Races
Avian
Bonuses
-30% Attack travel time
+30% Birth Rate
Penalties
Cannot Use War Horses/Stables
Spell book: Fanaticism, Greater Protection, Aggression
Elite: 9/2, 775gc, 9.0NW
Bocan
Bonuses
+20% Sabotage Damage
+50% Effects from Honor
+20% Bank Effectiveness
Spell book: Invisibility, Town Watch, Inspire Army, Nightmare
Elite: 4/7, 500gc, 7.0 NW
Dark Elf
Bonuses
+25% Spell Damage
+2 Offensive Specialist strength
Converts Specialists into Elites on successful Traditional March
Penalties
+20% Wages
Spell book: Nightmare
Elite: 5/7, 700gc, 9.0 NW
Dryad
Bonuses
All land produces food
-35% Military Train Time
Mercenaries & Prisoners 7/0
War Horses 4/0
Penalties
+15% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Quick Feet
Elite: 12/2, 900gc, 11.0 NW
Dwarf
Bonuses
+15% Building Efficiency
Free Building Construction
-50% Building Construction Time
Penalties
Can't use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura, Inspire Army
Elite: 8/5, 900gc, 10NW
Elf
Bonuses
+35% WPA
+20% Tower Efficiency
+1 Defensive Specialist Strength
Spell book: Mage's Fury, Chastity, Inspire Army
Elite: 7/6, 700gc, 8.5 NW
Faery
Bonuses
+35% Self Spell Duration (will not affect spells on others)
Can Cast Fading Spells on Kingdom Mates
Penalties
-10% Income
Spell book: Greater Protection, Invisibility, Reflect Magic, Tree of Gold, Animate Dead, Fool's Gold, Mystic Aura
Elite:4/9, 900gc, 10.5NW
Human
Bonuses
+30% Income
+15% Credts (Building & Military)
Increase Sci Spawn +25%
Penalties
-10% Spell Success (WPA)
+20% Rune Costs
Spell book: Greater Protection, Inspire Army
Elite: 9/4, 900gc, 10NW
Orc
Bonuses
+15% Battle Gains
Free draft
+15% Enemy casualties when attacking
Penalties
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Reflect Magic
Elite: 10/1, 900gc, 9.5NW
Personalities
The Heretic
All Guilds are 100% more effective
Wizards do not die on failed spells
Reduced thief losses on failed operations (-66%)
+40% Magic and Thievery Science Effectiveness
Spell and Operation Damage +15%
+1 Mana
Access to Blizzard and Revelation
Starts with +400 Wizards and +400 thieves
The Mystic
All Guilds are 200% more effective
+100% Magic Science Effectiveness
Spell Damage +25%
Access to Meteor Showers, Chastity, Revelation and Paradise
Starts with +800 Wizards
The Paladin
All Guilds are 100% more effective
Troops attack dragon with +35% increased power
-25% Defensive Losses
Immune to the Plague
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
All Paladin Only Spells & Fool's Gold & Town Watch
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% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Access to Paradise
Starts with +800 thieves
The Sage
-25% Abduct Losses
Sci Effectiveness +35%
Starting Scientists +50%
Access to Amnesia
The Tactician
Attack Time -15%
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
The Undead
Spreads and is Immune to The Plague
-33% Offensive Losses
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection and Animate Dead
The War Hero
Honor Bonuses +100%
Income Penalty Protection
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+15% Off Military Efficiency
Military Science Efficiency +20%
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Fanaticism, Blood Lust
Mechanics
Abduct - Gains reduced
Meter Throttling - Adjusted to be based more accurately on the enemy size relation to you (not based purely on networth)
Buildings
- Watchtower rate at which protection is granted will be increased slightly. Maximum effect will remain the same.
- University science protection rate will be increased slightly
- Dungeons will be adjusted to hold more Prisoners and Prisoners will generate slightly more gc and increase the rate at which dungeons fill from battle (2/3 fill 1/3 deaths compared to the current 50/50 fill/deaths)
- Guardstations will now ONLY protect land (no longer protect scientists on abduct and resources on plunders)
Scientists
- Scientist Max networth will be adjusted
Rituals
- Ritual Strength (will be renamed to Effectiveness for purposes of clarity) is active and affecting the bonuses received from the Ritual
-- Ritual will no longer 'require' 80 casts to complete (although 80 will provide the full strength of bonuses listed)
-- Once the Ritual is started it can be 'completed' at any time after 40 successful casts by the Monarch pressing a new button to Activate the Ritual immediately based on the number of successful casts at that time
-- The Monarch or Steward can see the effectiveness of the ritual as it is being cast
-- Ritual will automatically cast on the expiration of 48 hours and effects will be based on the number of successful casts at that time
-- Ritual strength(effectiveness) will scale based on the amount of casts: 40-80 casts is a linear growth from 40% to 100% effectiveness (accurate); over 80 casts will have diminishing returns.
-- Abolish Ritual will remain in its current state (50 casts overall required to destory enemy ritual)
-- Ritual Casts will be displayed on the Throne so that you know how 'strong' the base effect of the Ritual is
Spells
- Some Paladin Only spell durations adjusted slightly higher
- All Instant Sorcery Spells will have damage reduced by 5%
Merging of Kingdoms - Kingdoms will merge weekly starting after Yr 1. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration. Kingdoms will have the option not to merge if they so choose as we test the effectiveness of this feature. We encourage Kingdoms who would like to merge to contact DavidC in Kingdom 1:1 via Private Message or
UtopiaSupport
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.
Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength
War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)
War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if
either land or Networth is within range of your target
Thief/Mage Operations - A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)
Massacre - The damage of massacre will be reduced by roughly 10%
Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain
Assassinate Wizards - The damage of Assassinate Wizards will be reduced by roughly 10%
Aiding Explorable Acres - The amount of acres lost when aiding will be reduced from 75% to 50%
Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:
-- The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months
-- The 'Force Cease-Fire' button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month
-- The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don't want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)
-- If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th
-- The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity
-- There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time
-- More clarity on how this will work to come...please provide feedback/thoughts on this in the
suggestions thread.
Miscellaneous
Dragons - The Dragon page will be available at all times (instead of only when you are funding or have a dragon) and will display the stats of each dragon similar to the way the Ritual Status page works now for Rituals.
Spells Attempted/Successful - We will add more stats to the History page that will detail the attempts/success for self spells & sorcery
Ritual Types (Stats listed here considered 'base effectiveness')
Affluent Income +20%, Draft Speed +35%, Birth Rate +35%
Barrier +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Havoc +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
Onslaught +10% OME, +15% enemy casualties on attacks & +20% honor gains
Resilient -25% Gains on attacks into your Kingdom & -40% Gains on attacks you make & -25% Military Casualties on defense
Godspeed -15% Attack Time & +10% Battle Gains & 15% Less Military Casualties on Offense
Expedient -30% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs