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Races and Personalities first
 
Races: idk benji said somewhere
 
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[[File:Age of Convergence.jpeg|center|link=]]
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.
 


'''Age 114: The Age of Convergence''' introduces '''War Doctrines''' – each race contributes a kingdom-wide bonus during War that scales with the number of provinces of that race (up to 7 provinces for maximum effect).
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<span style="color:#FFFFFF; font-size:1.3em;">'''Quick Navigation:''' [[#Age_Schedule|Age Schedule]] • [[#War_Doctrines|War Doctrines]] • [[#Core_Mechanics|Core Mechanics]] • [[#Out_of_War_Penalties|Out of War Penalties]] • [[#Dragons|Dragons]] • [[#Rituals|Rituals]] • [[#Races|Races]] • [[#Personalities|Personalities]]</span>
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'''Quick Navigation:''' [[#Races|Races]] [[#Personalities|Personalities]]
== Age Schedule ==
 
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;"
|-
| '''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%
 
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;"
! style="background:#000814; color:#FFD60A;" | Dragon
! style="background:#000814; color:#FFD60A;" | Effects
! style="background:#000814; color:#FFD60A;" | Cost Modifier
|-
| '''Amethyst''' || • –40% Spell Success <br> • –40% Thievery Success on sabotage <br> • Enemy provinces suffer +25% thievery and wizard losses on failed spells/ops || 2.4
|-
| '''Emerald''' || • +25% military casualties in combat <br>• –20% combat gains <br>–40% Building and Specialist Credits gained in combat || 2.4
|-
| '''Celestite''' || • –60% Birth Rates <br>• –40% Hospital Effectiveness <br>• +50% Build Cost and Time || 2.4
|-
| '''Ruby''' || • Reduces Military Effectiveness by 15% <br>• Increases Military Wages by 30% <br>• Lose 30% of new draftees || 2.4
|-
| '''Topaz''' || • –30% Building Efficiency <br>• –25% Income <br>• Destroys 4% of buildings instantly and every 6 days thereafter || 2.0
|-
| '''Sapphire''' || • –30% lower magic (WPA) and thievery (TPA) effectiveness <br>• +12.5% Instant Spell and Sabotage Damage taken <br>• –12.5% Instant Spell and Sabotage Damage dealt || 2.0
|}


{| class="wikitable" style="width: 100%; color: #000814; padding: 0.8em; border: 2px solid #000814; border-collapse: collapse; font-size: 1.05em; box-shadow: 0 4px 20px rgba(0, 0, 0, 0.4);"
== Rituals ==
|+ style="font-size: 1.3em; font-weight: bold; background: #FFC300; border: 2.5px solid #101418; border-bottom: 1px solid #a2a9b1;" |  
 
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;"
! style="background:#000814; color:#FFD60A;" | Ritual
! style="background:#000814; color:#FFD60A;" | Effects
|-
| '''Barrier''' || •+20% Birth Rates <br>• –25% Damage from Enemy Instant Magic and Thievery Operations <br>• –20% Massacre Damage <br>• –10% Battle (Resource) Losses
|-
| '''Expedient''' || •+20% Building Efficiency <br>• –25% Construction Cost <br>• –25% Construction Time <br>• –25% Military Wages
|-
| '''Ascendancy''' || •+50% Wizard Production <br>• –50% Wizard Losses on Failed Spells <br>• –25% Science Book Production
|-
| '''Haste''' || •–10% Attack Time <br>• –25% Training Time <br>• –25% Construction Time
|-
| '''Havoc''' || •+20% Offensive WPA <br>• +20% Offensive TPA <br>• +20% Spell Damage <br>• +20% Sabotage Damage
|-
| '''Onslaught''' || •+10% Offensive Military Efficiency <br>• +15% Enemy Military Casualties on Attacks
|-
| '''Stalwart''' || •  +5% Defensive Military Efficiency <br>•  –20% Military Casualties
|}
== Spell Changes ==
Greed increased from 25% to 35% for both Wage and Draft Costs.
== Races ==
== Races ==
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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.
</div>
{| class="wikitable" style="width:100%; color:#000814; padding:0.8em; border:2px solid #FFC300; border-collapse:collapse; font-size:1.05em; box-shadow:0 3px 12px rgba(255,195,0,0.3); border-radius:5px;"
! style="background:#000814; color:#d4a017; padding:0.8em; width:15%;" | Race
! style="background:#000814; color:#d4a017; padding:0.8em; width:24%;" | War Doctrine & Unique Ability
! style="background:#000814; color:#d4a017; padding:0.8em; width:25%;" | Bonuses & Penalties
! style="background:#000814; color:#d4a017; padding:0.8em; width:24%;" | Units
! style="background:#000814; color:#d4a017; padding:0.8em; width:12%;" | Spells
|-
|-
! style="width:8%; background: #000814; color: #d4a017; padding: 0.8em;" | '''Name'''
| style="text-align:center; padding:1em; vertical-align:top;" |
! style="width:18%; background: #000814; color: #d4a017; padding: 0.8em;" | Bonuses
[[File:Avian.jpg|120px|link=]]
! style="width:18%; background: #000814; color: #d4a017; padding: 0.8em;" | Penalties
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Avian</div>
! style="width:21%; background: #000814; color: #d4a017; padding: 0.8em;" | War Doctrine & Unique Ability
| style="padding:1em; vertical-align:top;" |
! style="width:23%; background: #000814; color: #d4a017; padding: 0.8em;" | Units
'''Unique Passive: Opportunistic Raiders'''
! style="width:12%; background: #000814; color: #d4a017; padding: 0.8em;" | [[Mystics|<span style="color: #FFC300"><u>Spells<u>]]
: Learn and Plunder attacks return armies 1 tick faster (after modifiers).
|-
 
| '''Avian'''
'''War Doctrine (In War):'''
||
: Provides up to −5% Attack Time to you and all your kingdom.
* –20% Attack Time
| style="padding:1em; vertical-align:top;" |
* –40% Training Time
'''Bonuses:'''
||
* −20% Attack Time
* −40% Training Time
 
'''Penalties:'''
* Cannot Ambush
* Cannot Ambush
* No Access to Stables and War Horses
* No Access to Stables and War Horses
||
| style="padding:1em; vertical-align:top;" |
; War Doctrine (In War)
* Soldier: 3/0 (0.75nw)
: Provides up to –5% Attack Time to you and all your kingdom (scales with # of Avian provinces, caps at 7)
* Offensive Specialist: 13/0 (5.2nw)
; Opportunistic Raiders
* Defensive Specialist: 0/9 (4.5nw)
: Learn and Plunder attacks return armies 1 tick faster (after modifiers)
* Elite Unit: 16/6 (900gc, 8nw)
: Passive ability
* Mercenary: 8/0 (0.0nw)
||
* Prisoner: 8/0 (1.6nw)
* Soldier 3/0 (0.75nw)
* War Horse: n/a
* Off. Spec 13/0 (5.2nw)
| style="padding:1em; vertical-align:top;" |
* Def. Spec 0/9 (4.5nw)
[[Mystics#Town_Watch|Town Watch]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Salvation|Salvation]]
* Elite 16/6 (900gc, 8nw)
 
* Merc 8/0 (0.0nw)
* Prisoner 8/0 (1.6nw)
* War Horse n/a
|| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Salvation|Salvation]]
|-
|-
| '''Dark Elf'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:DarkElf.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Dark Elf</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +25% Instant Spell Damage
* +25% Instant Spell Damage
* –50% Rune Cost (Not Including Rituals)
* −50% Rune Cost (Not Including Rituals)
* Can train Thieves using Specialist Credits
* Can train Thieves using Specialist Credits
||
 
* –25% Birth Rates
'''Penalties:'''
||
* −25% Birth Rates
; War Doctrine (In War)
| style="padding:1em; vertical-align:top;" |
: Provides up to +7.5% Instant Spell Damage to you and all your kingdom (scales with # of Dark Elf provinces, caps at 7)
* Soldier: 3/0 (0.75nw)
; Mystic Enthusiasts
* Offensive Specialist: 15/0 (6nw)
: Successful offensive instant spells refund 20% rune cost
* Defensive Specialist: 0/8 (4.0nw)
: Passive ability
* Elite Unit: 4/12 (750gc, 7nw)
||
* Mercenary: 8/0 (0nw)
* Soldier 3/0 (0.75nw)
* Prisoner: 8/0 (1.6nw)
* Off. Spec 15/0 (6nw)
* War Horse: 2/0 (0.6nw)
* Def. Spec 0/8 (4.0nw)
| style="padding:1em; vertical-align:top;" |
* Elite 4/12 (750gc, 7nw)
[[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Quick_Feet|Quick Feet]]
* Merc 8/0 (0nw)
 
* Prisoner 8/0 (1.6nw)
* War Horse 2/0 (0.6nw)
|| [[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Quick_Feet|Quick Feet]]
|-
|-
| '''Dwarf'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:Dwarf.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Dwarf</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +25% Building Efficiency
* +25% Building Efficiency
* –50% Construction Time
* −50% Construction Time
* +20% Building Credits in Combat
* +20% Building Credits in Combat
||
 
'''Penalties:'''
* Cannot Accelerate Construction
* Cannot Accelerate Construction
* +10% Attack Time
* +10% Attack Time
||
| style="padding:1em; vertical-align:top;" |
; War Doctrine (In War)
* Soldier: 3/0 (0.75nw)
: Provides up to +7.5% Specialist Credits gained in combat to you and all your kingdom (scales with # of Dwarf provinces, caps at 7)
* Offensive Specialist: 10/0 (4.0nw)
; Master Builders
* Defensive Specialist: 0/11 (5.5nw)
: Incoming Raze damage reduced by 15% and Raze attacks destroy +20% additional buildings
* Elite Unit: 15/9 (900gc, 8nw)
: Passive ability
* Mercenary: 8/0 (0.0nw)
||
* Prisoner: 8/0 (1.6nw)
* Soldier 3/0 (0.75nw)
* War Horse: 2/0 (0.6nw)
* Off. Spec 10/0 (4.0nw)
| style="padding:1em; vertical-align:top;" |
* Def. Spec 0/11 (6.0nw)
[[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Mist|Mist]]
* Elite 15/9 (900gc, 8nw)
 
* Merc 8/0 (0.0nw)
* Prisoner 8/0 (1.6nw)
* War Horse 2/0 (0.6nw)
|| [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Mist|Mist]]
|-
|-
| '''Elf'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:Elf.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Elf</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +30% Magic Effectiveness (WPA)
* +30% Magic Effectiveness (WPA)
* +1 Mana Per Tick in War
* +1 Mana Per Tick in War
||
 
* –20% TPA
'''Penalties:'''
||
* −20% TPA
; War Doctrine (In War)
| style="padding:1em; vertical-align:top;" |
: Provides up to –7.5% Military Casualties Taken to you and all your kingdom (scales with # of Elf provinces, caps at 7)
* Soldier: 3/0 (0.75nw)
; Arcane Surge
* Offensive Specialist: 10/0 (4.0nw)
: 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%
* Defensive Specialist: 0/13 (6.5nw)
: Passive ability
* Elite Unit: 14/6 (800gc, 7.0nw)
||
* Mercenary: 8/0 (0.0nw)
* Soldier 3/0 (0.75nw)
* Prisoner: 8/0 (1.6nw)
* Off. Spec 10/0 (4.0nw)
* War Horse: 2/0 (0.6nw)
* Def. Spec 0/13 (6.5nw)
| style="padding:1em; vertical-align:top;" |
* Elite 14/6 (800gc, 7.0nw)
[[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
* Merc 8/0 (0.0nw)
 
* Prisoner 8/0 (1.6nw)
* War Horse 2/0 (0.6nw)
|| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
|-
|-
| '''Faery'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:Faery.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Faery</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +25% Spell Duration
* +25% Spell Duration
* +25% WPA
* +25% WPA
* +1 Mana Recovery per Tick
* +1 Mana Recovery per Tick
||
 
* –10% BE
'''Penalties:'''
* −10% BE
* +15% Military Wages
* +15% Military Wages
||
| style="padding:1em; vertical-align:top;" |
; War Doctrine (In War)
* Soldier: 3/0 (0.75nw)
: Provides up to –7.5% damage from enemy Thievery and Magic instant operations to you and all your kingdom (scales with # of Faery provinces, caps at 7)
* Offensive Specialist: 10/0 (4.0nw)
; Leyline Interference
* Defensive Specialist: 0/10 (5.0nw)
: Enemy spells cast against Faery provinces have a 15% chance to fail
* Elite Unit: 8/15 (900gc, 9nw)
: Passive ability
* Mercenary: 8/0 (0.0nw)
||
* Prisoner: 8/0 (1.6nw)
* Soldier 3/0 (0.75nw)
* War Horse: 2/0 (0.6nw)
* Off. Spec 10/0 (4.0nw)
| style="padding:1em; vertical-align:top;" |
* Def. Spec 0/10 (5.0nw)
* Elite 8/15 (900gc, 9nw)
* Merc 8/0 (0.0nw)
* Prisoner 8/0 (1.6nw)
* War Horse 2/0 (0.6nw)
||  
[[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Revelation|Revelation]], [[Mystics#Animate_Dead|Animate Dead]]
[[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Revelation|Revelation]], [[Mystics#Animate_Dead|Animate Dead]]
|-
|-
| '''Halfling'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:Halfling.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Halfling</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +10% Population
* +10% Population
* +1 Stealth Regeneration Per Tick
* +1 Stealth Regeneration Per Tick
* +20% Thievery Effectiveness (TPA)
* +20% Thievery Effectiveness (TPA)
||
 
'''Penalties:'''
* +15% Military Casualties
* +15% Military Casualties
||
| style="padding:1em; vertical-align:top;" |
; War Doctrine (In War)
* Soldier: 3/0 (0.75nw)
: Provides up to +7.5% Sabotage damage to you and all your kingdom (scales with # of Halfling provinces, caps at 7)
* Offensive Specialist: 10/0 (4.0nw)
; Sneak Attack
* Defensive Specialist: 0/11 (5.5nw)
: On cast of "Sneak Attack", all thievery operations incur zero thievery losses for 1 tick
* Elite Unit: 10/13 (900gc, 8nw)
: Active ability
* Mercenary: 8/0 (0.0nw)
||
* Prisoner: 8/0 (1.6nw)
* Soldier 3/0 (0.75nw)
* War Horse: 2/0 (0.6nw)
* Off. Spec 10/0 (4.0nw)
| style="padding:1em; vertical-align:top;" |
* Def. Spec 0/11 (5.5nw)
* Elite 10/13 (900gc, 8nw)
* Merc 8/0 (0.0nw)
* Prisoner 8/0 (1.6nw)
* War Horse 2/0 (0.6nw)
||  
[[Mystics#Town_Watch|Town Watch]], [[Mystics#Greater_Protection|Greater Protection]]
[[Mystics#Town_Watch|Town Watch]], [[Mystics#Greater_Protection|Greater Protection]]
|-
|-
| '''Human'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:Human.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Human</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* All Lands hold Prisoners - 2 per Acre
* All Lands hold Prisoners - 2 per Acre
* +1 Stealth In War
* +1 Stealth In War
* +15% Science Efficiency
* +15% Science Efficiency
||
 
* Military wage increases take twice as long to fully apply. Wage reductions apply normally
'''Penalties:'''
* Military wage increases take twice as long to fully apply. Wage reductions apply normally.
* +50% Rune Cost (Does not Include Rituals)
* +50% Rune Cost (Does not Include Rituals)
* –50% Libraries Building Effectiveness
* −50% Libraries Building Effectiveness
||
| style="padding:1em; vertical-align:top;" |
; War Doctrine (In War)
* Soldier: 3/0 (0.75nw)
: Provides up to +7.5% Book Generation to you and all your kingdom (scales with # of Human provinces, caps at 7)
* Offensive Specialist: 12/0 (4.8nw)
; Civil Administration
* Defensive Specialist: 0/10 (5.0nw)
: Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 25%
* Elite Unit: 14/9 (1000gc, 8nw)
: Passive ability
* Mercenary: 8/0 (0.0nw)
||
* Prisoner: 8/0 (1.6nw)
* Soldier 3/0 (0.75nw)
* War Horse: 3/0 (0.9nw)
* Off. Spec 12/0 (4.8nw)
| style="padding:1em; vertical-align:top;" |
* Def. Spec 0/10 (5.0nw)
* Elite 14/9 (1000gc, 8nw)
* Merc 8/0 (0.0nw)
* Prisoner 8/0 (1.6nw)
* War Horse 3/0 (0.9nw)
||  
[[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Guile|Guile]]
[[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Guile|Guile]]
|-
|-
| '''Orc'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:Orc.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Orc</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +15% Gains
* +15% Gains
* –50% Draft Cost
* −50% Draft Cost
||
 
* –15% DME
'''Penalties:'''
||
* −15% DME
; War Doctrine (In War)
| style="padding:1em; vertical-align:top;" |
: Provides up to +7.5% Enemy Military Casualties to you and all your kingdom (scales with # of Orc provinces, caps at 7)
* Soldier: 3/0 (0.75nw)
; Pillage and Burn
* Offensive Specialist: 13/0 (5.2nw)
: Successful Traditional Marches capture +30% additional Prisoners and Massacre attacks are +15% more effective at killing Wizards
* Defensive Specialist: 0/10 (5nw)
: Passive ability
* Elite Unit: 20/1 (850gc, 7nw)
||
* Mercenary: 8/0 (0.0nw)
* Soldier 3/0 (0.75nw)
* Prisoner: 8/0 (1.6nw)
* Off. Spec 13/0 (5.2nw)
* War Horse: 2/0 (0.6nw)
* Def. Spec 0/10 (5nw)
| style="padding:1em; vertical-align:top;" |
* Elite 20/1 (850gc, 7nw)
* Merc 8/0 (0.0nw)
* Prisoner 8/0 (1.6nw)
* War Horse 2/0 (0.6nw)
||  
[[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
[[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
|-
|-
| '''Undead'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||  
[[File:Undead.jpg|120px|link=]]
* –40% Military Losses
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Undead</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* −40% Military Losses
* Plague Immunity
* Plague Immunity
* No Food Requirement
* No Food Requirement
||
 
* –5% OME
'''Penalties:'''
||
* −5% OME
; War Doctrine (In War)
| style="padding:1em; vertical-align:top;" |
: Provides –7.5% Enemy Battle Gains to you and all your kingdom (scales with # of Undead provinces, caps at 7)
* Soldier: 3/0 (0.75nw)
; Plaguebearers
* Offensive Specialist: 11/0 (4.4nw)
: Plague has a chance to spread on all successful attacks (33% chance)
* Defensive Specialist: 0/10 (5.0nw)
: Passive ability
* Elite Unit: 16/7 (900gc, 8nw)
||
* Mercenary: 8/0 (0.0nw)
* Soldier 3/0 (0.75nw)
* Prisoner: 8/0 (1.6nw)
* Off. Spec 11/0 (4.4nw)
* War Horse: 2/0 (0.6nw)
* Def. Spec 0/10 (5.0nw)
| style="padding:1em; vertical-align:top;" |
* Elite 16/7 (900gc, 8nw)
* Merc 8/0 (0.0nw)
* Prisoner 8/0 (1.6nw)
* War Horse 2/0 (0.6nw)
||  
[[Mystics#Animate_Dead|Animate Dead]]
[[Mystics#Animate_Dead|Animate Dead]]
|}
|}


{| class="wikitable" style="width: 100%; color: #000814; padding: 0.8em; border: 2px solid #000814; border-collapse: collapse; font-size: 1.05em; box-shadow: 0 4px 20px rgba(0, 0, 0, 0.4);"
|+ style="font-size: 1.3em; font-weight: bold; background: #FFC300; border: 2.5px solid #101418; border-bottom: 1px solid #a2a9b1;" |
== Personalities ==
== Personalities ==
{| class="wikitable" style="width:100%; color:#000814; padding:0.8em; border:2px solid #FFC300; border-collapse:collapse; font-size:1.05em; box-shadow:0 3px 12px rgba(255,195,0,0.3); border-radius:5px;"
! style="background:#000814; color:#d4a017; padding:0.8em; width:15%;" | Personality
! style="background:#000814; color:#d4a017; padding:0.8em; width:22%;" | Unique Ability
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
! style="background:#000814; color:#d4a017; padding:0.8em; width:15%;" | Starting Bonuses
! style="background:#000814; color:#d4a017; padding:0.8em; width:14%;" | Spells
|-
|-
! style="background: #000814; color: #d4a017; padding: 0.8em;" | '''Name'''
| style="text-align:center; padding:1em; vertical-align:top;" |
! style="background: #000814; color: #d4a017; padding: 0.8em;" | Bonuses
<div style="font-size:1.2em; font-weight:bold;">The Artisan</div>
! style="background: #000814; color: #d4a017; padding: 0.8em;" | Unique Ability
| style="padding:1em; vertical-align:top;" |
! style="background: #000814; color: #d4a017; padding: 0.8em;" | Starting Bonuses
'''Unique Passive: Construction Delays'''
! style="background: #000814; color: #d4a017; padding: 0.8em;" | [[Mystics|<span style="color: #FFC300"><u>Spells<u>]]
: For 6 ticks after a successful attack, enemy building efficiency is reduced by 10% (does not stack).
|-
| style="padding:1em; vertical-align:top;" |
| '''The Artisan'''
||
* +30% Building Capacity (Homes, Stables, Dungeons)
* +30% Building Capacity (Homes, Stables, Dungeons)
* +30% Building Production (Banks, Farms, Stables, Towers)
* +30% Building Production (Banks, Farms, Stables, Towers)
* +100% Successful Espionage Ops
* +100% Successful Espionage Ops
* +15% Economy Science Efficiency
* +15% Economy Science Efficiency
||
| style="padding:1em; vertical-align:top;" |
; Construction Delays
* +600 Soldiers
: For 6 ticks after a successful attack, enemy building efficiency is reduced by 10% (does not stack)
* +600 Specialist Credits
: Passive ability
* +200 Building Credits
||
| style="padding:1em; vertical-align:top;" |
+600 Soldiers, +600 Specialist Credits, +200 Building Credits
[[Mystics#Ghost_Workers|Ghost Workers]], [[Mystics#Greater_Protection|Greater Protection]]
|| [[Mystics#Ghost_Workers|Ghost Workers]], [[Mystics#Greater_Protection|Greater Protection]]
 
|-
|-
| '''The Paladin'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The Paladin</div>
| style="padding:1em; vertical-align:top;" |
'''Unique Passive: Divine Blessing'''
: All daily bonuses (granted on the 1st of each month) are doubled.
| style="padding:1em; vertical-align:top;" |
* +5% Population
* +5% Population
* +50% Stables Capacity and Production
* +50% Stables Capacity and Production
Line 264: Line 414:
* +15% Valor Science Efficiency
* +15% Valor Science Efficiency
* Immune to Plague
* Immune to Plague
||
| style="padding:1em; vertical-align:top;" |
; Divine Blessing
* +800 Soldiers
: All daily bonuses (granted on the 1st of each month) are doubled
* +800 Specialist Credits
: Passive ability
| style="padding:1em; vertical-align:top;" |
||
No Other Spells
+800 Soldiers, +800 Specialist Credits
 
||
Standard Military Spells
|-
|-
| '''The Heretic'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The Heretic</div>
* –40% Thief Cost
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
* −40% Thief Cost
* +25% TPA
* +25% TPA
* +20% Sabotage Damage
* +20% Sabotage Damage
* +50% Guild Bonus
* +50% Guilds Effectiveness
* +15% Arcane Science Efficiency
* +15% Arcane Science Efficiency
||
| style="padding:1em; vertical-align:top;" |
; Chaotic Affliction
* +400 Wizards
: For the duration of the day when activated, all offensive spells and sabotage operations gain a random damage bonus between +10% and +30%
* +400 Thieves
: Active ability, 23 tick cooldown
| style="padding:1em; vertical-align:top;" |
||
+400 Wizards, +400 Thieves
||
[[Mystics#Nightmares|Nightmares]], [[Mystics#Fools_Gold|Fools Gold]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Steal_Warhorses|Steal Warhorses]], [[Mystics#Vermin|Vermin]]
[[Mystics#Nightmares|Nightmares]], [[Mystics#Fools_Gold|Fools Gold]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Steal_Warhorses|Steal Warhorses]], [[Mystics#Vermin|Vermin]]
|-
|-
| '''The Mystic'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The Mystic</div>
| style="padding:1em; vertical-align:top;" |
'''Unique Passive: Focussed Channelling'''
: While above 40% mana, spells gain +20% WPA.
| style="padding:1em; vertical-align:top;" |
* +125% Guilds Effectiveness
* +125% Guilds Effectiveness
* +1 Mana Recovery per Tick
* +1 Mana Recovery per Tick
* +15% Channeling Science Efficiency
* +15% Channeling Science Efficiency
||
| style="padding:1em; vertical-align:top;" |
; Focussed Channelling
* +800 Wizards
: While above 40% mana, spells gain +20% WPA
| style="padding:1em; vertical-align:top;" |
: Passive ability
||
+800 Wizards
||
[[Mystics#Pitfalls|Pitfalls]], [[Mystics#Meteor_Showers|Meteor Showers]], [[Mystics#Chastity|Chastity]], [[Mystics#Vermin|Vermin]]
[[Mystics#Pitfalls|Pitfalls]], [[Mystics#Meteor_Showers|Meteor Showers]], [[Mystics#Chastity|Chastity]], [[Mystics#Vermin|Vermin]]
|-
|-
| '''The Rogue'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The Rogue</div>
| style="padding:1em; vertical-align:top;" |
'''Unique Passive: Shadow Persistence'''
: Rogue provinces may perform thievery operations while overpopulated.
| style="padding:1em; vertical-align:top;" |
* +100% Thieves' Dens Effectiveness
* +100% Thieves' Dens Effectiveness
* +15% TPA
* +15% TPA
Line 310: Line 465:
* Access to All Thievery Operations
* Access to All Thievery Operations
* +15% Crime Science Efficiency
* +15% Crime Science Efficiency
||
| style="padding:1em; vertical-align:top;" |
; Shadow Persistence
* +800 Thieves
: Rogue provinces may perform thievery operations while overpopulated
| style="padding:1em; vertical-align:top;" |
: Passive ability
No Other Spells
||
 
+800 Thieves
||
All Thievery Operations
|-
|-
| '''The Tactician'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The Tactician</div>
* –15% Attack Time
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
* −15% Attack Time
* +40% Specialist Credits Gains
* +40% Specialist Credits Gains
* No Thieves lost on intel
* No Thieves lost on intel
* +15% Siege Science Efficiency
* +15% Siege Science Efficiency
* Enhanced Conquest
* Enhanced Conquest
||
| style="padding:1em; vertical-align:top;" |
; Dragon's Wrath
* +800 Soldiers
: When attacking with a dragon, 3% of your raw offence from units will also deal damage to the dragon
* +800 Specialist Credits
: Passive ability
| style="padding:1em; vertical-align:top;" |
||
+800 Soldiers, +800 Specialist Credits
||
[[Mystics#Clearsight|Clearsight]]
[[Mystics#Clearsight|Clearsight]]
|-
|-
| '''The Warrior'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The Warrior</div>
| style="padding:1em; vertical-align:top;" |
'''Unique Passive: Battle Cry'''
: Upon successful attack, the attack will destroy 1% of the target's total population.
| style="padding:1em; vertical-align:top;" |
* +10% Offensive Military Efficiency
* +10% Offensive Military Efficiency
* +4 Mercenary & Prisoner Strength
* +4 Mercenary & Prisoner Strength
* –50% Mercenary Cost
* −50% Mercenary Cost
* +15% Tactics Science Efficiency
* +15% Tactics Science Efficiency
||
| style="padding:1em; vertical-align:top;" |
; Battle Cry
* +800 Soldiers
: Upon successful attack, the attack will destroy 1% of the target's total population
* +800 Specialist Credits
: Passive ability
| style="padding:1em; vertical-align:top;" |
||
+800 Soldiers, +800 Specialist Credits
||
[[Mystics#Bloodlust|Bloodlust]]
[[Mystics#Bloodlust|Bloodlust]]
|-
|-
| '''The Necromancer'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The Necromancer</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
* +30% WPA
* +30% WPA
* +25% Military Losses converted into Soldiers (your fallen rise again)
* +25% Military Losses converted into Soldiers (your fallen rise again)
* +15% Channelling Science Efficiency
* +15% Channelling Science Efficiency
* Reclaims 30% of enemy military losses as Soldiers on successful attacks
* Reclaims 30% of enemy military losses as Soldiers on successful attacks
||
| style="padding:1em; vertical-align:top;" |
; Black Magic
* +400 Wizards
: Successful offensive instant spells also inflict necrotic fallout on the target province: kills 1% of target peasants per successful instant spell
* +400 Specialist Credits
: Passive ability
* +400 Soldiers
||
| style="padding:1em; vertical-align:top;" |
+400 Wizards, +400 Specialist Credits
||
[[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Vermin|Vermin]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Mind_Focus|Mind Focus]]
[[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Vermin|Vermin]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Mind_Focus|Mind Focus]]
|-
|-
| '''The General'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The General</div>
| style="padding:1em; vertical-align:top;" |
'''Unique Passive: Generals Authority'''
: Attacks inflict +15% enemy military casualties when two or more generals are sent.
| style="padding:1em; vertical-align:top;" |
* +1 General
* +1 General
* +20% Specialist Credits Gains
* +20% Specialist Credits Gains
* –25% Training Cost
* −25% Training Cost
* Train Elites with Specialist Credits (In War)
* Train Elites with Specialist Credits (In War)
* +15% Bookkeeping Science Efficiency
* +15% Bookkeeping Science Efficiency
||
| style="padding:1em; vertical-align:top;" |
; Generals Authority
* +800 Soldiers
: Attacks inflict +15% enemy military casualties when two or more generals are sent
* +800 Specialist Credits
: Passive ability
| style="padding:1em; vertical-align:top;" |
||
+800 Soldiers, +800 Specialist Credits
||
[[Mystics#Wrath|Wrath]]
[[Mystics#Wrath|Wrath]]
|-
|-
| '''The War Hero'''
| style="text-align:center; padding:1em; vertical-align:top;" |
||
<div style="font-size:1.2em; font-weight:bold;">The War Hero</div>
* –30% Honor Losses
| style="padding:1em; vertical-align:top;" |
'''Unique Passive: Honour & Glory'''
: All successful attacks generate 2.5% additional honour gains.
| style="padding:1em; vertical-align:top;" |
* −30% Honor Losses
* Converts Specialists to Elites on Traditional Marches
* Converts Specialists to Elites on Traditional Marches
* +2 Offensive Specialist Strength (Affects NW)
* +2 Offensive Specialist Strength (Affects NW)
* +50% Honor Effects
* +50% Honor Effects
||
| style="padding:1em; vertical-align:top;" |
; Honour & Glory
* +800 Soldiers
: All successful attacks generate 2.5% additional honour gains
* +800 Specialist Credits
: Passive ability
| style="padding:1em; vertical-align:top;" |
||
No Other Spells
+800 Soldiers, +800 Specialist Credits
 
||
Standard Military Spells
|}
|}

Latest revision as of 02:15, 29 January 2026


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