Races
Avian
Bonuses
-30% Attack travel time
+20% Birth Rate
+25% Specialist Credits from Attacks
Penalties
Cannot Use War Horses/Stables
Spell book: Fanaticism, Greater Protection, Aggression, Bloodlust
Elite: Offense: 8 Defense: 2 Networth: 8.5 Cost: 850
Soldiers: Offense: 1 Defense: 1
Bocan
Bonuses
+20% Sabotage Damage
+50% Effects from Honor
Can Train Thieves using Specialist Credits
Spell book: Invisibility, Inspire Army, Nightmare
Elite: Offense: 5 Defense: 8 Networth: 9.5 Cost: 1000
Soldiers: Offense: 1 Defense: 1
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: Offense: 4 Defense: 8 Networth: 10.5 Cost: 1050
Soldiers: Offense: 1 Defense: 1
Dryad
Bonuses
All land produces food
-30% Military Train Time
Mercenaries & Prisoners 7/0
War Horses 3/0
Penalties
+15% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Inspire Army
Elite: Offense: 10 Defense: 1 Networth: 9 Cost: 950
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+20% Building Efficiency
Free Building Construction
-50% Building Construction Time
Penalties
Can't use Accelerated Construction
+75% Food consumption
Spell book: Mystic Aura, Inspire Army
Elite: Offense: 7 Defense: 5 Networth: 9.0 Cost: 950
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+35% WPA
+25% Tower Efficiency
+2 Defensive Specialist Strength
Spell book: Mage's Fury, Chastity, Inspire Army
Elite: Offense: 7 Defense: 5 Networth: 10 Cost: 1025
Soldiers: Offense: 1 Defense: 1
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, Mage's Fury
Elite: Offense: 3 Defense: 8 Networth: 11.0 Cost: 1200
Soldiers: Offense: 1 Defense: 1
Halfling
Bonuses
+50% Thievery Effectiveness (TPA)
+10% Population
-50% Thief Costs
Penalties
-10% Building Effectiveness
Spell book: Aggression, Town Watch
Elite: Offense: 5 Defense: 7 Networth: 9.5 Cost: 1000
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+30% Income
+15% Credts (Building & Military from Attacks)
Increase Sci Spawn +35%
Penalties
-10% Spell Success (WPA)
+20% Rune Costs
Spell book: Greater Protection, Inspire Army, Quick Feet
Elite: Offense: 7 Defense: 5 Networth: 10.5 Cost: 1025
Soldiers: Offense: 1 Defense: 1
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: Offense: 9 Defense: 2 Networth: 9 Cost: 950
Soldiers: Offense: 1 Defense: 1
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
+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 +20%
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
-20% Military Casualties
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
-30% 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
-40% 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
+10% Off Military Efficiency
Military Science Efficiency +20%
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Fanaticism
Mechanics
End of War Cease-Fire
- Explore costs during End of War Cease-Fire will be the same as during war for provinces Median and larger (including incoming explored acres) (500%)
- Provinces below Median (including incoming explored acres) will have reduced explore costs during End of War Cease-Fire (250%)
Attacks
- Intra-Island attacks will no longer have reduced attack times
- Base attack time will be recuded by 10%
Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only
Dragons
- Dragons will not be allowed to be started or sent during an unbreakable Cease-Fire (End of War Cease-Fire included)
- Dragons that have already begun will be automatically canceled upon entering an unbreakable Cease-Fire (End of War Cease-Fire included)
Conquest - Meter will work more consistently with attack mechanics
Multi-Attack Protection (MAP) - Will no longer increase from failed attacks
Scientists - Scientists required for soft cap will be the same number for all categories at 35
Support Spells - Support spells will no longer have the possibility of exploding wizards
War Win Points - Bonus war win points will be scaled in through Yr1. Currently points are calculated normally through Yr0 and bonus points are awarded beginning in Yr1,instead we will scale this transition evenly through Yr1 with full points being awarded beginning in Yr2. So for clarity, Yr 0 will have no bonus points awared and Yr 1 will scale bonus points in each Utopian Month.
Cease-Fire - During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with
Self News - There will be a new section added that will show ALL of your own actions in game. For example, training of units, constructing acres, performing operations (with results including attacks) so that you will have your own log of your own actions.
Abolish Ritual - There will be more transparency on the amount of successful casts already performed on any particular target and also the amount of successful casts on the target Kingdom.
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
Inactive Removal - The days required for a Monarch to have the option to remove provinces will be reduced from 5 to 4
Stewards - Monarch will be allowed to elect 2 Stewards instead of 1
Networth - Wizard and Thief Networth will be increased from 4 to 5
Bug Fixes
- Rituals were not allowed to have the 'Complete Ritual' button pressed unless you had sufficient mana/runes. This will be fixed.
- Various issues with Espionage page will be fixed (random things when provinces die or defect and reflected spells showing incorrectly)
- Allow sending of Cease-Fires while you are in End of War Cease-Fire
Ritual Types (Stats listed here considered 'base effectiveness')
Affluent: Income +20% & Draft Speed +25% & Birth Rate +25%
Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks & +10% Battle Gains
Resilient: -35% Gains on attacks into your Kingdom & -50% Gains on attacks you make & -30% Military Casualties on defense
Godspeed: -10% Attack Time & 15% Less Military Casualties on Offense
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
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