Age 63

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Age 63
Name:

Iron Walls Iron Heart

Number:

63

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

13 October 2014

End:

23 January 2015

Duration (in days):

Iron Walls Iron Heart (Age 63) - finished Age on World of Legends server.


Changes in brief

Race Changes

Avians
-25% Attack Time
+30% Sabotage Operation Damage
Can train Elites with Specialist Credits
+20% Birth Rate

Cannot Use Stables

Spellbook: Fanaticism, Greater Protection, Clear Sight

Elite: 6/1, 700gc, 4.75NW


Dwarves
+25% Building Efficiency (down from 30%)
Free Building Construction and Can Use Credits To Raze Buildings
+30% Combat Instant Spell Damage
Can't use Accelerated Construction
+100% food consumption
Spellbook: Fools Gold, Quick Feet, Mystic Aura
Elite: 6/2, 800gc, 5.25NW


Elf
+30% wpa
-33% defensive losses
+1 defensive specialist strength
Spellbook: Nightmares, Pitfalls, Mages Fury
Elite: 5/4, 850gc, 5.75NW


Faery
+40% Spell damage (instant spells)
+40% Sabotage damage
+1 mana per tick in war
Spellbook: All racial spells
Elite: 4/5, 1150gc, 5.5NW


Halflings
+40% TPA
+1 Stealth
+100% land effect from Thieves Dens
-10% Gains
Spellbook: Invisibility, Town Watch, Aggression, Animate Dead
Soldiers 2:2, Elite: 3/5, 600gc, 5.25NW


Human
+5% Population
+20% Spell Duration
+10% Offensive Military Efficiency In War
+50% Cost of Science
Spellbook: Tree of Gold, Fountain of Knowledge
Elite: 6/3, 1250gc 6.5NW


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


Undead
-75% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
+1 offensive specialist strength
Basic Thievery (Intel operations only)
Cannot Train Elites
Spellbook: Town Watch
Elite: 7/2, 6.5NW

Personality Changes

The Merchant
Gain 75% more Specialist and Building Credits
Access to Tree of Gold
Starts with +1600 specialist credits


The Sage
Every 4 acres generates 1 book
+30% Science Effectivness
Protect 30% of science from the Learn attack.
Access to Amnesia
Starts with 40000 science books


The Rogue
-50% Thief cost
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectivness
Access to Vermin
Starts with +400 thieves


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


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


The Tactician
-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits


The Cleric
-50% Your Military Casualties (on attack or defense)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits


The War Hero
+100% Honor Effects
-50% Military Training Tim
Immune to Dragon effects
Immune to The Plague (but can carry/spread)
Access to War Spoils
Starts with 400 elites

Mechanic Changes

  • Military Science:
    • More points now required for the same effect.
  • Arson and Greater Arson:
    • GA increased moderately, Arson damage increased significantly.
  • Fortified
    • Max duration decreased by 24 hours but effects on troop cost, speed and building rate increased, birth rate bonus added.
    • 50% gains hitting in (slides in over a period of 24 hours)
    • -50% gains on magic and thievery ops (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
    • 3 days maximum duration
    • -50% gains hitting out
    • -50% gains on magic and thievery ops
    • +500% Explore costs
    • No Paradise spell available
    • Science limited to "Active"
  • Specialist Credits
    • These will decay while out of war at a rate of 10% per RL day.
  • Elite Wages
    • Increased across the board to .7 gc.
  • War Win Chart:
    • Opponent net worth far less significant in determining points.
  • Vacation Mode:
    • Cannot be entered near age end.

Races

 Avians  Dwarves  Elves  Faeries
  • - 25% Attack Time
  • + 30% Sabotage Operation Damage
  • Can train Elites with Specialist Credits
  • +20% Birth Rate
  • + 25% Building Efficiency
  • + 30% Combat Instant Spell Damage
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% WPA
  • - 33% defensive losses
  • + 1 defensive specialist strength
  • + 40% Spell Damage (Instant Spells)
  • + 40% Sabotage Damage

+1 mana per tick in war


Fanaticism, Greater Protection, Clear Sight


Fools Gold, Quick Feet, Mystic Aura


Nightmares, Pitfalls, Mages Fury


Access to All Racial Spells

  • No Access to Stables
  • Can't use Accelerated Construction
  • + 100% food consumption

Elite: 6/1, 700gc, 4.75NW

Elite: 6/2, 800gc, 5.25NW

5/4, 850gc, 5.75NW

Elite: 4/5, 1150gc, 5.5NW

 
 Halflings  Humans  Orcs  Undead
  • + 40% TPA
  • + 1 Stealth
  • + 100% land effect from Thieves Dens
  • + 5% Population
  • + 20% Spell Duration
  • +10% Offensive Military Efficiency In War
  • + 25 % Attack Gains
  • Free draft
  • + 25% Enemy casualties when attacking
  • - 75% Offensive losses on attacks you make
  • Converts some Specialists into Elites on successful land attacks
  • Spreads and is Immune to The Plague
  • No Food Required
  • +1 Offensive Specialist strength


Invisibility, Town Watch, Aggression, Animate Dead


Tree of Gold, Fountain of Knowledge


Reflect Magic


Town Watch

  • - 10% Gains
  • + 50% Cost of Science
  • - 10% science effectiveness
  • Basic Thievery (Intel operations only)
  • Cannot Train Elites

Soldiers 2/2, Elite: 3/5, 600gc, 5.25NW

Elite: 6/3, 1250gc 6.5NW

Elite: 7/1, 800gc, 5.75NW

Elite: 7/2, 6.5NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • Gain 75% more Specialist and Building Credits
  • Access to Tree of Gold
  • Starts with +1600 specialist credits
  • +30% Science Effectiveness
  • Every 4 acres generates 1 science point
  • Access to Amnesia
  • Starts with 40000 science books
  • -50% thief cost
  • + 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
  • - 20% Attack Time
  • Accurate Espionage
  • Access to Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
  • - 50% Your Military Casualties (on attack or defense)
  • Access to Pitfalls
  • Starts with +800 soldiers and +800 specialist credits
  • + 100% Honor Effects
  • -50% Military Training Time
  • Immune to all dragon effects
  • Immune to The Plague (but can carry/spread)
  • 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


  • 3 days 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)