:00 GMT
WoL Age 112 End: 8th November @ 00:00 GMT


Age of First Strike
Hesitation is Defeat
In the stillness before battle, the air quivers with anticipation.
The Age of the First Strike has dawned — where initiative is power, and the fastest blades draw the deepest blood.
Hesitation is defeat. The opening move can shatter a kingdom’s resolve, and the right strike at the right time can turn the tide before the enemy knows they’ve lost.
Instant returns, calculated gambits, and perfectly timed activations will define the legends of this age.
Whether you surge forward with a disciplined war machine, unleash lightning raids, or gamble everything on a single decisive strike, one truth remains:
The swift will carve their names into history, and the slow will be forgotten.

Your kingdom’s war drums are beating.
The First Strike is yours — take it.

Mechanics and Modifications

Relations Overhaul – Unfriendly & Hostile Bonuses

  • Note: These effects are granted only towards the Kingdom you have relations with, or have relations from.
  • Effects when your Kingdom has relations towards another:
    • Unfriendly: +4% Gains, –5% Military Casualties, +5% WPA/TPA, –2.5% Attack Time, +2% OME.
    • Hostile: +10% Gains, –12% Military Casualties, +15% WPA/TPA, –6% Attack Time, +5% OME.
    • Access to Unfriendly T/M ops against Target Kingdom Only


  • When another Kingdom has relations towards you:
    • When Unfriendly: +1.5% Gains, –2.5% Military Casualties, +2.5% WPA/TPA, –1% Attack Time, +1% OME.
    • Access to Unfriendly T/M ops
    • When Hostile: +3% Gains, –4% Military Casualties, +5% WPA/TPA, –2% Attack Time, +2% OME.
    • Access to Hostile T/M ops
  • Additional Notes:
    • Peaceful & Aggressive stances removed.
    • Anti-camping: Hostile relations decay after 96h without war.
    • UI: KD page now shows if a target is Unfriendly/Hostile with another KD.

System Changes

  • Relative KD NW factor protection slightly increased.
  • Stances removed.
  • Provinces created during war = 72h BP, 0 soldiers/credits.
  • Honor OME increased from 1% → +2% per level.
  • Explore cost formula: Land lost in combat reintroduced.

Miscellaneous

  • Province death removes Mentor link.
  • Council History now tracks: Ritual casts, Aid sent/received, attack details, T/M ops, activity bonuses.

Spells and Thievery

  • Magic Ward → Removed.
  • Tornado → Rune cost –20%, Difficulty –35%.
  • Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike.

Bug Fixes

Adjusted land loss mechanics: When attacked, land taken will no longer result in scenarios where all built acres are removed, leaving only acres under construction. This ensures more consistent and fair outcomes when provinces are hit.

Races

Category Avian Dark Elf Dryad Dwarf Elf Faery Halfling Human Orc Undead
Image
File:Dryad.jpg
Bonuses
  • –20% Attack Time
  • +40% Birth Rates
  • +25% Magic Effectiveness (WPA)
  • +10% Offensive Military Efficiency
  • Can train Thieves with Specialist Credits
  • +15% Military Kills
  • +40% Draft Speed
  • +30% Building Efficiency
  • –25% Damage from Enemy Instant T/M Ops
  • +40% Magic Effectiveness (WPA)
  • +25% Rune Production
  • +1 Mana per Tick
  • +25% Offensive Spell Duration
  • +25% WPA
  • +1 Mana per Tick (in War)
  • +15% Max Population
  • +1 Stealth per Tick
  • +40% TPA
  • +15% Science Effectiveness
  • –15% Honor Losses
  • +15% BE (TG, Castles, Barracks, Hospitals)
  • +20% Battle Gains
  • –50% Draft Cost
  • Train Elites with Specialist Credits
  • –40% Military Losses
  • Immune to Plague
  • No Food Needed
  • Converts Specs to Elites on Traditional March
Penalties
  • +10% Military Casualties
  • Cannot use Barracks
  • No Access to Stables/War Horses
  • +20% Exploration Costs
  • +20% Thief Costs
  • +30% Building Costs
  • +15% Attack Time
  • +100% Food Consumption
  • –15% Thieves' Per Acre
  • –40% Thieves' Den Efficiency
  • No Access to Dungeons
  • +35% Rune Cost
  • –5% Building Efficiency
  • Cannot use Horses
  • –25% Birth Rate
  • +25% Building Costs
  • +20% Military Wages
  • –20% WPA
  • +1 Mana Cost on Self-Spells
  • Cannot Ambush
  • +50% Land Lost on Ambush
  • +25% Damage from Enemy T/M Ops
  • +20% Training Cost
Unique Ability Skybound Strike Void Tap Overgrowth Blazing Forge Mana Surge Ethereal Mirage Sneak Attack First Aid Warlords Fury Cursed Plague
Units
  • Soldier: 3 / 0
  • Off. Spec: 13
  • Def. Spec: 10
  • Elite: 15 / 3
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: n/a
  • Soldier: 3 / 0
  • Off. Spec: 10
  • Def. Spec: 11
  • Elite: 12 / 6
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
  • Soldier: 3 / 0
  • Off. Spec: 10
  • Def. Spec: 10
  • Elite: 18 / 4
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
  • Soldier: 3 / 0
  • Off. Spec: 10
  • Def. Spec: 10
  • Elite: 14 / 4
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
  • Soldier: 3 / 0
  • Off. Spec: 10
  • Def. Spec: 12
  • Elite: 13 / 5
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
  • Soldier: 3 / 0
  • Off. Spec: 10
  • Def. Spec: 10
  • Elite: 1 / 13
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
  • Soldier: 3 / 0
  • Off. Spec: 10
  • Def. Spec: 10
  • Elite: 12 / 7
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
  • Soldier: 3 / 0
  • Off. Spec: 12
  • Def. Spec: 10
  • Elite: 7 / 12
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 3 / 0
  • Soldier: 3 / 0
  • Off. Spec: 10
  • Def. Spec: 9
  • Elite: 16 / 2
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
  • Soldier: 3 / 3
  • Off. Spec: 10
  • Def. Spec: 10
  • Elite: 15 / 4
  • Mercenary: 8 / 0
  • Prisoner: 8 / 0
  • War Horse: 2 / 0
Elite Cost (gc) 900 900 1200 1000 1000 1200 850 1050 1200 900
Elite Networth 6.5 6.0 7.5 7.0 7.0 6.5 6.5 6.75 7.0 6.5
Spellbook Town Watch, Reflect Magic Blizzard, Guile, Mage's Fury, Invisibility Greater Protection Miner's Mystique, Wrath Mist, Pitfalls, Wrath, Greater Protection Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead, Invisibility Quick Feet, Town Watch, Vermin, Invisibility Fountain of Knowledge, Revelation, Righteous Aggressor Aggression, Bloodlust Aggression, Hero's Inspiration

Personalities

Personality Bonuses Starting Bonuses Unique Ability Spell Book

Artisan

Description
An artisan is a skilled worker who crafts functional and decorative items. Their expertise allows them to optimize building efficiency and construction.

  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +30% Building Production (Banks, Farms, Stables, Towers)
  • +40% Building Credits gained in Combat
  • 100% Successful Espionage Ops (double stealth cost)
  • +10% Economy Science Effectiveness
  • +600 Starting Soldiers
  • +600 Starting Specialist Training Credits
  • +200 Starting Building Credits
Demolition Mastery Quick Feet

Cleric

Description
Clerics heal their wounded troops and use divine magic to bolster their armies with powerful blessings.

  • +1 Elite Defensive Strength
  • +1 Defensive Specialist Strength
  • -1 Self-Spell Mana Cost
  • +35% Hospital Effectiveness
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Divine Favour

Heretic

Description
The Heretic rejects traditional doctrine, embracing chaos to amplify magical and sabotage power.

  • +50% Wizard Production
  • -50% Thief Losses
  • +20% Spell Damage
  • +20% Sabotage Damage
  • +10% Arcane Arts Science Effectiveness
  • +400 Starting Wizards
  • +400 Starting Thieves
Chaotic Affliction

Mystic

Description
Mystics specialize in magic, gaining unmatched access to sorcery and unparalleled mana regeneration.

  • +85% Guild Effectiveness
  • +1 Mana Regen per Tick
  • +25% Channeling Science Effectiveness
  • +800 Starting Wizards
Arcane Respite

Rogue

Description
Masters of stealth and crime, Rogues excel in sabotage and infiltration, gaining access to every thievery operation.

  • +80% Thieves' Den Effectiveness
  • +1 Stealth Regen per Tick
  • +25% Kidnap and Assassinate Wizards Damage
  • +25% Crime Science Effectiveness
  • Access to All Thievery Ops
  • +800 Starting Thieves
Shadows in the Night

Tactician

Description
Tacticians use battlefield strategy to strike swiftly and dismantle dragons while scouting effortlessly.

  • -15% Attack Time
  • No Thief Losses on Espionage Ops
  • +25% Siege Science Effectiveness
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Dragons Wrath

Warrior

Description
Warriors dominate through brute strength, overwhelming foes with destructive power and devastation.

  • +15% Offensive Military Efficiency
  • +5 Mercenary and Prisoner Strength
  • -50% Mercenary Cost
  • +25% Tactics Science Effectiveness
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Battle Cry Righteous Aggressor

Raider

Description
Raiders specialize in ambush and disruption, undermining enemy defenses and resource production.

  • +10% Offensive Military Efficiency
  • -50% Thief Cost
  • +25% Thieves Per Acre
  • -50% Failed Ops Losses (in War)
  • +25% Tools Science Effectiveness
  • +500 Starting Thieves
  • +500 Starting Specialist Training Credits
Undermining Assault

Sage

Description
Sages are scholars whose unmatched knowledge lets them defend science and weaponize knowledge itself.

  • +15% Book Generation
  • +15% Scientist Generation
  • +60% Learn Attack Protection (OOW)
  • +3 Starting Scientists
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Scholars Wrath