Welcome to the Proposed Changes for Age 111!
Schedule:
WoL Age 111 Open: tbd
WoL Age 111 Start: tbd
WoL Age 111 End: tbd
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.
Change summary
- War Reward Scaling: Kingdoms earn more for full rosters, less for underfilled ones.
- New Honorable Mentions: Iron Sword, Warlord’s Banner, and Gauntlet Crown celebrate war participation, success, and bravery.
- Land-Based Growth Rewards (Kingdom & Individual): Strategic expansion grants buffs and titles to reward coordination and ambition.
- Force Ceasefire Rework: Stops griefing from out-of-range aggressors during active wars.
- Aggressive Stance Buffed: A more viable tactical option to motivate and reward risk and aggression.
- Relations Rework: Hostility meters now persist until war or ceasefire.
Goal of Changes
Why These Changes?
In recent ages, we’ve seen clear trends:
- Most kingdoms stop short of 25 players, favouring easier coordination.
- War remains dominant, but those without secure matches fall behind.
- Only one or two kingdoms typically pursue growth with real intent.
WThe Age of Champions rebalance aims to:
- Encourage full kingdom coordination with meaningful war rewards.
- Recognise different paths to greatness — war, growth, honour, individual growth
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 size kingdoms with the most war wins against 25-province kingdoms.
Reward: Kingdom Gold
War Reward Scaling – The Power of Numbers
To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards will now scale based on kingdom size at the time of war declaration.
War Victory Rewards: Count is taken at start of war
Land-Based Growth Rewards
For the first time, expanding your kingdom earns meaningful milestones. These apply to all provinces in your kingdom and will be removed if you fall below the set thresholds:
Land-Based Growth Rewards - Individual
A province that reaches the land threshold while the kingdom has 24 or 25 provinces unlocks its Feat.
- The Feat’s buff is permanent as long as
- the province stays at or above the threshold and
- The kingdom roster stays ≥ 24 provinces.
Conditions are only granted and maintained by staying above the thresholds.
Personal Feat Table
Conditions are only granted and maintained by staying above the thresholds:
Force Cease-Fire Changes
To protect kingdoms actively engaged in war from external griefing, we’re updating the Force Ceasefire system:
Kingdoms currently in active war may initiate a 96-tick unbreakable Ceasefire with any aggressor kingdom that commits 4+ unique attacks within 3 hours.
Aggressive Stance Changes
- +10% Battle Gains
- -10% Attack Time
- -10% Military Casualties
- -50% Hostility Generation
- +15% Military Wages
- Duration: 36 Ticks
Relation Changes
When entering any form of hostility with another kingdom the hostile meter will no longer decay and only reset via a ceasefire, force cease fire or entering war.
RACES
Avian
Bonuses
-25% Attack Time
+60% Birth Rate
Immunity to Ambush
Access to Greater Protection, Quick Feet
Unique Ability: Skybound Strike
Unique Ability: (Usable in War and Hostile Relations) Once activated, the next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target. Cooldown: 24 Utopian Days
Penalties
+20% Military Casualties
Cannot use Barracks
No Access to Stables and War Horses
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/3, 800gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - n/a
Age 110
Dark Elf
Bonuses
-50% Rune Cost (Excluding Ritual)
+10% Offensive Military Efficiency
+20% Magic Effectiveness (WPA)
Can train Thieves with Specialist Credits
Access to Blizzard, Guile, Mage's Fury, Invisibility
Unique Ability: Shadow Surge
Activated Ability: Once activated, offensive spells have a 20% chance to cast again at no mana cost for 8 Utopian Days. Cooldown: 24 Utopian Days
Penalties
+20% Exploration Costs
+25% Theif Costs
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 12/6, 1050gc, 7.0nw
Mercenary - 8/0, 0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Dryad
Bonuses
-30% Military Training Time
+30% Draft Rate
Access to Ghost Workers, Clearsight
Unique Ability: Living Forests
Passive: Stables no longer hold horses; instead, each acre of Stables directly provides +160 raw offense
Penalties
+15% Attack Time
-10% Military Kills
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 17/3, 1000gc, 7.0nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - N/A
Age 110
Dwarf
Bonuses
+30% Building Efficiency
-50% Construction Time
Access to Miner’s Mystique
Unique Ability: Earthshaker
Activated Ability: Once activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days
Penalties
Cannot use Accelerated Construction
+100% Food Consumption
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/5, 1000gc, 7.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Elf
Bonuses
+40% Magic Effectiveness (WPA)
+1 Mana Regeneration per Tick
Access to Mist, Pitfalls, Wrath
Unique Ability: Arcane Command
Activated ability: Once activated, successful offensive spell on an enemy province also applies +25% Rune cost and +1 Spell Mana Cost to that province for 6 ticks. Cooldown: 24 Utopian Days.
Penalties
-20% Thieves Den Efficiency
No Access to Dungeons and Prisoners
Soldier - 3/0, 0.75nw
Offensive Specialist - 11/0, 4.4nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 13/4, 900gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Faery
Bonuses
+25% Offensive Spell Duration
+25% Self Spell Duration
+1 Mana per Tick in War
Access to Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Pitfalls, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead
Unique Ability: Ethereal Mirage
Activated ability: Once activated until end of tick successful casts of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.
Penalties
-10% Population
Soldier - 3/0, 0.75nw
Offensive Specialist - 9/0, 3.6
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 4/12, 950gc, 6.75nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Halfling
Bonuses
+15% Population
+25% Thievery Effectiveness (TPA)
Access to Quick Feet, Town Watch, Vermin
Unique Ability: Sneak Attack
Activated ability: Once activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.
Penalties
-25% Birth Rate
+20% Building Cost
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 11/5, 850gc, 6.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Human
Bonuses
+25% Income
+15% Building Efficiency (Training Grounds, Castles, Barracks & Hospitals)
Access to Aggression, Fountain of Knowledge, Revelation
Unique Passive: Strategic Reserves
Passive: Each successful Traditional March on a province within 90–110% of your NW grants:
3 Ticks of Science
1% Max Peasants Instantly
Capped at 40 ticks in war.
Penalties
-25% Magic Effectiveness (WPA)
Soldier - 3/0, 0.75nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 7/12, 1000gc, 6.75
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Orc
Bonuses
+25% Battle (Resource) Gains
-50% Draft Cost
Train Elites with Specialist Credits
Access to Aggression, Bloodlust
Unique Ability: Warlord’s Fury
Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties (soldiers, specialists and elites) home instantly.
Penalties
-20% Credits gained on successful attacks (Building and Specialist Credits)
-15% Building Efficiency
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 15/4, 1000gc, 7.25nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Undead
Bonuses
Spreads Plague
Immune to Plague
No Food Required
Converts Specialist to Elites upon Successful Traditional Marches
Successful Attacks Convert 60% of Enemy Casualties into Undead Soldiers.
Access to Animate Dead
Unique Ability: Rotting Plague
Passive: Enemy provinces successfully attacked by Undead suffer -15% BE and +25% Food Consumption. Curable via Nature's Blessing (Same as Plague Cure).
Penalties
-20% Science Efficiency
+40% Rune Cost (Including Rituals)
Soldier - 3/0, 0.75nw
Offensive Specialist - 10/0, 4.0nw
Defensive Specialist - 0/10, 5.0nw
Elite Unit - 14/3, 1000gc, 6.5nw
Mercenary - 8/0, 0.0nw
Prisoner - 8/0, 1.6nw
War Horse - 2/0, 0.6nw
Age 110
Personalities
The Artisan
+50% Building Capacity (Homes, Stables, Dungeons)
+50% Building Production (Banks, Farms, Stables, Towers)
+50% Building Credits gained in Combat
+100% Successful Espionage Operations for double stealth cost
+20% Artisan Science Efficiency
Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive: Masterful Craftsmanship Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction.
Age 110
The Cleric
+1 Elite Defensive Value
+1 Defensive Specialist Strength
-1 Self Spell Mana Cost
+25% Hospital Efficiency
Access To Salvation, Revelation, Divine Shield, Illuminate Shadows
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Divine Favour When casting self-spells, Clerics have a 50% chance to double the spell's duration and gain a 10% Rune Refund.
Age 110
The Heretic
+40% Wizard Production
-40% Thieves lost on Thievery Operations
+25% Magic Effectiveness (WPA)
Access to Nightmares, Mages Fury, Fool's Gold
Starts with +400 Wizards and +400 Thieves
Unique Active: Blasphemous Might Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +20%. Cooldown: 24 Utopian Days
Age 110
The Mystic
+75% Guilds Effectiveness
+1 Mana Recovery per Tick
-15% Rune Cost on Offensive Spells
+25% Channeling Science Efficiency
Access to Magic Ward, Meteor Showers, Mind Focus, Chastity
Starts with +800 Wizards
Unique Passive: Arcane Mastery Your deep command over magic significantly enhances specific spells, but shortens their durations:
- Chastity: Fully halts natural peasant growth; duration halved.
- Magic Ward: Rune cost doubled and duration halved.
Age 110
The Rogue
+80% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
Access to All Thievery Operations
+25% Damage for Kidnap & Assassinate Wizards operations
+25% Crime Science Efficiency
Starts with +800 Thieves
Unique Passive: Shadows in the Night Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
Age 110
The Tactician
-15% Attack Time
No Thieves lost on Espionage Thievery operations
+25% Credits gained in Combat
+20% Valor Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive : Recon Sweep Each successful traditional attack (standard or conquest) or intel operation has a 20% chance to trigger a Recon Sweep on the target province. Recon Sweep effect:
- Instantly grants Spy on Throne, Spy on Defense, Spy on Military, Survey, Infiltrate Thieves, and Spy on Science reports
- No meter movement
- No thieves required
- Works in any relations state
Age 110
The Warrior
+15% Offensive Military Efficiency
+5 Mercenary & Prisoner Strength
-50% Mercenary Cost
+25% Tactics Science Efficiency
Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Blood Price Each successful Traditional March has a 35% chance to trigger Blood Price, causing:
- +20% Military Casualties inflicted on the enemy
- Kills 30% of enemy soldiers at home
NOTE: Cooldown per target province: 12 ticks
Age 110
The Raider
+10% Offensive Military Efficiency
-25% Thief Cost
+25% TPA
No Thief Losses on Failed Operations in War
Starts with +500 Theives and +500 Specialist Credits
Unique Passive: Coordinated Strike Each successful attack automatically applies “Coordinated Strike” to the target for 6 ticks: –25% Watchtower effectiveness
NOTE: Cooldown per target province: 12 ticks
Changelog:
- orc dspec and dryad typo