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| | colspan="2" style="vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" | | | | colspan="2" style="vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" | |
| <!-- FULL-WIDTH TILE: DRAGONS --> | | |- |
| | | 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="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> | | ! style="background:#FFC300; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Dragons"></span> |
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| ! style="background:#000814; color:#FFD60A;" | Cost Modifier | | ! style="background:#000814; color:#FFD60A;" | 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 | | | '''Amethyst''' || • –40% Spell Success <br> • –40% Thievery Success on sabotage <br> • Enemy provinces suffer +25% thievery and wizard losses on failed spells/ops || 2.4 |
| |- | | |- |
| | '''Emerald''' || +25% military casualties in combat • –20% combat gains • –40% Building and Specialist Credits gained in combat || 2.4 | | | '''Emerald''' || • +25% military casualties in combat <br>• –20% combat gains <br>• –40% Building and Specialist Credits gained in combat || 2.4 |
| |- | | |- |
| | '''Celestite''' || –60% Birth Rates • –40% Hospital Effectiveness • +50% Build Cost and Time || 2.4 | | | '''Celestite''' || • –60% Birth Rates <br>• –40% Hospital Effectiveness <br>• +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 | | | '''Ruby''' || • Reduces Military Effectiveness by 15% <br>• Increases Military Wages by 30% <br>• 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 | | | '''Topaz''' || • –30% Building Efficiency <br>• –25% Income <br>• Destroys 4% of buildings instantly and every 6 days thereafter || 2.0 |
| |- | | |- |
| | '''Sapphire''' || –30% lower magic (WPA) and thievery (TPA) effectiveness • +12.5% Instant Spell and Sabotage Damage taken • –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 DRAGONS TILE --> | | <!-- END LEFT TILE --> |
| |-
| | |
| | colspan="2" style="vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" | | | |
| <!-- FULL-WIDTH TILE: RITUALS --> | | | style="width:50%; vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" | |
| | <!-- RIGHT TILE: RITUALS --> |
| {| style="width:100%; border:1px solid #000814; border-radius:6px;" | | {| 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> | | ! style="background:#FFD60A; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Rituals"></span> |
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| ! style="background:#000814; color:#FFD60A;" | Effects | | ! style="background:#000814; color:#FFD60A;" | Effects |
| |- | | |- |
| | '''Barrier''' || +20% Birth Rates • –25% Damage from Enemy Instant Magic and Thievery Operations • –20% Massacre Damage • –10% Battle (Resource) Losses | | | '''Barrier''' || •+20% Birth Rates <br>• –25% Damage from Enemy Instant Magic and Thievery Operations <br>• –20% Massacre Damage <br>• –10% Battle (Resource) Losses |
| |- | | |- |
| | '''Expedient''' || +20% Building Efficiency • –25% Construction Cost • –25% Construction Time • –25% Military Wages | | | '''Expedient''' || •+20% Building Efficiency <br>• –25% Construction Cost <br>• –25% Construction Time <br>• –25% Military Wages |
| |- | | |- |
| | '''Ascendancy''' || +50% Wizard Production • –50% Wizard Losses on Failed Spells • –25% Science Book Production | | | '''Ascendancy''' || •+50% Wizard Production <br>• –50% Wizard Losses on Failed Spells <br>• –25% Science Book Production |
| |- | | |- |
| | '''Haste''' || –10% Attack Time • –25% Training Time • –25% Construction Time | | | '''Haste''' || •–10% Attack Time <br>• –25% Training Time <br>• –25% Construction Time |
| |- | | |- |
| | '''Havoc''' || +20% Offensive WPA • +20% Offensive TPA • +20% Spell Damage • +20% Sabotage Damage | | | '''Havoc''' || •+20% Offensive WPA <br>• +20% Offensive TPA <br>• +20% Spell Damage <br>• +20% Sabotage Damage |
| |- | | |- |
| | '''Onslaught''' || +10% Offensive Military Efficiency • +15% Enemy Military Casualties on Attacks | | | '''Onslaught''' || •+10% Offensive Military Efficiency <br>• +15% Enemy Military Casualties on Attacks |
| |- | | |- |
| | '''Stalwart''' || +5% Defensive Military Efficiency • –20% Military Casualties | | | '''Stalwart''' || • +5% Defensive Military Efficiency <br>• –20% Military Casualties |
| |} | | |} |
| |} | | |} |
| <!-- END RITUALS TILE --> | | <!-- END RIGHT TILE --> |
| |-
| | |
| | colspan="2" style="vertical-align:top; background:#003566; color:#FFFFFF; padding:1em;" |
| |
| <!-- FULL-WIDTH TILE: SPELL CHANGES -->
| |
| {| style="width:100%; border:1px solid #000814; border-radius:6px;"
| |
| ! style="background:#FFC300; color:#000814; padding:0.4em; font-size:1.2em;" | <span id="Spell_Changes"></span>
| |
| Spell Changes
| |
| |-
| |
| | style="padding:1em; background:#001D3D; color:#FFFFFF;" |
| |
| * '''Greed''' increased from 25% to '''35%''' for both Wage and Draft Costs
| |
| |}
| |
| <!-- END SPELL CHANGES TILE --> | | <!-- END SPELL CHANGES TILE --> |
| |} | | |} |
|
Age 114: The Age of Convergence
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Quick Navigation: Age Schedule • War Doctrines • Core Mechanics • Out of War Penalties • Dragons • Rituals • Spell Changes • Races • Personalities
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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.
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.
This is an age where: Choices compound. Coordination wins. Neglect is punished.
Victory belongs not to the loudest blow, but to the kingdom that aligns its strengths and exploits its moment.
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Age Schedule
|
| WoL Age 114 Open: |
25 January 2026, 22:00
|
| WoL Age 114 Start: |
28 January 2026
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| WoL Age 114 End: |
TBD
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War Doctrines (New Mechanic)
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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
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Core Mechanics & Modifications
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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
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Out of War Attack Penalty Updates
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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%
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Dragons (Reworked)
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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
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Rituals
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| Ritual
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Effects
|
| Barrier |
•+20% Birth Rates • –25% Damage from Enemy Instant Magic and Thievery Operations • –20% Massacre Damage • –10% Battle (Resource) Losses
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| Expedient |
•+20% Building Efficiency • –25% Construction Cost • –25% Construction Time • –25% Military Wages
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| Ascendancy |
•+50% Wizard Production • –50% Wizard Losses on Failed Spells • –25% Science Book Production
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| Haste |
•–10% Attack Time • –25% Training Time • –25% Construction Time
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| Havoc |
•+20% Offensive WPA • +20% Offensive TPA • +20% Spell Damage • +20% Sabotage Damage
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| Onslaught |
•+10% Offensive Military Efficiency • +15% Enemy Military Casualties on Attacks
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| Stalwart |
• +5% Defensive Military Efficiency • –20% Military Casualties
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Each province in Utopia is defined by its Race and Personality, which determine unique bonuses, penalties, units, spells, and special abilities. Choose wisely – your combination shapes your entire strategy.
Races
| Name
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Bonuses
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Penalties
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War Doctrine & Unique Ability
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Units
|
Spells
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| Avian
|
- –20% Attack Time
- –40% Training Time
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- Cannot Ambush
- No Access to Stables and War Horses
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- War Doctrine (In War)
- Provides up to –5% Attack Time to you and all your kingdom (scales with # of Avian provinces, caps at 7)
- Opportunistic Raiders
- Learn and Plunder attacks return armies 1 tick faster (after modifiers)
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 13/0 (5.2nw)
- Def. Spec 0/9 (4.5nw)
- Elite 16/6 (900gc, 8nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse n/a
|
Town Watch, Illuminate Shadows, Divine Shield, Salvation
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| Dark Elf
|
- +25% Instant Spell Damage
- –50% Rune Cost (Not Including Rituals)
- Can train Thieves using Specialist Credits
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- War Doctrine (In War)
- Provides up to +7.5% Instant Spell Damage to you and all your kingdom (scales with # of Dark Elf provinces, caps at 7)
- Mystic Enthusiasts
- Successful offensive instant spells refund 20% rune cost
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 15/0 (6nw)
- Def. Spec 0/8 (4.0nw)
- Elite 4/12 (750gc, 7nw)
- Merc 8/0 (0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
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Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Quick Feet
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| Dwarf
|
- +25% Building Efficiency
- –50% Construction Time
- +20% Building Credits in Combat
|
- Cannot Accelerate Construction
- +10% Attack Time
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- War Doctrine (In War)
- Provides up to +7.5% Specialist Credits gained in combat to you and all your kingdom (scales with # of Dwarf provinces, caps at 7)
- Master Builders
- Incoming Raze damage reduced by 15% and Raze attacks destroy +20% additional buildings
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- Def. Spec 0/11 (6.0nw)
- Elite 15/9 (900gc, 8nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
|
Miner's Mystique, Town Watch, Reflect Magic, Mist
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| Elf
|
- +30% Magic Effectiveness (WPA)
- +1 Mana Per Tick in War
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|
- War Doctrine (In War)
- Provides up to –7.5% Military Casualties Taken to you and all your kingdom (scales with # of Elf provinces, caps at 7)
- 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%
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- Def. Spec 0/13 (6.5nw)
- Elite 14/6 (800gc, 7.0nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
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Pitfalls, Wrath, Fountain of Knowledge, Revelation
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| Faery
|
- +25% Spell Duration
- +25% WPA
- +1 Mana Recovery per Tick
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- –10% BE
- +15% Military Wages
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- War Doctrine (In War)
- 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)
- Leyline Interference
- Enemy spells cast against Faery provinces have a 15% chance to fail
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- 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)
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Tree of Gold, Quick Feet, Town Watch, Blizzard, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead
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| Halfling
|
- +10% Population
- +1 Stealth Regeneration Per Tick
- +20% Thievery Effectiveness (TPA)
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- War Doctrine (In War)
- Provides up to +7.5% Sabotage damage to you and all your kingdom (scales with # of Halfling provinces, caps at 7)
- Sneak Attack
- On cast of "Sneak Attack", all thievery operations incur zero thievery losses for 1 tick
- Active ability, 23 tick cooldown
|
- Soldier 3/0 (0.75nw)
- Off. Spec 10/0 (4.0nw)
- 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)
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Town Watch, Greater Protection
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| Human
|
- All Lands hold Prisoners - 2 per Acre
- +1 Stealth In War
- +15% Science Efficiency
|
- 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
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- War Doctrine (In War)
- Provides up to +7.5% Book Generation to you and all your kingdom (scales with # of Human provinces, caps at 7)
- Civil Administration
- Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 25%
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 12/0 (4.8nw)
- 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)
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Fountain of Knowledge, Revelation, Invisibility, Guile
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| Orc
|
- +15% Gains
- –50% Draft Cost
|
|
- War Doctrine (In War)
- Provides up to +7.5% Enemy Military Casualties to you and all your kingdom (scales with # of Orc provinces, caps at 7)
- Pillage and Burn
- Successful Traditional Marches capture +30% additional Prisoners and Massacre attacks are +15% more effective at killing Wizards
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 13/0 (5.2nw)
- Def. Spec 0/10 (5nw)
- Elite 20/1 (850gc, 7nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
|
Aggression, Bloodlust
|
| Undead
|
- –40% Military Losses
- Plague Immunity
- No Food Requirement
|
|
- War Doctrine (In War)
- Provides –7.5% Enemy Battle Gains to you and all your kingdom (scales with # of Undead provinces, caps at 7)
- Plaguebearers
- Plague has a chance to spread on all successful attacks (33% chance)
- Passive ability
|
- Soldier 3/0 (0.75nw)
- Off. Spec 11/0 (4.4nw)
- Def. Spec 0/10 (5.0nw)
- Elite 16/7 (900gc, 8nw)
- Merc 8/0 (0.0nw)
- Prisoner 8/0 (1.6nw)
- War Horse 2/0 (0.6nw)
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Animate Dead
|
Personalities
| Name
|
Bonuses
|
Unique Ability
|
Starting Bonuses
|
Spells
|
| The Artisan
|
- +30% Building Capacity (Homes, Stables, Dungeons)
- +30% Building Production (Banks, Farms, Stables, Towers)
- +100% Successful Espionage Ops
- +15% Economy Science Efficiency
|
- Construction Delays
- For 6 ticks after a successful attack, enemy building efficiency is reduced by 10% (does not stack)
- Passive ability
|
+600 Soldiers, +600 Specialist Credits, +200 Building Credits
|
Ghost Workers, Greater Protection
|
| The Paladin
|
- +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
|
- Divine Blessing
- All daily bonuses (granted on the 1st of each month) are doubled
- Passive ability
|
+800 Soldiers, +800 Specialist Credits
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Standard Military Spells
|
| The Heretic
|
- –40% Thief Cost
- +25% TPA
- +20% Sabotage Damage
- +50% Guild Bonus
- +15% Arcane Science Efficiency
|
- Chaotic Affliction
- For the duration of the day when activated, all offensive spells and sabotage operations gain a random damage bonus between +10% and +30%
- Active ability, 23 tick cooldown
|
+400 Wizards, +400 Thieves
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Nightmares, Fools Gold, Invisibility, Steal Warhorses, Vermin
|
| The Mystic
|
- +125% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +15% Channeling Science Efficiency
|
- Focussed Channelling
- While above 40% mana, spells gain +20% WPA
- Passive ability
|
+800 Wizards
|
Pitfalls, Meteor Showers, Chastity, Vermin
|
| The Rogue
|
- +100% Thieves' Dens Effectiveness
- +15% TPA
- +1 Stealth Recovery per Tick
- Access to All Thievery Operations
- +15% Crime Science Efficiency
|
- Shadow Persistence
- Rogue provinces may perform thievery operations while overpopulated
- Passive ability
|
+800 Thieves
|
No Other Spells
|
| The Tactician
|
- –15% Attack Time
- +40% Specialist Credits Gains
- No Thieves lost on intel
- +15% Siege Science Efficiency
- Enhanced Conquest
|
- Dragon's Wrath
- When attacking with a dragon, 3% of your raw offence from units will also deal damage to the dragon
- Passive ability
|
+800 Soldiers, +800 Specialist Credits
|
Clearsight
|
| The Warrior
|
- +10% Offensive Military Efficiency
- +4 Mercenary & Prisoner Strength
- –50% Mercenary Cost
- +15% Tactics Science Efficiency
|
- Battle Cry
- Upon successful attack, the attack will destroy 1% of the target's total population
- Passive ability
|
+800 Soldiers, +800 Specialist Credits
|
Bloodlust
|
| The Necromancer
|
- +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
|
- Black Magic
- Successful offensive instant spells also inflict necrotic fallout on the target province: kills 1% of target peasants per successful instant spell
- Passive ability
|
+400 Wizards, +400 Specialist Credits
|
Animate Dead, Mystic Aura, Vermin, Pitfalls, Mind Focus
|
| The General
|
- +1 General
- +20% Specialist Credits Gains
- –25% Training Cost
- Train Elites with Specialist Credits (In War)
- +15% Bookkeeping Science Efficiency
|
- Generals Authority
- Attacks inflict +15% enemy military casualties when two or more generals are sent
- Passive ability
|
+800 Soldiers, +800 Specialist Credits
|
Wrath
|
| The War Hero
|
- –30% Honor Losses
- Converts Specialists to Elites on Traditional Marches
- +2 Offensive Specialist Strength (Affects NW)
- +50% Honor Effects
|
- Honour & Glory
- All successful attacks generate 2.5% additional honour gains
- Passive ability
|
+800 Soldiers, +800 Specialist Credits
|
Standard Military Spells
|