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{| class="wikitable" style="width:100%; border:2px solid #000814; font-size:1em; text-align:left;"
[[File:Age of Convergence.jpeg|center|link=]]
|-
! colspan="2" style="background:#FFC300; color:#000814; font-size:1.6em; text-align:center; padding:0.6em;" |
'''Age 114: The Age of Convergence'''
|-
| colspan="2" style="background:#FFD60A; color:#000814; padding:1em; text-align:center; font-size:1.05em;" |
'''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]] • [[#Spell_Changes|Spell Changes]] • [[#Races|Races]] • [[#Personalities|Personalities]]
|-
| colspan="2" style="vertical-align:top; background:#001D3D; color:#FFFFFF; padding:1.5em; font-size:1.1em; line-height:1.8;" |
''For centuries, the realms fought as isolated powers. Each race guarded its traditions. Each kingdom shaped war in its own image.''


'''That era is over.'''


As conflicts stretched on and old playbooks became predictable, the world adapted. Magic wove into steel. Doctrine replaced impulse. Power no longer flowed from a single source, but grew through alignment.
<div style="text-align:center; padding:1em; background:linear-gradient(180deg, #001D3D 0%, #000814 100%); border:2px solid #FFC300; border-radius:8px; margin-bottom:1.5em;">
 
<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>
In this age, '''strength is created where paths converge'''. Races no longer fight in isolation. Their philosophies now shape the battlefield. When a kingdom aligns its forces under shared doctrine, the fight changes: Armies move with purpose. Spells strike harder. Defenses hold longer. Opponents lose control.
</div>


This is an age where: '''Choices compound. Coordination wins. Neglect is punished.'''
== Age Schedule ==


Victory belongs not to the loudest blow, but to the kingdom that aligns its strengths and exploits its moment.
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;"
|-
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<!-- LEFT TILE: SCHEDULE -->
{| style="width:100%; border:1px solid #000814; border-radius:6px;"
! style="background:#FFC300; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Age_Schedule"></span>
Age Schedule
|-
| style="padding:1em; background:#001D3D; color:#FFFFFF;" |
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:none;"
|-
|-
| '''WoL Age 114 Open:''' || 25 January 2026, 22:00
| '''WoL Age 114 Open:''' || 25 January 2026, 22:00
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| '''WoL Age 114 End:''' || TBD
| '''WoL Age 114 End:''' || TBD
|}
|}
|}
 
<!-- END LEFT TILE -->
== War Doctrines ==
| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
 
<!-- RIGHT TILE: WAR DOCTRINES -->
{| style="width:100%; border:1px solid #000814; border-radius:6px;"
! style="background:#FFD60A; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="War_Doctrines"></span>
War Doctrines (New Mechanic)
|-
| style="padding:1em; background:#001D3D; color:#FFFFFF;" |
Each race contributes a '''War Doctrine''' that applies kingdom-wide during War.
Each race contributes a '''War Doctrine''' that applies kingdom-wide during War.


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* Additional provinces beyond cap do not increase doctrine strength
* Additional provinces beyond cap do not increase doctrine strength
* No War Doctrine may exceed 7.5% total effect
* No War Doctrine may exceed 7.5% total effect
|}
 
<!-- END RIGHT TILE -->
== Core Mechanics & Modifications ==
|-
 
| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
<!-- LEFT TILE: CORE MECHANICS -->
{| style="width:100%; border:1px solid #000814; border-radius:6px;"
! style="background:#FFC300; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Core_Mechanics"></span>
Core Mechanics & Modifications
|-
| style="padding:1em; background:#001D3D; color:#FFFFFF;" |
'''Defects & Walls'''
'''Defects & Walls'''
* Defects no longer ignores kingdom wall if 22 provinces or above
* Defects no longer ignores kingdom wall if 22 provinces or above
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'''Learn and Plunder Changes'''
'''Learn and Plunder Changes'''
* Learns and Plunders will have their enemy military kills reverted to normal troop kills in War
* Learns and Plunders will have their enemy military kills reverted to normal troop kills in War
|}
 
<!-- END LEFT TILE -->
== Out of War Penalties ==
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<!-- RIGHT TILE: OUT OF WAR PENALTIES -->
{| style="width:100%; border:1px solid #000814; border-radius:6px;"
! style="background:#FFD60A; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Out_of_War_Penalties"></span>
Out of War Attack Penalty Updates
|-
| style="padding:1em; background:#001D3D; color:#FFFFFF;" |
When targeting a Kingdom that is less than '''85%''' of both your Land and Networth:
When targeting a Kingdom that is less than '''85%''' of both your Land and Networth:


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* Honor Gains: '''–25%'''
* Honor Gains: '''–25%'''
* Attack Time: '''+20%'''
* Attack Time: '''+20%'''
|}
 
<!-- END RIGHT TILE -->
== Dragons ==
|-
 
| colspan="2" style="vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
|-
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<!-- LEFT TILE: DRAGONS -->
{| style="width:100%; border:1px solid #000814; border-radius:6px;"
! style="background:#FFC300; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Dragons"></span>
Dragons (Reworked)
|-
| style="padding:1em; background:#001D3D; color:#FFFFFF;" |
Dragons return not as spectacle, but as pressure. They disrupt economies, drain resolve, and force hard choices until they are answered.
Dragons return not as spectacle, but as pressure. They disrupt economies, drain resolve, and force hard choices until they are answered.


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* Dragon HP reduced by 10%
* Dragon HP reduced by 10%


{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; margin-top:0.5em;"
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;"
! style="background:#000814; color:#FFD60A;" | Dragon
! style="background:#000814; color:#FFD60A;" | Dragon
! style="background:#000814; color:#FFD60A;" | Effects
! style="background:#000814; color:#FFD60A;" | Effects
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| '''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
| '''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
|}
|}
|}
<!-- END LEFT TILE -->


== Rituals ==


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{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;"
<!-- RIGHT TILE: RITUALS -->
{| style="width:100%; border:1px solid #000814; border-radius:6px;"
! style="background:#FFD60A; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Rituals"></span>
Rituals
|-
| style="padding:1em; background:#001D3D; color:#FFFFFF;" |
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF;"
! style="background:#000814; color:#FFD60A;" | Ritual
! style="background:#000814; color:#FFD60A;" | Ritual
! style="background:#000814; color:#FFD60A;" | Effects
! style="background:#000814; color:#FFD60A;" | Effects
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| '''Stalwart''' || •  +5% Defensive Military Efficiency <br>•  –20% Military Casualties
| '''Stalwart''' || •  +5% Defensive Military Efficiency <br>•  –20% Military Casualties
|}
|}
|}
== Spell Changes ==
<!-- END RIGHT TILE -->
Greed increased from 25% to 35% for both Wage and Draft Costs.
 
== Races ==
<!-- END SPELL CHANGES TILE -->
<div style="background: #001D3D; border: 2px solid #FFC300; border-radius: 6px; padding: 2em; margin-top: 2.5em; margin-bottom: 2.5em; font-size: 1.15em; line-height: 2; color: #FFFFFF; box-shadow: 0 3px 12px rgba(0,0,0,0.3);">
|}
 
<div style="background: #001D3D; border: 2px solid #000814; border-radius: 6px; padding: 2em; margin-top: 2.5em; margin-bottom: 2.5em; font-size: 1.15em; line-height: 2; color: #FFFFFF; box-shadow: 0 3px 12px rgba(0,0,0,0.3);">
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.
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>
</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


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|+ style="font-size: 1.3em; font-weight: bold; background: #FFC300; border: 2.5px solid #101418; border-bottom: 1px solid #a2a9b1;" |
== Races ==
|-
|-
! 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, 23 tick cooldown
* 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);"
== Personalities ==
|+ 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%; 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


== Personalities ==
|-
|-
! 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 418: 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 464: 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
||
+800 Thieves
||
No Other Spells
No Other Spells
|-
|-
| '''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