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Thread: Final Changes - Age 113

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    Age Changes Council
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    Final Changes - Age 113

    Final Age Changes

    Schedule
    • WoL Age 113 Open: 9 November
    • WoL Age 113 Start: 13 November @ 18:00 GMT
    • WoL Age 113 End: TBD


    Age of Merry Mayhems
    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.
    Let the festive carnage begin.

    Festive Boost Week (Global Rotating Buff)
    Each day, between 24 Dec – 1 Jan, one global modifier from a short hidden list will apply to everyone.

    Core Mechanics & Modifications

    Unique Abilities (UA)
    • Cooldowns reduced to 23 Days (was 24).
    • Any activated ability with a duration of 1 Day now lasts 2 Days.
    • Any Unique Ability that provides a bonus to the province as a result of a successful attack:
      • If the attacker is at war, the target must be in the kingdom they are at war with for the ability bonus to trigger.
      • Bonuses cannot stack — if triggered again, the duration simply renews (e.g., 3 Days left on +Sabotage Damage → now 6 Days left, not double the bonus).
      • Keep in mind the definition of “Successful Attack.”
      • These bonuses appear on your Throne page, similar to spells, with a countdown timer.
      • Enemies viewing your SoT/CB can also see these active bonuses.


    War Declarations
    • When attempting to declare war against a Kingdom that is less networth than your Kingdom, the target Kingdom must be considered in-range for both land and net worth to be a war candidate


    New Out-of-War Attack Penalties
    • When targeting a kingdom that is less than 85% of both your Land and Networth, the following modifiers apply:
      • Battle Gains: –10%
      • Military Casualties: +10%
      • Honour Gains: –25%


    War Bounty
    • When defeating a Kingdom that was > 10% larger in Networth at war declaration, the victor gains +30% additional Honor and +10% Science Books


    Amnesia
    • Not accessible next age


    Races

    Avian

    Bonuses
    • –25% Attack Time
    • +20% Birth Rates


    Unique Ability: Skybound Strike (War/Hostile) — next attack automatically succeeds with –50% losses; gains scale by offense vs defence; 0 Honour gains. 23 Hour Cooldown.

    Spells: Town Watch, Reflect Magic

    Penalties
    • +15% Military Casualties
    • No Barracks
    • No Stables / War Horses


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 12/0 (4.8nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 15/3 (900gc, 6.75nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse n/a




    Dark Elf

    Bonuses
    • +20% Magic Effectiveness (WPA)
    • +10% OME
    • Can train Thieves with Specialist Credits


    Unique Ability: Shadow Surge — when activated, all offensive spells (does not include Ritual) cost –60% runes for the next 2 ticks. 23 Hour Cooldown.

    Spells: Blizzard, Guile, Mage’s Fury, Invisibility

    Penalties
    • +20% Military Wages
    • +20% Thief Costs


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 10/0 (4.0nw)
    • Def. Spec 0/11 (5.5nw)
    • Elite 13/6 (900gc, 7.5nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse 3/0 (0.9nw)




    Dwarf

    Bonuses
    • +25% Building Efficiency
    • +25% Military Credits gained in combat
    • –25% Construction Time
    • –25% Training Time


    Unique Ability: Molten Anvil — upon activation, for the next 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. 23 Utopian Days Cooldown.

    Spells: Miner’s Mystique

    Penalties
    • +50% Food Consumption
    • –10% WPA
    • +20% Explore Cost


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 10/0 (4.0nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 13/6 (1000gc, 7.5nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse 2/0 (0.6nw)




    Elf

    Bonuses
    • +25% Magic Effectiveness (WPA)
    • +20% 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, Wrath, Mist

    Penalties
    • No Access to Training Grounds
    • No Access to Dungeons


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 10/0 (4.0nw)
    • Def. Spec 0/12 (6.0nw)
    • Elite 12/7 (1000gc, 7.5nw)
    • Merc 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. 23 Hour Cooldown.

    Spells: Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage’s Fury, Greater Protection, Fountain of Knowledge, Miner’s Mystique, Pitfalls, Revelation, Animate Dead, Invisibility, Fools Gold

    Penalties
    • +30% Rune Cost
    • –5% BE


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 10/0 (4.0nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 4/13 (1200gc, 7.25nw)
    • Merc 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. 23 Hour Cooldown.

    Spells: Quick Feet, Town Watch, Vermin, Invisibility

    Penalties
    • –25% Birth Rate
    • +25% Building Cost
    • Suffers 1% additional Stealth loss per tick from Expose Thieves


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 10/0 (4.0nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 12/7 (950gc, 7.5nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse 2/0 (0.6nw)




    Human

    Bonuses
    • +30% Income
    • Immune to Riots & Greed
    • –50% Mercenary Costs
    • –25% Training Costs


    Unique Ability: First Aid — upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. 23 Hour Cooldown.

    Spells: Fountain of Knowledge, Revelation

    Penalties
    • +25% Training Time


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 13/0 (5.2nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 7/12 (1050gc, 8.0nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse 3/0 (0.9nw)




    Orc

    Bonuses
    • +5% Gains
    • +10% Gains (in War)
    • –50% Draft Cost


    Unique Passive: Carnage — every time an Orc makes a successful attack, a random bonus effect is applied to that attack, representing the unpredictable spirit of war. Possible effects include:
    • +20% Enemy Casualties
    • +10% Gains
    • –25% Military Losses


    Spells: Aggression, Bloodlust

    Penalties
    • –20% Book Production
    • –20% Thievery Effectiveness (TPA)


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 10/0 (4.0nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 15/2 (1000gc, 6.25nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse 2/0 (0.6nw)




    Undead

    Bonuses
    • –40% Military Losses
    • Plague Immunity
    • No Food Requirement
    • Converts Specialists to Elites upon successful Traditional Marches


    Unique Ability: Necrotic Burst — once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. 23 Hour Cooldown.

    Spells: Animate Dead, Aggression, Hero’s Inspiration

    Penalties
    • Only access to Thievery Intel Operations


    Units
    • Soldier 3/3 (1.5nw)
    • Off. Spec 10/0 (4.0nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 15/4 (900gc, 7.25nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse 2/0 (0.6nw)




    Gnome

    Bonuses
    • –10% Attack Time (War Only)
    • +15% Enemy Military Casualties
    • +15% Thievery Effectiveness (TPA)


    Unique Passive: Cunning Assault — each successful attack will provide one of the following thievery boosts, which last for 6 days:
    • +20% Thievery Effectiveness (TPA)
    • –30% Thief Losses
    • +25% Sabotage Damage

    All of these boosts can be active simultaneously and appear on your Throne with their duration timers.

    Spells: Quick Feet, Aggression

    Penalties
    • +25% Rune Cost
    • –15% WPA


    Units
    • Soldier 3/0 (0.75nw)
    • Off. Spec 11/0 (4.5nw)
    • Def. Spec 0/10 (5.0nw)
    • Elite 14/4 (900gc, 6.5nw)
    • Merc 8/0 (0.0nw)
    • Prisoner 8/0 (1.6nw)
    • War Horse 2/0 (0.6nw)


    Personalities

    The Artisan

    Bonuses
    • +40% Building Capacity (Homes, Stables, Dungeons)
    • +40% Building Production (Banks, Farms, Stables, Towers)
    • +40% Building Credits gained in Combat
    • +100% Successful Espionage Operations (double stealth cost)
    • +10% Economy Science Efficiency


    Spells: Ghost Workers

    Starting Bonuses: +600 Soldiers, +600 Specialist Credits, +200 Building Credits

    Unique Passive: Demolition Mastery — in War, Raze attacks destroy 40% of target buildings instead of the base 30%.



    The Cleric

    Bonuses
    • +1 Elite Defensive Value (this value contributes to Networth)
    • +1 Defensive Specialist Strength (this value contributes to Networth)
    • –1 Self Spell Mana Cost
    • +35% Hospital Efficiency
    • Immune to Plague


    Spells: Salvation, Revelation, Divine Shield, Illuminate Shadows

    Starting Bonuses: +800 Soldiers, +800 Specialist Credits

    Unique Passive: Divine Favour — when casting self-spells, Clerics have a 50% chance to double their duration.



    The Heretic

    Bonuses
    • +50% Wizard Production
    • -50% Thieves lost on Thievery Operations
    • +20% Spell Damage
    • +20% Sabotage Damage
    • +15% Arcane Arts Efficiency
    • Access to Nightmares, Fools Gold


    Starting Bonuses: +400 Wizards and +400 Thieves

    Unique Active: Chaotic Affliction — Upon activation, for 2 ticks, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
    Cooldown: 23 Utopian Days



    The Mystic

    Bonuses
    • +85% Guild Effectiveness
    • +1 Mana Recovery per tick
    • +25% Channeling Science Efficiency


    Spells: Pitfalls, Meteor Showers, Mind Focus, Chastity

    Starting Bonuses: +800 Wizards

    Unique Active: Mana Well — once activated, instantly regain 15% Mana. 23 Hour Cooldown.



    The Rogue

    Bonuses
    • +70% Thieves’ Dens Effectiveness
    • +1 Stealth Recovery per tick
    • +25% Damage for Kidnap & Assassinate Wizards operations
    • +25% Crime Science Efficiency
    • Access to All Thievery Operations


    Starting Bonuses: +800 Thieves

    Unique Passive: Shadows in the Night — Rogues deal +25% Sabotage Damage when operating with ≥ 50% Stealth.



    The Tactician

    Bonuses
    • –15% Attack Time
    • No Thieves lost on intel
    • Immunity to Greater Arson and Steal War Horses
    • +25% Siege Science Efficiency
    • Enhanced Conquest


    Starting Bonuses: +800 Soldiers, +800 Specialist Credits

    Unique Passive: Dragon’s Wrath3% of your raw offense also deals damage to the dragon in addition to your target.



    The Warrior

    Bonuses
    • +15% Offensive Military Efficiency
    • +4 Mercenary & Prisoner Strength
    • –40% Mercenary Cost
    • +25% Tactics Science Efficiency
    • Access to Righteous Aggressor


    Starting Bonuses: +800 Soldiers, +800 Specialist Credits

    Unique Passive: Battle Cry — upon each successful attack, the attack destroys 0.5% of the target’s total population.



    The Paladin

    Bonuses
    • +20% Military Kills when defending
    • +1 Horse Strength (Attracts NW)
    • Immune to Dragon Effects
    • +25% Valor Science Efficiency
    • Access to Righteous Aggressor, Salvation, Hero’s Inspiration


    Starting Bonuses: +800 Soldiers, +800 Specialist Credits

    Unique Ability: Smite — once activated, for two ticks (War/Hostile only, 23 Hour Cooldown), your next successful Traditional March will either:
    • Destroy 25% of the target’s Guilds, Towers, and Thieves’ Dens, or
    • If the target has fewer than 10% of land in those buildings combined, trigger a Holy Massacre:
      • Kills 15% of the target’s peasants
      • Increases specialist military casualties by 15%


    The Necromancer

    Bonuses
    • +25% WPA
    • +25% of Military Losses converted into Soldiers (your fallen rise again)
    • +25% Resilience Science Efficiency
    • Reclaims 30% of enemy military losses as Soldiers on successful attacks


    Spells: Animate Dead, Nightmares, Mystic Aura

    Starting Bonuses: +800 Soldiers, +800 Specialist Credits

    Unique Passive: Grave Harvest — a successful attack increases your instant spell damage by 20% for 2 days (in War, does not stack).

    The General

    Bonuses
    • +1 General
    • +20% Specialist Credits gained in combat
    • –20% Military Training Time
    • Can train Elites with Specialist Credits (in War)


    Starting Bonuses: +800 Soldiers, +800 Specialist Credits

    Unique Active: General’s Command — once activated, for 2 ticks, all attacks have +60% Honour Gains (War Only). 23 Hour Cooldown.

    Changelog

    Schedule of Age 113 updated by Sonja 13:31, 9 Nov 2025
    Fixed Gnome WH NW 10 Nov 2025
    Fixed Avian Ospec NW 10 Nov 2025
    Fixed Gnome Unique Wording 10 Nov 2025
    Fixed Gnome Attack Time War Only 10 Nov 2025
    Updated Timeline for Age 113 Start & Clarified Gnome UA (DavidC 11/10/25 @ 09:32)
    Last edited by DavidC; 10-11-2025 at 14:32.

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