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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;" |
 
'''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]]
<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>
| colspan="2" style="vertical-align:top; background:#001D3D; color:#FFFFFF; padding:1.5em; font-size:1.1em; line-height:1.8;" |
</div>
[[File:Age of Convergence.jpeg|center|options|link=]]
 
|-
== Age Schedule ==
| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
 
<!-- LEFT TILE: SCHEDULE -->
{| class="wikitable" style="width:100%; background:#001D3D; color:#FFFFFF; border:2px solid #FFC300;"
{| 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 ==
| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
 
<!-- 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;" |
|-
| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
<!-- 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 ==


| style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
{| 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;"


{| 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="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="font-size:1.3em; font-weight:bold; background:#FFC300; border:2.5px solid #101418; border-bottom:1px solid #a2a9b1;" |
|-
== Races ==
| style="text-align:center; padding:1em; vertical-align:top;" |
[[File:Avian.jpg|120px|link=]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Avian</div>
| style="padding:1em; vertical-align:top;" |
'''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.
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* −20% Attack Time
* −40% Training Time


! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
'''Penalties:'''
! style="background:#000814; color:#d4a017; padding:0.8em;" | Avian
* Cannot Ambush
! style="background:#000814; color:#d4a017; padding:0.8em;" | Dark Elf
* No Access to Stables and War Horses
! style="background:#000814; color:#d4a017; padding:0.8em;" | Dwarf
| style="padding:1em; vertical-align:top;" |
! style="background:#000814; color:#d4a017; padding:0.8em;" | Elf
* Soldier: 3/0 (0.75nw)
! style="background:#000814; color:#d4a017; padding:0.8em;" | Faery
* Offensive Specialist: 13/0 (5.2nw)
! style="background:#000814; color:#d4a017; padding:0.8em;" | Halfling
* Defensive Specialist: 0/9 (4.5nw)
! style="background:#000814; color:#d4a017; padding:0.8em;" | Human
* Elite Unit: 16/6 (900gc, 8nw)
! style="background:#000814; color:#d4a017; padding:0.8em;" | Orc
* Mercenary: 8/0 (0.0nw)
! style="background:#000814; color:#d4a017; padding:0.8em;" | Undead
* Prisoner: 8/0 (1.6nw)
* War Horse: n/a
| style="padding:1em; vertical-align:top;" |
[[Mystics#Town_Watch|Town Watch]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Salvation|Salvation]]


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Image
| style="text-align:center; padding:1em; vertical-align:top;" |
| [[File:Avian.jpg|120px|center]]
[[File:DarkElf.jpg|120px|link=]]
| [[File:DarkElf.jpg|120px|center]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Dark Elf</div>
| [[File:Dwarf.jpg|120px|center]]
| style="padding:1em; vertical-align:top;" |
| [[File:Elf.jpg|120px|center]]
'''Unique Passive: Mystic Enthusiasts'''
| [[File:Faery.jpg|120px|center]]
: Successful offensive instant spells refund 20% rune cost.
| [[File:Halfling.jpg|120px|center]]
 
| [[File:Human.jpg|120px|center]]
'''War Doctrine (In War):'''
| [[File:Orc.jpg|120px|center]]
: Provides up to +7.5% Instant Spell Damage to you and all your kingdom.
| [[File:Undead.jpg|120px|center]]
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +25% Instant Spell Damage
* −50% Rune Cost (Not Including Rituals)
* Can train Thieves using Specialist Credits
 
'''Penalties:'''
* −25% Birth Rates
| style="padding:1em; vertical-align:top;" |
* 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)
| style="padding:1em; vertical-align:top;" |
[[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Quick_Feet|Quick Feet]]


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | War Doctrine
| style="text-align:center; padding:1em; vertical-align:top;" |
| Provides up to –5% Attack Time (caps at 5)
[[File:Dwarf.jpg|120px|link=]]
| Provides up to +7.5% Instant Spell Damage (caps at 7)
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Dwarf</div>
| Provides up to +7.5% Specialist Credits (caps at 7)
| style="padding:1em; vertical-align:top;" |
| Provides up to –7.5% Military Casualties Taken (caps at 7)
'''Unique Passive: Master Builders'''
| Provides up to –7.5% damage from enemy ops (caps at 7)
: Incoming Raze damage reduced by 15% and Raze attacks destroy 20% additional buildings.
| Provides up to +7.5% Sabotage Damage (caps at 7)
 
| Provides up to +7.5% Book Generation (caps at 7)
'''War Doctrine (In War):'''
| Provides up to +7.5% Enemy Military Casualties (caps at 7)
: Provides up to +7.5% Specialist Credits gained in combat to you and all your kingdom.
| Provides –7.5% Enemy Battle Gains (caps at 7)
| style="padding:1em; vertical-align:top;" |
'''Bonuses:'''
* +25% Building Efficiency
* −50% Construction Time
* +20% Building Credits in Combat
 
'''Penalties:'''
* Cannot Accelerate Construction
* +10% Attack Time
| style="padding:1em; vertical-align:top;" |
* 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)
| style="padding:1em; vertical-align:top;" |
[[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Mist|Mist]]


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
| style="text-align:center; padding:1em; vertical-align:top;" |
|
[[File:Elf.jpg|120px|link=]]
* –20% Attack Time 
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Elf</div>
* –40% Training Time
| style="padding:1em; vertical-align:top;" |
|
'''Unique Passive: Arcane Surge'''
* +25% Instant Spell Damage 
: 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%.
* –50% Rune Cost 
 
* Can train Thieves with credits
'''War Doctrine (In War):'''
|
: Provides up to −7.5% Military Casualties Taken to you and all your kingdom.
* +25% Building Efficiency 
| style="padding:1em; vertical-align:top;" |
* –50% Construction Time 
'''Bonuses:'''
* +20% Building Credits
* +30% Magic Effectiveness (WPA)
|
* +1 Mana Per Tick in War
* +30% Magic Effectiveness
 
* +1 Mana per tick in War
'''Penalties:'''
|
* −20% TPA
* +25% Spell Duration 
| style="padding:1em; vertical-align:top;" |
* +25% WPA 
* Soldier: 3/0 (0.75nw)
* +1 Mana Recovery
* Offensive Specialist: 10/0 (4.0nw)
|
* Defensive Specialist: 0/13 (6.5nw)
* +10% Population 
* Elite Unit: 14/6 (800gc, 7.0nw)
* +1 Stealth Regen 
* Mercenary: 8/0 (0.0nw)
* +20% TPA
* Prisoner: 8/0 (1.6nw)
|
* War Horse: 2/0 (0.6nw)
* All Lands hold Prisoners 
| style="padding:1em; vertical-align:top;" |
* +1 Stealth in War 
[[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
* +15% Science Efficiency
|  
* +15% Gains 
* –50% Draft Cost
|  
* –40% Military Losses 
* Plague Immunity 
* No Food Requirement


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Penalties
| style="text-align:center; padding:1em; vertical-align:top;" |
|
[[File:Faery.jpg|120px|link=]]
* Cannot Ambush 
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Faery</div>
* No Stables / War Horses
| style="padding:1em; vertical-align:top;" |
|
'''Unique Passive: Leyline Interference'''
* –25% Birth Rates
: Enemy spells cast against Faery provinces have a 15% chance to fail.
|  
 
* Cannot Accelerate Construction 
'''War Doctrine (In War):'''
* +10% Attack Time
: 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;" |
* –20% TPA
'''Bonuses:'''
|
* +25% Spell Duration
* –10% BE
* +25% WPA
* +1 Mana Recovery per Tick
 
'''Penalties:'''
* −10% BE
* +15% Military Wages
* +15% Military Wages
|  
| style="padding:1em; vertical-align:top;" |
* 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)
| style="padding:1em; vertical-align:top;" |
[[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]]
 
|-
| 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
* +1 Stealth Regeneration Per Tick
* +20% Thievery Effectiveness (TPA)
 
'''Penalties:'''
* +15% Military Casualties
* +15% Military Casualties
|  
| style="padding:1em; vertical-align:top;" |
* Wage increases take twice as long 
* Soldier: 3/0 (0.75nw)
* +50% Rune Cost 
* Offensive Specialist: 10/0 (4.0nw)
* –50% Libraries Effectiveness
* Defensive Specialist: 0/11 (5.5nw)
|
* Elite Unit: 10/13 (900gc, 8nw)
* –15% DME
* Mercenary: 8/0 (0.0nw)
|  
* Prisoner: 8/0 (1.6nw)
* –5% OME
* War Horse: 2/0 (0.6nw)
| style="padding:1em; vertical-align:top;" |
[[Mystics#Town_Watch|Town Watch]], [[Mystics#Greater_Protection|Greater Protection]]


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
| style="text-align:center; padding:1em; vertical-align:top;" |
|  
[[File:Human.jpg|120px|link=]]
* Opportunistic Raiders 
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Human</div>
: Learn/Plunder return 1 tick faster
| style="padding:1em; vertical-align:top;" |
|
'''Unique Passive: Civil Administration'''
* Mystic Enthusiasts 
: Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 25%.
: 20% rune refund on instant spells
 
|  
'''War Doctrine (In War):'''
* Master Builders 
: Provides up to +7.5% Book Generation to you and all your kingdom.
: –15% Raze damage taken 
| style="padding:1em; vertical-align:top;" |
: Raze destroys +20% buildings
'''Bonuses:'''
|
* All Lands hold Prisoners - 2 per Acre
* Arcane Surge 
* +1 Stealth In War
: +25% spell damage below 40% mana
* +15% Science Efficiency
|  
 
* Leyline Interference 
'''Penalties:'''
: 15% chance enemy spells fail
* Military wage increases take twice as long to fully apply. Wage reductions apply normally.
|
* +50% Rune Cost (Does not Include Rituals)
* Sneak Attack 
* −50% Libraries Building Effectiveness
: 0 thief losses for 1 tick (23‑tick CD)
| style="padding:1em; vertical-align:top;" |
|
* Soldier: 3/0 (0.75nw)
* Civil Administration 
* Offensive Specialist: 12/0 (4.8nw)
: Prisoners +2gc/tick 
* Defensive Specialist: 0/10 (5.0nw)
: –25% Merc cost
* Elite Unit: 14/9 (1000gc, 8nw)
|  
* Mercenary: 8/0 (0.0nw)
* Pillage and Burn 
* Prisoner: 8/0 (1.6nw)
: +30% Prisoners 
* War Horse: 3/0 (0.9nw)
: +15% Massacre wizard kills
| style="padding:1em; vertical-align:top;" |
|  
[[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Guile|Guile]]
* Plaguebearers 
: 33% chance to spread plague


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Units
| style="text-align:center; padding:1em; vertical-align:top;" |
|  
[[File:Orc.jpg|120px|link=]]
* 3/0 Soldier 
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Orc</div>
* 13/0 Off Spec 
| style="padding:1em; vertical-align:top;" |
* 0/9 Def Spec 
'''Unique Passive: Pillage and Burn'''
* 16/6 Elite 
: Successful Traditional Marches capture +30% additional Prisoners and Massacre attacks are +15% more effective at killing Wizards.
* Merc 8/0 
 
* Prisoner 8/0
'''War Doctrine (In War):'''
|  
: Provides up to +7.5% Enemy Military Casualties to you and all your kingdom.
* 3/0 Soldier 
| style="padding:1em; vertical-align:top;" |
* 15/0 Off Spec 
'''Bonuses:'''
* 0/8 Def Spec 
* +15% Gains
* 4/12 Elite 
* −50% Draft Cost
* Merc 8/0 
 
* Prisoner 8/0 
'''Penalties:'''
* War Horse 2/0
* −15% DME
|
| style="padding:1em; vertical-align:top;" |
* 3/0 Soldier 
* Soldier: 3/0 (0.75nw)
* 10/0 Off Spec 
* Offensive Specialist: 13/0 (5.2nw)
* 0/11 Def Spec 
* Defensive Specialist: 0/10 (5nw)
* 15/9 Elite 
* Elite Unit: 20/1 (850gc, 7nw)
* Merc 8/0 
* Mercenary: 8/0 (0.0nw)
* Prisoner 8/0 
* Prisoner: 8/0 (1.6nw)
* War Horse 2/0
* War Horse: 2/0 (0.6nw)
|  
| style="padding:1em; vertical-align:top;" |
* 3/0 Soldier 
[[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
* 10/0 Off Spec 
* 0/13 Def Spec 
* 14/6 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0
|  
* 3/0 Soldier 
* 10/0 Off Spec 
* 0/10 Def Spec 
* 8/15 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0
|  
* 3/0 Soldier 
* 10/0 Off Spec 
* 0/11 Def Spec 
* 10/13 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0
|  
* 3/0 Soldier
* 12/0 Off Spec 
* 0/10 Def Spec 
* 14/9 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 3/0
|
* 3/0 Soldier 
* 13/0 Off Spec 
* 0/10 Def Spec 
* 20/1 Elite 
* Merc 8/0
* Prisoner 8/0
* War Horse 2/0
|  
* 3/0 Soldier 
* 11/0 Off Spec 
* 0/10 Def Spec 
* 16/7 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
| style="text-align:center; padding:1em; vertical-align:top;" |
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Salvation|Salvation]]
[[File:Undead.jpg|120px|link=]]
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Quick_Feet|Quick Feet]]
<div style="margin-top:0.8em; font-size:1.2em; font-weight:bold;">Undead</div>
| [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Mist|Mist]]
| style="padding:1em; vertical-align:top;" |
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
'''Unique Passive: Plaguebearers'''
| [[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]]
: Plague has a chance to spread on all successful attacks (33% chance).
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Greater_Protection|Greater Protection]]
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Guile|Guile]]
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
| [[Mystics#Animate_Dead|Animate Dead]]


|}
'''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
* No Food Requirement


'''Penalties:'''
* −5% OME
| style="padding:1em; vertical-align:top;" |
* 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)
| style="padding:1em; vertical-align:top;" |
[[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 ==


! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
{| 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;" | The Artisan
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Paladin
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Heretic
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Mystic
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Rogue


|-
! 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;" | Bonuses
|
! style="background:#000814; color:#d4a017; padding:0.8em; width:15%;" | Starting Bonuses
* +30% Building Capacity 
! style="background:#000814; color:#d4a017; padding:0.8em; width:14%;" | Spells
* +30% Building Production 
* +100% Espionage Success 
* +15% Economy Science
|  
* +5% Population 
* +50% Stables Capacity 
* +15% Valor Science 
* Immune to Plague 
* +15% enemy casualties dealt, +10% own casualties taken
|  
* –40% Thief Cost 
* +25% TPA 
* +20% Sabotage Damage 
* +50% Guild Bonus 
* +15% Arcane Science
|
* +125% Guild Effectiveness 
* +1 Mana Recovery 
* +15% Channeling Science
|
* +100% Thieves' Dens 
* +15% TPA 
* +1 Stealth Recovery 
* Access to all ops 
* +15% Crime Science


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
| style="text-align:center; padding:1em; vertical-align:top;" |
|  
<div style="font-size:1.2em; font-weight:bold;">The Artisan</div>
* '''Construction Delays'''
| style="padding:1em; vertical-align:top;" |
: Enemy BE –10% for 6 ticks after your attack
'''Unique Passive: Construction Delays'''
|  
: For 6 ticks after a successful attack, enemy building efficiency is reduced by 10% (does not stack).
* '''Divine Blessing''' 
| style="padding:1em; vertical-align:top;" |
: Daily bonuses are doubled
* +30% Building Capacity (Homes, Stables, Dungeons)
|  
* +30% Building Production (Banks, Farms, Stables, Towers)
* '''Chaotic Affliction''' 
* +100% Successful Espionage Ops
: Offensive spells/ops gain +10–30% random damage (23‑tick CD)
* +15% Economy Science Efficiency
|
| style="padding:1em; vertical-align:top;" |
* '''Focussed Channelling''' 
* +600 Soldiers
: +20% WPA while above 40% mana
* +600 Specialist Credits
|
* +200 Building Credits
* '''Shadow Persistence''' 
| style="padding:1em; vertical-align:top;" |
: Can perform ops while overpopulated
[[Mystics#Ghost_Workers|Ghost Workers]], [[Mystics#Greater_Protection|Greater Protection]]


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Starting Bonuses
| style="text-align:center; padding:1em; vertical-align:top;" |
|
<div style="font-size:1.2em; font-weight:bold;">The Paladin</div>
* +600 Soldiers 
| style="padding:1em; vertical-align:top;" |
* +600 Specialist Credits 
'''Unique Passive: Divine Blessing'''
* +200 Building Credits
: All daily bonuses (granted on the 1st of each month) are doubled.
|  
| style="padding:1em; vertical-align:top;" |
* +800 Soldiers
* +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
| style="padding:1em; vertical-align:top;" |
* +800 Soldiers
* +800 Specialist Credits
* +800 Specialist Credits
|  
| style="padding:1em; vertical-align:top;" |
* +400 Wizards
No Other Spells
 
|-
| style="text-align:center; padding:1em; vertical-align:top;" |
<div style="font-size:1.2em; font-weight:bold;">The Heretic</div>
| 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
* +20% Sabotage Damage
* +50% Guilds Effectiveness
* +15% Arcane Science Efficiency
| style="padding:1em; vertical-align:top;" |
* +400 Wizards
* +400 Thieves
* +400 Thieves
|  
| style="padding:1em; vertical-align:top;" |
[[Mystics#Nightmares|Nightmares]], [[Mystics#Fools_Gold|Fools Gold]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Steal_Warhorses|Steal Warhorses]], [[Mystics#Vermin|Vermin]]
 
|-
| 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
* +1 Mana Recovery per Tick
* +15% Channeling Science Efficiency
| style="padding:1em; vertical-align:top;" |
* +800 Wizards
* +800 Wizards
|  
| style="padding:1em; vertical-align:top;" |
* +800 Thieves
[[Mystics#Pitfalls|Pitfalls]], [[Mystics#Meteor_Showers|Meteor Showers]], [[Mystics#Chastity|Chastity]], [[Mystics#Vermin|Vermin]]


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
| style="text-align:center; padding:1em; vertical-align:top;" |
| [[Mystics#Ghost_Workers|Ghost Workers]], [[Mystics#Greater_Protection|Greater Protection]]
<div style="font-size:1.2em; font-weight:bold;">The Rogue</div>
| Standard Military Spells
| style="padding:1em; vertical-align:top;" |
| [[Mystics#Nightmares|Nightmares]], [[Mystics#Fools_Gold|Fools Gold]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Steal_Warhorses|Steal Warhorses]], [[Mystics#Vermin|Vermin]]
'''Unique Passive: Shadow Persistence'''
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Meteor_Showers|Meteor Showers]], [[Mystics#Chastity|Chastity]], [[Mystics#Vermin|Vermin]]
: Rogue provinces may perform thievery operations while overpopulated.
| No Other Spells
| style="padding:1em; vertical-align:top;" |
 
* +100% Thieves' Dens Effectiveness
|+ style="font-size:1.3em; font-weight:bold; background:#FFC300; border:2.5px solid #101418; border-bottom:1px solid #a2a9b1;" |
* +15% TPA
==  ==
* +1 Stealth Recovery per Tick
 
* Access to All Thievery Operations
! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
* +15% Crime Science Efficiency
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Tactician
| style="padding:1em; vertical-align:top;" |
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Warrior
* +800 Thieves
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Necromancer
| style="padding:1em; vertical-align:top;" |
! style="background:#000814; color:#d4a017; padding:0.8em;" | The General
No Other Spells
! style="background:#000814; color:#d4a017; padding:0.8em;" | The War Hero


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
| 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;" |
* +40% Specialist Credits
'''Unique Passive: Dragon's Wrath'''
* No thief losses on intel
: When successfully attacking with a dragon, 3% of your raw offence from units will also deal damage to the dragon.
* +15% Siege Science
| style="padding:1em; vertical-align:top;" |
* −15% Attack Time
* +40% Specialist Credits Gains
* No Thieves lost on intel
* +15% Siege Science Efficiency
* Enhanced Conquest
* Enhanced Conquest
|  
| style="padding:1em; vertical-align:top;" |
* +10% OME 
* +800 Soldiers
* +4 Merc/Prisoner Strength 
* +800 Specialist Credits
* –50% Merc Cost 
| style="padding:1em; vertical-align:top;" |
* +15% Tactics Science
[[Mystics#Clearsight|Clearsight]]
|  
* +30% WPA 
* +25% losses converted to Soldiers
* +15% Channeling Science 
* Reclaims 30% enemy losses
|
* +1 General 
* +20% Specialist Credits
* –25% Training Cost 
* Train Elites with Credits (War) 
* +15% Bookkeeping Science
|  
* –30% Honor Losses 
* Converts Specs to Elites 
* +2 Off Spec Strength 
* +50% Honor Effects


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
| style="text-align:center; padding:1em; vertical-align:top;" |
|
<div style="font-size:1.2em; font-weight:bold;">The Warrior</div>
* '''Dragon's Wrath''' 
| style="padding:1em; vertical-align:top;" |
: 3% of raw offence damages dragon when attacking with one
'''Unique Passive: Battle Cry'''
|
: Upon successful attack, the attack will destroy 1% of the target's total population.
* '''Battle Cry'''
| style="padding:1em; vertical-align:top;" |
: Successful attacks kill 1% of target population
* +10% Offensive Military Efficiency
|  
* +4 Mercenary & Prisoner Strength
* '''Black Magic''' 
* −50% Mercenary Cost
: Offensive instant spells kill 1% peasants
* +15% Tactics Science Efficiency
|
| style="padding:1em; vertical-align:top;" |
* '''Generals Authority''' 
* +800 Soldiers
: +15% enemy casualties when sending 2+ generals
* +800 Specialist Credits
|  
| style="padding:1em; vertical-align:top;" |
* '''Honour & Glory''' 
[[Mystics#Bloodlust|Bloodlust]]
: +2.5% extra honour gains on attacks


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Starting Bonuses
| style="text-align:center; padding:1em; vertical-align:top;" |
|  
<div style="font-size:1.2em; font-weight:bold;">The Necromancer</div>
* +800 Soldiers 
| style="padding:1em; vertical-align:top;" |
* +800 Specialist Credits
'''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.
* +800 Soldiers 
| style="padding:1em; vertical-align:top;" |
* +800 Specialist Credits
* +30% WPA
|  
* +25% Military Losses converted into Soldiers (your fallen rise again)
* +400 Wizards
* +15% Channelling Science Efficiency
* Reclaims 30% of enemy military losses as Soldiers on successful attacks
| style="padding:1em; vertical-align:top;" |
* +400 Wizards
* +400 Specialist Credits
* +400 Specialist Credits
|  
* +400 Soldiers
* +800 Soldiers 
| style="padding:1em; vertical-align:top;" |
* +800 Specialist Credits
[[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Vermin|Vermin]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Mind_Focus|Mind Focus]]
|  
 
* +800 Soldiers
|-
| 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
* +20% Specialist Credits Gains
* −25% Training Cost
* Train Elites with Specialist Credits (In War)
* +15% Bookkeeping Science Efficiency
| style="padding:1em; vertical-align:top;" |
* +800 Soldiers
* +800 Specialist Credits
* +800 Specialist Credits
| style="padding:1em; vertical-align:top;" |
[[Mystics#Wrath|Wrath]]


|-
|-
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
| style="text-align:center; padding:1em; vertical-align:top;" |
| [[Mystics#Clearsight|Clearsight]]
<div style="font-size:1.2em; font-weight:bold;">The War Hero</div>
| [[Mystics#Bloodlust|Bloodlust]]
| style="padding:1em; vertical-align:top;" |
| [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Vermin|Vermin]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Mind_Focus|Mind Focus]]
'''Unique Passive: Honour & Glory'''
| [[Mystics#Wrath|Wrath]]
: All successful attacks generate 2.5% additional honour gains.
| Standard Military Spells
| style="padding:1em; vertical-align:top;" |
* −30% Honor Losses
* Converts Specialists to Elites on Traditional Marches
* +2 Offensive Specialist Strength (Affects NW)
* +50% Honor Effects
| style="padding:1em; vertical-align:top;" |
* +800 Soldiers
* +800 Specialist Credits
| style="padding:1em; vertical-align:top;" |
No Other 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