Races
Avian
Bonuses
-15% Attack Time
-25% Military Train Time
+40% Birth Rate
Penalties
-5% Building Efficiency
Cannot Use War Horses/Stables
Spell book: Greater Protection, Fanaticism
Elite: Offense: 16 Defense: 6 Networth: 8.5 Cost: 900
Soldiers: Offense: 2 Defense: 2
Dwarf
Bonuses
+30% Building Efficiency
+5% Military Efficiency
-50% Construction Cost
Penalties
+100% Food consumption
Spell book: Gluttony, Mystic Aura
Elite: Offense: 12 Defense: 8 Networth: 8.0 Cost: 950
Soldiers: Offense: 2 Defense: 2
Elf
Bonuses
+20% Instant Spell Damage
+2 Defensive Specialist Strength
Can cast Support Spells on Kingdom Members
Penalties
+20% Explore Costs (Soldiers and Gc)
Spell book: Chastity, Greater Protection, Mystic Aura
Elite: Offense: 12 Defense: 7 Networth: 7.5 Cost: 875
Soldiers: Offense: 2 Defense: 2
Faery
Bonuses
+30% Magic Effectiveness (WPA)
+50% Self Spell Duration
+20% Rune Production
Access to All Racial Spells
Penalties
-1 General
-10% Maximum Population
Spell book: All racial spells plus Reflect Magic and Tree of Gold
Elite: Offense: 6 Defense: 13 Networth: 8.0 Cost: 1100
Soldiers: Offense: 2 Defense: 2
Halfling
Bonuses
+30% Thievery Effectiveness (TPA)
Can use Specialist Credits to train Thieves
Homes increase maximum Population by 20
-20% Military Train Costs
Spell book: Town Watch, Vermin
Elite: Offense: 10 Defense: 8 Networth: 7.25 Cost: 775
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+20% Income
+20% Science Effectiveness
+2 Offensive Specialist Strength
Penalties
-20% Magic Effectiveness (WPA)
Spell book: Fountain of Knowledge, Quick Feet
Elite: Offense: 8 Defense: 12 Networth: 8.25 Cost: 1150
Soldiers: Offense: 2 Defense: 2
Orc
Bonuses
+20% Combat Gains
+2/+2 Soldier Strength (already shown below)
-50% Draft Costs
Penalties
+15% Damage taken from Instant Spells and Sabotage Operations
Spell book: Aggression, Bloodlust
Elite: Offense: 15 Defense: 6 Networth: 8.0 Cost: 925
Soldiers: Offense: 4 Defense: 4
Undead
Bonuses
+10% Population
No Food required
Spreads and is Immune to the Plague
Converts some Specs into Elites on successful Traditional Marches
Prisoners Convert to Elites over time
Penalties
-30% Science Effectiveness
Cannot Train Elites
No Access to Sabotage Thievery Operations
Spell book: Animate Dead, Chastity
Elite: Offense: 16 Defense: 7 Networth: 9.0 Cost: N/A
Soldiers: Offense: 2 Defense: 2
Personalities
The Artisan
-50% Build Time
+25% Flat Rate Building Production (Farms/Towers/Banks/Stables)
+25% Tools Science Effectiveness
+50% Building Credits gained in Combat
Immune to all Income Penalties
Starts with +600 soldiers and +600 specialist credits and +200 building credits
Access to Ghost Workers
The Cleric
-30% Military Casualties in Combat
Can cast Support Spells on Kingdom Members
Immune to the Plague
Starts with +600 soldiers and +600 specialist credits
Starts with +200 Wizards
Access to Greater Protection, Animate Dead, Illuminate Shadows, Scientific Insights and Wrathful Smite
The Heretic
+100% Guilds Effectiveness
-75% Thieves lost on Failed Thievery Operations
+25% Channeling Science Effectiveness
+25% Crime Science Effectiveness
+25% Cunning Science Effectiveness
Access to Blizzard, Fool's Gold, Nightmare and Revelation
Starts with +400 Wizards and +400 thieves
The Mystic
+150% Guilds Effectiveness
+50% Channeling Science Effectiveness
+1 Mana Recovery per Tick
Access to Expose Thieves, Mage's Fury, Meteor Showers and Revelation
Starts with +800 Wizards
The Rogue
+75% Thieves' Dens Effectiveness
+50% Crime Science Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to all Thievery Operations
Access to Expose Thieves, Invisibility and Revelation
Starts with +800 thieves
The Tactician
-15% Attack Time
+30% Specialist Credits gained in Combat
+33% Ambush Protection
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight
The War Hero
+100% Honor Bonuses
+5% Military Efficiency in War
+20% Draft Speed
Immune to Dragons
Converts some Specs into Elites on successful Traditional Marches
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
+10% Offensive Military Efficiency
+15% Enemy Military Casualties in Combat
+2 Mercenary and Prisoner Strength
-75% Mercenary Costs
Starting Soldiers +800
Spec Credits +800
Mechanics
- Military
- Mercenary and Prisoner attack value is now 8
- Science
- Artisan Science will now also reduce Raze cost
- War
- War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points
- Hostile Meter Cap is increased from 150 to 225
- End of War build credits awarded will be based on Median province size
- Build credits awarded to the losing Kingdom will be increased from 50% to 100%
- War Win science books awarded will be reduced from 72 hours of books to 48 hours
- While under Median, you are able to explore up to 500 acres (total land area) in a single explore. For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.
- Force Cease-Fire
- While at war, a Kingdom will now be capable of activating Force CF (Defender only)
- Force CF duration will increase from 3 days to 5 days
- Buildings
- Dungeons will hold 30 Prisoners maximum
- Spells
- Offensive Spells will have reduced honor gains by 20%
- New (or revised) Spells:
- Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2
- Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active
- Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants
- Spells Categories(restated)
- Currently there are:
- Fading (duration)
- Instant (one time effect)
- Support Category will include only the spells that are castable onto Kingdom Mates
- Support Spells will include (only available if your race/personality has access to them, i.e. having the ability to cast Support spells on Kingdom mates will not grant access to all of these spells)
- Minor Protection
- Greater Protection
- Fertile Lands
- Magic Shield
- Nature's Blessing
- Love and Peace
- Builder's Boon
- Inspire Army
- Patriotism
- Scientific Insight
- Illuminate Shadows
- Wrathful Smite
Game Administration Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration. 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.
Miscellaneous
- Espionage page will no longer lose data when server memory is purged mid-age
- Support Spell durations will be increased slightly
Gold Status
- Benefits of a Gold Account (15 credits for 1 month or 35 credits for 3 months)
- Ad-Block Active
- Hostile Meter Active
- Free Sitting Credits (3 for 1 month and 9 for 3 months)
- Ability to mentor another Province for 4 hours with a 24-hour cooldown (in the same Kingdom and can't be combined with regular sitting)
Bug Fixes
- Age 83 introduced a bug where specialist credits gained on attacks was much higher than they should be. Specialist credits gained on attacks will now be in line with what they were prior to the increase of base specialist strength from 6 to 10.
Ritual Types (Stats listed here are considered 'base effectiveness')
Affluent: Income +20% & Draft Speed +25%
Barrier: +10% DME & -15% 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 & +20% Credits gained in combat
Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties
Havoc: +30% Offensive TPA & +30% Offensive WPA & +15% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Age 83