Races
Avian
Bonuses
-25% Attack Time
-25% Military Train Time
+40% Birth Rate
Penalties
-10% Battle Gains
Cannot Use War Horses/Stables
Spell book: Greater Protection, Fanaticism
Elite: Offense: 16 Defense: 5 Networth: 8.0 Cost: 900
Soldiers: Offense: 2 Defense: 2
Dark Elf
Bonuses
+2 Offensive Specialist Strength
50% Rune Cost
Penalties
-5% Building Efficiency
Spell book: Pitfalls, Reflect Magic, Gluttony
Elite: Offense: 9 Defense: 12 Networth: 8.75 Cost: 950
Soldiers: Offense: 2 Defense: 2
Dwarf
Bonuses
+35% Building Efficiency
-75% Construction Cost
Penalties
+100% Food consumption
Spell book: Gluttony, Greater Protection
Elite: Offense: 13 Defense: 8 Networth: 8.25 Cost: 1000
Soldiers: Offense: 2 Defense: 2
Elf
Bonuses
+25% Instant Spell Damage
-1 Mana Self Spell Cost
+2 Defensive Specialist Strength
Penalties
No access to Dungeons
Spell book: Chastity, Mystic Aura
Elite: Offense: 13 Defense: 6 Networth: 7.50 Cost: 900
Soldiers: Offense: 2 Defense: 2
Faery
Bonuses
+25% Magic Effectiveness (WPA)
+50% Self Spell Duration
+25% Land Effect - Towers
Access to All Racial Spells
Penalties
-10% Maximum Population
Spell book: All racial spells plus Tree of Gold
Elite: Offense: 6 Defense: 13 Networth: 8.0 Cost: 1100
Soldiers: Offense: 2 Defense: 2
Halfling
Bonuses
+25% Thievery Effectiveness (TPA)
Homes increase maximum Population by 20
-20% Military Train Costs
Spell book: Town Watch, Vermin
Elite: Offense: 11 Defense: 8 Networth: 7.50 Cost: 850
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+25% Income
+20% Science Effectiveness
+2 War Horse 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
-100% Honor Bonus
+20% Damage taken from Instant Spells and Sabotage Operations
Spell book: Aggression, Bloodlust
Elite: Offense: 15 Defense: 5 Networth: 8.00 Cost: 950
Soldiers: Offense: 4 Defense: 4
Undead
Bonuses
+15% Population
-50% Offensive Military Casualties
No Food required
Spreads and is Immune to the Plague
Converts some Specs into Elites on successful Traditional Marches
Penalties
-50% Science Effectiveness
Cannot Train Elites
No Access to Hospitals
Spell book: Animate Dead, Chastity
Elite: Offense: 16 Defense: 6 Networth: 8.5 Cost: N/A
Soldiers: Offense: 2 Defense: 2
Personalities
The Artisan
-50% Build Time
+50% Flat Rate Building Production (Farms/Towers/Banks/Stables)
+150% Building Credits gained in Combat
+25% Economy Science Books Produced
Starts with +600 soldiers and +600 specialist credits and +200 building credits
Access to Ghost Workers
The Cleric
-45% Military Casualties in Combat
+25% Economy Science Book Production
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, Fanaticism, Illuminate Shadows, Scientific Insights and Wrathful Smite
The Heretic
+25% Arcane Science Book Produced
+100% Wizard Production
-75% Thieves Lost on Failed Ops
+15% Sabotage Operation Damage
Access to Blizzard, Fool's Gold, Nightmare and Revelation
Starts with +400 Wizards and +400 thieves
The Mystic
+25% Arcane Science Book Production
+150% Guilds Effectiveness
+1 Mana Recovery per Tick
Runes Do Not Decay
Access to Expose Thieves, Mage's Fury, Meteor Showers and Revelation
Starts with +800 Wizards
The Rogue
+25% Arcane Science Book Production
+100% Thieves' Dens Effectiveness
+2 Stealth Recovery per Tick
Access to all Thievery Operations
Access to Expose Thieves, Invisibility and Revelation
Starts with +800 thieves
The Sage
+50% Science Book Production
-50% Losses on Learn Attacks
Immune to Amnesia
Starts with 5000 science books in each category
Access to Amnesia and Revelation
The Tactician
-15% Attack Time
+25% Military Science Book Production
Ambush Immunity
Accurate Espionage
Starting Soldiers +800
Starting Specialist Credits +800
Access to Clear Sight and Sacred Mist
The War Hero
+100% Honor Bonuses
+5% Military Efficiency
+25% Military Science Book Production
Immune to Dragons
Starting Elites +800
Access to Heros Inpiration and War Spoils
The Warrior
+10% Offensive Military Efficiency
+20% Enemy Military Casualties in Combat
-75% Mercenary Costs
Starting Soldiers +800
Spec Credits +800
Mechanics
- Dragons
- Will destroy 1% of buildings per tick
- War
- Bad spells will be removed at the conclusion of war
- Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size
- Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size
- Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size
- The increased book production received from Schools will not affect the books awarded from a War Win
- The effects from Fountain of Knowledge will affect the books awarded from a War Win
- Racial and Personality mods that affect book production will increase the books awarded from a War Win
- Science
- Will not generate while your province has less than 25 Defense Per Acre (excluding beginner protection)
- Will begin to decay once you reach 1000 Books Per Acre
- Science will not decay while at war
- Attacks
- Learn attack damage is significantly increased while in war
- Buildings
- Watchtowers base effects increased to 2% / 3% respectively
- Schools have a maximum effect of 62.5%
- Spells
- New (or revised) Spells:
- Bloodlust - Increased the amount of self military casualties while the spell is active from 15% to 20%
- Ghost Workers - Reduce the number of jobs required for max building efficiency by 20% (instead of 15%)
- Amnesia - Significantly more powerful, unique to Sage
- Sacred Mist - Changed to a duration spell with short duration
- Paladins Inspiration - Renamed to Heros Inspiration
- 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
- Fanaticism
Game Administration Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration and 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 the Utopia Support e-mail or for reporting violations of the Game Rules.
Miscellaneous
- Amnesia removed from all races making it unique to Sage
- Various text snippets with regards to Dragons have been modified
- Various text with regards to Ritual durations have been updated
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
- Steal War Horses should now work correctly without the need to update army intel by performing a Spy on Military
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 & 20% Less Military Casualties on Offense
Havoc: +30% Offensive TPA & +30% Offensive WPA & +15% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Age 85