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Age 115

From Utopia Game

Age 115 – Final Changes

Quick Navigation: Age ScheduleWar DoctrinesCore MechanicsAttacksBuildingsScienceRelationsDragonsRitualsRacesPersonalities

Age Schedule

WoL Age 115 Open: TBC
WoL Age 115 Start: 28 April 2026 18:00 UTC
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 +2.0%
Each additional Province +1.5%
Maximum Cap 10 or 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.

Buildings

- 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

Avian

Unique Passive: Dive Bomb

Offensive specialists gain +2 offense points (War Only). Does not affect NW.

War Doctrine (In War):

Provides up to −10% Attack Time and −12.5% Military Casualties on all attacks to you and all your kingdom.

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

Town Watch, Illuminate Shadows

Dark Elf

Unique Passive: Mystic Enthusiasts

Successful offensive instant spells refund 40% rune cost.

War Doctrine (In War):

Provides up to +12.5% Instant Spell Damage and −12.5% Rune Costs to you and all your kingdom.

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

Dwarf

Unique Passive: Architect's Revenge

Incoming Raze damage reduced by 15% and Raze damage increased by 20%.

War Doctrine (In War):

Provides up to −12.5% Construction Costs and +12.5% Income for you and all your kingdom.

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

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 40%.

War Doctrine (In War):

Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.

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

Faery

Unique Passive: Leyline Interference

Enemy spells cast against Faery provinces have a 20% chance to fail.

War Doctrine (In War):

Provides up to +12.5% Defensive WPA and −12.5% Damage from Enemy Thievery Operations to you and all your kingdom.

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

Unique Passive: Silent Assault

Sabotage operations suffer 50% fewer thievery losses.

War Doctrine (In War):

Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.

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)

Tree of Gold, Greater Protection

Human

Unique Passive: Civil Administration

Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 40%.

War Doctrine (In War):

Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.

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

Orc

Unique Passive: Carnage

Every time an Orc makes a successful attack, a random bonus effect is applied to that attack — the spirit of war is unpredictable and wild:
• Destroy 25% of enemy resources (gold, runes, food)
• Increases Military Wages by 25% for 4–6 ticks
• −30% Military Losses

War Doctrine (In War):

Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.

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, Wrath

Undead

Unique Passive: Death March

Converts 45% of offensive losses into Soldiers instantly.

War Doctrine (In War):

Provides up to −12.5% Enemy Battle Gains and +12.5% Increased Plague Spread Chance to you and all your kingdom. (Does not grant the ability to spread Plague.)

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)

Animate Dead, Aggression

Personalities

Personality Unique Ability Bonuses Starting Bonuses Spells
The Artisan

Unique Passive: Construction Delays

For 3 ticks after a successful attack, the enemy's building efficiency is reduced by 10% (does not stack).
  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers, Homes)
  • Immune to Plunder, Greed and Incite Riots
  • +15% Economy Science Efficiency
  • +600 Soldiers
  • +600 Specialist Credits
  • +200 Building Credits

Ghost Workers, Greater Protection

The General

Unique Passive: General's Authority

Attacks inflict +15% enemy military casualties when two or more generals are sent.
  • +1 General
  • −20% Training Cost & Speed
  • Can train one Elite for every two Specialist Credits
  • +15% Military Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Mist, Wrath

The Heretic

Unique Passive: Blasphemous Might

After a failed offensive spell cast, the Heretic recovers 1% Stealth.
  • +15% TPA
  • +15% WPA
  • −50% Thief Losses
  • +20% Sabotage Damage
  • +20% Spell Damage
  • +75% Guild Effectiveness
  • +15% Arcane Science Efficiency
  • +400 Wizards
  • +400 Thieves

Nightmares, Fools Gold, Mage's Fury, Vermin

The Mystic

Unique Passive: Focused Channelling

While above 40% mana, spells gain +20% WPA.
  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% Offensive Spell Duration
  • +25% Channeling Science Efficiency
  • +800 Wizards

Pitfalls, Meteor Showers, Chastity

The Necromancer

Unique Passive: Dark Pact

After each successful attack, The Necromancer converts:
• 10% of the enemy's killed units into Wizards
• 20% of the enemy's killed units into Soldiers
• 10% of the enemy's killed units into Peasants
  • +35% WPA
  • +1–10% OME based on RWPA (0.5 rwpa – 5.0 rwpa)
  • +25% Channeling Science Efficiency
  • −50% Rune Cost (Not Ritual)
  • +400 Wizards
  • +400 Specialist Credits

Animate Dead, Mind Focus, Soul_Blight, Guile, Nightmare

The Paladin

Unique Passive: Holy Inquisition

Successful Attacks in War or Hostile apply a mini effect:
• Temporarily suppresses 15% of target's science effectiveness for 6–8 ticks
• Temporarily reduces Book Generation by 20% for 6–8 ticks
Effect does not stack, only refreshes.
  • +2 War Horse Strength (alters NW)
  • All lands hold and produce Horses (8 per acre)
  • +7.5% Defensive Military Efficiency
  • Immune to Plague
  • +25% Strategy Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Salvation, Divine Shield, Heroes' Inspiration, Illuminate Shadows, Wrath

The Rogue

Unique Passive: Shadow Persistence

Rogue provinces may perform thievery operations while overpopulated.
  • +100% Thieves' Dens Effectiveness
  • +20% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +25% Crime Science Efficiency
  • +800 Thieves

All Thievery Operations

The Tactician

Unique Passive: Interdiction

Successful Attacks in War destroy resources as follows:
• 10% of gold
• 25% of runes
• 20% of food
  • −15% Attack Time
  • +40% Specialist Credits Gains
  • +25% Land gained when Ambushing
  • No Thieves lost on Intel
  • Enhanced Conquest: Requires only 51% Defence to succeed; only available in War; Base Gains up to 11% max; minimum gains are 3.4% of land when targeting provinces with >130% rNW
  • +25% Siege Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Clearsight

The Warrior

Unique Passive: Battle Cry

Upon successful attack, the attack will destroy 1% of the entire population.
  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
  • −50% Mercenary Cost
  • +25% Tactics Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

No Spells

The War Hero

Unique Passive: Heroes' Culling

Successful Massacres kill +7% additional peasants and kill an additional 2.5% thieves and wizards.
  • +15% Honor Gains
  • +70% Honor Effects
  • Offensive specialist gets +2 strength (Affects NW)
  • +25% Siege Science Efficiency
  • +800 Soldiers
  • +800 Specialist Credits

Quick Feet, Righteous Aggressor, Paladin's Inspiration