Races
Avian
Bonuses
-25% Attack travel time
+40% Birth Rate
+25% Specialist Credits from Attacks
Penalties
Cannot Use War Horses/Stables
Spell book: Fanaticism, Greater Protection
Elite: Offense: 7 Defense: 2 Networth: 8.5 Cost: 850
Soldiers: Offense: 1 Defense: 1
Dwarf
Bonuses
+15% Building Efficiency
Free Building Construction
-50% Building Construction Time
Penalties
Can't use Accelerated Construction
+50% Food consumption
Spell book: Mystic Aura, Inspire Army
Elite: Offense: 6 Defense: 5 Networth: 8.5 Cost: 950
Soldiers: Offense: 1 Defense: 1
Elf
Bonuses
+35% WPA
+20% Tower Efficiency
+2 Defensive Specialist Strength
Spell book: Inspire Army
Elite: Offense: 8 Defense: 3 Networth: 9.5 Cost: 975
Soldiers: Offense: 1 Defense: 1
Faery
Bonuses
+20% Self Spell Duration (will not affect spells on others)
+20% Sabotage Operation Damage
+1 Stealth per tick
Penalties
-10% Income
Spell book: Greater Protection, Tree of Gold, Animate Dead, Mystic Aura and Quick Feet
Elite: Offense: 3 Defense: 8 Networth: 10.0 Cost: 1050
Soldiers: Offense: 1 Defense: 1
Human
Bonuses
+30% Income
+15% Credts (Building & Military from Attacks)
Increase Sci Spawn +25%
Penalties
-15% Spell Success (WPA)
Spell book: Greater Protection, Inspire Army, Quick Feet
Elite: Offense: 7 Defense: 4 Networth: 9.5 Cost: 1000
Soldiers: Offense: 1 Defense: 1
Orc
Bonuses
+20% 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%)
+30% Magic and Thievery Science Effectiveness
+1 Mana
Access to Blizzard, Mage's Fury, Fool's Gold, Nightmare, Revelation and Chastity
Starts with +400 Wizards and +400 thieves
The Mystic
All Guilds are 200% more effective
+75% Magic Science Effectiveness
Spell Damage +20%
Access to Meteor Showers, Revelation, Invisibility, Reflect Magic, Town Watch, Mage's Fury, Aggression, Bloodlust and Paradise
Starts with +800 Wizards
The Paladin
All Guilds are 100% more effective
Can cast support spells on Kingdom mates
Troops attack dragon with +20% increased power
-20% Military Casualties
Immune to the Plague
Starting Soldiers +400
Starting Specialist Credits +400
Starting Wizards +400
All Paladin Only Spells
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, Revelation and Paradise
Starts with +800 thieves
The Sage
Sci Effectiveness +30%
Starting Scientists +100%
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, Bloodlust 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
Abduct Attack
- Will be removed from the game
War Attack Time
- The 10% reduced attack time granted instantly on War Declare will be removed. (the attack time reduction granted later during war will remain the same)
Dragons
- Dragon send range will be removed when targeting a Kingdom you are at war with
Scientists
- Scientists required for soft cap will be the same number for all categories reduced from 35 to 30
Support Spells
- Success formula will be tweaked slightly to be more difficult in extreme range scenarios
Ritual Duration
- Minimum duration of any ritual will be 48 hours (meaning you can not change your own ritual until 48 hours of your existing ritual has passed)
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 4 to 3 (48 hours to receive + for inactivity, then 3 days to be capable of manual removal)
Bug Fixes
- Fix the restoration of normal relations after Cease-Fires are sometimes canceled
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
Expropriation: +10% Combat Gains & +20% Honor Gains
Enlightenment: +20% Science Effects & +25% Scientist spawn rate
Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
Onslaught: +10% OME & +15% enemy casualties on attacks
Resilient: -35% Gains on attacks into your Kingdom & -50% Gains on attacks you make & -25% Military Casualties on defense
Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
Age 76
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