Age 111 — Age of Champions
- Forum Source: World of Legends Age 111 Final Changes
- WoL Age 111 Open: 31st May (Saturday) @ 12:00 GMT
- WoL Age 111 Start: 4th June @ 18:00 GMT
- WoL Age 111 End: To be determined
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.
TLDR Changes
- War Reward Scaling: Kingdoms earn more for full rosters, less for underfilled ones.
- New Honorable Mentions: Iron Sword, Warlord’s Banner, Gauntlet Crown, and David’s Sling.
- Land-Based Growth Rewards (Kingdom & Individual): Strategic expansion grants buffs and titles to reward coordination and ambition.
- Aggressive Stance Buffed: A more viable tactical option to motivate and reward risk and aggression.
- Relations Rework: Hostility meters now only reset via ceasefire or entering war.
Why These Changes?
A Return to Full Strength: Rebalancing for Better Competition and a Truer Test of Greatness
Over time, player trends have shifted: many kingdoms now stop short of the full 25 players, opting for easier coordination over full-scale competition. While war remains the centerpiece of the game, smaller kingdoms often find themselves outpaced when matched against fully loaded kingdoms.
But Utopia was always designed with 25-player kingdoms in mind. At full strength, kingdoms experience the deepest strategy, strongest teamwork, and the most rewarding gameplay. To realign the game with that vision, we're introducing new incentives that encourage kingdoms to fill to 25, particularly when it comes to rewards for war, growth, and other core mechanics.
By reinforcing the value of a full kingdom, we aim to raise the level of competition across the board and throughout the world. More fully filled kingdoms mean more exciting wars, more balanced matchups, and more opportunities for every player to thrive.
Now more than ever, 25 is the path to greatness.
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.
| Honor | Criteria | Reward |
|---|---|---|
| Iron Sword | Awarded to the kingdom that fought the most wars while maintaining 24 provinces since tick 0. | Free Hostility Meter Credit |
| Warlord’s Banner | Awarded to the kingdom with the most war victories while holding 25 provinces since tick 0. | Kingdom Gold |
| Gauntlet Crown | Awarded to smaller kingdoms with the most war wins against 25-province kingdoms. | Kingdom Gold |
| David’s Sling | Awarded to the smaller kingdom that achieves the most war victories against opponents with more provinces. | Kingdom Gold |
War Reward Scaling – The Power of Numbers
To encourage fully filled kingdoms — and reduce the incentive to stay small — war rewards now scale based on kingdom size at the time of war declaration.
This scaling applies to land, honour, science books, and scientist generation only.
It does not include build credits or specialist credits.
| Provinces in Winning Kingdom | Victory Reward Kept | War Points Awarded |
|---|---|---|
| 25 | 100% | 2.25 |
| 24 | 80% | 1.5 |
| 23 | 65% | 0.75 |
| 20–22 | 50% | 0.4 |
| Under 20 | 40% | 0.25 |
War Victory Rewards Notes:
- Count is locked at the start of war — changes in province count after declaration do not affect rewards.
- War Points for a win have been increased from 2.00 to 2.25 for kingdoms with 25 provinces.
-
Rewards include:
- Land
- Honour
- Science book generation
- 50% of a scientist
- Explore pool
- Build credits
- Specialist credits
-
Only land, honour, science books, and scientist generation are scaled. All others remain at full value regardless of Kingdom Size
- Example:
If a kingdom with 24 provinces wins a war:
- Land = X * 0.8
- Honour = X * 0.8
- Science Books = 36 * 0.8 = 28.8 ticks
- Scientist Generation = 50% * 0.8 = 40%
-
Build credits, specialist credits, and explore pool = 100%
-
The same scaling applies all the way down to 40% for kingdoms under 20 provinces.
Land-Based Growth Rewards
For the first time, expanding your kingdom earns meaningful milestones.
These rewards apply to all provinces in your kingdom and are permanent once achieved:
| Kingdom Land | Kingdom Title | Reward |
|---|---|---|
| 35,000 Acres | Emerging | +5% Scientist Generation |
| 50,000 Acres | Venerated | +10% Book Generation |
| 65,000 Acres | Illustrious | +10% Honor Bonus |
| 80,000 Acres | Glorious | +5% Building Efficiency (BE) |
| 95,000 Acres | Exalted | -15% Military Wages |
| 110,000 Acres | Grand | +5% Science Efficiency |
| 130,000 Acres | Imperial | +5% Offensive Military Efficiency (OME) |
Explore Pool Changes
- Explore pool cap has been removed, and daily pool growth has been changed to 2 acres daily.
Defect Changes
- Provinces that defect will be placed in a Kingdom with 22 or more provinces, if available
Aggressive Stance Changes
- +10% Battle Gains
- -10% Attack Time
- 50% Hostility Generation
- +15% Military Wages
- +10% Training Cost
- Duration: 36 Ticks
- Cooldown: 48 Ticks
Relation Changes
- The Hostile Meter will no longer decay on the 1st of each Month. It will only be reset by:
- Ceasefire
- Both Kingdoms have their Hostility towards each other reset to 0
- Entering war
- When entering war, all Hostility towards your Kingdom will be reset to 0
- All Hostility your Kingdom has towards other Kingdoms will remain
- Ceasefire
(e.g. if you are Hostile towards Kingdom A then enter war with Kingdom B,
when you leave war you will still be Hostile towards Kingdom A, however, they will have 0 meter towards you)
- Aggressor Force CeaseFire is removed completely
Building Changes
- Libraries base effect increased from 1% → 1.5%
- Libraries max effect increased from 25% → 37.5%
- Castles will no longer protect Science Books
→ There is now no building that protects science books
Attack Changes
- Learn attack gains increased by approximately 25%
- Intra-Kingdom Raze minimum damage has been increased from 20 → 40
- Failed Raze attacks will increase hostility meter at double the rate of any other attack, up to 2.99 points, based on the ratio of offense sent similar to how other failed attacks currently work
Races
Avian
Bonuses
-
-15% Attack Time
-
-70% Damage from Nightmares
-
Immunity to Ambush
-
Access to Greater Protection, Quick Feet, Town Watch
-
Unique Ability: Skybound Strike
-
Unique Ability: Skybound Strike (Usable in War or Hostile) Next attack automatically succeeds with no offensive losses. Gains are reduced based on offense sent vs. target’s defense. Cooldown: 24 Utopian Days
Penalties
-
+15% 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, 850gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - n/a
Age 110
Bonuses
-
-25% Attack Time
-
+40% Birth Rate
-
Immunity to Ambush
-
Access to Greater Protection, Clear sight
-
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
-
+15% Military Casualties
-
No Access to Stables and War Horses
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 11/0, 4.4nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 13/3, 900gc, 6.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - n/a
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: Void Tap
-
Void Tap: When activated, all offensive spells (Does not include Ritual) cast by this province cost 0 runes for the next 3 Utopian Days. Can only be reactivated after 24 Utopian Days.
Penalties
-
+20% Exploration Costs
-
+35% Thief Costs
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/6, 900gc, 6.0nw
-
Mercenary - 8/0, 0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 3/0, 0.9nw
Age 110
Bonuses
-
No Rune Cost (Excluding Ritual)
-
+10% Offensive Military Efficiency
-
+15% Magic Effectiveness (WPA)
-
Can train Thieves with Specialist Credits
-
Access to Blizzard, Guile, Mage's Fury, Magic Ward, 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
-
-10% Building Efficiency
-
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
Dryad
Bonuses
-
-30% Military Training Time
-
+30% Draft Rate
-
Access to Ghost Workers, Clearsight
-
Unique Ability: Living Forests
-
Your province’s stables always operate at maximum capacity. Immune to Steal Warhorses
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, 900gc, 7.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse – 2/0, 0.0nw
Age 110
Bonuses
-
+10% Offensive Military Efficiency
-
+10% Defensive Military Efficiency
-
+20% Dragon Slaying Strength
-
Wages are "always paid"
-
Access to no additional spells
-
Unique Ability: Roots of Ruin
-
Passive: Upon a successful attack, the attack will destroy 1.5% of the enemies entire population.
Penalties
-
+10% Military Casualties when defending
-
-15% Income
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 13/5, 950gc, 7.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Dwarf
Bonuses
-
+30% Building Efficiency
-
-50% Construction Time
-
Access to Miner’s Mystique, Heroes Inspiration
-
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
Bonuses
-
+30% Building Efficiency
-
-60% 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 - 13/6, 1000gc, 7.5nw
-
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
-
Access to Mist, Pitfalls, Wrath, Greater Protection
-
Unique Ability: Arcane Surge
-
Activated ability: 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%.
Penalties
-
35% Thieves Den Efficiency
-
No Access to Dungeons and Prisoners
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 13/4, 950gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 110
Bonuses
-
+30% Magic Effectiveness (WPA)
-
Access to Mist, Pitfalls, Wrath, Salvation
-
Unique Ability: Mana Well
-
Activated ability: Once activated, restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
Penalties
-
-50% Damage done when performing a Night Strike
-
No Access to Dungeons and Prisoners
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/4, 900gc, 6.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
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, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique, Pitfalls, Revelation, Animate Dead, Invisibility
-
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 - 10/0, 4.0nw
-
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
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, Chastity, Mist, Pitfalls, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miners Mystique
-
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 - 10/0, 4.0
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 4/12, 850gc, 6.75nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Halfling
Bonuses
-
+15% Population
-
+25% Thievery Effectiveness (TPA)
-
Access to Quick Feet, Town Watch, Vermin
-
Unique Ability: Sneak Attack
-
Activated ability: When activated, Thievery operation incurs -75% losses for 1 Utopian Day. Can only be reactivated after 24 Utopian Days.
Penalties
-
-25% Birth Rate
-
+25% 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
Bonuses
-
+15% Population
-
+25% Thievery Effectiveness (TPA)
-
-10% Military Training Time
-
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
-
+10% Military Wages
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/9, 4.5nw
-
Elite Unit - 11/5, 850gc, 6.25nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Human
Bonuses
-
+20% Income
-
+15% Building Efficiency (Training Grounds, Castles, Barracks & Hospitals)
-
Access to Fountain of Knowledge, Revelation
-
Unique Passive: Strategic Reserves
-
Passive (War Only): Each successful Traditional March on a province within 90–110% of your NW grants:
-
3 Ticks of Science
-
Capped at 40 ticks per war.
Penalties
-
-25% Magic Effectiveness (WPA)
-
Farms produce 40% less food
-
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
Age 110
Bonuses
-
+25% Science Efficiency
-
Immunity to Scholar's Wrath
-
Access to Fountain of Knowledge, Greater Protection, Reflect Magic
-
Unique Passive: Scholar's Wrath
-
Passive: In War, All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 ticks). Out of War, Book Generation is increased by 10%.
Penalties
-
-50% Magic Effectiveness (WPA)
-
-10% Thievery Effectiveness (TPA)
-
No access to Libraries
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 12/5, 1050gc, 6.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
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 25% 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)
-
-10% 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
-
U]Bonuses[/U]
-
+30% Battle (Resource) Gains
-
-75% 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
-
-30% Credits gained on successful attacks (Building and Specialist Credits)
-
+1 Self Mana Cost (Excluding Rituals)
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 11/0, 4.4nw
-
Defensive Specialist - 0/10, 5.0nw
-
Elite Unit - 15/4, 950gc, 7.0nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Undead
Bonuses
-
-75% Offensive Losses
-
Spreads Plague
-
Immune to Plague
-
No Food Required
-
Converts Specialist to Elites upon Successful Traditional Marches
-
Successful Attacks Convert 75% of Enemy Casualties into Undead Soldiers return instantly.
-
Access to Animate Dead, Aggression
-
Unique Ability: Rotting Plague
-
Passive: Rotting Plague - Enemy provinces successfully attacked by Undead suffer -15% BE and +30% Food Consumption. Curable via Nature's Blessing & Hospitals. (Same as Plague Cure)
Penalties
-
-20% Science Efficiency
-
+20% Rune Cost (Does not include Ritual)
-
Soldier - 3/3, 1.5nw
-
Offensive Specialist - 10/0, 4.0nw
-
Defensive Specialist - 0/8, 4.0nw
-
Elite Unit - 14/3, 950gc, 6.5nw
-
Mercenary - 8/0, 0.0nw
-
Prisoner - 8/0, 1.6nw
-
War Horse - 2/0, 0.6nw
Age 110
Bonuses
-
-30% Military Casualties
-
Immune to Plague
-
No Food Required
-
Converts Specialist to Elites upon Successful Traditional Marches
-
All Successful Traditional Marches: Inflicts Unborn Veil, -15% Birth Rate for 5 Ticks
-
Access to Animate Dead, Nightfall
-
Unique Ability: Cursed Plague
-
Activated ability: Once activated, until end of tick, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 24 Utopian Days.
Penalties
-
Undead Thieves and Elites Decay by 0.4% Per Tick.
-
Soldier - 3/0, 0.75nw
-
Offensive Specialist - 12/0, 4.8nw
-
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
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
-
+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% Building Damage taken from Arson, Greater Arson, Tornado, Raze
-
+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 75% of a building's cost back as building credits upon construction.
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
-
+1 Elite Defensive Value
-
+1 Defensive Specialist Strength
-
-1 Self Spell Mana Cost
-
-25% Damage from Instant Spells
-
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.
The Heretic
-
+40% Wizard Production
-
40% Thieves lost on Thievery Operations
-
+20% Spell Damage
-
+20% Sabotage Damage
-
Access to Nightmares, Fool's Gold
-
Starts with +400 Wizards and +400 Thieves
-
Unique Active: Arcane Frenzy After each successful attack, the Heretic gains:
- +1 Mana
- +1 Stealth
- for the next 5 ticks
- Effect does not stack; refreshes on new march
Age 110
-
+40% Wizard Production
-
30% Thieves lost on Thievery Operations
-
+15% Magic Effectiveness (WPA)
-
+25% Damage for Resource Operations (Rob Granaries, Rob Vaults, Rob Towers)
-
+25% Finesse Science Efficiency
-
Access to Nightmares, Fool's Gold
-
Starts with +400 Wizards and +400 Thieves
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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: 24 Utopian Days
The Mystic
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+85% Guilds Effectiveness
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+1 Mana Recovery per Tick
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+25% Channeling Science Efficiency
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Access to Magic Ward, Meteor Showers, Mind Focus, Chastity
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Starts with +800 Wizards
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Unique Passive: Arcane Mastery Your deep command over magic significantly enhances specific spells:
- Chastity: Fully halts natural peasant growth; duration halved
- Magic Ward: Duration doubled
Age 110
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+75% Guilds Effectiveness
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+1 Mana Recovery per Tick
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Access to Magic Ward, Meteor Showers, Mage’s Fury, Mind Focus, Chastity
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+25% Channeling Science Efficiency
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Starts with +800 Wizards
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Unique Passive: Arcane Overflow Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
The Rogue
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+80% Thieves' Dens Effectiveness
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+1 Stealth Recovery per Tick
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Access to All Thievery Operations
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+25% Damage for Kidnap & Assassinate Wizards operations
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+25% Crime Science Efficiency
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Starts with +800 Thieves
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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
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+80% Thieves' Dens Effectiveness
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+1 Stealth Recovery per Tick
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Access to All Thievery Operations
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+25% Damage for Kidnap & Assassinate Wizards operations
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+25% Crime Science Efficiency
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Starts with +800 Thieves
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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
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-15% Attack Time
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No Thieves lost on Espionage Thievery operations
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+25% Valor Science Efficiency
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Access to Reflect Magic
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Starts with +800 Soldiers and +800 Specialist Credits
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Unique Active: Siege Warfare: Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days
Age 110
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-15% Attack Time
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No Thieves lost on Espionage Thievery operations
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+25% Credits gained in Combat
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+20% Valor Science Efficiency
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Starts with +800 Soldiers and +800 Specialist Credits
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Unique activated: Siege Warfare Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days
The Warrior
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+15% Offensive Military Efficiency
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+5 Mercenary & Prisoner Strength
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50% Mercenary Cost
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+25% Tactics Science Efficiency
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Access to Righteous Aggressor
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Starts with +800 Soldiers and +800 Specialist Credits
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Unique Passive: Blood Price Each successful Traditional March has a 20% chance to trigger Blood Price, causing:
- +35% Military Casualties inflicted on the enemy
- Kills 30% of enemy soldiers at home
Age 110
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+15% Offensive Military Efficiency
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+4 Mercenary & Prisoner Strength
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50% Mercenary Cost
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+25% Tactics Science Efficiency
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Starts with +800 Soldiers and +800 Specialist Credits
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Unique Active: Direct Conscription For the next 6 ticks, Specialist Credits can be used to train units without requiring Soldiers, consuming 1 Peasant and 3 Credits per unit trained. Cooldown 24 hours.
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(Will not reduce population below 1 peasant per acre or 100, whichever is higher)
The Raider
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+10% Offensive Military Efficiency
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30% Thief Cost
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+25% TPA
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-50% Losses Failed Operations in War
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+25% Tools Science Efficiency
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Access to Steal Warhorses
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Starts with +500 Thieves and +500 Specialist Credits
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Unique Active: Undermining Assault: For 1 tick, when activated, a successful attack automatically applies “Coordinated Strike” to the target for 4 ticks reducing Watchtower efficiency by 15% (Non-Stackable)
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Cannot be used on a tick when your province has Skybound Strike active
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Cooldown - 24 tick
The Sage
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+15% Book Generation
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+15% Scientist Generation
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+30% Learn Protection
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Starts with +1 Scientist
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Access to Revelation
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Starts with +800 Soldiers and +800 Specialist Credits
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Unique Passive: Focused Resolve While in War, every tick Science Efficiency increases by 1% up to 15%. (Resets when war ends.)
Changelog
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Miscellaneous Spelling / Typos updated - Shadow Surge renamed to Void Tap (to match in-game naming) (DavidC 6/6/2025 @ 12:07 GMT)
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More Miscellaneous Spelling / Typos updated (to match in-game naming) (DavidC 6/6/2025 @ 12:37 GMT)