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Age 114

From Utopia Game


Age Schedule

WoL Age 114 Open: 25 January 2026, 22:00
WoL Age 114 Start: 28 January 2026
WoL Age 114 End: TBD

War Doctrines

Each race contributes a War Doctrine that applies kingdom-wide during War.

  • Base Value: 1.5%
  • Increment: +1% per province of that race
  • Maximum Cap: 7.5% (reached at 7 provinces)
  • Additional provinces beyond cap do not increase doctrine strength
  • No War Doctrine may exceed 7.5% total effect

Core Mechanics & Modifications

Defects & Walls

  • Defects no longer ignores kingdom wall if 22 provinces or above

Massacre Changes

  • Massacre effectiveness in War will now be 2x instead of 3x

Learn and Plunder Changes

  • Learns and Plunders will have their enemy military kills reverted to normal troop kills in War

Out of War Penalties

When targeting a Kingdom that is less than 85% of both your Land and Networth:

  • Battle Gains: –10%
  • Military Casualties: +10%
  • Honor Gains: –25%
  • Attack Time: +20%

Dragons

Dragons return not as spectacle, but as pressure. They disrupt economies, drain resolve, and force hard choices until they are answered.

General Changes

  • Elites deal dragon damage based on their higher value (e.g., 14/4 elite deals 14 damage before slaying modifiers)
  • Elites no longer combine offence and defence when slaying dragons
  • Dragon HP reduced by 10%
Dragon Effects Cost Modifier
Amethyst • –40% Spell Success
• –40% Thievery Success on sabotage
• Enemy provinces suffer +25% thievery and wizard losses on failed spells/ops
2.4
Emerald • +25% military casualties in combat
• –20% combat gains
• –40% Building and Specialist Credits gained in combat
2.4
Celestite • –60% Birth Rates
• –40% Hospital Effectiveness
• +50% Build Cost and Time
2.4
Ruby • Reduces Military Effectiveness by 15%
• Increases Military Wages by 30%
• Lose 30% of new draftees
2.4
Topaz • –30% Building Efficiency
• –25% Income
• Destroys 4% of buildings instantly and every 6 days thereafter
2.0
Sapphire • –30% lower magic (WPA) and thievery (TPA) effectiveness
• +12.5% Instant Spell and Sabotage Damage taken
• –12.5% Instant Spell and Sabotage Damage dealt
2.0

Rituals

Ritual Effects
Barrier •+20% Birth Rates
• –25% Damage from Enemy Instant Magic and Thievery Operations
• –20% Massacre Damage
• –10% Battle (Resource) Losses
Expedient •+20% Building Efficiency
• –25% Construction Cost
• –25% Construction Time
• –25% Military Wages
Ascendancy •+50% Wizard Production
• –50% Wizard Losses on Failed Spells
• –25% Science Book Production
Haste •–10% Attack Time
• –25% Training Time
• –25% Construction Time
Havoc •+20% Offensive WPA
• +20% Offensive TPA
• +20% Spell Damage
• +20% Sabotage Damage
Onslaught •+10% Offensive Military Efficiency
• +15% Enemy Military Casualties on Attacks
Stalwart • +5% Defensive Military Efficiency
• –20% Military Casualties

Spell Changes

Greed increased from 25% to 35% for both Wage and Draft Costs.

Races

Each province in Utopia is defined by its Race and Personality, which determine unique bonuses, penalties, units, spells, and special abilities. Choose wisely – your combination shapes your entire strategy.

Race War Doctrine & Unique Ability Bonuses & Penalties Units Spells

Avian

Unique Passive: Opportunistic Raiders

Learn and Plunder attacks return armies 1 tick faster (after modifiers).

War Doctrine (In War):

Provides up to −5% Attack Time to you and all your kingdom.

Bonuses:

  • −20% Attack Time
  • −40% Training Time

Penalties:

  • Cannot Ambush
  • No Access to Stables and War Horses
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 13/0 (5.2nw)
  • Defensive Specialist: 0/9 (4.5nw)
  • Elite Unit: 16/6 (900gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: n/a

Town Watch, Illuminate Shadows, Divine Shield, Salvation

Dark Elf

Unique Passive: Mystic Enthusiasts

Successful offensive instant spells refund 20% rune cost.

War Doctrine (In War):

Provides up to +7.5% Instant Spell Damage to you and all your kingdom.

Bonuses:

  • +25% Instant Spell Damage
  • −50% Rune Cost (Not Including Rituals)
  • Can train Thieves using Specialist Credits

Penalties:

  • −25% Birth Rates
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 15/0 (6nw)
  • Defensive Specialist: 0/8 (4.0nw)
  • Elite Unit: 4/12 (750gc, 7nw)
  • Mercenary: 8/0 (0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)

Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Quick Feet

Dwarf

Unique Passive: Master Builders

Incoming Raze damage reduced by 15% and Raze attacks destroy 20% additional buildings.

War Doctrine (In War):

Provides up to +7.5% Specialist Credits gained in combat to you and all your kingdom.

Bonuses:

  • +25% Building Efficiency
  • −50% Construction Time
  • +20% Building Credits in Combat

Penalties:

  • Cannot Accelerate Construction
  • +10% Attack Time
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/11 (5.5nw)
  • Elite Unit: 15/9 (900gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)

Miner's Mystique, Town Watch, Reflect Magic, Mist

Elf

Unique Passive: Arcane Surge

Whenever your province's mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 35%.

War Doctrine (In War):

Provides up to −7.5% Military Casualties Taken to you and all your kingdom.

Bonuses:

  • +30% Magic Effectiveness (WPA)
  • +1 Mana Per Tick in War

Penalties:

  • −20% TPA
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/13 (6.5nw)
  • Elite Unit: 14/6 (800gc, 7.0nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)

Pitfalls, Wrath, Fountain of Knowledge, Revelation

Faery

Unique Passive: Leyline Interference

Enemy spells cast against Faery provinces have a 15% chance to fail.

War Doctrine (In War):

Provides up to −7.5% damage from enemy Thievery and Magic instant operations to you and all your kingdom.

Bonuses:

  • +25% Spell Duration
  • +25% WPA
  • +1 Mana Recovery per Tick

Penalties:

  • −10% BE
  • +15% Military Wages
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/10 (5.0nw)
  • Elite Unit: 8/15 (900gc, 9nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)

Tree of Gold, Quick Feet, Town Watch, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead

Halfling

Unique Ability: Sneak Attack

When activated, all thievery operations incur zero thievery losses for 1 tick. 23 Hour Cooldown

War Doctrine (In War):

Provides up to +7.5% Sabotage damage to you and all your kingdom.

Bonuses:

  • +10% Population
  • +1 Stealth Regeneration Per Tick
  • +20% Thievery Effectiveness (TPA)

Penalties:

  • +15% Military Casualties
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 10/0 (4.0nw)
  • Defensive Specialist: 0/11 (5.5nw)
  • Elite Unit: 10/13 (900gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)

Town Watch, Greater Protection

Human

Unique Passive: Civil Administration

Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 25%.

War Doctrine (In War):

Provides up to +7.5% Book Generation to you and all your kingdom.

Bonuses:

  • All Lands hold Prisoners - 2 per Acre
  • +1 Stealth In War
  • +15% Science Efficiency

Penalties:

  • Military wage increases take twice as long to fully apply. Wage reductions apply normally.
  • +50% Rune Cost (Does not Include Rituals)
  • −50% Libraries Building Effectiveness
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 12/0 (4.8nw)
  • Defensive Specialist: 0/10 (5.0nw)
  • Elite Unit: 14/9 (1000gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 3/0 (0.9nw)

Fountain of Knowledge, Revelation, Invisibility, Guile

Orc

Unique Passive: Pillage and Burn

Successful Traditional Marches capture +30% additional Prisoners and Massacre attacks are +15% more effective at killing Wizards.

War Doctrine (In War):

Provides up to +7.5% Enemy Military Casualties to you and all your kingdom.

Bonuses:

  • +15% Gains
  • −50% Draft Cost

Penalties:

  • −15% DME
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 13/0 (5.2nw)
  • Defensive Specialist: 0/10 (5nw)
  • Elite Unit: 20/1 (850gc, 7nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)

Aggression, Bloodlust

Undead

Unique Passive: Plaguebearers

Plague has a chance to spread on all successful attacks (33% chance).

War Doctrine (In War):

Provides −7.5% Enemy Battle Gains to you and all your kingdom.

Bonuses:

  • −40% Military Losses
  • Plague Immunity
  • No Food Requirement

Penalties:

  • −5% OME
  • Soldier: 3/0 (0.75nw)
  • Offensive Specialist: 11/0 (4.4nw)
  • Defensive Specialist: 0/10 (5.0nw)
  • Elite Unit: 16/7 (900gc, 8nw)
  • Mercenary: 8/0 (0.0nw)
  • Prisoner: 8/0 (1.6nw)
  • War Horse: 2/0 (0.6nw)

Animate Dead

Personalities

Personality Unique Ability Bonuses Starting Bonuses Spells
The Artisan

Unique Passive: Construction Delays

For 6 ticks after a successful attack, enemy building efficiency is reduced by 10% (does not stack).
  • +30% Building Capacity (Homes, Stables, Dungeons)
  • +30% Building Production (Banks, Farms, Stables, Towers)
  • +100% Successful Espionage Ops
  • +15% Economy Science Efficiency
  • +600 Soldiers
  • +600 Specialist Credits
  • +200 Building Credits

Ghost Workers, Greater Protection

The Paladin

Unique Passive: Divine Blessing

All daily bonuses (granted on the 1st of each month) are doubled.
  • +5% Population
  • +50% Stables Capacity and Production
  • Successful attacks inflict +15% enemy military casualties but also suffer +10% offensive military casualties
  • +15% Valor Science Efficiency
  • Immune to Plague
  • +800 Soldiers
  • +800 Specialist Credits

No Other Spells

The Heretic

Unique Ability: Chaotic Affliction

For two ticks when activated, all offensive spells and sabotage operations gain a random damage bonus between +10% and +30%. Cooldown: 23 ticks.
  • −40% Thief Cost
  • +25% TPA
  • +20% Sabotage Damage
  • +50% Guilds Effectiveness
  • +15% Arcane Science Efficiency
  • +400 Wizards
  • +400 Thieves

Nightmares, Fools Gold, Invisibility, Steal Warhorses, Vermin

The Mystic

Unique Passive: Focussed Channelling

While above 40% mana, spells gain +20% WPA.
  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +15% Channeling Science Efficiency
  • +800 Wizards

Pitfalls, Meteor Showers, Chastity, Vermin

The Rogue

Unique Passive: Shadow Persistence

Rogue provinces may perform thievery operations while overpopulated.
  • +100% Thieves' Dens Effectiveness
  • +15% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +15% Crime Science Efficiency
  • +800 Thieves

No Other Spells

The Tactician

Unique Passive: Dragon's Wrath

When successfully attacking with a dragon, 3% of your raw offence from units will also deal damage to the dragon.
  • −15% Attack Time
  • +40% Specialist Credits Gains
  • No Thieves lost on intel
  • +15% Siege Science Efficiency
  • Enhanced Conquest
  • +800 Soldiers
  • +800 Specialist Credits

Clearsight

The Warrior

Unique Passive: Battle Cry

Upon successful attack, the attack will destroy 1% of the target's total population.
  • +10% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • −50% Mercenary Cost
  • +15% Tactics Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Bloodlust

The Necromancer

Unique Passive: Black Magic

Successful offensive instant spells also inflict necrotic fallout on the target province: kills 1% of target peasants per successful instant spell.
  • +30% WPA
  • +25% Military Losses converted into Soldiers (your fallen rise again)
  • +15% Channelling Science Efficiency
  • Reclaims 30% of enemy military losses as Soldiers on successful attacks
  • +400 Wizards
  • +400 Specialist Credits
  • +400 Soldiers

Animate Dead, Mystic Aura, Vermin, Pitfalls, Mind Focus

The General

Unique Passive: Generals Authority

Attacks inflict +15% enemy military casualties when two or more generals are sent.
  • +1 General
  • +20% Specialist Credits Gains
  • −25% Training Cost
  • Train Elites with Specialist Credits (In War)
  • +15% Bookkeeping Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Wrath

The War Hero

Unique Passive: Honour & Glory

All successful attacks generate 2.5% additional honour gains.
  • −30% Honor Losses
  • Converts Specialists to Elites on Traditional Marches
  • +2 Offensive Specialist Strength (Affects NW)
  • +50% Honor Effects
  • +800 Soldiers
  • +800 Specialist Credits

No Other Spells