Proposed Changes - Age 113
Welcome to the Proposed Changes for Age 113!
Schedule:
- WoL Age 113 Open: 14th November @ 12:00 GMT
- WoL Age 113 Start: 16th November @ 18:00 GMT
- WoL Age 113 End: 18th January @ 00:00 GMT
Age of Merry Mayhem
The bells are ringing. The razes are singing.
The war drums jingle, the soldiers jangle, and somewhere in the distance… someone’s setting fire to an orc's stables.
The Age of Merry Mayhem has arrived - where wars meet with large amounts of ale, and no one’s entirely sober. Between flying avians, heavily bearded dwarves mistaken for Santa, and over eager generals yelling “just one more massacre before dinner!”, Utopia plunges into the most wonderful time of the year.
Be quick, be bold and for goodness sake - don’t spill your warm cider on the war map..
The bells are ringing. The razes are singing. Let the festive carnage begin.
In the spirit of merry times during the 24th December to 1st Janaury there we will be a rotating global modifier affecting all players.
Festive Boost Week (global rotating buff): Each day between 24 Dec – 1 Jan, apply one global modifier from a short list. This list will be hidden, but could include (not limited to):
- +20% Income
- +20% BE
- +30% Production
- -25% Training Cost
Mechanics and Modifications
- UA Abilities: Cooldown reduced to 23 hours (was 24).
- Books from Amnesia: Instantly returned at end of war.
- EOA Freeze: Small 1-day viewing period to see final province results.
- Raze Bounce: Failing a Raze attack in war now returns kills to normal values.
- Enhanced Conquest: Kills increased by 5%.
- Aggressive Force Ceasefire: Now incurs a penalty (loss of % Honor and Science).
- Land Gains: Neutral band widened to parity → 1.15× (oversized threshold = 115%). Upward-hit reward baked into >1.00; rpnw = Target NW / Self NW. Slightly eased >1.00 slope so uphill hits aren’t over-punished.
- AutoFill: Defections will no longer bypass the kingdom wall.
- All 1-tick abilities → now 2 ticks.
- MAP: Now reduces damage taken from thievery and magic ops.
RACES
Avian
Bonuses
- -20% Attack Time
- +25% Birth Rates
Unique Ability: Skybound Strike
Usable in War or Hostile. Next attack automatically succeeds with -50% losses. Gains are reduced based on offense sent vs. target’s defense. Honor Gains = 0.
Cooldown: 23 Utopian Days
Spells: Town Watch, Reflect Magic
Penalties
- +15% Military Casualties
- Cannot use Barracks
- No Access to Stables and War Horses
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 5.2nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 15/3, 900gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: n/a
Dark Elf
Bonuses
- +25% Magic Effectiveness (WPA)
- +10% OME
- Can train Thieves with Specialist Credits
Unique Ability: Shadow Surge
When activated, all offensive spells (Does not include Ritual) cast by this province cost 0 runes for the next 3 ticks.
Cooldown: 23 Utopian Days
Spells: Blizzard, Guile, Mage's Fury, Invisibility
Penalties
- +20% Exploration Costs
- +20% Thief Costs
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/11, 5.5.nw
- Elite Unit: 12/6, 900gc, 6.0nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 3/0, 0.6nw
Dwarf
Bonuses
- +25% Building Efficiency
- -15% Damage from Enemy Instant T/M Ops
- -15% Resources Lost from attacks
- -15% Damage from Massacres and Razes
- -15% Damage from Meteors
Unique Ability: Blazing Forge
Upon activation, for the next 4 ticks, all production buildings produce +30% more and all land is 50% cheaper to build (Does not include raze cost).
Cooldown: 23 Utopian Days
Spells: Miner’s Mystique
Penalties
- +50% Food Consumption
- -20% Sabotage Damage
- -20% Spell Damage
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 13/6, 1000gc, 7.00nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Elf
Bonuses
- +40% Magic Effectiveness (WPA)
- +25% Rune Production
- +1 Mana Regeneration per Tick
Unique Passive: Arcane Surge
Whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 30%.
Spells: Pitfalls, Blizzard
Penalties
- -40% Thieves Den Efficiency
- No Access to Dungeons
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/12, 6.0nw
- Elite Unit: 13/5, 1000gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Faery
Bonuses
- +25% Offensive Spell Duration
- +25% WPA
- +1 Mana Recovery per Tick in War
Unique Ability: Ethereal Mirage
Upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province.
Cooldown: 23 Utopian Days
Spells: Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead, Invisibility, Fools Gold
Penalties
- -40% Training Grounds Effectiveness
- -10% BE
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 4/13, 1200gc, 7nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Halfling
Bonuses
- +15% Population
- +1 Stealth Regeneration Per Tick
- +30% Thievery Effectiveness (TPA)
Unique Ability: Sneak Attack
Upon activation, for 2 ticks, Thievery operations incur -50% losses for 2 Utopian Day.
Cooldown: 23 Utopian Days
Spells: Quick Feet, Town Watch, Vermin, Invisibility
Penalties
- -25% Birth Rate
- Suffers 1% Additional Stealth Loss per tick from Expose Thieves
- +25% Building Cost
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 12/7, 850gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Human
Bonuses
- +15% Science Efficiency
- +15% Building Efficiency (Training Grounds, Castles, Barracks & Hospitals)
Unique Ability: First Aid
Upon activation, for 2 ticks, removes all negative status in your province. This means Bribed Generals, riots, bribe thieves, cures plague, and removes all “red” spells.
Cooldown: 23 Utopian Days
Spells: Fountain of Knowledge, Revelation, Righteous Aggressor
Penalties
- +20% Military Wages
- -25 WPA
- +1 Self Mana Cost
- Cannot Ambush
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 7/12, 1050gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Orc
Bonuses
- +15% Battle Gains
- -50% Draft Cost
- +25% Military Credits gain in Combat
- Train Elites with Specialist Credits
Unique Ability: Frenzy
Upon activation, for 2 ticks, successful attacks will ignore all castles and deal an additional 15% military casualties.
Cooldown: 23 Utopian Days
Spells: Aggression, Bloodlust
Penalties
- +50% Land lost on Ambush (return 75% Land instead of 50%)
- -10% TPA
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/8, 4.0nw
- Elite Unit: 16/2, 1200gc, 7.0nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Undead
Bonuses
- -45% Military Losses
- Plague Immunity
- No Food Requirement
- Converts Specialists to Elites upon Successful Traditional Marches
Unique Ability: Necrotic Burst
Once activated, until the end of the tick, all successful Undead attacks have a 100% chance to spread Plague.
Cooldown: 24 Utopian Days.
Spells: Animate Dead, Aggression, Heroes Inspiration, Ghost Workers
Penalties
- +20% Damage from Enemy Thievery and Magic Instant Operations
Units
- Soldier: 3/3, 1.5nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 15/4, 900gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dryad
Bonuses
- +15% Military Kills
- +40% Draft Speed
Unique Ability: Overgrowth
Once activated, your maximum population increases by +50% for 2 ticks.
Cooldown: 23 Utopian Days.
Spells: Access to Wrath
Penalties
- +30% Building Costs
- +50% Damage from Arson, Tornado, and Raze Attacks
- +50% Land lost when Ambushed
- 25% of Spells fail
Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.0nw
- Defensive Specialist: 0/9, 4.5nw
- Elite Unit: 20/2, 1200gc, 8nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0nw
PERSONALITIES
The Artisan
- +40% Building Capacity (Homes, Stables, Dungeons)
- +30% Building Production (Banks, Farms, Stables, Towers)
- +40% Building Credits gained in Combat
- +100% Successful Espionage Operations for double stealth cost
- +10% Economy Science Efficiency
- Access to Quick Feet
- Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
Unique Passive: Demolition Mastery
In War, Raze attacks destroy 40% of target buildings instead of the base 30%.
The Cleric
- +1 Elite Defensive Value (This will have NW)
- +1 Defensive Specialist Strength (This will have NW)
- 1 Self Spell Mana Cost
- +35% 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 spell duration.
The Heretic
- 50% Wizard Production
- 50% Thieves lost on Thievery Operations
- +20% Spell Damage
- +20% Sabotage Damage
- Access to Nightmares, Fools Gold
- 15% Arcane Arts Efficiency
- Starts with +400 Wizards and +400 Thieves
Unique Active: Chaotic Affliction
Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
Cooldown: 23 Utopian Days
The Mystic
- +85% Guilds Effectiveness
- +1 Mana Recovery per Tick
- Access to Pitfalls, Meteor Showers, Mind Focus, Chastity
- +25% Channeling Science Efficiency
- Starts with +800 Wizards
Unique Active: Mana Well
Once activated, instantly regain 15% mana.
Cooldown: 23 Utopian Days
The Rogue
- +70% Thieves' Dens Effectiveness
- +1 Stealth Recovery per Tick
- Access to All Thievery Operations
- +20% 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
The Tactician
- -15% Attack Time
- No Thieves lost on intel
- Immunity to Greater Arson
- +25% Siege Science Efficiency
- Enhanced Conquest
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Dragons Wrath
3% of your raw offense will also deal damage to the dragon as well as attack to your target
The Warrior
- +15% Offensive Military Efficiency
- +5 Mercenary & Prisoner Strength
- -50% Mercenary Cost
- +25% Tactics Science Efficiency
- Access to Righteous Aggressor
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Battle Cry
Upon successful attack, the attack will destroy 0.5% of the entire population.
Cooldown - 23 tick
The Sage
- +10% Book Generation
- +10% Scientist Generation
- +60% Learn Protection (Out of War)
- Access to Revelation, Scientific Insights
Unique Passive: Scholars Wrath
All Successful Attacks remove 2% of the targets allocated science books (Returns over 48 hrs) (In War)
- Starts with +3 Scientists
- Starts with +800 Soldiers and +800 Specialist Credits
The Freak
- +15% Offensive Military Efficiency
- Chaotic Mind - All offensive actions have a chance to (attacks, spells, and thievery ops) resolve with variable impact between 75% and 140% of normal effectiveness.
- Access to Reflect Magic, Fools Gold, Nightmares
Unique Passive: Mutating Trait
Every 24 ticks, a Freak wakes up with a different trait. In war, you can reroll every 12 ticks.
- Heroic Surge: +20% Offence Efficiency; +10% Military Losses.
- Iron Veins: –25% Military Losses; –10% Offence Efficiency.
- Really Quick Feet: –25% Attack Time; –15% Defensive Efficiency.
- Minor Breakthrough: +25% Science Effectiveness; –15% Building Efficiency.
- Freak Fertility: +15% Birth Rate; +20% Income; +20% Thievery Losses.
- Meltdown: –25% Building Efficiency; –10% Income; +10% Offence.
- Cataclysmic (Rare): Successful attacks gain +25% gains; 20% chance to kill 10% of own troops on each hit.
- Starts with +2 Scientists
- Starts with +800 Soldiers and +800 Specialist Credits
The Necromancer
- +25% WPA
- +25% Military Losses converted into Soldiers (your fallen rise again)
- Immune to Plague
- Reclaims 10% of enemy military losses as Soldiers on successful attacks
- Access to Animate Dead, Nightmares, Mystic Aura
Unique Passive: Grave Harvest
On every successful attack, 15% of the enemy’s military losses are raised as undead under your command, added directly to your soldier pool instantly.
(In war) If the enemy province is overpopulated or under 50% your networth, the reanimation yield increases to 25%.
The General
- +1 General
- +25% Specialist Credits gained in combat
- -25% Military Training Time
- Train Elites with Specialist Credits
- Can spend Specialist Credits on Elites (War Only)
- Access to Bloodlust
- Starts with +800 Soldiers and +800 Specialist Credits
Unique Passive: Battle Presence
Each successful attack grants +2% OME for 6 hours, stacking up to +10%.
Stacks decay by 1% per tick without new attacks. (War Only)