Difference between revisions of "Age 65"

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{{Infobox_Age
 
{{Infobox_Age
|name= not named yet
+
|name= Isles of Legion
|number= 62
+
|number= 65
|status= online
+
|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
|start= not yet
+
|start= 11 May 2015
|end=
+
|end= 30 August 2015
 
|duration=  
 
|duration=  
 
}}
 
}}
'''Age of Books Of War''' (Age 62) - current nearest [[Age]] on [[World of Legends]] server.
+
'''Age of Isles of Legion''' (Age 65) - finished [[Age]] on [[World of Legends]] server.
  
  
Line 17: Line 17:
 
  Avians
 
  Avians
 
  -25% Attack Time
 
  -25% Attack Time
  +30% Sabotage Operation Damage
+
  +30% Birth Rate
  -50% Military Training Time for Specialists and Elites
+
  -30% Building Construction Time
 +
-30% Military training time
 +
+1 offensive specialist strength
  
-20% Birth Rate
 
 
  Cannot Use Stables
 
  Cannot Use Stables
  
 
  Spellbook: Fanaticism, Greater Protection
 
  Spellbook: Fanaticism, Greater Protection
  Elite: 6/2, 650gc, 5NW
+
  Elite: 6/2, 600gc, 5NW
  
  
Line 30: Line 31:
 
  +30% Building Efficiency
 
  +30% Building Efficiency
 
  Free Building Construction and Can Use Credits To Raze Buildings
 
  Free Building Construction and Can Use Credits To Raze Buildings
+30% Combat Instant Spell Damage
 
  
  Can't use Accelerated Construction
+
  Can’t use Accelerated Construction
  +100% food consumption
+
  + 50% food consumption
  
  Spellbook: Fools Gold, Quick Feet, Mystic Aura
+
  Spellbook: Fools Gold, Mystic Aura, Pitfalls
  Elite: 6/3, 900gc, 5.5NW
+
  Elite: 6/3, 800gc, 5.25NW
  
  
 
  Elf
 
  Elf
  +30% wpa
+
  + 30% Combat Instant Spell Damage
  -33% defensive losses
+
  + 30% Sabotage Operation Damage
 +
+ 30% Spell Duration
 +
+1 mana per tick in war
 
  +1 defensive specialist strength
 
  +1 defensive specialist strength
  
 
  Spellbook: Nightmares, Pitfalls, Mages Fury
 
  Spellbook: Nightmares, Pitfalls, Mages Fury
  Elite: 5/4, 950gc, 5.75NW
+
  Elite: 5/4, 700gc, 5.75NW
  
  
 
  Faery
 
  Faery
  +40% Spell damage (instant spells)
+
  +30% WPA
  +40% Sabotage damage
+
  +30% TPA
+1 mana per tick in war
 
  
 
  Spellbook: All racial spells
 
  Spellbook: All racial spells
  Elite: 4/5, 1150gc, 5.5NW
+
  Elite: 3/5, 950gc, 5.25NW
  
  
 
  Halflings
 
  Halflings
  +50% TPA
+
  + 1 Stealth
  -50% thief cost
+
  - 50% thief cost
  +1 Stealth
+
  + 15% population
  
 
  -10% Gains
 
  -10% Gains
  
  Spellbook: Invisibility, Town Watch, Aggression, Animate Dead
+
  Spellbook: Invisibility, Aggression
  Elite: 5/5, 900gc, 6.5NW
+
  Soldiers 2:2 Elite: 4/4, 350gc, 5NW
  
  
 
  Human
 
  Human
  +5% Population
+
  + 15% Offensive Military Efficiency In War
  +30% Spell Duration
+
  - 30% defensive losses
  +10% Offensive Military Efficiency In War
+
  Every 3 acres generates 1 book of science
  
  +50% Cost of Science
+
  + 30% Cost of Science
  
  Spellbook: Tree of Gold, Fountain of Knowledge
+
  Spellbook: Tree of Gold, Fountain of Knowledge, Quick Feet
  Elite: 6/4, 1250gc 7NW
+
  Elite: 6/3, 1100, 6.5NW
  
  
 
  Orcs
 
  Orcs
  +20% Attack Gains
+
  +30% Attack Gains
 
  Free draft
 
  Free draft
  +20% Enemy casualties when attacking
+
  +25% Enemy casualties when attacking
  
 
  -10% science effectiveness
 
  -10% science effectiveness
  
  Spellbook: Reflect Magic
+
  Spellbook: Reflect Magic, Clear Sight
 
  Elite: 7/1, 800gc, 5.75NW
 
  Elite: 7/1, 800gc, 5.75NW
  
  
 
  Undead
 
  Undead
  -50% Offensive losses on attacks you make
+
  -75% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
 
 
  Spreads and is Immune to The Plague
 
  Spreads and is Immune to The Plague
 
  No Food Required
 
  No Food Required
+1 offensive specialist strength
 
  
 
  Basic Thievery (Intel operations only)
 
  Basic Thievery (Intel operations only)
Cannot Train Elites
 
  
  Spellbook: Town Watch
+
  Spellbook: Town Watch, Animate Dead
  Elite: 7/2, 6.5NW
+
  Elite: 7/2, 900 gc, 6.25NW
  
 
== Personality Changes ==
 
== Personality Changes ==
Line 107: Line 105:
 
  The Merchant
 
  The Merchant
 
  Gain 50% more Specialist and Building Credits
 
  Gain 50% more Specialist and Building Credits
 +
Immune to Income Penalties
 
  Access to Tree of Gold
 
  Access to Tree of Gold
 
  Starts with +1600 specialist credits
 
  Starts with +1600 specialist credits
 
  
  
 
  The Sage
 
  The Sage
Every 4 acres generates 1 book
+
  +40% Science Effectiveness
  +40% Science Effectivness
 
Protect 30% of science from the Learn attack.
 
 
  Access to Amnesia
 
  Access to Amnesia
 
  Starts with 40000 science books
 
  Starts with 40000 science books
Line 122: Line 118:
 
  The Rogue
 
  The Rogue
 
  +1 Stealth recovery per tick
 
  +1 Stealth recovery per tick
 +
+ 100% land effect from Thieves Dens
 
  Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
 
  Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  +100% Thievery Science Effectivness
+
  +75% Thievery Science Effectiveness
 
  Access to Vermin
 
  Access to Vermin
 
  Starts with +400 thieves
 
  Starts with +400 thieves
Line 131: Line 128:
 
  All Guilds are twice as effective
 
  All Guilds are twice as effective
 
  +1 mana per tick in War
 
  +1 mana per tick in War
  +75% Magic Science Effectivness
+
  +50% Magic Science Effectiveness
 
  Access to Meteor Showers, Chastity, Nightmares
 
  Access to Meteor Showers, Chastity, Nightmares
 
  Starts with +200 Wizards
 
  Starts with +200 Wizards
Line 138: Line 135:
 
  The Warrior
 
  The Warrior
 
  +1 General
 
  +1 General
  +10% OME
+
  +10% Offensive Military Efficiency
 
  Enhanced Conquest range
 
  Enhanced Conquest range
 
  Access to Bloodlust
 
  Access to Bloodlust
Line 145: Line 142:
  
 
  The Tactician
 
  The Tactician
  -20% Attack Time
+
  -15% Attack Time
 
  Accurate Espionage
 
  Accurate Espionage
 
  Access to Clear Sight
 
  Access to Clear Sight
Line 153: Line 150:
 
  The Cleric
 
  The Cleric
 
  -40% Your Military Casualties (on attack or defense)
 
  -40% Your Military Casualties (on attack or defense)
 +
Immune to The Plague
 
  Access to Pitfalls
 
  Access to Pitfalls
 
  Starts with +800 soldiers and +800 specialist credits
 
  Starts with +800 soldiers and +800 specialist credits
Line 158: Line 156:
  
 
  The War Hero
 
  The War Hero
 +
 
  +100% Honor Effects
 
  +100% Honor Effects
 +
Converts some Specialists into Elites on successful land attacks
 
  Immune to Dragon effects
 
  Immune to Dragon effects
Immune to The Plague (but can carry/spread)
 
 
  Access to War Spoils
 
  Access to War Spoils
 
  Starts with 400 elites
 
  Starts with 400 elites
Line 166: Line 165:
 
== Mechanic Changes ==
 
== Mechanic Changes ==
  
*Buildings:
+
*Kingdom and Islands
** Mills will also reduce exploration soldier costs by % * 2
+
** Kingdoms will fill to 22 players, rather than 20
** Forts will increase DME from 1.5 to 2 per %
+
** Kingdom allocation per island will increase
** Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.
+
** Discovery of islands will be every 2 hours after OOP, rather than every 3 hours
* Learns
+
* Vacation Mode
** Protection from subsequent hits will fire more aggressively when provinces are Learned.
+
** Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.
* Science
+
* Admin
** Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.
+
** Lots of admin interface improvements and fixes
* Features
+
* Protection duration for invited provinces
**Players will be able to create and share custom game themes. More details to follow. Basically you can edit the games colours, fonts, images etc and share (or not) these changes with the community.
+
**Fixed a subtle bug causing the duration to be incorrect for certain provinces.
  
 
= Races =
 
= Races =
Line 199: Line 198:
 
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 
-->
 
-->
 
 
{{rtt 8
 
{{rtt 8
 
| 1a = Avians
 
| 1a = Avians
 
| 1b =  
 
| 1b =  
 
* - 25% Attack Time
 
* - 25% Attack Time
* + 30% Sabotage Operation Damage
+
* + 30% Birth Rate
* - 50% Military Training Time
+
* - 30% Building Construction Time
 +
* - 30% Military training time
 +
* + 1 offensive specialist strength
 
| 1c =  
 
| 1c =  
 
* No Access to Stables
 
* No Access to Stables
* -20% Birth Rate
+
 
 
| 1d = Fanaticism, Greater Protection
 
| 1d = Fanaticism, Greater Protection
| 1e = Elite: 6/2, 650gc, 5NW
+
| 1e = Elite: 6/2, 600gc, 5NW
  
 
| 2a = Dwarves
 
| 2a = Dwarves
Line 219: Line 219:
 
| 2c =  
 
| 2c =  
 
* Can't use Accelerated Construction
 
* Can't use Accelerated Construction
* + 100% food consumption
+
* + 50% food consumption
| 2d = Fools Gold, Quick Feet, Mystic Aura  
+
| 2d = Fools Gold, Pitfalls, Mystic Aura  
| 2e = Elite: 6/3, 900gc, 5.5NW
+
| 2e = Elite: 6/3, 800gc, 5.25NW
  
 
| 3a = Elves
 
| 3a = Elves
 
| 3b =  
 
| 3b =  
* + 30% WPA
+
* + 30% Combat Instant Spell Damage
* - 33% defensive losses
+
* + 30% Sabotage Operation Damage
 +
* + 30% Spell Duration
 +
* + 1 mana per tick in war
 
* + 1 defensive specialist strength
 
* + 1 defensive specialist strength
 
| 3c =  
 
| 3c =  
  
 
| 3d = Nightmares, Pitfalls, Mages Fury
 
| 3d = Nightmares, Pitfalls, Mages Fury
| 3e = 5/4, 950gc, 5.75NW
+
| 3e = 5/4, 700gc, 5.75NW
  
 
| 4a = Faeries
 
| 4a = Faeries
 
| 4b =  
 
| 4b =  
* + 40% Spell Damage (Instant Spells)
+
* + 30% WPA
* + 40% Sabotage Damage
+
* + 30% TPA
+1 mana per tick in war
 
 
| 4c =  
 
| 4c =  
 
| 4d = Access to All Racial Spells
 
| 4d = Access to All Racial Spells
| 4e = Elite: 4/5, 1150gc, 5.5NW
+
| 4e = Elite: 3/5, 950gc, 5.25NW
  
 
| 5a = Halflings
 
| 5a = Halflings
 
| 5b =  
 
| 5b =  
* + 50% TPA
 
* - 50% Thief Cost
 
 
* + 1 Stealth
 
* + 1 Stealth
 +
* - 50% thief cost
 +
* + 15% population
  
 
| 5c =  
 
| 5c =  
 
* - 10% Gains
 
* - 10% Gains
| 5d = Invisibility, Town Watch, Aggression, Animate Dead
+
| 5d = Invisibility, Aggression
| 5e = Elite: 5/5, 900gc, 6.5NW
+
| 5e = Soldiers 2/2, Elite: 4/4, 350gc, 5NW
  
 
| 6a = Humans
 
| 6a = Humans
 
| 6b =  
 
| 6b =  
* + 5% Population
+
* + 15% Offensive Military Efficiency In War
* + 30% Spell Duration
+
* - 30% defensive losses
* +10% Offensive Military Efficiency In War
+
* Every 3 acres generates 1 book of science
 
| 6c =  
 
| 6c =  
* + 50% Cost of Science
+
* + 30% Cost of Science
| 6d = Tree of Gold, Fountain of Knowledge
+
| 6d = Tree of Gold, Fountain of Knowledge, Quick Feet
| 6e = Elite: 6/4, 1250gc 7.0NW
+
| 6e = Elite: 6/3, 1100gc 6.5NW
  
 
| 7a = Orcs
 
| 7a = Orcs
 
| 7b =  
 
| 7b =  
* + 20 % Attack Gains
+
* + 30 % Attack Gains
 
* Free draft
 
* Free draft
* + 20% Enemy casualties when attacking
+
* + 25% Enemy casualties when attacking
 
| 7c =  
 
| 7c =  
 
* - 10% science effectiveness
 
* - 10% science effectiveness
| 7d = Reflect Magic
+
| 7d = Reflect Magic, Clear Sight
 
| 7e = Elite: 7/1, 800gc, 5.75NW
 
| 7e = Elite: 7/1, 800gc, 5.75NW
  
 
| 8a = Undead
 
| 8a = Undead
 
| 8b =  
 
| 8b =  
* - 50% Offensive losses on attacks you make
+
* - 75% Offensive losses on attacks you make
* Converts some Specialists into Elites on successful land attacks
 
 
* Spreads and is Immune to The Plague
 
* Spreads and is Immune to The Plague
 
* No Food Required
 
* No Food Required
* +1 Offensive Specialist strength
 
 
| 8c =  
 
| 8c =  
 
* Basic Thievery (Intel operations only)
 
* Basic Thievery (Intel operations only)
* Cannot Train Elites
+
| 8d = Town Watch, Animate Dead
| 8d = Town Watch
+
| 8e = Elite: 7/2, 900gc, 6.5NW
| 8e = Elite: 7/2, 6.5NW
 
 
}}
 
}}
  
Line 313: Line 311:
 
| 1b =   
 
| 1b =   
 
* Gain 50% more Specialist and Building Credits
 
* Gain 50% more Specialist and Building Credits
 +
* Immune to Income Penalties
 
* Access to Tree of Gold
 
* Access to Tree of Gold
  
Line 320: Line 319:
 
| 2b =  
 
| 2b =  
 
* +40% Science Effectiveness
 
* +40% Science Effectiveness
* Every 4 acres generates 1 science point
 
 
* Access to Amnesia
 
* Access to Amnesia
  
Line 329: Line 327:
 
* + 1 Stealth Recovery / Tick
 
* + 1 Stealth Recovery / Tick
 
* Access to all Thievery Operations
 
* Access to all Thievery Operations
* +100% Thievery Science Effectiveness
+
* +75% Thievery Science Effectiveness
 
* Access to Vermin
 
* Access to Vermin
  
Line 338: Line 336:
 
* All Guilds are twice as effective
 
* All Guilds are twice as effective
 
* + 1 mana per tick in War
 
* + 1 mana per tick in War
* +75% Magic Science Effectiveness
+
* + 50% Magic Science Effectiveness
 
* Access to Meteor Showers, Chastity, Nightmares
 
* Access to Meteor Showers, Chastity, Nightmares
  
Line 354: Line 352:
 
| 6a = Tactician
 
| 6a = Tactician
 
| 6b =  
 
| 6b =  
* - 20% Attack Time
+
* - 15% Attack Time
 
* Accurate Espionage
 
* Accurate Espionage
 
* Access to Clear Sight
 
* Access to Clear Sight
Line 363: Line 361:
 
| 7b =  
 
| 7b =  
 
* - 40% Your Military Casualties (on attack or defense)
 
* - 40% Your Military Casualties (on attack or defense)
 +
* Immune to The Plague
 
* Access to Pitfalls
 
* Access to Pitfalls
  
Line 370: Line 369:
 
| 8b =  
 
| 8b =  
 
* + 100% Honor Effects
 
* + 100% Honor Effects
* Immune to all dragon effects
+
* Converts some Specialists into Elites on successful land attacks
* Immune to The Plague (but can carry/spread)
+
* Immune to all Dragon effects
 
* Access to War Spoils
 
* Access to War Spoils
 
   
 
   
Line 402: Line 401:
 
* -50% gains hitting in (slides in over a period of 24 hours)
 
* -50% gains hitting in (slides in over a period of 24 hours)
 
* -50% gains on magic and thievery ops in(slides in over a period of 24 hours)
 
* -50% gains on magic and thievery ops in(slides in over a period of 24 hours)
* -25% Military training time and cost
+
* -40% Military training time and cost
* +25% draft speed
+
* +40% draft speed
* -25% Construction time and cost
+
* -50% Construction time and cost
 +
* +200% Birth Rate
 
<br>
 
<br>
* 4 days maximum duration
+
* 72 hours maximum duration
 
* -50% gains hitting out
 
* -50% gains hitting out
 
* -50% gains on magic and thievery ops out
 
* -50% gains on magic and thievery ops out

Latest revision as of 23:52, 25 July 2016

Age 65
Name:

Isles of Legion

Number:

65

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

11 May 2015

End:

30 August 2015

Duration (in days):

Age of Isles of Legion (Age 65) - finished Age on World of Legends server.


Changes in brief

Race Changes

Avians
-25% Attack Time
+30% Birth Rate
-30% Building Construction Time
-30% Military training time
+1 offensive specialist strength
Cannot Use Stables
Spellbook: Fanaticism, Greater Protection
Elite: 6/2, 600gc, 5NW


Dwarves
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
Can’t use Accelerated Construction
+ 50% food consumption
Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 800gc, 5.25NW


Elf
+ 30% Combat Instant Spell Damage
+ 30% Sabotage Operation Damage
+ 30% Spell Duration
+1 mana per tick in war
+1 defensive specialist strength
Spellbook: Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 700gc, 5.75NW


Faery
+30% WPA
+30% TPA
Spellbook: All racial spells
Elite: 3/5, 950gc, 5.25NW


Halflings
+ 1 Stealth
- 50% thief cost
+ 15% population
-10% Gains
Spellbook: Invisibility, Aggression
Soldiers 2:2 Elite: 4/4, 350gc, 5NW


Human
+ 15% Offensive Military Efficiency In War
- 30% defensive losses
Every 3 acres generates 1 book of science
+ 30% Cost of Science
Spellbook: Tree of Gold, Fountain of Knowledge, Quick Feet
Elite: 6/3, 1100, 6.5NW


Orcs
+30% Attack Gains
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic, Clear Sight
Elite: 7/1, 800gc, 5.75NW


Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead
Elite: 7/2, 900 gc, 6.25NW

Personality Changes

The Merchant
Gain 50% more Specialist and Building Credits
Immune to Income Penalties
Access to Tree of Gold
Starts with +1600 specialist credits


The Sage
+40% Science Effectiveness
Access to Amnesia
Starts with 40000 science books


The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Vermin
Starts with +400 thieves


The Mystic
All Guilds are twice as effective
+1 mana per tick in War
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards


The Warrior
+1 General
+10% Offensive Military Efficiency
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits


The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits


The Cleric
-40% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits


The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon effects
Access to War Spoils
Starts with 400 elites

Mechanic Changes

  • Kingdom and Islands
    • Kingdoms will fill to 22 players, rather than 20
    • Kingdom allocation per island will increase
    • Discovery of islands will be every 2 hours after OOP, rather than every 3 hours
  • Vacation Mode
    • Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.
  • Admin
    • Lots of admin interface improvements and fixes
  • Protection duration for invited provinces
    • Fixed a subtle bug causing the duration to be incorrect for certain provinces.

Races

 Avians  Dwarves  Elves  Faeries
  • - 25% Attack Time
  • + 30% Birth Rate
  • - 30% Building Construction Time
  • - 30% Military training time
  • + 1 offensive specialist strength
  • + 30% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% Combat Instant Spell Damage
  • + 30% Sabotage Operation Damage
  • + 30% Spell Duration
  • + 1 mana per tick in war
  • + 1 defensive specialist strength
  • + 30% WPA
  • + 30% TPA

Fanaticism, Greater Protection

Fools Gold, Pitfalls, Mystic Aura

Nightmares, Pitfalls, Mages Fury

Access to All Racial Spells

  • No Access to Stables
  • Can't use Accelerated Construction
  • + 50% food consumption

Elite: 6/2, 600gc, 5NW

Elite: 6/3, 800gc, 5.25NW

5/4, 700gc, 5.75NW

Elite: 3/5, 950gc, 5.25NW

 
 Halflings  Humans  Orcs  Undead
  • + 1 Stealth
  • - 50% thief cost
  • + 15% population
  • + 15% Offensive Military Efficiency In War
  • - 30% defensive losses
  • Every 3 acres generates 1 book of science
  • + 30 % Attack Gains
  • Free draft
  • + 25% Enemy casualties when attacking
  • - 75% Offensive losses on attacks you make
  • Spreads and is Immune to The Plague
  • No Food Required

Invisibility, Aggression

Tree of Gold, Fountain of Knowledge, Quick Feet

Reflect Magic, Clear Sight

Town Watch, Animate Dead

  • - 10% Gains
  • + 30% Cost of Science
  • - 10% science effectiveness
  • Basic Thievery (Intel operations only)

Soldiers 2/2, Elite: 4/4, 350gc, 5NW

Elite: 6/3, 1100gc 6.5NW

Elite: 7/1, 800gc, 5.75NW

Elite: 7/2, 900gc, 6.5NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • Gain 50% more Specialist and Building Credits
  • Immune to Income Penalties
  • Access to Tree of Gold
  • Starts with +1600 specialist credits
  • +40% Science Effectiveness
  • Access to Amnesia
  • Starts with 40000 science books
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • +75% Thievery Science Effectiveness
  • Access to Vermin
  • Starts with +400 thieves
  • All Guilds are twice as effective
  • + 1 mana per tick in War
  • + 50% Magic Science Effectiveness
  • Access to Meteor Showers, Chastity, Nightmares
  • Starts with +200 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • + 1 General
  • + 10% OME
  • Enhanced Conquest range
  • Access to Bloodlust
  • Starts with +800 soldiers and +800 specialist credits
  • - 15% Attack Time
  • Accurate Espionage
  • Access to Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
  • - 40% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Access to Pitfalls
  • Starts with +800 soldiers and +800 specialist credits
  • + 100% Honor Effects
  • Converts some Specialists into Elites on successful land attacks
  • Immune to all Dragon effects
  • Access to War Spoils
  • Starts with 400 elites


Stances

Stances
Normal Aggressive Fortified
  • No Effects
  • +10% Combat Gains
  • 10% Lower Attack Time


  • +30% Military Wages
  • +10% Military losses
  • -50% gains hitting in (slides in over a period of 24 hours)
  • -50% gains on magic and thievery ops in(slides in over a period of 24 hours)
  • -40% Military training time and cost
  • +40% draft speed
  • -50% Construction time and cost
  • +200% Birth Rate


  • 72 hours maximum duration
  • -50% gains hitting out
  • -50% gains on magic and thievery ops out
  • +500% Explore costs
  • No Paradise spell available
  • Science limited to "Active"

Relations

Inter-Kingdoms' Relations
Ceasefire Normal Unfriendly Hostile War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter



End Of War Ceasefire

+

  • Min 12 U-Days
  • Max 96 U-Days
  • +500% birth rate
  • 30% reduction in training costs of all troops.
  • Draft cost reduced 50%
  • Combined with War Relations
  • Separate annul the Relations (War and CF)
  • All land currently out with armies at war end returns home immediately.
  • Instant population growth of 20% of your max pop if you are under 50% of your max pop


  • No Effects

To opposite Kingdom :

  • Unlocks (Unfriendly/Hostile/War) spells
  • Unlocks (Unfriendly/Hostile/War) thievery operations
  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Immediate Effects

  • Annul Hostile Meter with everyone

Benefits

  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • +10% Combat Gains
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Penalties

  • +500% Exploration Costs
  • No Paradise spell available
  • Science limited to "Active"


After 12 Hours (12 Utopian Days)

Benefits

  • -20% Attack Time


After 24 Hours (1 Utopian Month)

Benefits

  • -25% Military Losses
  • -25% Military Training Time
  • No Distance Penalties for Attacks
  • -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)


Dragon's Table

Dragon Type
Emerald Sapphire* Gold Ruby

+20% Military losses in combat & -15% Attack gains

-25% Thievery & Magic Effectiveness

-25% from Building Efficiency

-8% from Military Efficiency

All dragons result in 10% lower income and the loss of 20% of new draftees.


Ages
Ages 1998 - 1999 : The first generation of Utopia (1)  • The Second Age of Utopia (2)  • The Third Age of Utopia (3)  • The Fourth Age of Utopia (4)  • The Fifth Age of Utopia (5)  • The Sixth Age of Utopia (6)  •

2000 - 2001 : The Seventh Age of Utopia (7)  • The Age of Chaos (8)  • The Renaissance Age (9)  • The Age of Conflict (10)  • The Age of Nobility (11)  • The Era of Magic (12)  • The Era of Mystery (13)  • The Era of Strife (14)  •

2002 - 2003 : The Age of Valour (15)  • The Age of Discovery (16)  • The Age of the People (17)  • The Age of Heroes (18)  • An Era of Hope (19)  • An Age of Dreams (20)  • An Age of Wonders (21)  • An Age of Conquerors (22)  • The Revolution (23)  •

2004 - 2005 : An Age of Glory (24)  • An Age of Tranquility (25)  • An Age of Turmoil (26)  • An Age of Courage (27)  • An Age of Intrigue (28)  • An Age of War (29)  • An Age of Unity (30)  •

2006 - 2007 : An Age of Reason (31)  • An Age of Kings (32)  • An Age of Prosperity (33)  • The Age of the Dragon (34)  • An Age of Triumph (35)  • An Age of Bravery (36)  • The Age of Darkness (37)  •

2008 - 2009 : The Age of Angels (38)  • The Age of the Scholar (39)  • The Awakening (40)  • The Age of Renewal (41)  • The Age of Hope (42)  • The Age of Rebirth (43)  • The Age of Change (44)  • The Age of Light (45)  •

2010 - 2011 : The Age of Distinction (46)  • The Age of Justice (47)  • The Age of Peril (48)  • The Age of Conspiracy (49)  • The Age of Resurrection (50)  • The Age of Domination (51)  • An Era of Supremacy (52)  •

2012 - 2013 : The Age of Havoc (53)  • A Call to Arms (54)  • Veil of Shadows (55)  • Strength in Union (56)  • Relentless Onslaught (57)  • Art of War (58)  • An Honorable Proposition (59)  • A Battle Joined (60)  •

2014 - 2015 : Age of Destruction (61)  • Books of War (62)  • Iron Walls, Iron Heart (63)  • The Spoils of War (64)  • The Isles of Legion (65)  • Thunder and Bedlam (66)  •

2016 - 2017 : The Age of Perception (67)  • The Age of Heresy (68)  • The Age of Scholars and Scoundrels (69)  • The Age of Daunting Judgement (70)  • The Metamorphosis (71)  • The Era of Venerated Bastions (72)  • The Age of Tricksters and Mischief (73)  • The Age of Affinity (74)  •

2017 - 2018 : The Age of Empowering Enchantments (75)  • The Age of the Empyrean Advent (76)  • The Age of Accession and Abrogation (77)  • The Age of Insight (78)  • The Age of Vanguards Acquiescence (79)  •

2019 - 2020 : The Age of Reconnaissance (80)  • The Emergence (81)  • The Grimoires of Glory (82)  • Age of Adjudication (83)  • Bethink the Fray (84)  • Intuition (85)  • Global Viction (86)  • Age of the Sword (87)  • Swift Strife (88)  • Reformation (89)

2021 - 2022 : Age of Exile 90  • Age of Remembrance 91  • Age of Ancestry 92  • Occult Ordination 93  • Ascent 94  • Age of the Omen 95  • The Eternal Rift 96  • Dominance 97  • Keen Transformation 98  •

2023 - 2024 : Crossing Boundaries 99  • Equilibrium 100  • Crusades 101  • Godsend 102  • Unbound Dominion 103  • Renascence 104  • Devout Fervor 105