Age 111: Difference between revisions
Created page with "Schedule: <br> WoL Age 111 Open: 31st May (Saturday) @ 12:00 GMT<br> WoL Age 111 Start: 4th June @ 18:00 GMT<br> WoL Age 111 End: To be determined <br> '''Age of Champions'''<br> Glory Favours the Bold<br> In the twilight of the night, a new dawn rises.<br> The Age of Champions is upon us — where bravery is rewarded, growth is honoured, and coordination reigns supreme.<br> The days of playing it safe are over.<br> Now, every decision — from the battlefield to the bu..." |
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== Races == | |||
|- | |||
! style="width:8%; background: #000814; color: #d4a017; padding: 0.8em;" | '''Name''' | |||
! style="width:18%; background: #000814; color: #d4a017; padding: 0.8em;" | Bonuses | |||
! style="width:18%; background: #000814; color: #d4a017; padding: 0.8em;" | Penalties | |||
! style="width:21%; background: #000814; color: #d4a017; padding: 0.8em;" | Unique Ability | |||
! style="width:23%; background: #000814; color: #d4a017; padding: 0.8em;" | Units | |||
! style="width:12%; background: #000814; color: #d4a017; padding: 0.8em;" | [[Mystics|<span style="color: #FFC300"><u>Spells<u>]] | |||
|- | |||
| '''Avian''' | |||
|| | |||
* –15% Attack Time | |||
* –70% Damage from Nightmares | |||
* Immune to Ambush | |||
|| | |||
* +15% Military Casualties | |||
* Cannot use Barracks | |||
* No Access to Stables / War Horses | |||
|| | |||
; Skybound Strike (War/Hostile) | |||
: Next attack automatically succeeds with no offensive losses. | |||
: Gains reduced based on offense sent vs target defense. | |||
: Cooldown: 24 Utopian Days. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 14/3 (850gc, 6.5nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse n/a | |||
|| | |||
[[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]] | |||
|- | |||
| '''Dark Elf''' | |||
|| | |||
* –50% Rune Cost (Excluding Ritual) | |||
* +10% OME | |||
* +20% Magic Effectiveness (WPA) | |||
* Can train Thieves with Specialist Credits | |||
|| | |||
* +20% Exploration Costs | |||
* +35% Thief Costs | |||
|| | |||
; Void Tap | |||
: When activated, all offensive spells (excluding Ritual) cost 0 runes for 3 ticks. | |||
: Cooldown: 24 Utopian Days. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 12/6 (900gc, 6.0nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 3/0 (0.9nw) | |||
|| | |||
[[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Invisibility|Invisibility]] | |||
|- | |||
| '''Dryad''' | |||
|| | |||
* –30% Military Training Time | |||
* +30% Draft Rate | |||
|| | |||
* +15% Attack Time | |||
* –10% Military Kills | |||
|| | |||
; Living Forests | |||
: Stables always operate at maximum capacity. | |||
: Immune to Steal War Horses. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 11/0 (4.4nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 17/3 (900gc, 7.0nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 2/0 (0.0nw) | |||
|| | |||
[[Mystics#Ghost_Workers|Ghost Workers]], [[Mystics#Clearsight|Clearsight]] | |||
|- | |||
| '''Dwarf''' | |||
|| | |||
* +30% Building Efficiency | |||
* –50% Construction Time | |||
|| | |||
* Cannot use Accelerated Construction | |||
* +100% Food Consumption | |||
|| | |||
; Earthshaker | |||
: Once activated, the next successful attack razes all Forts and 5% of all other buildings. | |||
: Cooldown: 24 Utopian Days. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 13/5 (1000gc, 7.5nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 2/0 (0.6nw) | |||
|| | |||
[[Mystics#Miner’s_Mystique|Miner’s Mystique]], [[Mystics#Hero’s_Inspiration|Hero’s Inspiration]] | |||
|- | |||
| '''Elf''' | |||
|| | |||
* +40% Magic Effectiveness (WPA) | |||
* +25% Rune Production | |||
* +1 Mana Regeneration per tick | |||
|| | |||
* –35% Thieves’ Den Efficiency | |||
* No Access to Dungeons / Prisoners | |||
|| | |||
; Arcane Surge | |||
: When mana drops below 30%, spells deal +25% damage. | |||
: Effect ends when mana rises above 30%. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 13/4 (950gc, 6.5nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 2/0 (0.6nw) | |||
|| | |||
[[Mystics#Mist|Mist]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Greater_Protection|Greater Protection]] | |||
|- | |||
| '''Faery''' | |||
|| | |||
* +25% Offensive Spell Duration | |||
* +25% Self Spell Duration | |||
* +1 Mana per tick in War | |||
|| | |||
* –10% Population | |||
|| | |||
; Ethereal Mirage | |||
: Once activated, until end of tick, Mystic Vortex removes all active spells from target. | |||
: Cooldown: 24 Utopian Days. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 4/12 (950gc, 6.75nw) | |||
* 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#Vermin|Vermin]], [[Mystics#Mist|Mist]], [[Mystics#Wrath|Wrath]], [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[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#Invisibility|Invisibility]] | |||
|- | |||
| '''Halfling''' | |||
|| | |||
* +15% Population | |||
* +25% Thievery Effectiveness (TPA) | |||
|| | |||
* –25% Birth Rate | |||
* +25% Building Cost | |||
|| | |||
; Sneak Attack | |||
: When activated, Thievery operations incur –75% losses for 1 tick. | |||
: Cooldown: 24 Utopian Days. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 11/5 (850gc, 6.25nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 2/0 (0.6nw) | |||
|| | |||
[[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]] | |||
|- | |||
| '''Human''' | |||
|| | |||
* +20% Income | |||
* +15% Building Efficiency (TG, Castles, Barracks, Hospitals) | |||
|| | |||
* –25% Magic Effectiveness (WPA) | |||
* Farms produce –40% food | |||
|| | |||
; Strategic Reserves (War Only) | |||
: Each successful Traditional March on a target within 90–110% NW grants 3 ticks of Science. | |||
: Max 40 ticks per war. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 12/0 (4.8nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 7/12 (1050gc, 6.75nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 2/0 (0.6nw) | |||
|| | |||
[[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]] | |||
|- | |||
| '''Orc''' | |||
|| | |||
* +25% Battle Gains | |||
* –50% Draft Cost | |||
* Can train Elites with Specialist Credits | |||
|| | |||
* –20% Credits gained on attacks | |||
* –10% Building Efficiency | |||
|| | |||
; Warlord’s Fury | |||
: Successful attacks plunder +25% resources and return 25% of military casualties instantly. | |||
|| | |||
* Soldier 3/0 (0.75nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/10 (5.0nw) | |||
* Elite 15/4 (1000gc, 7.25nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 2/0 (0.6nw) | |||
|| | |||
[[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]] | |||
|- | |||
| '''Undead''' | |||
|| | |||
* –75% Offensive Losses | |||
* Spreads Plague | |||
* Immune to Plague | |||
* No Food Required | |||
* Converts Specialists to Elites on successful Traditional Marches | |||
* Converts 75% of enemy casualties into Undead Soldiers instantly | |||
|| | |||
* –20% Science Efficiency | |||
* +20% Rune Cost (Excluding Ritual) | |||
|| | |||
; Rotting Plague | |||
: Enemy provinces attacked suffer –15% BE and +30% Food Consumption. | |||
: Curable via Nature’s Blessing & Hospitals. | |||
|| | |||
* Soldier 3/3 (1.5nw) | |||
* Off. Spec 10/0 (4.0nw) | |||
* Def. Spec 0/8 (4.0nw) | |||
* Elite 14/3 (950gc, 6.5nw) | |||
* Merc 8/0 (0.0nw) | |||
* Prisoner 8/0 (1.6nw) | |||
* War Horse 2/0 (0.6nw) | |||
|| | |||
[[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Aggression|Aggression]] | |||
|} | |||
= Personalties = | = Personalties = | ||
to be continued | to be continued | ||
Revision as of 21:26, 20 January 2026
Schedule:
WoL Age 111 Open: 31st May (Saturday) @ 12:00 GMT
WoL Age 111 Start: 4th June @ 18:00 GMT
WoL Age 111 End: To be determined
Age of Champions
Glory Favours the Bold
In the twilight of the night, a new dawn rises.
The Age of Champions is upon us — where bravery is rewarded, growth is honoured, and coordination reigns supreme.
The days of playing it safe are over.
Now, every decision — from the battlefield to the build queue — shapes your legend.
Whether you stand tall as:
A full 25-strong war machine
A defiant underdog punching above its weight
Or a kingdom forging greatness through sheer expansion
This age remembers courage.
Your banner is more than a flag — it’s a challenge to the world:
We came to conquer. Come and play Utopia.
Goal of Changes
Why These Changes?
A Return to Full Strength: Rebalancing for Better Competition and a Truer Test of Greatness
Over time, player trends have shifted: many kingdoms now stop short of the full 25 players, opting for easier coordination over full-scale competition. While war remains the centerpiece of the game, smaller kingdoms often find themselves outpaced when matched against fully loaded kingdoms.
But Utopia was always designed with 25-player kingdoms in mind. At full strength, kingdoms experience the deepest strategy, strongest teamwork, and the most rewarding gameplay. To realign the game with that vision, we're introducing new incentives that encourage kingdoms to fill to 25, particularly when it comes to rewards for war, growth, and other core mechanics.
By reinforcing the value of a full kingdom, we aim to raise the level of competition across the board and throughout the world. More fully filled kingdoms mean more exciting wars, more balanced matchups, and more opportunities for every player to thrive.
Now more than ever, 25 is the path to greatness.
Mechanics and Modifications
New Honorable Mentions
Not all victories are about raw size or stats. These special honours recognise kingdoms that chose challenge, resilience, and cohesion. While not traditional crowns, they represent exceptional performance worthy of recognition.
Iron Sword
Awarded to the kingdom that fought the most wars while maintaining 24 provinces since tick 0.
- Reward: Free Hostility Meter Credit
Warlord’s Banner
Awarded to the kingdom with the most war victories while holding 25 provinces since tick 0.
- Reward: Kingdom Gold
Gauntlet Crown
Awarded to smaller kingdoms with the most war wins against 25-province kingdoms.
- Reward: Kingdom Gold
David’s Sling
Awarded to the smaller kingdom that achieves the most war victories against opponents with more provinces.
- Reward: Kingdom Gold
War Reward Scaling – The Power of Numbers
To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration.
This scaling applies to land, honour, science books, and scientist generation only.
It does not include build credits or specialist credits.
| Provinces in Winning Kingdom | Victory Reward Kept | War Points Awarded |
|---|---|---|
| 25 | 100% | 2.25 |
| 24 | 80% | 1.5 |
| 23 | 65% | .75 |
| 20-22 | 50% | .4 |
| Under 20 | 40% | .25 |
War Victory Rewards Notes:
- Count is locked at the start of war — changes in province count after declaration do not affect rewards.
- War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.
- Rewards include:
- Land
- Honour
- Science book generation
- 50% of a scientist
- Explore pool
- Build credits
- Specialist credits
- Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size
- Example:
- If a kingdom with 24 provinces wins a war:
- Land = X * 0.8
- Honour = X * 0.8
- Science Books = 36 * 0.8 = 28.8 ticks
- Scientist Generation = 50% * 0.8 = 40%
- Build credits, specialist credits, and explore pool = 100%
- The same scaling applies all the way down to 40% for kingdoms under 20 provinces.
Land-Based Growth Rewards
For the first time, expanding your kingdom earns meaningful milestones. These rewards apply to all provinces in your kingdom and are permanent once achieved:
| Kingdom Land | Kingdom Title | Rewards |
|---|---|---|
| 35,000 Acres | Emerging | +5% Scientist Generation |
| 50,000 Acres | Venerated | +10% Book Generation |
| 65,000 Acres | Illustrious | +10% Honor Bonus |
| 80,000 Acres | Glorious | +5% Building Efficiency (BE) |
| 95,000 Acres | Exalted | -15% Military Wages |
| 110,000 Acres | Grand | +5% Science Efficiency |
| 130,000 Acres | Imperial | +5% Offensive Military Efficiency (OME) |
Explore Pool Changes
- Explore pool cap has been removed
- daily pool growth has been changed to 2 acres daily.
Defect Changes
- Provinces that defect will be placed in a Kingdom with 22 or more provinces, if available
Stances
- Aggressive Stance Changes
- +10% Battle Gains
- -10% Attack Time
- -50% Hostility Generation
- +15% Military Wages
- +10% Training Cost
- Duration: 36 Ticks
- Cooldown: 48 Ticks
Relation Changes
The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:
- Ceasefire
- Both Kingdoms have their Hostility towards each other reset to 0
- Entering war
- When entering war, all Hostility towards your Kingdom will be reset to 0
- All Hostility your Kingdom has towards other Kingdoms will remain
- (e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B,
- when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)
- Aggressor Force CeaseFire is removed completely
Building Changes
- Libraries base effect increased from 1% → 1.5%
- Libraries max effect increased from 25% → 37.5%
- Castles will no longer protect Science Books
- There is now no building that protects science books
Attack Changes
- Learn attack gains increased by approximately 25%
- Intra-Kingdom Raze minimum damage has been increased from 20 → 40
- Failed Raze attacks will increase hostility meter at double the rate of any other attack, up to 2.99 points, based on the ratio of offense sent similar to how other failed attacks currently work
Races
| Name | Bonuses | Penalties | Unique Ability | Units | Spells |
|---|---|---|---|---|---|
| Avian |
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| Dark Elf |
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| Dryad |
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| Dwarf |
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| Elf |
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| Faery |
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Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner’s Mystique, Pitfalls, Revelation, Animate Dead, Invisibility |
| Halfling |
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| Human |
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| Orc |
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| Undead |
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Personalties
to be continued