Age 115
Age 115 – Final 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% |
| Each additional Province | +1.5% |
| 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 up to +12.5% Offensive WPA and +12.5% Spell Duration during war.
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 45 points (in-range) or 30 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
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points.
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 HP has been reduced by 2% across all dragons.
| 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 • −25% Combat Gains • Destroys 0.5% of troops at home instantly upon arrival • Every 6 ticks thereafter, 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% |
| Ruby | • −12.5% Military Effectiveness • +20% Military Wages • Destroys 1.5% of offensive specialists instantly • Every 6 ticks thereafter, 2.5% of offensive specialists at home desert |
| 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 |
|---|---|
| Prosperity | • +25% Income • +20% Birth Rate |
| Barrier | • −25% Damage from Enemy Instant Magic and Thievery Operations |
| Benediction (New) | • +20% Building Efficiency • −20% Draft Costs • −20% Build Costs • −20% Wages |
| Expropriation | • +25% Battle Gains • +25% Specialist Credits Gained in Combat |
| Fleetfoot | • −10% Attack Time • −15% Offensive Military Casualties |
| 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: - −20% Attack Time - −25% Training Time - −25% 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 |
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Dark Elf
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Unique Passive: Mystic Enthusiasts
War Doctrine (In War):
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Bonuses: - +35% Instant Spell Damage - −35% Rune Cost (Not Including Rituals) - Can train Thieves using Specialist Credits Penalties: - −15% Birth Rates |
- Soldier: 3/0 (0.75nw) - Offensive Specialist: 15/0 (6.0nw) - Defensive Specialist: 0/11 (5.5nw) - 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, Mind Focus |
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Dwarf
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Unique Passive: Architect's Revenge
War Doctrine (In War):
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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) |
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Elf
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Unique Passive: Arcane Surge
War Doctrine (In War):
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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) |
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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 |
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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: 6/12 (700gc, 7.5nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw) |
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Human
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Unique Passive: Civil Administration
War Doctrine (In War):
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Bonuses: - All Lands hold Prisoners — 2 per Acre - +1 Stealth Regeneration Per Tick - −30% Damage from Learn Attacks - +10% Science Efficiency 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: 16/3 (750gc, 6.5nw) - Mercenary: 8/0 (0.0nw) - Prisoner: 8/0 (1.6nw) - War Horse: 2/0 (0.6nw) |
Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses |
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Orc
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Unique Passive: Carnage
War Doctrine (In War):
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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) |
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Undead
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Unique Passive: Death March
War Doctrine (In War):
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Bonuses: - −45% Military Losses - Plague Immunity - Always carries Plague and chance to spread - No Food Requirement Penalties: - −10% Science Efficiency |
- 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) |
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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The Paladin
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Unique Passive: Holy Inquisition
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Salvation, Divine Shield, Heroes' Inspiration, Illuminate Shadows, Wrath |
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The Rogue
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Unique Passive: Shadow Persistence
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All Thievery Operations |
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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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No Spells |
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The War Hero
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Unique Passive: Heroes' Culling
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