Races
Dwarf
Bonuses
+25% Income
Immune to All Income Penalties
Penalties
-20% Birth Rate
No Access to Stables / Cannot Use War Horses
Spellbook: Clear Sight, Magic Ward, Mystic Aura
Soldier - 3/3, 1.5nw
Offensive Specialist - 12/0, 4.8nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 15/6, 2600gc, 8nw
Elf
Bonuses
+50% Bonuses from Honor
-50% Rune Cost
Can Cast Support Spells on Kingdom Members
Penalties
+100% Explore Costs
Spellbook: Divine Shield, Fanaticism, Illuminate Shadows, Greater Protection, Scientific Insight, Wrathful Smite
Soldier - 2/4, 1.5nw
Offensive Specialist - 10/0, 4nw
Defensive Specialist - 0/11, 5.5nw
Elite Unit - 12/7, 2000gc, 7.5nw
Faery
Bonuses
+25% Magic Effectiveness (WPA)
-1 Mana Cost Self Spells
Penalties
-10% Combat Gains
Spellbook: Bloodlust, Fountain of Knowledge, Gluttony, Greater Protection, Magic Ward, Mist, Mystic Aura, Pitfalls, Reflect Magic, Sloth, Town Watch, Tree of Gold
Soldier - 2/2, 1nw
Offensive Specialist - 10/0, 4nw
Defensive Specialist - 0/10, 5nw
Elite Unit - 5/12, 2050gc, 7.25nw
Gnome
Bonuses
+15% Population
+60% Birth Rate
-50% Food Consumption
Penalties
-
Spellbook: Chastity, Gluttony, Pitfalls, Reflect Magic
Soldier - 2/2, 1nw
Offensive Specialist - 9/0, 3.6nw
Defensive Specialist - 0/9, 4.5nw
Elite Unit - 10/6, 1600gc, 6.25nw
Human
Bonuses
+20% Building Efficiency
+10% Science Effectiveness
Accurate Espionage
Penalties
-20% Magic Effectiveness (WPA)
Spellbook: Fountain of Knowledge, Town Watch
Soldier - 2/2, 1nw
Offensive Specialist - 10/0, 4nw
Defensive Specialist - 0/10, 5nw
Elite Unit - 13/6, 2100gc, 7.5nw
Orc
Bonuses
+10% Military Efficiency
+20% Enemy Military Casualties
Penalties
No Bonuses from Honor
Spellbook: Aggression, Sloth
Soldier - 4/2, 1.5nw
Offensive Specialist - 10/0, 4nw
Defensive Specialist - 0/10, 5nw
Elite Unit - 14/5, 2100gc, 8nw
Personalities
The Artisan
-50% Build Time
-50% Building Cost
+50% Flat Rate Building Production (Farms/Towers/Banks/Stables)
Access to Ghost Workers
+25% Economy Science Book Production
Starts with +600 soldiers and +600 specialist credits and +200 building credits
The Heretic
+100% Wizard Production
+15% Instant Spell Damage
+15% Sabotage Operation Damage
-50% Thieves Lost on Thievery Operations
Access to Amnesia, Fool's Gold, Nightmare and Revelation
+25% Arcane Arts Science Book Production
Starts with +400 Wizards and +400 thieves
The Mystic
+100% Guilds Effectiveness
+1 Mana Recovery per Tick
+25% Rune Production
+25% Arcane Science Book Production
Access to Blizzard, Mage's Fury, Meteor Showers and Revelation
Starts with +800 Wizards
The Necromancer
-30% Military Casualties
Spreads and is Immune to the Plague
No Wizards Lost on Failed Spell Casts
Access to Animate Dead
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
The Raider
+20% Thievery Effectiveness (TPA)
-66% Thieves Lost on Failed Thievery Operations
+2 Prisoner and Mercenary Strength
Prisoners Covert to Offensive Specialists over time
Can use Specialist Credits to Train Thieves
+25% Economy Science Book Production
Starts with +400 soldiers, +400 specialist credits and +400 thieves
The Rogue
+100% Thieves' Dens Effectiveness
+1 Stealth Recovery per Tick
-30% Thief Cost
Access to All Thievery Operations
Access to Invisibility and Revelation
+25% Arcane Arts Science Book Production
Starts with +800 thieves
The Tactician
+15% Combat Gains
+50% Ambush Protection
+30% Credits Gained in Combat
Access to War Spoils
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
The War Hero
-50% Honor Losses in Combat
+50% Elite Conversions in Combat
+1 Offensive Specialist Strength
+25% Military Science Book Production
Starts with 800 elites
The Warrior
+15% Offensive Military Efficiency
-25% Military Train Time
-75% Mercenary Cost
+25% Military Science Book Production
Starts with +800 soldiers and +800 specialist credits
Mechanics
Honor
- Honor ranks and effects rescaled [Honor table image link]
- At the start of the age, honor increases by 10 points every tick, until a total of 1200 points are added (5 days)
Exploration & Buildings
- Explore Pool decay will not pause during War
- Explore Pool will decay by 0.15%, starting at 1000 acres in the Pool
- Libraries - increase Science effects - base effect 1%, max effect 25% (unaffected by Building Efficiency)
- Schools - removed, effect moved to Universities
- Universities - now also gains the Schools effect; Science Book protection reduced to base effect 2%, max effect 50%
Science
- Science Decay limit increased to 4000 BPA
- 25 DPA requirement for Science Book production removed
Military, Attacking & Defending
- All Traditional March Attacks convert some Specialists to Elites
- Base Attack Time lowered to 14 ticks
- Intra-KD Traditional March land burned from 80% to 90%
- Elite Unit prices significantly increased
- Base Military Efficiency range altered to 77.8%-112.7% (base factor from 60 to 33, variable wage factor from 40 to 67)
- Minimum Pay Rate raised to 20%
- Unpaid Military Wages no longer prevent sending armies on attacks
- Base number of available Generals increased by 1
- Overpopulation limit for Thieves increased to 140%
- Deserting units will fill Dungeons (if any space is available) before being lost
- Soldiers are now .25nw per point
Relations
- Total Wars & Losses removed from KD page (only the number of Wars Won displayed)
- Propose War removed
- Mutual Peace free Building Credits rewarded increased to 150%, added Specialist Credits equal to 2x Median Province size
- War will provide +25% Draft Speed
- War Stance protections lowered from 85% to 80%
- War Stance Raze Gains to and from other Kingdoms reduced from 100% to 50%
- EoWCF Draft Cost discount removed
- War & EoWCF Income penalty removed
Spells
- Barrier of Integrity - renamed to Sloth, effect changed to -50%, duration changed to 6 ticks average
- Divine Shield - reduces Instant Spell Damage taken by 20%, Support Spell
- Expose Thieves - available to everyone
- Magic Ward - effect increased to +50%
- Paradise - allowed during EoWCF
- Sacred Mist - name shortened to Mist
- Scientific Insights - effect increased to 10%, duration reduced to 3 ticks average
Spell Categories (restated)
Thievery Operations
- Free Prisoners - also steals 50% of the released Prisoners
Dragons
- Emerald Dragon HP slightly increased
- Sapphire Dragon Cost and HP considerably increased
- Gold Dragon renamed to Topaz Dragon, HP increased
Ritual Types (Stats listed here are considered 'base effectiveness')
- Affluent +20% Income, +25% Draft Speed
- Barrier -20% Damage from Enemy Instant Magic & Thievery Operations, +20% Defensive WPA & TPA
- Expedient -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Time, -25% Construction Costs
- Expropriation +10% Combat Gains, +20% Honor Gains in Combat, +20% Credits gained in Combat
- Stalwart +10% Defensive Military Efficiency, -15% Military Casualties
- Havoc +30% Offensive WPA & TPA, +20% Instant Spell & Sabotage Operation Damage
- Onslaught +10% OME, +20% Enemy Military Casualties on Attacks
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
- Activity Bonus counter implemented on Military and Science pages
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
- Fixed a bug with Arson and Tornadoes gains and damage displayed