Races
Avian
Bonuses
+20% birth rates
-20% Attack travel time
-50% Ambush Land Losses
Penalties
-10% gains on attacks
Cannot Use War Horses/Stables
+10% Military Casualties on attack and defense
Spell book: Fanaticism, Greater Protection, Bloodlust
Elite: Offense: 9 Defense: 2 Networth: 10.5 Cost: 800
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+20% Building Efficiency
-40% Building Construction Time
+25% Building Credits from attacks
Penalties
+100% Food consumption
Spell book: Greater Protection, Inspire Army, Reflect Magic
Elite: Offense:
7 Defense: 5 Networth: 9.0 Cost: 975
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+1 Mana Recovery per Tick
+1 Defensive Specialist Strength
Can Cast Support Spells on Others (2% mana cost when casting on others - A complete list of all Support Spells can be found below)
+10% Military Efficiency
Penalties
+15% Explore Cost
Spell book: Inspire Army, Mage's Fury, Mystic Aura, Chastity
Elite: Offense: 7 Defense: 3 Networth: 10.0 Cost: 900
Soldiers: Offense: 1 Defense: 1
Faery
Bonuses
Access to All Racial Spells
+20% Wizards Per Acre
+20% Duration to Self Spells
Penalties
-1 General
-10% Maximum Population
Spell book: All racial spells plus Tree of Gold and Clear Sight
Elite: Offense: 3 Defense: 8 Networth:
9.5 Cost:
1200
Soldiers: Offense: 1 Defense: 1
Halfling
Bonuses
Homes hold 20 population
+20% 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 and Gluttony
Elite: Offense:
6 Defense: 6 Networth:
8.5 Cost:
700
Soldiers: Offense: 2 Defense: 2
Human
Bonuses
+15% Science Effectiveness
-25% Military Wages
+10% Defensive TPA
Penalties
-1% Mana Recovery Per Tick
Spell book: Greater Protection, Ghost Workers, Quick Feet,
Fountain of Knowledge
Elite: Offense:
5 Defense: 7 Networth: 10.25 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Orc
Bonuses
+15% Battle Gains
+25% Draftees
-50% Draft Costs
Penalties
20% of Spells Fail
20% of Thievery Operations Fail
+15% damage from instant magic/thievery ops
Spell book: Inspire Army
Elite: Offense: 10 Defense: 3 Networth: 10.75 Cost: 1100
Soldiers: Offense: 1 Defense: 1
Undead
Bonuses
+10% Maximum Population
-35% Military casualties on offense and defense
Some specialists convert to elites on Traditional Marches
No food needed
Prisoners will convert into Elites over time
Spreads and is immune to the Plague
Penalties
Only Basic Thievery Intel Operations available
-30% Science Effectiveness
-1 Offense Specialist Strength
-1 Defensive Specialist Strength
Spell book: Animate Dead, Chastity,
Vermin
Elite: Offense:
12 Defense: 4 Networth: 12.0 Cost: N/A
Soldiers: Offense: 1 Defense: 1
Personalities
The Artisan
Immune to Income Penalties
+20% Income
-25% Building Construction Time
-25% Construction Cost
Starts with +800 soldiers and +800 specialist credits
Access to Ghost Workers and Fountain of Knowledge
The Heretic
All Guilds are 50% more effective
Reduced wizard losses on failed operations (-75%)
Reduced thief losses on failed operations (-75%)
+20% WPA and TPA
+30% Cunning Science Effectiveness
Access to Revelation, Blizzard, Fool's Gold and Nightmare
Starts with +400 Wizards and +400 thieves
The Mystic
All Guilds are 150% more effective
+50% Channeling Science Effectiveness
+25% Rune Production
Access to Meteor Showers, Revelation, Mage's Fury and Expose Thieves
Starts with +800 Wizards
The Rogue
All Guilds are 50% more effective
+1 Stealth recovery per tick
Access to all thievery operations, including 4 unique to rogues: Steal War Horses, Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+60% Crime Science Effectiveness
Access to Revelation, Invisibility and Expose Thieves
Starts with +800 thieves
The Tactician
-15% Attack Time
+20% Building credits gained in combat
Accurate Espionage
+25% Siege Science Effectiveness
Starting Soldiers +800
Starting Specialist Credits +800
Access to Fanaticism and Pitfalls
The Cleric
Immune to The Plague
+15% Valor Science Effectiveness
-35% Military Casualties
Can Cast Support Spells on Kingdom Mates (2% mana cost when casting on others - A complete list of all Support Spells can be found below)
with +400 soldiers and +400 specialist credits
Starts with +400 Wizards
Access to Fountain of Knowledge, Greater Protection, Scientific Insight, Illuminate Shadows and Animate Dead
The War Hero
+100% Honor Bonuses
+10% Offensive Military Efficiency In War
+15% Spec Credits from attacks In War
Some specialists convert to elites on successful Traditional Marches
Dragon Immunity
Starting Elites +800
Access to War Spoils and Pitfalls
The Warrior
-25% Military Train Time
+30% Tactics Science Effectiveness
+10% Siege Science Effectiveness
-10% Training Costs (including thieves)
Full Conquest Access
Starting Soldiers +800
Spec Credits +800
Access to Paladin's Inspiration,
Wrathful Smite, Fountain of Knowledge and Aggression
Mechanics
War
- Wars will only be available within range (X * .85 to X / .85)
- Out of range wars will no longer be allowed
- War win acre minimum bonus will be reduced to 2500 acres (from 4000)
Force Cease-Fire
- Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)
- Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news
Buildings
- Laboratories max effect will be 100%
Spells
- New Spells:
- Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)
- Vermin - Food decays at a rate of 6%, up from a base of 1%
- Spells will have a new category called Support(restated)
- Currently there are:
- Fading (duration)
- Instant (one time effect)
- Support Category will include only the spells that are castable onto Kingdom Mates that have the ability to cast on other Kingdom members. There will not be any visible distinction on your spell options, but they will be listed in game
- 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
- All Paladin Spells
- Paladin's Inspiration
- Scientific Insight
- Illuminate Shadows
- Wrathful Smite
- Divine Shield
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
- Addition of a MAX button or Ratio allocation to your science page to allow for easier allocation
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
- Kingdom page shows "At War" longer than the throne page
- Shop randomly double sending gifts
- Grammar errors corrected (Blizzards "for for")
- Lobby page showing mentor sitting as 6 hours (it's 4)
- UtoBot build tool inaccurate for races that can't use certain buildings
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 81