Races
Avian
Bonuses
-20% Attack travel time
+30% Birth Rate
+30% Specialist Credits from Attacks
Penalties
Cannot Use War Horses/Stables
-5% Battle Gains
Spell book: Fanaticism and Greater Protection
Elite: Offense: 8 Defense: 1 Networth: 9.0 Cost: 900
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+20% Building Efficiency
Free Building Construction
-50% Building Construction Time
Penalties
Can't use Accelerated Construction
+75% Food consumption
Spell book: Mystic Aura, Inspire Army
Elite: Offense: 7 Defense: 4 Networth: 9.0 Cost: 925
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+25% WPA
+30% Tower Efficiency
+1 Defensive Specialist Strength
Penalties
+30% Wages
Spell book: Inspire Army
Elite: Offense: 8 Defense: 2 Networth: 9.5 Cost: 950
Soldiers: Offense: 1 Defense: 1
Faery
Bonuses
+30% Self Spell Duration (will not affect spells on others)
+20% Sabotage Operation Damage
+15% Instant Spell Damage
Penalties
-10% Income
Spell book: Greater Protection, Tree of Gold, Animate Dead, Mystic Aura
Elite: Offense: 3 Defense: 8 Networth: 10.0 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Halfling
Bonuses
+25% Thievery Effectiveness (TPA)
+5% Population
-50% Thief Costs
Penalties
-5% Building Effectiveness
Spell book: Aggression, Town Watch
Elite: Offense: 5 Defense: 7 Networth: 9.5 Cost: 900
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+30% Income
Income Penalty Protection
+20% Credits (Building & Military from Attacks)
Penalties
+20% Spell Rune Cost
Spell book: Greater Protection, Inspire Army, Quick Feet
Elite: Offense: 8 Defense: 3 Networth: 9.5 Cost: 1000
Soldiers: Offense: 1 Defense: 1
Orc
Bonuses
+20% Battle Gains
-75% Draft Costs
+15% Enemy casualties when attacking
Penalties
+10% Military Casualties
-20% Science Effectiveness
Spell book: Reflect Magic
Elite: Offense: 9 Defense: 1 Networth: 9 Cost: 925
Soldiers: Offense: 1 Defense: 1
Personalities
The Heretic
All Guilds are 100% more effective
Wizards do not die on failed spells
Reduced thief losses on failed operations (-66%)
+35% Sorcery and Crime Science Effectiveness
+25% Cunning Science Effectiveness
Access to Blizzard, Fool's Gold, Nightmare and Chastity
Starts with +400 Wizards and +400 thieves
The Mystic
All Guilds are 150% more effective
+75% Sorcery Science Effectiveness
+1 Mana per tick
Access to Revelation, Meteor Showers, Chastity, Mage's Fury and Paradise
Starts with +800 Wizards
The Paladin
All Guilds are 50% more effective
Can cast support spells on Kingdom mates
Troops attack dragon with +30% increased power
+25% Valor Science Effectiveness
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
All Paladin Only Spells
Paladin Only Spells
Paladin's Inspiration (Paladin Only) - This spell has ~25% increased effects as Inspire Army (low difficulty;moderate/high duration)
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +10% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide -20% damage from thievery operations (moderate/high difficulty;moderate duration)
Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)
Divine Shield (Paladin Only) - Increase magic defense (will stack with Magic Shield;low/moderate difficulty;moderate duration)
Sorcery
Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 25% for duration (moderate difficulty)
Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)
The Rogue
All Guilds are 50% more effective
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+50% Crime Science Effectiveness
Access to Revelation, Gluttony, Invisibility and Paradise
Starts with +800 thieves
The Tactician
Attack Time -15%
Accurate Espionage
+20% Siege Science Effectiveness
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight and Fanaticism
The Undead
Spreads and is Immune to The Plague
-35% Military Casualties
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection and Animate Dead
The War Hero
Honor Bonuses +100%
+1 Offense Specialist strength
+25% Heroism Science Effectiveness
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+10% Offensive Military Efficiency
+10% Tactics Science Effectiveness
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Bloodlust
Mechanics
KD vs KD Throttle
- The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed
Attack Time
- Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)
Hostile Meter & War
- The Hostile Meter will now be affected by Thief and Sorcery Operations
-
Thievery and Sorcery Operation Meter Values
- Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to
- There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status
- There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared
- An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks
- To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points
- A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:
a) Defender has not made any military attacks for at least 3 ticks, AND;
b) Defender relations toward Aggressor are not Hostile
c) Aggressor is Hostile with Defender
d) Aggressor has been Hostile with defender for at least 3 ticks.
- If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)
- War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)
- If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)
- MAP change in war will be adjusted to roughly be in the middle of where it was in Age 77 and Age 78
- Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)
Learn Attack
- Base amount of stolen allocated books will be reduced by about 50%
- Troop losses on Learn defense will be reduced by 50%
- In WAR base (effectiveness reduction) will be increased by roughly 50%
Amnesia
- The minimum effectiveness reduction from this spell will be increased
Overpopulation
- Desertions due to overpopulation
WILL remove soldiers first, up to a maximum of 50% of the total desertions
- Desertions due to overpopulation per tick will increase
End of War Cease-Fire
- Birth Rate will be increased by current effects only for the first 36 hours
- Troop/Thief cost reduction will be removed
- All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire
- A small amount of science will be awarded to the winner
Science System
- Scientists will generate faster
- Science effects will be adjusted
- Book generation rate will be reduced
- Artisan will include a reduced construction cost
- Inactive provinces will not produce books
Game Administration Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.
Miscellaneous
- Building Raze page will have the Use Credits checkbox NOT checked by default
Bug Fixes
- Learn allocation of unallocated books to proper categories
- Science Networth was not being calculated correctly, this has been resolved
- Provinces in Beginner Protection will no longer lose building or training credits if the Kingdom they are in happens to exit End of War Cease-Fire
Ritual Types (Stats listed here are considered 'base effectiveness')
Affluent: Income +20% & Draft Speed +25%
Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Age 78