Races
Avian
Bonuses
-20% Attack travel time
+1 Defensive Specialist Strength
-50% Ambush Land Losses
Penalties
Cannot Use War Horses/Stables
+15% Military Casualties
Spell book: Fanaticism, Greater Protection, Aggression
Elite: Offense: 7 Defense: 3 Networth: 8.0 Cost: 750
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+20% Building Efficiency
-40% Building Construction Time
+25% Building Credits from attacks
Penalties
+75% Food consumption
-20% WPA
Spell book: Mystic Aura, Inspire Army, Clear Sight
Elite: Offense: 6 Defense: 6 Networth: 8.5 Cost: 825
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
-25% Rune Costs
Can Cast Self Spells on Others
-25% Military Train Time
+1 Defensive Specialist Strength
Penalties
+15% Explore Cost
Spell book: Inspire Army, Mage's Fury
Elite: Offense: 8 Defense: 4 Networth: 9.5 Cost: 950
Soldiers: Offense: 1 Defense: 1
Faery
Bonuses
Access to All Racial Spells (excluding Paladin spells)
+20% TPA
Penalties
-1 General
-10% Maximum Population
Spell book: All spells excluding Paladin spells
Elite: Offense: 4 Defense: 8 Networth: 11.0 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Halfling
Bonuses
+50% Thievery Effectiveness (TPA)
-50% Thief Losses
Mercenaries and Prisoners fight with 10 strength
Can use Specialist credits to train thieves
Penalties
Cannot use hospitals
Spell book: Aggression, Town Watch
Elite: Offense: 5 Defense: 5 Networth: 8 Cost: 200
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+15% Science Effectiveness
+1 Offense Specialist Strength
Penalties
-1% Mana Recovery Per Tick
Spell book: Greater Protection, Inspire Army, Quick Feet, Revelation
Elite: Offense: 4 Defense: 7 Networth: 9.5 Cost: 1050
Soldiers: Offense: 1 Defense: 1
Orc
Bonuses
+10% Maximum Population
-50% Draft Costs
+10% Enemy military casualties
Penalties
20% of Spells Fail
20% of Thievery Operations Fail
Spell book: Inspire Army, Bloodlust
Elite: Offense: 9 Defense: 2 Networth: 8.75 Cost: 1050
Soldiers: Offense: 1 Defense: 1
Undead
Bonuses
+20% Maximum Population
-40% Military casualties
Some specialists convert to elites on Traditional Marches
No food needed
Spreads and is immune to the Plague
Penalties
Only Basic Thievery Intel Operations available
-25% Science Effectiveness
-1 Offense Specialist Strength
-1 Defensive Specialist Strength
Spell book: Animate Dead
Elite: Offense: 11 Defense: 3 Networth: 10.5 Cost: 2050
Soldiers: Offense: 1 Defense: 1
Personalities
The Heretic
All Guilds are 75% more effective
Reduced thief losses on failed operations (-75%)
+25% WPA and TPA
+25% Cunning Science Effectiveness
Access to Blizzard, Fool's Gold, Nightmare and Gluttony
Starts with +400 Wizards and +400 thieves
The Mystic
All Guilds are 150% more effective
+60% Sorcery Science Effectiveness
+1 Mana per tick
Access to Meteor Showers, Chastity, Mage's Fury and Paradise
Starts with +800 Wizards
The Paladin
Troops attack dragon with +35% increased power
+50% Valor Science Effectiveness
Starting Soldiers +600
Starting Specialist Credits +600
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 Invisibility and Paradise
Starts with +800 thieves
The Tactician
Attack Time -15%
+20% Specialist and Building credits gained in combat
Accurate Espionage
+20% Siege Science Effectiveness
Starting Soldiers +800
Starting Specialist Credits +800
Access to Fanaticism
The Cleric
Immune to The Plague
-35% Military Casualties
Starts with +800 soldiers and +800 specialist credits
Access to Greater Protection
The War Hero
Honor Bonuses +100%
+5% Military Efficiency In War
+25% Heroism Science Effectiveness
Dragon Immunity
Convert Specs into Elites
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+15% Offensive Military Efficiency
+10% Tactics Science Effectiveness
-25% Military Wages
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Mechanics
Hostile Meter
- Unfriendly will begin at 10 points
- Hostile will begin at 25 points
- Sending a Dragon will move the Hostile meter
Dragons
- Saphire HP will be increased
Science System
- Science effects will be adjusted (more detailed information will be provided in graphs)
- Book generation rate will be reduced
- Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive
Overpopulation
- Peasant desertions will increase to be more comparable with military desertion rates
- The rate at which troops desert from armies away will be reduced
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
- Sitting days per Province will be increased from 21 to 30
- Minimum sitting time used by using a sitting credit will reduce from 24 to 12 (for example, if using sitting for less than 24 hours in the past you would use a full 24 hours. Now, if you use less than 12 hours it will remove 12 hours and anything over 12 hours will remove the exact amount of time used)
Bug Fixes
- We believe we have fixed a significant bug affecting Kingdoms causing ticks to skip on day change for some Kingdoms
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 79