Age 115 Revised Changes
Age 115 – Revised Changes
Quick Navigation: Age Schedule • War Doctrines • Core Mechanics • Attacks • Buildings • Science • Relations • Dragons • Rituals • Races • Personalities
Age Schedule
| ‘’‘WoL Age 115 Open:’’’ | TBC |
| ‘’‘WoL Age 115 Start:’’’ | TBC |
| ‘’‘WoL Age 115 End:’’’ | TBC |
War Doctrines
Each race contributes a ‘’‘War Doctrine’’’ that applies kingdom-wide during War. The first province of a race provides a stronger initial bonus, with each additional province contributing a progressively smaller amount.
| Province Count | Doctrine Bonus |
|---|---|
| 1st Province | +3.5% |
| 2nd Province | +2.5% |
| 3rd Province | +1.5% |
| 4th Province | +1.0% |
| Each additional Province | +0.5% |
| ‘’‘Maximum Cap’’’ | ‘’‘12.5%’’’ |
This rewards early commitment to a race while still allowing deeper specialisation. No War Doctrine may exceed 12.5% total effect.
‘’‘Example:’’’ If your kingdom has 5 Elf provinces, your kingdom would receive a combined doctrine bonus based on the scaled contributions of each province, reaching toward the maximum cap during war — granting +8.5% WPA and +8.5% Spell Duration during war (reaching toward 12.5%).
Core Mechanics & Modifications
Attacks
Successful ‘’‘Massacres’’’ will now also apply the following penalties for ‘’‘8 ticks’’’ in addition to the peasant, thief, and wizard kills:
- −1 Mana Recovery - −1 Stealth Recovery - −15% Guilds Effectiveness - −15% Thieves’ Dens Effectiveness
This effect refreshes on re-hit, but does not stack.
Buildings
- Guilds reduce wizard losses on failed spells, max −25% - Castles base percent shifted from 2.25% to 2%
Science
- Resilience Multiplier shifted to 0.04401 from 0.0489 - Artisan Multiplier shifted to 0.04302 from 0.0478 - Finesse Multiplier shifted to 0.08685 from 0.0965
Relations
‘’‘Defensive Force Ceasefire (DFCF)’’’ reintroduced with the following changes:
DFCF becomes available when all of the following are met:
- The kingdom is 40 points (in-range) or 25 points (out-of-range) below the aggressor on the hostility meter - The aggressor has not been given Hostile status - No attacks have been made against the aggressor for 3 ticks - The kingdom is lower in both Land and Networth than the aggressor
Additional DFCF rules:
- DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) - Penalty will be a loss of 2.5% Honor and 2.5% Science - There is no penalty incurred for DFCF if out of War Range of the aggressor - Penalty will have a warning popup, as to not be done accidentally - DFCF duration will be for 48 hours before it can be cancelled by either kingdom
The following spells/ops are now accessible in ‘’‘Unfriendly’’’ instead of Hostile relations: Nightmares, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Land Lust, Mystic Vortex, Sloth, Steal War Horses, Greater Arson, Nightstrike.
Dragons
Dragons return not as spectacle, but as pressure. They disrupt economies, drain resolve, and force hard choices until they are answered.
‘’‘Note:’’’ The Celestite Dragon has been removed in Age 115.
| Dragon | Effects |
|---|---|
| ‘’‘Amethyst’’’ | • −30% Spell Success Chance • −30% Thievery Success Chance on sabotage operations • All active self-spells are removed instantly upon arrival • Every 6 ticks thereafter, provinces suffer 2% wizard losses, 2% thief losses |
| ‘’‘Emerald’’’ | • +25% Military Casualties • −20% Combat Gains • Every 6 ticks thereafter, 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 30% |
| ‘’‘Ruby’’’ | • −12.5% Military Effectiveness • +20% Military Wages • Destroys 1.5% of offensive specialists instantly and every 6 ticks 10% of current draftees are lost and armies at home suffer 2.5% desertion of offensive specialists |
| ‘’‘Topaz’’’ | • −30% Building Efficiency • −25% Income • Destroys 10% of buildings instantly upon arrival • Every 6 ticks thereafter, destroys 5% of buildings and 20% of current gold |
| ‘’‘Sapphire’’’ | • −35% WPA and TPA • −1 Mana Recovery • −1 Stealth Recovery • +12.5% Instant Spell and Sabotage Damage taken and −12.5% Instant Spell and Sabotage Damage dealt • Every 6 ticks thereafter, destroys 25% of current rune supplies |
Rituals
| Ritual | Effects |
|---|---|
| ‘’‘Barrier’’’ | • +20% Birth Rates • −25% Damage from Enemy Instant Magic and Thievery Operations • −20% Massacre Damage • −10% Battle (Resource) Losses |
| ‘’‘Benediction’’’ ’’’(New)’’’ | • +20% Building Efficiency • −20% Draft Costs • −20% Build Costs • −20% 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’’’ | • +25% Offensive WPA • +25% 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% Raze Damage • −25% Military Casualties |
‘’‘Note:’’’ Expedient has been removed. Benediction is new.
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 |
|---|---|---|---|---|
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Avian
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Unique Passive: Dive Bomb
‘’‘War Doctrine (In War):’’’
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‘’‘Bonuses:’’’ - −25% Attack Time - −20% Training Time - −20% Military Wage Cost ‘’‘Penalties:’’’ - No Access to Stables and War Horses - −5% BE |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 12/0 (5.0nw) - Defensive Specialist: 0/10 (5nw) - Elite Unit: 16/3 (750gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: n/a |
Town Watch, Illuminate Shadows |
|
Dark Elf
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Unique Passive: Mystic Enthusiasts
‘’‘War Doctrine (In War):’’’
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‘’‘Bonuses:’’’ - +25% Instant Spell Damage - −40% Rune Cost (Not Including Rituals) - Can train Thieves using Specialist Credits ‘’‘Penalties:’’’ - −15% Birth Rates |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 14/0 (5.6nw) - Defensive Specialist: 0/10 (5nw) - 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 |
|
Dwarf
|
Unique Passive: Architect's Revenge
‘’‘War Doctrine (In War):’’’
|
‘’‘Bonuses:’’’ - +30% Building Efficiency - −50% Construction Time ‘’‘Penalties:’’’ - Cannot Accelerate Construction - +10% Attack Time |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 15/5 (800gc, 7nw) - 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
‘’‘War Doctrine (In War):’’’
|
‘’‘Bonuses:’’’ - +40% Magic Effectiveness (WPA) - +1 Mana Per Tick in War - +40% Rune Production ‘’‘Penalties:’’’ - −20% TPA |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/13 (6.5nw) - Elite Unit: 15/4 (750gc, 6.0nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw) |
Pitfalls, Wrath, Vermin, Sloth |
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Faery
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Unique Passive: Leyline Interference
‘’‘War Doctrine (In War):’’’
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‘’‘Bonuses:’’’ - +25% Spell Duration - +20% WPA - +1 Mana Recovery per Tick ‘’‘Penalties:’’’ - −5% Population |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 4/16 (1000gc, 8.5nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw) |
All Racial Spells |
|
Halfling
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Unique Passive: Silent Assault
‘’‘War Doctrine (In War):’’’
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‘’‘Bonuses:’’’ - +10% Population - +1 Stealth Regeneration Per Tick - +20% Thievery Effectiveness (TPA) ‘’‘Penalties:’’’ - +10% Military Casualties |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 10/0 (4.0nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 7/13 (800gc, 8nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw) |
Tree of Gold, Greater Protection |
|
Human
|
Unique Passive: Civil Administration
‘’‘War Doctrine (In War):’’’
|
‘’‘Bonuses:’’’ - All Lands hold Prisoners — 2 per Acre - +1 Stealth Regeneration Per Tick - −30% Damage from Learn Attacks - −50% Thief Cost ‘’‘Penalties:’’’ - Military wage increases take twice as long to fully apply. Wage reductions apply normally. - +40% Rune Cost (Does not Include Rituals) |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 12/0 (4.8nw) - Defensive Specialist: 0/10 (5.0nw) - Elite Unit: 14/4 (700gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 3/0 (0.9nw) |
Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses |
|
Orc
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Unique Passive: Carnage
‘’‘War Doctrine (In War):’’’
|
‘’‘Bonuses:’’’ - +5% Gains OOW & +15% Gains During War - −50% Draft Cost ‘’‘Penalties:’’’ - −15% DME |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 13/0 (5.2nw) - Defensive Specialist: 0/10 (5nw) - Elite Unit: 18/2 (800gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw) |
Bloodlust |
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Undead
|
Unique Passive: Death March
‘’‘War Doctrine (In War):’’’
|
‘’‘Bonuses:’’’ - −50% Military Losses - Plague Immunity - All successful attacks have a 40% chance to spread plague to the target province - 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: 17/4 (800gc, 7nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw) |
Animate Dead, Aggression |
Personalities
| Personality | Unique Ability | Bonuses | Starting Bonuses | Spells |
|---|---|---|---|---|
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The Artisan
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Unique Passive: Construction Delays
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The General
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Unique Passive: General's Authority
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The Heretic
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Unique Passive: Blasphemous Might
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The Mystic
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Unique Passive: Focused Channelling
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The Necromancer
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Unique Passive: Dark Pact
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Animate Dead, Mystic Aura, Mind Focus, Fools Gold, Soul Blight, Guile |
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The Paladin
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Unique Passive: Holy Inquisition
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Salvation, Divine Shield, Heroes' Inspiration, Illuminate Shadows |
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The Rogue
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Unique Passive: Shadow Persistence
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No Other Spells |
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The Tactician
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Unique Passive: Interdiction
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The Warrior
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Unique Passive: Battle Cry
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The War Hero
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Unique Passive: Heroes' Culling
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