Difference between revisions of "Age 76"

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{{Infobox_Age
 
{{Infobox_Age
|name= The Age of Empowering Enchantments
+
|name= The Age of the Empyrean Advent
|number= 75
+
|number= 76
|status= Current
+
|status= Finished
 
|owner= [[Muga Gaming]]
 
|owner= [[Muga Gaming]]
|start= 30 Jan 2018
+
|start= 21 Apr 2018
|end= 20 Apr 2018
+
|end= 14 Jul 2018
 
|duration= 12 weeks
 
|duration= 12 weeks
 
}}
 
}}
'''The Age of Empowering Enchantments''' (Age 75) - current [[Age]] on [[World of Legends]] server.
+
'''The Age of the Empyrean Advent ''' (Age 76) - completed [[Age]] on [[World of Legends]] server.
  
 
= Mechanics Changes =
 
= Mechanics Changes =
 
=== New Features ===
 
*Force Cease-Fire (overhauled) - An aggressor KD in a conflict can force both parties into an unbreakable 7 [[Utopia Time|Utopian-month]] (RL = 7 days) cease-fire.
 
**The aggressor must have at least 100 more meter than the defending KD on the 1st of each Month for 3 consecutive Months
 
**The 'Force Cease-Fire" button will become available to the aggressor on the 12th of the 3rd Month
 
**The defending KD can halt the forced cease-fire in several ways:
 
***a) Reduce the meter disparity to < 100
 
***b) Make at least 5 successful attacks during the Month of which the aggressor is capable of forcing a cease-fire'
 
**If the defending KD prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, they will have the same task of prevention on the following day
 
**The only way to reset the 3-day counter is to reduce the meter disparity below 100, at which point the aggressor must once again reach 3 consecutive days of 100 more meter than the defending KD
 
**The aggressor can press the "Force Cease-Fire" button at anytime once it becomes available
 
**Additional clarity will be provided by the devs in due time
 
 
*Ritual Effectiveness is now active (affects ritual bonus)
 
**Rituals no longer require 80 casts to complete (80 casts are still required for max strength)
 
**Rituals can be completed at any time by the monarch via a new button to cast immediately (based on # of successful casts at the time)
 
**Rituals will automatically cast 48 hours after being started; effects will be based on # of successful casts at that time
 
**Ritual effectiveness will scale based on # of casts. See [[Ritual|Rituals]] for more information.**
 
**The Abolish Ritual spell is unchanged (50 casts required to destroy enemy ritual)
 
**Ritual Casts will be displayed on the Throne to inform the player of the base effectiveness
 
  
 
=== Attacks & Relations ===
 
=== Attacks & Relations ===
*Abduct - Gains reduced
+
* Exploration Costs
*Massacre - Damage reduced by ~10%
+
** Explore costs during End of War Cease-Fire will be the same as during war
*Conquest - Gains increased. No change to offense required.
+
* Provinces below Median will have reduced explore costs during End of War Cease-Fire
*Meter Throttling - Adjusted to be based more accurately on relative enemy size versus purely on networth
+
* Attacks - Intra-Island attacks will no longer have reduced attack times
*Relative KD Networth - Changed to be based on the average province size of your kingdom (more accurately represents overall KD strength)
+
* Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only
*War Win Bonus - Minimum acres bonus reduced to 4000 (from 5000)
+
* Dragons - Dragons will not be allowed to be started or sent during an unbreakable Cease-Fire (End of War Cease-Fire included)
*War Range - Ranges will be determined by either land OR networth (i.e. you will be in range if EITHER value is within range of your target)
+
* Conquest - Meter will work more consistently with attack mechanics
 
+
* Multi-Attack Protection (MAP) - Will no longer increase from failed attacks
=== Buildings ===
+
* 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.
*Watch Towers - Protection rate slightly increased (max effect unchanged)
 
*Universities - Protection rate slightly increased
 
*Dungeons - Adjusted to hold more prisoners. Prisoners will generate slightly more GC. Fill rate increased (2/3 casualties from 1/2 casualties)
 
*Guard Stations - Now ONLY protects land (no longer protects scientists or resources)
 
 
 
=== Thievery & Magic ===
 
*Some Paladin-Only spell durations increased slightly
 
*Damage on ALL Instant Sorcery Spells reduced by 5%
 
*Assassinate Wizards - Damage reduced by roughly 10%
 
*Spells/Ops - Slight reduction in damage on operations performed the farther out of range you are (works in both directions)
 
*Spells Attempted/Successful - More stats will be added to the History page detailing attempts/success for self spells and sorcery
 
  
 
=== Science ===
 
=== Science ===
*Scientists - Max networth adjusted
+
*Scientists - Scientists required for soft cap will be the same number for all categories
  
 +
=== Rituals ===
 +
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 -> +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
 +
* Onslaught -> +10% OME, +15% enemy casualties on attacks & +30% honor gains
 +
* Resilient -> -35% Gains on attacks into your Kingdom & -40% Gains on attacks you make & -25% Military Casualties on defense
 +
* Godspeed -> -10% Attack Time & +10% Battle Gains & 15% Less Military Casualties on Offense
 +
* Expedient -> -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
  
 
=== Miscellaneous ===
 
=== Miscellaneous ===
*Aiding Explorable Acres - Acres lost reduced from 75% to 50%
+
* Inactive Removal - The days required for a Monarch to have the option to remove provinces will be reduced from 5 to 4
*The Dragon page will now be available at all times and will display the stats of each dragon (similar to how the Rituals page works)
+
* Stewards - Monarch will be allowed to elect 2 Stewards instead of 1
*Merging of Kingdoms - Kingdoms will merge weekly after [[Utopia Time|Utopian Year 1]]. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration.
+
* Networth - Wizard's and thief's Networth will be increased from 4 to 6
*Game Admin 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.
+
*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.
*
+
 
 +
=== 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)
  
 
= Races =
 
= Races =
Line 87: Line 68:
 
  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 9
+
{{rtt 10
 
| 1a = Avians
 
| 1a = Avians
 
| 1b =  
 
| 1b =  
 
* -30% Attack travel time
 
* -30% Attack travel time
* +30% Birth Rate
+
* +20% Birth Rate
 +
* +25% Specialist Credits from Attacks
 
| 1c =  
 
| 1c =  
 
* Cannot Use War Horses or Stables
 
* Cannot Use War Horses or Stables
  
| 1d = Fanaticism, Greater Protection, Aggression
+
| 1d = Fanaticism, Greater Protection, Aggression, Bloodlust
| 1e = Elite: 9/2, 775gc, 9.0 NW
+
| 1e = Elite: 8/2, 850gc, 8.5 NW
  
 
| 2a = Bocans
 
| 2a = Bocans
 
| 2b =  
 
| 2b =  
* +20% Banks Effectiveness
+
* +20% Sabotage Damage
 
* +50% Honor Bonuses
 
* +50% Honor Bonuses
* +20% Sabotage Damage
+
* Can Train Thieves using Specialist Credits
 
| 2c =  
 
| 2c =  
  
| 2d = Invisibility, Inspire Army, Town Watch, Nightmare
+
| 2d = Invisibility, Inspire Army, Nightmare
| 2e = Elite: 4/7, 500gc, 7.0 NW
+
| 2e = Elite: 5/8, 1000gc, 9.5 NW
  
 
| 3a = Dark Elves
 
| 3a = Dark Elves
 
| 3b =  
 
| 3b =  
 
* +25% Instant Spell Damage
 
* +25% Instant Spell Damage
* +2 Offensive Specialist strength
+
* +2 Offensive Specialist Strength
 
* Converts Specialists into Elites on successful [[War Room|Traditional Marches]]
 
* Converts Specialists into Elites on successful [[War Room|Traditional Marches]]
 
| 3c =  
 
| 3c =  
Line 117: Line 99:
  
 
| 3d = Nightmare
 
| 3d = Nightmare
| 3e = 5/7, 700gc, 9.0 NW
+
| 3e = 4/8, 1050gc, 10.5 NW
  
 
| 4a = Dryads
 
| 4a = Dryads
 
| 4b =  
 
| 4b =  
 
* All land produces food
 
* All land produces food
* -35% Military Train Time
+
* -30% Military Train Time
 
* Mercenaries & Prisoners 7/0
 
* Mercenaries & Prisoners 7/0
* War Horses 4/0
+
* War Horses 3/0
 
| 4c =  
 
| 4c =  
 
* +15% Attack Travel Time
 
* +15% Attack Travel Time
 
* -15% Enemy Military Casualties
 
* -15% Enemy Military Casualties
  
| 4d = Quick Feet
+
| 4d = Inspire Army
| 4e = Elite: 12/2, 900gc, 11 NW
+
| 4e = Elite: 10/1, 950gc, 9 NW
  
 
| 5a = Dwarves
 
| 5a = Dwarves
 
| 5b =  
 
| 5b =  
* +15% Building Efficiency
+
* +20% Building Efficiency
 
* Free Building Construction
 
* Free Building Construction
 
* -50% Building Construction Time
 
* -50% Building Construction Time
 
| 5c =  
 
| 5c =  
 
* Can't use Accelerated Construction
 
* Can't use Accelerated Construction
* +100% Food consumption
+
* +75% Food consumption
  
 
| 5d = Mystic Aura, Inspire Army
 
| 5d = Mystic Aura, Inspire Army
| 5e = Elite: 8/5, 900gc, 10.0 NW
+
| 5e = Elite: 7/5, 950gc, 9.0 NW
  
 
| 6a = Elves
 
| 6a = Elves
 
| 6b =  
 
| 6b =  
* +35% WPA
+
* +35% Wizardry Effectiveness (WPA)
* +20% Tower Effectiveness
+
* +25% Tower Effectiveness
* +1 Defensive Specialist Strength
+
* +2 Defensive Specialist Strength
 
| 6c =  
 
| 6c =  
  
 
| 6d = Inspire Army, Mage's Fury, Chastity,
 
| 6d = Inspire Army, Mage's Fury, Chastity,
| 6e = Elite: 7/6, 700gc, 8.5 NW
+
| 6e = Elite: 7/5, 1025gc, 10.0 NW
  
 
| 7a = Faeries
 
| 7a = Faeries
Line 161: Line 143:
 
* -10% Income
 
* -10% Income
  
| 7d = Fool's Gold, Greater Protection, Invisibility, Mystic Aura, Reflect Magic, Tree of Gold, Animate Dead
+
| 7d = Fool's Gold, Greater Protection, Invisibility, Mystic Aura, Reflect Magic, Tree of Gold, Animate Dead, Mage's Fury
| 7e = Elite: 4/9, 900gc, 10.5 NW
+
| 7e = Elite: 3/8, 1200gc, 11.0 NW
  
| 8a = Humans
+
| 8a = Halflings
 
| 8b =  
 
| 8b =  
 +
* +50% Thievery Effectiveness (TPA)
 +
* +10% Population
 +
* -50% Thief Costs
 +
| 8c =
 +
* -10% Building Effectiveness
 +
 +
| 8d = Aggression, Town Watch
 +
| 8e = Elite: 5/7, 1000gc, 9.5 NW
 +
 +
| 9a = Humans
 +
| 9b =
 
* +30% Income
 
* +30% Income
 
* +15% Credits (Building & Training)
 
* +15% Credits (Building & Training)
* +25% Scientist Spawn Rate
+
* +35% Scientist Spawn Rate
| 8c =  
+
| 9c =  
* -10% WPA
+
* -10% Wizardry Effectiveness (WPA)
 
* +20% Rune Costs
 
* +20% Rune Costs
  
| 8d = Greater Protection, Inspire Army
+
| 9d = Greater Protection, Inspire Army, Quick Feet
| 8e = Elite: 9/4, 900gc, 10.0 NW
+
| 9e = Elite: 7/5, 1025gc, 10.5 NW
  
| 9a = Orcs
+
| 10a = Orcs
| 9b =  
+
| 10b =  
 
* +15% Battle Gains
 
* +15% Battle Gains
 +
* +15% Enemy casualties when attacking
 
* Free draft
 
* Free draft
* +15% Enemy casualties when attacking
+
| 10c =  
| 9c =  
 
 
* +10% Military Casualties
 
* +10% Military Casualties
* -15% TPA
+
* -15% Thievery Effectiveness (TPA)
| 9d = Reflect Magic
+
| 10d = Reflect Magic
| 9e = Elite: 10/1, 900gc, 9.5 NW
+
| 10e = Elite: 9/2, 950gc, 9.0 NW
 
}}
 
}}
 +
  
 
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
Line 213: Line 207:
 
| 1a = Heretic
 
| 1a = Heretic
 
| 1b =   
 
| 1b =   
 +
* +100% Guilds Effectiveness
 
* Wizards do not die on failed spells
 
* Wizards do not die on failed spells
 
* -66% Thieves lost on failed ops
 
* -66% Thieves lost on failed ops
 
* +40% Magic and Thievery Science Effectiveness
 
* +40% Magic and Thievery Science Effectiveness
* 15% Sabotage and Instant Spell Damage
 
 
* +1 Mana per Tick
 
* +1 Mana per Tick
* +100% Guilds Effectiveness
 
 
* Access to Blizzard and Revelation
 
* Access to Blizzard and Revelation
  
Line 227: Line 220:
 
* +200% Guilds Effectiveness
 
* +200% Guilds Effectiveness
 
* +100% Magic Science Effectiveness
 
* +100% Magic Science Effectiveness
* +25% Instant Spell Damage
+
* +20% Instant Spell Damage
 
* Access to Meteor Showers, Chastity, Revelation and Paradise
 
* Access to Meteor Showers, Chastity, Revelation and Paradise
  
Line 234: Line 227:
 
| 3a = Paladin
 
| 3a = Paladin
 
| 3b =  
 
| 3b =  
* +35% Dragon-slaying strength
 
* -25% Defensive Casualties
 
 
* +100% Guilds Effectiveness
 
* +100% Guilds Effectiveness
 +
* +35% Dragon-slaying Unit Strength
 +
* -20% Military Casualties
 
* Immune to the Plague
 
* Immune to the Plague
 
* Access to all Paladin-Only Spells, Fool's Gold, Town Watch
 
* Access to all Paladin-Only Spells, Fool's Gold, Town Watch
Line 244: Line 237:
 
| 4a = Rogue
 
| 4a = Rogue
 
| 4b =  
 
| 4b =  
 +
* +50% Guilds Effectiveness
 +
* +50% Thieves' Dens Effectiveness
 +
* +50% Thievery Science Effectiveness
 
* +1 Stealth per Tick
 
* +1 Stealth per Tick
 
* 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
* +50% Thieves' Dens Effectiveness
 
* +50% Thievery Science Effectiveness
 
 
* Spell Book: Gluttony, Paradise and Revelation
 
* Spell Book: Gluttony, Paradise and Revelation
  
Line 254: Line 248:
 
| 5a = Sage
 
| 5a = Sage
 
| 5b =  
 
| 5b =  
* -25% Losses from Abducts
+
* -30% Losses from Abducts
 
* +35% Science Effectiveness
 
* +35% Science Effectiveness
 
* Access to Amnesia
 
* Access to Amnesia
Line 271: Line 265:
 
| 7b =  
 
| 7b =  
 
* Spreads and is Immune to The Plague
 
* Spreads and is Immune to The Plague
* -33% Offensive Casualties
+
* -40% Offensive Casualties
 
* Access to Greater Protection, Animate Dead
 
* Access to Greater Protection, Animate Dead
  
Line 280: Line 274:
 
* Immune to Dragons
 
* Immune to Dragons
 
* Immune to Income Penalty effects
 
* Immune to Income Penalty effects
 +
* Converts Specialists into Elites on successful [[War Room|Traditional Marches]]
 
* +100% Honor Bonuses
 
* +100% Honor Bonuses
 
* Access to War Spoils, Pitfalls
 
* Access to War Spoils, Pitfalls
Line 287: Line 282:
 
| 9a = Warrior
 
| 9a = Warrior
 
| 9b =  
 
| 9b =  
* +15% Offensive Military Efficiency
+
* +10% Offensive Military Efficiency
 
* +20% Military Science Effectiveness
 
* +20% Military Science Effectiveness
 
* Full Conquest Access (Regardless of NW range)
 
* Full Conquest Access (Regardless of NW range)
* Access to Fanaticism, Bloodlust
+
* Access to Fanaticism
  
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
Line 308: Line 303:
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="right" | Affluent
+
| align="left" | Affluent
 
| align="left" |
 
| align="left" |
*+20% Income, +35% Draft Speed, +35% Birth Rate
+
*+20% Income, +25% Draft Speed, +25% Birth Rate
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="right" | Barrier
+
| align="left" | Barrier
 
| align="left" |
 
| align="left" |
 
*+10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
 
*+10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="right" | Expedient
+
| align="left" | Expedient
 
| align="left" |
 
| align="left" |
*-30% Military Training Time, -25% Training Costs (includes Thieves), -20% Build Times, -25% Build Costs
+
*-20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="right" | Godspeed
+
| align="left" | Godspeed
 
| align="left" |
 
| align="left" |
*-15% Attack Time, +10% Battle Gains, -15% Offensive Casualties
+
*-10% Attack Time, -15% Offensive Casualties
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="right" | Havoc
+
| align="left" | Havoc
 
| align="left" |
 
| align="left" |
*+25% Offensive WPA/TPA, +10% Spell/Op Damage
+
*+30% Offensive WPA/TPA, +10% Spell/Op Damage
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="right" | Onslaught
+
| align="left" | Onslaught
 
| align="left" |
 
| align="left" |
*+10% Offensive Military Efficiency, +15% Offensive Enemy Casualties, +20% Honor Gains
+
*+10% Offensive Military Efficiency, +15% Offensive Enemy Casualties, +10% Battle Gains
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="right" | Resilient
+
| align="left" | Resilient
 
| align="left" |
 
| align="left" |
*-25% Losses, -40% Battle Gains, -25% Defensive Casualties
+
*-35% Gains on attacks into your Kingdom, -50% Gains on attacks you make, -30% Military Casualties on defense
 
|}
 
|}
  

Latest revision as of 18:02, 17 July 2018

Age 76
Name:

The Age of the Empyrean Advent

Number:

76

Official Information
Server:

World of Legends

Status:

Finished

Owner:

Muga Gaming

Dates
Start:

21 Apr 2018

End:

14 Jul 2018

Duration (in days):

12 weeks

The Age of the Empyrean Advent (Age 76) - completed Age on World of Legends server.

Mechanics Changes

Attacks & Relations

  • Exploration Costs
    • Explore costs during End of War Cease-Fire will be the same as during war
  • Provinces below Median will have reduced explore costs during End of War Cease-Fire
  • Attacks - Intra-Island attacks will no longer have reduced attack times
  • 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)
  • Conquest - Meter will work more consistently with attack mechanics
  • Multi-Attack Protection (MAP) - Will no longer increase from failed attacks
  • 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.

Science

  • Scientists - Scientists required for soft cap will be the same number for all categories

Rituals

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 -> +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
  • Onslaught -> +10% OME, +15% enemy casualties on attacks & +30% honor gains
  • Resilient -> -35% Gains on attacks into your Kingdom & -40% Gains on attacks you make & -25% Military Casualties on defense
  • Godspeed -> -10% Attack Time & +10% Battle Gains & 15% Less Military Casualties on Offense
  • Expedient -> -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs

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's and thief's Networth will be increased from 4 to 6
  • 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.

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)

Races

 Avians  Bocans  Dark Elves  Dryads
  • -30% Attack travel time
  • +20% Birth Rate
  • +25% Specialist Credits from Attacks
  • +20% Sabotage Damage
  • +50% Honor Bonuses
  • Can Train Thieves using Specialist Credits
  • +25% Instant Spell Damage
  • +2 Offensive Specialist Strength
  • Converts Specialists into Elites on successful Traditional Marches
  • All land produces food
  • -30% Military Train Time
  • Mercenaries & Prisoners 7/0
  • War Horses 3/0

Fanaticism, Greater Protection, Aggression, Bloodlust

Invisibility, Inspire Army, Nightmare

Nightmare

Inspire Army

  • Cannot Use War Horses or Stables
  • +20% Wages
  • +15% Attack Travel Time
  • -15% Enemy Military Casualties

Elite: 8/2, 850gc, 8.5 NW

Elite: 5/8, 1000gc, 9.5 NW

4/8, 1050gc, 10.5 NW

Elite: 10/1, 950gc, 9 NW

 
 Dwarves  Elves  Faeries  Halflings
  • +20% Building Efficiency
  • Free Building Construction
  • -50% Building Construction Time
  • +35% Wizardry Effectiveness (WPA)
  • +25% Tower Effectiveness
  • +2 Defensive Specialist Strength
  • +35% Self Spell Duration (will not affect spells on others)
  • Can Cast Fading Spells on Kingdom Mates
  • +50% Thievery Effectiveness (TPA)
  • +10% Population
  • -50% Thief Costs

Mystic Aura, Inspire Army

Inspire Army, Mage's Fury, Chastity,

Fool's Gold, Greater Protection, Invisibility, Mystic Aura, Reflect Magic, Tree of Gold, Animate Dead, Mage's Fury

Aggression, Town Watch

  • Can't use Accelerated Construction
  • +75% Food consumption
  • -10% Income
  • -10% Building Effectiveness

Elite: 7/5, 950gc, 9.0 NW

Elite: 7/5, 1025gc, 10.0 NW

Elite: 3/8, 1200gc, 11.0 NW

Elite: 5/7, 1000gc, 9.5 NW

 
 Humans  Orcs
  • +30% Income
  • +15% Credits (Building & Training)
  • +35% Scientist Spawn Rate
  • +15% Battle Gains
  • +15% Enemy casualties when attacking
  • Free draft


Greater Protection, Inspire Army, Quick Feet


Reflect Magic

  • -10% Wizardry Effectiveness (WPA)
  • +20% Rune Costs
  • +10% Military Casualties
  • -15% Thievery Effectiveness (TPA)

Elite: 7/5, 1025gc, 10.5 NW

Elite: 9/2, 950gc, 9.0 NW


Personalities

 Heretic  Mystic  Paladin
  • +100% Guilds Effectiveness
  • Wizards do not die on failed spells
  • -66% Thieves lost on failed ops
  • +40% Magic and Thievery Science Effectiveness
  • +1 Mana per Tick
  • Access to Blizzard and Revelation
  • Starts with +400 wizards and +400 thieves
  • +200% Guilds Effectiveness
  • +100% Magic Science Effectiveness
  • +20% Instant Spell Damage
  • Access to Meteor Showers, Chastity, Revelation and Paradise
  • Starts with +800 wizards
  • +100% Guilds Effectiveness
  • +35% Dragon-slaying Unit Strength
  • -20% Military Casualties
  • Immune to the Plague
  • Access to all Paladin-Only Spells, Fool's Gold, Town Watch
  • Starts with +400 soldiers, +400 specialist credits and +400 wizards
 
 Rogue  Sage  Tactician
  • +50% Guilds Effectiveness
  • +50% Thieves' Dens Effectiveness
  • +50% Thievery Science Effectiveness
  • +1 Stealth per Tick
  • Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Spell Book: Gluttony, Paradise and Revelation
  • Starts with +800 thieves
  • -30% Losses from Abducts
  • +35% Science Effectiveness
  • Access to Amnesia
  • Starts with +50% scientists
  • -15% Attack Time
  • Accurate Espionage
  • Access to Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
 
 Undead  War Hero  Warrior
  • Spreads and is Immune to The Plague
  • -40% Offensive Casualties
  • Access to Greater Protection, Animate Dead
  • Starts with +800 soldiers and +800 specialist credits
  • Immune to Dragons
  • Immune to Income Penalty effects
  • Converts Specialists into Elites on successful Traditional Marches
  • +100% Honor Bonuses
  • Access to War Spoils, Pitfalls
  • Starts with 800 elites
  • +10% Offensive Military Efficiency
  • +20% Military Science Effectiveness
  • Full Conquest Access (Regardless of NW range)
  • Access to Fanaticism
  • Starts with +800 soldiers and +800 specialist credits


Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +20% Income, +25% Draft Speed, +25% Birth Rate
Barrier
  • +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
Expedient
  • -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs
Godspeed
  • -10% Attack Time, -15% Offensive Casualties
Havoc
  • +30% Offensive WPA/TPA, +10% Spell/Op Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties, +10% Battle Gains
Resilient
  • -35% Gains on attacks into your Kingdom, -50% Gains on attacks you make, -30% Military Casualties on defense

Dragons

Dragon Type
Emerald Sapphire* Gold Ruby

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

-25% Thievery & Magic Effectiveness

-25% from Building Efficiency

-10% 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