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Schedule:<br>
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WoL Age 113 Open: 9 November @ 12:00 GMT<br>
 
WoL Age 113 Start: 13 November @ 18:00 GMT<br>
|-
WoL Age 113 End: TBD
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'''Age of Merry Mayhem'''
{{PreviousNext| [[Age 112]] | [[Age 114]]}}
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<!-- LEFT TILE: WELCOME TO THE AGE -->
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Welcome to the Age
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''The bells are ringing. The razes are singing.''


<b>Age of Merry Mayhem</b><br>
The bells are ringing. The razes are singing.<br>
The war drums jingle, the soldiers jangle, and somewhere in the distance… someone’s setting fire to an orc's stables.
The war drums jingle, the soldiers jangle, and somewhere in the distance… someone’s setting fire to an orc's stables.


The Age of Merry Mayhem has arrived - where wars meet with large amounts of ale, and no one’s entirely sober. Between flying avians, heavily bearded dwarves mistaken for Santa, and over eager generals yelling “just one more massacre before dinner!”, Utopia plunges into the most wonderful time of the year.
The Age of Merry Mayhem has arrived where wars meet with large amounts of ale, and no one’s entirely sober.
 
Be quick, be bold and for goodness sake — don’t spill your warm cider on the war map.
 
In the spirit of merry times during '''24 December → 1 January''', a rotating global modifier affects all players.
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<!-- RIGHT TILE: FESTIVE BOOST WEEK -->
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Festive Boost Week (Global Rotating Buff)
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! Schedule
|-
|WoL Age 113 Open: 9 November @ 12:00 GMT<br>
|-
|WoL Age 113 Start: 13 November @ 18:00 GMT<br>
|-
|WoL Age 113 End: TBD
|}
Each day between '''24 Dec – 1 Jan''', apply one hidden global modifier.
 
Possible effects include:
* '''+20% Income'''
* '''+20% Building Efficiency'''
* '''+30% Production'''
* '''–25% Training Cost'''
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<!-- LEFT TILE: CORE MECHANICS -->
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Core Mechanics & Modifications
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'''Unique Abilities (UA) Changes'''
* Cooldowns reduced to '''23 Days''' (was 24)
* 1‑day abilities now last '''2 Days'''
* UA bonuses from attacks only trigger if:
** Attacker is at war 
** Target is in the war kingdom 
* Bonuses do not stack — duration refreshes
* Bonuses appear on your '''Throne Page'''
* Enemies see them on your '''SoT/CB'''
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<!-- RIGHT TILE: WAR DECLARATIONS -->
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War Declarations & Out‑of‑War Penalties
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'''War Declaration Rule'''
* Smaller kingdoms must be in‑range for both land & networth.


Be quick, be bold and for goodness sake - don’t spill your warm cider on the war map.
'''Out‑of‑War Penalties''' (target <85% land & NW):
The bells are ringing. The razes are singing. Let the festive carnage begin.
* Battle Gains: '''–10%'''
In the spirit of merry times during the 24th December to 1st Janaury there we will be a rotating global modifier affecting all players.
* Military Casualties: '''+10%'''
* Honor Gains: '''–25%'''


Festive Boost Week (global rotating buff): Each day between 24 Dec – 1 Jan, apply one global modifier from a short list. This list will be hidden, but could include (not limited to):<br>
'''War Bounty'''
* +20% Income<br>
* '''+30% Honor'''
* +20% BE<br>
* '''+10% Science Books'''
* +30% Production<br>
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* -25% Training Cost<br>
<!-- END RIGHT TILE -->


'''Core Mechanics & Modifications'''<br>
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Unique Abilities (UA)
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* Cooldowns reduced to 23 Days (was 24).
* Any activated ability with a duration of 1 Day now lasts 2 Days.
* Any Unique Ability that provides a bonus to the province as a result of a successful attack:
* If the attacker is at war, the target must be in the kingdom they are at war with for the ability bonus to trigger.
* Bonuses cannot stack — if triggered again, the duration simply renews (e.g., 3 Days left on +Sabotage Damage → now 6 Days left, not double the bonus).
* Keep in mind the definition of “Successful Attack.”
* These bonuses appear on your Throne page, similar to spells, with a countdown timer.
* Enemies viewing your SoT/CB can also see these active bonuses.


'''War Declarations'''<br>
<!-- FULL-WIDTH TILE: SPELLS -->
When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate.<br>
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Spells & Thievery
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* '''Amnesia''' — Not accessible next age.
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<!-- END SPELLS TILE -->


'''New Out-of-War Attack Penalties'''
|}
When targeting a kingdom that is less than 85% of both your Land and Networth, the following modifiers apply:
* Battle Gains: –10%
* Military Casualties: +10%
* Honor Gains: –25%


'''War Bounty''' <br>
When defeating a Kingdom that was > 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books


'''Spells & Thievery'''<br>
Amnesia - Not accessible next age


= Races =
= Races =

Latest revision as of 05:50, 24 January 2026

Age of Merry Mayhem

« Previous: Age 112 Next: Age 114 »

Welcome to the Age

The bells are ringing. The razes are singing.

The war drums jingle, the soldiers jangle, and somewhere in the distance… someone’s setting fire to an orc's stables.

The Age of Merry Mayhem has arrived — where wars meet with large amounts of ale, and no one’s entirely sober.

Be quick, be bold and for goodness sake — don’t spill your warm cider on the war map.

In the spirit of merry times during 24 December → 1 January, a rotating global modifier affects all players.

Festive Boost Week (Global Rotating Buff)

Schedule
WoL Age 113 Open: 9 November @ 12:00 GMT
WoL Age 113 Start: 13 November @ 18:00 GMT
WoL Age 113 End: TBD

Each day between 24 Dec – 1 Jan, apply one hidden global modifier.

Possible effects include:

  • +20% Income
  • +20% Building Efficiency
  • +30% Production
  • –25% Training Cost

Core Mechanics & Modifications

Unique Abilities (UA) Changes

  • Cooldowns reduced to 23 Days (was 24)
  • 1‑day abilities now last 2 Days
  • UA bonuses from attacks only trigger if:
    • Attacker is at war
    • Target is in the war kingdom
  • Bonuses do not stack — duration refreshes
  • Bonuses appear on your Throne Page
  • Enemies see them on your SoT/CB

War Declarations & Out‑of‑War Penalties

War Declaration Rule

  • Smaller kingdoms must be in‑range for both land & networth.

Out‑of‑War Penalties (target <85% land & NW):

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

War Bounty

  • +30% Honor
  • +10% Science Books

Spells & Thievery

  • Amnesia — Not accessible next age.


Races

Race Bonuses Penalties Unique Ability Soldier Off. Specialist Def. Specialist Elite (Off/Def) Cost (gc) Networth Spellbook
Avian
  • –25% Attack Time
  • +20% Birth Rates
  • +15% Military Casualties
  • Cannot use Barracks
  • No Access to Stables / War Horses
Skybound Strike
   (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defence; 0 Honour gains. 23 Hour Cooldown.
3 / 0 12 0 / 10 15 / 3 900 6.75 Town Watch, Reflect Magic
Dark Elf
  • +20% Magic Effectiveness (WPA)
  • +10% Offensive Military Efficiency (OME)
  • Can train Thieves with Specialist Credits
  • +20% Military Wages
  • +20% Thief Costs
Shadow Surge
   When activated, all offensive spells (excluding Ritual) cost –60% runes for the next 2 ticks. 23 Hour Cooldown.
3 / 0 10 0 / 11 13 / 6 900 7.5 Blizzard, Guile, Mage's Fury, Invisibility
Dwarf
  • +25% Building Efficiency
  • +25% Military Credits gained in combat
  • –25% Construction Time
  • –25% Training Time
  • +50% Food Consumption
  • –10% WPA
  • +20% Exploration Costs
Molten Anvil
   Upon activation, for 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. 23 Utopian Days Cooldown.
3 / 0 10 0 / 10 13 / 6 1000 7.5 Miner's Mystique
Elf
  • +25% Magic Effectiveness (WPA)
  • +20% Rune Production
  • +1 Mana Regeneration per tick
  • No Access to Training Grounds
  • No Access to Dungeons
Arcane Surge
   Passive — whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. Boost disappears as soon as mana rises above 30%.
3 / 0 10 0 / 12 12 / 7 1000 7.5 Pitfalls, Wrath, Mist
Faery
  • +25% Offensive Spell Duration
  • +25% WPA
  • +1 Mana Recovery per tick in War
  • +30% Rune Cost
  • –5% Building Efficiency
Ethereal Mirage
   Upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province. 23 Hour Cooldown.
3 / 0 10 0 / 10 4 / 13 1200 7.25 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, Fools Gold
Halfling
  • +15% Max Population
  • +1 Stealth per Tick
  • +30% Thievery Effectiveness (TPA)
  • –25% Birth Rate
  • +25% Building Costs
  • Suffers +1% additional Stealth loss per tick from Expose Thieves
Sneak Attack
   Upon activation, for 2 ticks, Thievery operations incur –50% losses. 23 Hour Cooldown.
3 / 0 10 0 / 10 12 / 7 950 7.5 Quick Feet, Town Watch, Vermin, Invisibility
Human
  • +30% Income
  • Immune to Riots & Greed
  • –50% Mercenary Costs
  • –25% Training Costs
  • +25% Training Time
First Aid
   Upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. 23 Hour Cooldown.
3 / 0 13 0 / 10 7 / 12 1050 8.0 Fountain of Knowledge, Revelation
Orc
  • +5% Gains
  • +10% Gains (in War)
  • –50% Draft Cost
  • –20% Book Production
  • –20% Thievery Effectiveness (TPA)
Carnage
   Passive — every time an Orc makes a successful attack, a random bonus effect is applied to that attack (examples: +20% Enemy Casualties; +10% Gains; –25% Military Losses).
3 / 0 10 0 / 10 15 / 2 1000 6.25 Aggression, Bloodlust
Undead
  • –40% Military Losses
  • Immune to Plague
  • No Food Needed
  • Converts Specialists to Elites on Traditional March
  • Only access to Thievery Intel Operations
Necrotic Burst
   Once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. 23 Hour Cooldown.
3 / 3 10 0 / 10 15 / 4 900 7.25 Animate Dead, Aggression, Hero's Inspiration
Gnome
  • –10% Attack Time (War/Hostile only)
  • +15% Enemy Military Casualties
  • +15% Thievery Effectiveness (TPA)
  • +25% Rune Cost
  • –15% WPA
Cunning Assault
   Passive — each successful attack has a chance to provide all the following thievery boosts for 6 days: +20% TPA; –30% Thief Losses; +25% Sabotage Damage. These boosts can stack and display timers on your Throne.
3 / 0 11 0 / 10 14 / 4 900 6.5 Quick Feet, Aggression

Personalities

Personality Bonuses Starting Bonuses Unique Ability Spell Book
Artisan
  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers)
  • +40% Building Credits gained in Combat
  • +100% Successful Espionage Operations (double stealth cost)
  • +10% Economy Science Efficiency
  • +600 Starting Soldiers
  • +600 Starting Specialist Training Credits
  • +200 Starting Building Credits
Demolition Mastery
   In War, Raze attacks destroy 40% of target buildings (base 30%).
Ghost Workers
Cleric
  • +1 Elite Defensive Strength
  • +1 Defensive Specialist Strength
  • -1 Self-Spell Mana Cost
  • +35% Hospital Efficiency
  • Immune to Plague
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Divine Favour
   50% chance to double duration on self-spells.
Heretic
  • +50% Wizard Production
  • -50% Thieves lost on ops
  • +20% Spell Damage
  • +20% Sabotage Damage
  • +15% Arcane Arts Efficiency
  • Access to Nightmares, Fools Gold
  • +400 Starting Wizards
  • +400 Starting Thieves
Chaotic Affliction
   2 ticks, +10–30% spell & sabotage damage. 23-day cooldown.
Mystic
  • +85% Guild Effectiveness
  • +1 Mana Recovery per tick
  • +25% Channeling Science Efficiency
  • +800 Starting Wizards
Mana Well
   Passive — regain 15% mana instantly. 23-hour cooldown.
Rogue
  • +70% Thieves' Den Effectiveness
  • +1 Stealth Recovery per tick
  • +25% Kidnap & Assassinate Wizards damage
  • +25% Crime Science Efficiency
  • Access to all thievery ops
  • +800 Starting Thieves
Shadows in the Night
   +25% sabotage damage at ≥50% stealth.
Tactician
  • -15% Attack Time
  • No thieves lost on intel ops
  • Immune to Greater Arson & Steal War Horses
  • +25% Siege Science Efficiency
  • Enhanced Conquest
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Dragons Wrath
   3% raw offense also damages dragons.
Warrior
  • +15% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • -40% Mercenary Cost
  • +25% Tactics Science Efficiency
  • Access to Righteous Aggressor
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Battle Cry
   Successful attacks kill 0.5% of target population.
Righteous Aggressor
Paladin
  • +20% Military kills when defending
  • +1 Horse Strength (attracts NW)
  • Immune to Dragon effects
  • +25% Valor Science Efficiency
  • Access to Righteous Aggressor, Salvation, Hero's Inspiration
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Smite
   War/Hostile, 23h CD: Next TM destroys 25% guilds/towers/TDs OR Holy Massacre (15% peasants + +15% specialist losses).
Necromancer
  • +25% WPA
  • +25% military losses return as soldiers
  • +25% Resilience Science Efficiency
  • Reclaim 30% of enemy military losses as soldiers on successful attacks
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Grave Harvest
   Successful attack grants +20% instant spell damage for 2 days (non-stacking in War).
General
  • +1 General
  • +20% Specialist Credits gained in combat
  • -20% Military Training Time
  • Can train elites with Specialist Credits (War only)
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
General's Command
   2 ticks, +60% honour gains (War only). 23h cooldown.