Final Changes Age 113

Welcome to the Final Changes for Age 113!

Schedule:
WoL Age 113 Open: 9th November
WoL Age 113 Start: 12th November @ 18:00 GMT
WoL Age 113 End: TBD

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.

Core Mechanics & Modifications

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.

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

Final Races for Age 113 (forum post dated 9 Nov 2025)

RaceBonusesPenaltiesUnique AbilitySoldierOff. SpecialistDef. SpecialistElite (Off/Def)Cost (gc)NetworthSpellbook
Avian

A mix of bird and man, Avians soar above the battlefield. Their unmatched speed and ferocious breeding cycles make them a constant threat to their enemies.
  • -25% Attack Time
  • +20% Birth Rates
  • +15% Military Casualties
  • Cannot use Barracks
  • No Access to Stables/War Horses
Skybound Strike (Ability) (War/Hostile)
Next attack automatically succeeds with -50% losses; gains scale by offense vs. defense; 0 Honor gains. Cooldown: 23 hours.
3 / 0 (0.75nw)12 / 0 (5.0nw)0 / 10 (5.0nw)15 / 3 (900gc, 6.75nw)9006.5Town Watch, Reflect Magic
Dark Elf

Mystics of the shadows, Dark Elves wield devastating magic and can call upon darkness to amplify their power.
  • +20% Magic Effectiveness (WPA)
  • +10% OME
  • Can train Thieves with Specialist Credits
  • +20% Military Wages
  • +20% Thief Costs
Shadow Surge (Ability)
When activated, all offensive spells (does not include Ritual) cost -60% runes for the next 2 ticks. Cooldown: 23 hours.
3 / 0 (0.75nw)10 / 0 (4.0nw)0 / 11 (5.5nw)13 / 6 (900gc, 7.5nw)9006.0Blizzard, Guile, Mage's Fury, Invisibility
Dwarf

Master builders and engineers, Dwarves dominate through efficiency and resilience, creating fortresses of unmatched strength.
  • +25% Building Efficiency
  • +25% Military Credits gained in combat
  • -25% Construction Time
  • -25% Training Time
  • +50% Food Consumption
  • -10% WPA
  • +20% Explore Cost
Molten Anvil (Ability)
Upon activation, for the next 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. Cooldown: 23 Utopian Days.
3 / 0 (0.75nw)10 / 0 (4.0nw)0 / 10 (5.0nw)13 / 6 (1000gc, 7.5nw)10007.0Miner's Mystique
Elf

Masters of arcane forces, Elves excel in destructive magic and resource control, striking swiftly with mystical power.
  • +25% Magic Effectiveness (WPA)
  • +20% Rune Production
  • +1 Mana Regeneration per tick
  • No Access to Training Grounds
  • No Access to Dungeons
Arcane Surge (Passive)
Whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears when mana climbs back above 30%.
3 / 0 (0.75nw)10 / 0 (4.0nw)0 / 12 (6.0nw)12 / 7 (1000gc, 7.5nw)10007.0Pitfalls, Wrath, Mist
Faery

Elusive and mystical, Faeries wield unmatched spellcasting prowess and illusionary tactics, thriving in magical dominance.
  • +25% Offensive Spell Duration
  • +25% WPA
  • +1 Mana Recovery per tick in War
  • +30% Rune Cost
  • -5% BE
Ethereal Mirage (Ability)
Upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province. Cooldown: 23 hours.
3 / 0 (0.75nw)10 / 0 (4.0nw)0 / 10 (5.0nw)4 / 13 (1200gc, 7.25nw)12006.5Tree 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, Fool's Gold
Gnome

Crafty and clever, Gnomes use their ingenuity to outwit opponents and manipulate the battlefield.
  • -10% Attack Time (War/Hostile only)
  • +15% Enemy Military Casualties
  • +15% Thievery Effectiveness (TPA)
  • +25% Rune Cost
  • -15% WPA
Cunning Assault (Passive)
Each successful attack has a chance to provide various thievery boosts lasting 6 days.
3 / 0 (0.75nw)11 / 0 (4.5nw)0 / 10 (5.0nw)14 / 4 (900gc, 6.5nw)9006.5Quick Feet, Aggression
Halfling

Small and nimble, Halflings are master thieves who rely on stealth and cunning over brute strength.
  • +15% Population
  • +1 Stealth Regeneration per tick
  • +30% Thievery Effectiveness (TPA)
  • -25% Birth Rate
  • +25% Building Cost
  • Suffers 1% additional Stealth loss per tick from Expose Thieves
Sneak Attack (Ability)
Upon activation, for 2 ticks, Thievery operations incur -50% losses. Cooldown: 23 hours.
3 / 0 (0.75nw)10 / 0 (4.0nw)0 / 10 (5.0nw)12 / 7 (950gc, 7.5nw)8506.5Quick Feet, Town Watch, Vermin, Invisibility
Human

Versatile and resourceful, Humans dominate through knowledge, science, and disciplined strategy.
  • +30% Income
  • Immune to Riots & Greed
  • -50% Mercenary Costs
  • -25% Training Costs
  • +25% Training Time
First Aid (Ability)
Upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. Cooldown: 23 hours.
3 / 0 (0.75nw)13 / 0 (5.2nw)0 / 10 (5.0nw)7 / 12 (1050gc, 8.0nw)10506.75Fountain of Knowledge, Revelation
Orc

Brutal and ruthless, Orcs thrive in warfare, plundering and pillaging with unparalleled ferocity.
  • +5% Gains
  • +10% Gains (in War)
  • -50% Draft Cost
  • -20% Book Production
  • -20% Thievery Effectiveness (TPA)
Carnage (Passive)
Every time an Orc makes a successful attack, a random bonus effect is applied to that attack.
3 / 0 (0.75nw)10 / 0 (4.0nw)0 / 10 (5.0nw)15 / 2 (1000gc, 6.25nw)12007.0Aggression, Bloodlust
Undead

The restless dead march without sustenance, spreading terror and disease, impervious to plague themselves.
  • -40% Military Losses
  • Plague Immunity
  • No Food Requirement
  • Converts Specialists to Elites upon Successful Traditional Marches
  • Only access to Thievery Intel Operations
Necrotic Burst (Ability)
Once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 23 hours.
3 / 3 (1.5nw)10 / 0 (4.0nw)0 / 10 (5.0nw)15 / 4 (900gc, 7.25nw)9006.5Animate Dead, Aggression, Hero's Inspiration

Numbers last updated 11 Nov 2025. Changed? Help keep it current.

Final Personalities for Age 113 (forum post dated 9 Nov 2025)

PersonalityBonusesPenaltiesUnique AbilityStarting BonusesSpellbook
Artisan

Artisans excel in building and production, creating efficient and effective provinces that thrive in economic warfare.
  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers)
  • +40% Building Credits gained in Combat
  • +100% Successful Espionage Operations for double stealth cost
  • +10% Economy Science Efficiency
  • No significant penalties.
Demolition Mastery (Passive)
In War, raze attacks destroy 40% of target buildings instead of the base 30%.
+600 Soldiers
+600 Specialist Credits
+200 Building Credits
Quick Feet
Cleric

Clerics are devoted healers and defenders, using their abilities to protect their provinces and support their allies.
  • +1 Elite Defensive Value
  • +1 Defensive Specialist Strength
  • -1 Self Spell Mana Cost
  • +35% Hospital Efficiency
  • Immune to Plague
  • No significant penalties.
Divine Favour (Passive)
When casting self-spells, Clerics have a 50% chance to double spell duration.
+800 Soldiers
+800 Specialist Credits
Salvation, Revelation, Divine Shield, Illuminate Shadows
Heretic

Heretics harness chaotic magic to wreak havoc upon their enemies, making them formidable adversaries in the realm of spells.
  • +50% Wizard Production
  • -50% Thieves lost on Thievery Operations
  • +20% Spell Damage
  • +20% Sabotage Damage
  • +15% Arcane Arts Efficiency
  • No significant penalties.
Chaotic Affliction (Active)
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.
+400 Wizards
+400 Thieves
Nightmares, Fools Gold
Mystic

Mystics are masters of arcane arts, manipulating magic to gain an edge over their opponents in every encounter.
  • +85% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% Channeling Science Efficiency
  • No significant penalties.
Mana Well (Active)
Instantly regain 15% mana. Cooldown: 23 Utopian Days.
+800 WizardsPitfalls, Meteor Showers, Mind Focus, Chastity
Rogue

Rogues are stealthy and cunning, specializing in thievery and espionage to undermine their enemies.
  • +70% Thieves' Dens Effectiveness
  • +1 Stealth Recovery per Tick
  • +25% Damage for Kidnap & Assassinate Wizards operations
  • +25% Crime Science Efficiency
  • No significant penalties.
Shadows in the Night (Passive)
Rogues deal +25% sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.
+800 ThievesAccess to All Thievery Operations (No additional spells)
Tactician

Tacticians are strategic planners, using their cunning to enhance attacks and minimize losses.
  • -15% Attack Time
  • No Thieves lost on intel
  • Immunity to Greater Arson and Steal War Horses
  • +25% Siege Science Efficiency
  • Enhanced Conquest
  • No significant penalties.
Dragon's Wrath (Passive)
3% of your raw offense will also deal damage to the dragon as well as attack your target.
+800 Soldiers
+800 Specialist Credits
No added spells.
Warrior

Warriors are fierce combatants, excelling on the battlefield with exceptional military prowess.
  • +15% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • -40% Mercenary Cost
  • +25% Tactics Science Efficiency
  • No significant penalties.
Battle Cry (Passive)
Upon a successful attack, the attack will destroy 0.5% of the entire population. Cooldown: 23 ticks.
+800 Soldiers
+800 Specialist Credits
Righteous Aggressor
Necromancer

Necromancers command the dead, using their powers to resurrect fallen soldiers and spread death among enemies.
  • +25% WPA
  • +25% Military Losses converted into Soldiers
  • +25% Resilience Science Efficiency
  • Reclaims 30% of enemy military losses as Soldiers on successful attacks
  • No significant penalties.
Grave Harvest (Passive)
A successful attack increases your instant spell damage by 20% for 2 days (in War, does not stack).
+800 Soldiers
+800 Specialist Credits
Animate Dead, Nightmares, Mystic Aura
General

Generals lead armies with strategic brilliance, enhancing combat effectiveness and training efficiency.
  • +1 General
  • +20% Specialist Credits gained in combat
  • -20% Military Training Time
  • Can train Elites with Specialist Credits (in War)
  • No significant penalties.
General's Command (Active)
Once activated, for 2 ticks, all attacks have +60% Honour Gains (War Only). Cooldown: 23 hours.
+800 Soldiers
+800 Specialist Credits
No added spells.
Paladin

The Paladin is a holy knight dedicated to smiting evil and protecting the innocent. They support their comrades with divine blessings and are immune against dragons.
  • +20% Military Kills when defending
  • +1 Horse Strength (Attracts NW)
  • Immune to Dragon Effects
  • +25% Valor Science Efficiency
  • No significant penalties.
Smite (Ability) (War/Hostile)
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% Cooldown: 23 hours.
+800 Soldiers
+800 Specialist Credits
Righteous Aggressor, Salvation, Hero’s Inspiration

Numbers last updated 11 Nov 2025. Changed? Help keep it current.

On this page
  1. Core Mechanics & Modifications
    1. Festive Boost Week (Global Rotating Buff)
    2. Unique Abilities (UA)
    3. War Declarations
    4. New Out-of-War Attack Penalties
    5. War Bounty
    6. Amnesia
  2. Final Races for Age 113 (forum post dated 9 Nov 2025)
  3. Final Personalities for Age 113 (forum post dated 9 Nov 2025)
Contributors (1)

Written by the Utopia community on the original wiki: Sonja says.