Difference between revisions of "Age 84"

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(Added page for age 84, further updates pending)
 
(Updated for age 84 changes)
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|status= Finished
 
|status= Finished
 
|owner= [[Muga Gaming]]
 
|owner= [[Muga Gaming]]
|start= 1 May 2019
+
|start= 19 Dec 2019
|end= 20 Jul 2019
+
|end= 29 Feb 2020
 
|duration= 11 weeks
 
|duration= 11 weeks
 
}}
 
}}
Line 12: Line 12:
 
= Mechanics Changes =
 
= Mechanics Changes =
  
=== Attacks & Relations ===
+
=== Attacks, Relations, & Economy ===
* Hostile Meter
+
* Military
** Sending a Dragon will move the Hostile meter by 18 points instantly
+
** Mercenary and Prisoner attack value is now 8
** The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher
+
* Science
 +
** Artisan Science will now also reduce Raze cost
 
* War
 
* War
** War Range is now, low end 85% up to ~117.64% (1 / .85)
+
** War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points
** Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth
+
** Hostile Meter Cap is increased from 150 to 225
** Learn attack effects while in war will be increased from 4% to 8%
+
** End of War build credits awarded will be based on Median province size
** Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:
+
** Build credits awarded to the losing Kingdom will be increased from 50% to 100%
*** Example: 84.9% range = 100% points
+
** War Win science books awarded will be reduced from 72 hours of books to 48 hours
*** 80% range = 85% points
+
** While under Median, you are able to explore up to 500 acres (total land area) in a single explore.
*** 75% range = 65% points
+
*** For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.
*** 65% range = 20% points
 
*** < 65% range = 0 points
 
 
* Force Cease-Fire
 
* Force Cease-Fire
** If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)
+
** While at war, a Kingdom will now be capable of activating Force CF (Defender only)
** This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom
+
** Force CF duration will increase from 3 days to 5 days
 +
* Buildings
 +
** Dungeons will hold 30 Prisoners maximum
  
 
=== Spells ===
 
=== Spells ===
* Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%
+
* Offensive Spells will have reduced honor gains by 20%
* Support Spells:
+
* New (or revised) Spells:
** Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)
+
** Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2
** Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells
+
** Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active
 +
** Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants
 +
* Spells Categories (restated):
 +
** Currently there are:
 +
*** Fading (duration)
 +
*** Instant (one time effect)
 +
** Support Category will include only the spells that are castable onto Kingdom Mates
 +
** 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
 
*** Minor Protection
 
*** Greater Protection
 
*** Greater Protection
 
*** Fertile Lands
 
*** Fertile Lands
 
*** Magic Shield
 
*** Magic Shield
*** Mystic Aura
 
 
*** Nature's Blessing
 
*** Nature's Blessing
 
*** Love and Peace
 
*** Love and Peace
Line 48: Line 55:
 
*** Illuminate Shadows
 
*** Illuminate Shadows
 
*** Wrathful Smite
 
*** Wrathful Smite
*** Invisibility
+
 
*** Aggression
+
=== Game Administration Kingdom ===
*** Animate Dead
+
* Kingdom 1:1 will be dedicated to Game Administration and 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 the Utopia Support e-mail or for reporting violations of the Game Rules.
 +
 
 +
=== Miscellaneous ===
 +
* Espionage page will no longer lose data when server memory is purged mid-age
 +
* Support Spell durations will be increased slightly
  
 
=== Gold Status ===
 
=== Gold Status ===
* Benefits of a Gold Account
+
* Benefits of a Gold Account (15 credits for 1 month or 35 credits for 3 months)
 
* Ad-Block Active
 
* Ad-Block Active
* Enable 'Mentor' status on your Province to allow Mentoring of other Provinces within your own Kingdom (see below for details)
+
* Hostile Meter Active
* Unique Discord Role & Color to Gold Status Utopians only! (to be determined by the first group of Gold Status account members!)
+
* Free Sitting Credits (3 for 1 month and 9 for 3 months)
* Personal Hostile Meter Active
+
* 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)
* Month-Long Version:
 
** Cost: 15 credits
 
** Free Sitting Credits (3)
 
* Age-Long Version:
 
** Cost: 35 credits
 
** Free Sitting Credits (10)
 
 
 
=== Mentor Status ===
 
* Any Province can set another as their Mentor (you can only take control of a Mentee if you have Gold Status active)
 
* Allows the Mentor to take control of the source province at any time for a total of 4 hours (just like setting a sitter except the sitter[Mentor] can take control at any time, for only a max duration of 4 hours)
 
* Taking control of a Province activates a 24 hour cooldown before which taking control cannot take place again
 
* The desired effect from this is to allow more casual, or new inexperienced players an opportunity to have more experienced players assist with their gameplay and provide a more hands on approach to mentoring
 
* If a province becomes abandoned the Mentor will be removed and no longer have access to the province which means this cannot be used to permanently play provinces that don't have owners. This also ensures that the owner is actively playing the Province
 
* A Mentor CAN also have a Province set them as a Sitter, however, you cannot Take Control of a Mentee while Sitting for another province that is set on you, this means you can only ever be in control of 2 Provinces at any point in time.
 
  
 
=== Rituals ===
 
=== Rituals ===
 
Stats listed here considered 'base effectiveness'
 
Stats listed here considered 'base effectiveness'
 
* Affluent: Income +20% & Draft Speed +25%
 
* Affluent: Income +20% & Draft Speed +25%
* Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
+
* Barrier: +10% DME & -15% 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
 
* 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
+
* Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks & +20% Credits gained in combat
* Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
+
* Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties
* Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
+
* Havoc: +30% Offensive TPA & +30% Offensive WPA & +15% Spell/Thief damage
 
* Onslaught: +10% OME & +15% enemy casualties on attacks
 
* Onslaught: +10% OME & +15% enemy casualties on attacks
 
=== Miscellaneous ===
 
* Current Training time duration will be displayed on the Military page
 
* Current Kingdom Ritual efficiency will be displayed for all users throughout casting period instead of just Monarch/Stewards
 
* Adding Slot # to various drop down menus when selecting provinces in a Kingdom
 
* Adding EoWCF duration / end time to various areas (News Event / Throne page)
 
* When choosing a sitter, the drop down display will be more intuitive and easier on mobile devices
 
* Addition of a MAX button for allocation to your science page to allow for easier allocation
 
 
=== Bug Fixes ===
 
* Fix personality +1 spec on dragon display page
 
* Thief training cost is using a float instead of the displayed integer on the page, it will use the integer for cost purposes as all others do
 
  
 
= Races =
 
= Races =
Line 120: Line 105:
 
| 1a = Avian
 
| 1a = Avian
 
| 1b =  
 
| 1b =  
* -20% Attack Time
+
* -15% Attack Time
* +1 Defensive Specialist Strength
+
* -25% Military Train Time
* -50% Ambush Land Losses
+
* +40% Birth Rate
* +10% birth rates
 
 
| 1c =  
 
| 1c =  
* -10% Combat Gains
+
* -5% Building Efficiency
* +10% Military Casualties
+
* Cannot Use War Horses/Stables
* Cannot Use War Horses or Stables
 
  
| 1d = Bloodlust, Greater Protection
+
| 1d = Greater Protection, Fanaticism
| 1e = Elite: 8/3, 850gc, 8.5 NW
+
| 1e = Elite: 16/6, 900gc, 8.5 NW
  
 
| 2a = Dwarf
 
| 2a = Dwarf
 
| 2b =  
 
| 2b =  
* +20% Building Efficiency
+
* +30% Building Efficiency
 +
* +5% Military Efficiency
 
* -50% Construction Cost
 
* -50% Construction Cost
* +25% Building Credits from attacks
 
 
| 2c =  
 
| 2c =  
 
* +100% Food consumption
 
* +100% Food consumption
  
| 2d = Clear Sight, Inspire Army, Mystic Aura
+
| 2d = Gluttony, Mystic Aura
| 2e = Elite: 7/5, 950gc, 10.5 NW
+
| 2e = Elite: 12/8, 950gc, 8.0 NW
  
 
| 3a = Elf
 
| 3a = Elf
 
| 3b =  
 
| 3b =  
* +1% Mana per tick
+
* +20% Instant Spell Damage
* +10% Military Efficiency
+
* +2 Defensive Specialist Strength
* Can Cast Self Spells on Kingdom Members
+
* Can Cast Support Spells on Kingdom Members
 
| 3c =  
 
| 3c =  
 
* +20% Explore Costs
 
* +20% Explore Costs
  
| 3d = Inspire Army, Mage's Fury, Mystic Aura
+
| 3d = Chastity, Greater Protection, Mystic Aura
| 3e = Elite: 7/3, 800gc, 8.5 NW
+
| 3e = Elite: 12/7, 875gc, 7.5 NW
  
 
| 4a = Faery
 
| 4a = Faery
 
| 4b =  
 
| 4b =  
* Access to All Racial Spells
+
* +30% Magic Effectiveness (WPA)
* +25% Wizardry Effectiveness (WPA)
+
* +50% Self Spell Duration
 +
* +20% Rune Production
 +
* Access to All Racial Spells
 
| 4c =  
 
| 4c =  
* -10% Population
 
 
* -1 General
 
* -1 General
 +
* -10% Maximum Population
  
 
| 4d = All Racial Spells, Reflect Magic, Tree of Gold
 
| 4d = All Racial Spells, Reflect Magic, Tree of Gold
| 4e = Elite: 3/8, 1100gc, 10.0 NW
+
| 4e = Elite: 6/13, 1100gc, 8.0 NW
  
 
| 5a = Halfling
 
| 5a = Halfling
 
| 5b =  
 
| 5b =  
 
* Homes hold 20 population
 
* Homes hold 20 population
* +25% Thievery Effectiveness (TPA)
+
* +30% Thievery Effectiveness (TPA)
* -50% Thief Losses
 
* Mercenaries and Prisoners fight with 10 strength
 
 
* Can use Specialist credits to train Thieves
 
* Can use Specialist credits to train Thieves
* +1 Offense/Defense Soldiers
+
* Homes increase maximum Population by 20
 +
* -20% Military Train Costs
 
| 5c =  
 
| 5c =  
* Cannot use Hospitals
 
  
| 5d = Aggression, Gluttony, Town Watch
+
| 5d = Town Watch, Vermin
| 5e = Elite: 5/6, 500gc, 8.0 NW
+
| 5e = Elite: 10/8, 775gc, 7.25 NW
  
 
| 6a = Human
 
| 6a = Human
 
| 6b =  
 
| 6b =  
* +15% Science Effectiveness
+
* +20% Income
* +1 Offensive Specialist Strength
+
* +20% Science Effectiveness
* -25% Military Wages
+
* +2 Offensive Specialist Strength
 
| 6c =  
 
| 6c =  
* -1% Mana Recovery Per Tick
+
* -20% Magic Effectiveness (WPA)
  
| 6d = Quick Feet, Revelation
+
| 6d = Fountain of Knowledge, Quick Feet
| 6e = Elite: 5/7, 1050gc, 9.5 NW
+
| 6e = Elite: 8/12, 1150gc, 8.25 NW
  
 
| 7a = Orc
 
| 7a = Orc
 
| 7b =  
 
| 7b =  
* +10% Combat Gains
+
* +20% Combat Gains
 +
* +2/+2 Soldier Strength
 
* -50% Draft Costs
 
* -50% Draft Costs
* +15% Enemy Military Casualties
 
 
| 7c =  
 
| 7c =  
* 20% of Spells Fail
+
* +15% Damage taken from Instant Spells & Sabotage Operations
* 20% of Thievery Operations Fail
+
| 7d = Aggression, Bloodlust
* +10% Damage taken from Sabotage Operations
+
| 7e = Elite: 15/6, 925gc, 8.0 NW
| 7d = Inspire Army
 
| 7e = Elite: 9/3, 1000gc, 9.0 NW
 
  
 
| 8a = Undead
 
| 8a = Undead
 
| 8b =  
 
| 8b =  
 
* +10% Population
 
* +10% Population
* -30% Military Casualties
+
* No food required
* Converts some Specialists to Elites on Successful Traditional Marches
+
* Spreads and is Immune to the Plague
* No food needed
+
* Converts some Specialists to Elites on successful Traditional Marches
* Spreads and is immune to the Plague
+
* Prisoners Convert to Elites over time
 
| 8c =  
 
| 8c =  
* -35% Science Effectiveness
+
* -30% Science Effectiveness
* -1 Offense Specialist Strength
 
* -1 Defensive Specialist Strength
 
* Only Basic Thievery Intel Operations available
 
 
* Cannot train Elites
 
* Cannot train Elites
 +
* No Access to Sabotage Thievery Options
 
| 8d = Animate Dead, Chastity
 
| 8d = Animate Dead, Chastity
| 8e = Elite: 10/2, -gc, 10.0 NW
+
| 8e = Elite: 16/7, -gc, 9.0 NW
 
}}
 
}}
  
Line 244: Line 223:
 
| 1a = Artisan
 
| 1a = Artisan
 
| 1b =   
 
| 1b =   
* +30% Income
+
* -50% Build Time
* -25% Building Construction Time
+
* +25% Flat Rate Building Production (Farms/Towers/Banks/Stables)
* -25% Construction Cost
+
* +25% Tools Science Effectiveness
 +
* +50% Building Credits gained in Combat
 +
* Immune to all Income Penalties
 
* Access to  Ghost Workers
 
* Access to  Ghost Workers
Starts with +800 soldiers and +800 specialist credits
+
Starts with +600 soldiers and +600 specialist credits and +200 building credits
  
  
Line 254: Line 235:
 
| 2b =  
 
| 2b =  
 
* -30% Military Casualties in Combat
 
* -30% Military Casualties in Combat
 +
* Can Cast Support Spells on Kingdom Members
 
* Immune to The Plague
 
* Immune to The Plague
* Can Cast Support Spells on Kingdom Members
 
 
* Access to Animate Dead, Greater Protection, Illuminate Shadows, Scientific Insight and Wrathful Smite  
 
* Access to Animate Dead, Greater Protection, Illuminate Shadows, Scientific Insight and Wrathful Smite  
* Starts with +400 soldiers, +400 specialist credits and +400 wizards
+
Starts with +600 soldiers, +600 specialist credits and +200 wizards
  
  
 
| 3a = Heretic
 
| 3a = Heretic
 
| 3b =   
 
| 3b =   
* +50% Guilds Effectiveness
+
* +100% Guilds Effectiveness
* -50% Thieves lost on failed Ops
+
* -70% Thieves lost on Failed Thievery Operations
* +20% Wizardry Effectiveness (WPA)
+
* +25% Channeling Science Effectiveness
* +20% Thievery Effectiveness (TPA)
+
* +25% Crime Science Effectiveness
* +35% Cunning Science Effectiveness
+
* +25% Cunning Science Effectiveness
* Access to Barrier of Integrity, Blizzard, Fool's Gold, Gluttony, Nightmare and Barrier of Integrity
+
* Access to Blizzard, Fool's Gold, Nightmare, and Revelation
* Starts with +400 wizards and +400 thieves
+
Starts with +400 wizards and +400 thieves
  
  
 
| 4a = Mystic
 
| 4a = Mystic
 
| 4b =  
 
| 4b =  
* +100% Guilds Effectiveness
+
* +150% Guilds Effectiveness
 
* +50% Channeling Science Effectiveness
 
* +50% Channeling Science Effectiveness
* +30% Rune Production
+
* +1 Mana Recovery per Tick
* Access to Chastity, Expose Thieves, Mage's Fury, Meteor Showers and Paradise
+
* Access to Expose Thieves, Mage's Fury, Meteor Showers, and Revelation
* Starts with +800 wizards
+
Starts with +800 wizards
  
  
 
| 5a = Rogue
 
| 5a = Rogue
 
| 5b =  
 
| 5b =  
* +50% Guilds Effectiveness
 
 
* +75% Thieves' Dens Effectiveness
 
* +75% Thieves' Dens Effectiveness
 
* +50% Crime Science Effectiveness
 
* +50% Crime Science Effectiveness
* +1 Stealth per Tick
+
* +1 Stealth Recovery per Tick
* Access to all thievery operations, including 4 unique to Rogues: Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses
+
* -30% Thief Cost
* Access to Expose Thieves, Invisibility and Paradise
+
* Access to all Thievery Operations
 +
* Access to Expose Thieves, Invisibility, and Revelation
 
* Starts with +800 thieves
 
* Starts with +800 thieves
  
Line 294: Line 275:
 
| 6b =  
 
| 6b =  
 
* -15% Attack Time
 
* -15% Attack Time
* +20% Specialist and Building Credits gained in Combat
+
* +30% Specialist Credits gained in Combat
* +25% Siege Science Effectiveness
+
* +33% Ambush Protection
 
* Accurate Espionage
 
* Accurate Espionage
* Access to Fanaticism
+
* Access to Clear Sight
* Starts with +800 soldiers and +800 specialist credits
+
Starts with +800 soldiers and +800 specialist credits
  
  
Line 305: Line 286:
 
* +100% Honor Bonuses
 
* +100% Honor Bonuses
 
* +5% Military Efficiency in War
 
* +5% Military Efficiency in War
* -25% Train Time
+
* +20% Draft Speed
 
* Immune to Dragons
 
* Immune to Dragons
 
* Converts Specialists into Elites on successful [[War Room|Traditional Marches]]
 
* Converts Specialists into Elites on successful [[War Room|Traditional Marches]]
 
* Access to Pitfalls and War Spoils
 
* Access to Pitfalls and War Spoils
* Starts with 800 elites
+
Starts with 800 elites
  
  
Line 315: Line 296:
 
| 8b =  
 
| 8b =  
 
* +10% Offensive Military Efficiency
 
* +10% Offensive Military Efficiency
* +1 Offensive Specialist Strength
+
* +15% Enemy Military Casualties in Combat
* -25% Military Wages
+
* +2 Mercenary and Prisoner Strength
* Full Conquest Access (Regardless of Networth Range)
+
* -75% Mercenary Costs
* Starts with +800 soldiers and +800 specialist credits
+
Starts with +800 soldiers and +800 specialist credits
 
}}
 
}}
 
<!-- 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 350: Line 331:
 
| align="left" | Expropriation
 
| align="left" | Expropriation
 
| align="left" |
 
| align="left" |
*-10% Combat Gains, +20% Honor Gains on Attacks
+
*-10% Combat Gains, +20% Honor Gains on Attacks, +20% Credits gained in combat
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
 
| align="left" | Godspeed
 
| align="left" | Godspeed
 
| align="left" |
 
| align="left" |
*-10% Attack Time, -15% Offensive Casualties
+
*-10% Attack Time, -15% Military Casualties
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
 
| align="left" | Havoc
 
| align="left" | Havoc
 
| align="left" |
 
| align="left" |
*+30% Offensive WPA/TPA, +10% Spell/Op Damage
+
*+30% Offensive WPA/TPA, +15% Spell/Op Damage
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"

Revision as of 02:15, 4 March 2020

Age 84
Name:

Bethink the Fray

Number:

84

Official Information
Server:

World of Legends

Status:

Finished

Owner:

Muga Gaming

Dates
Start:

19 Dec 2019

End:

29 Feb 2020

Duration (in days):

11 weeks

Bethink the Fray - completed Age on World of Legends server.

Mechanics Changes

Attacks, Relations, & Economy

  • Military
    • Mercenary and Prisoner attack value is now 8
  • Science
    • Artisan Science will now also reduce Raze cost
  • War
    • War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points
    • Hostile Meter Cap is increased from 150 to 225
    • End of War build credits awarded will be based on Median province size
    • Build credits awarded to the losing Kingdom will be increased from 50% to 100%
    • War Win science books awarded will be reduced from 72 hours of books to 48 hours
    • While under Median, you are able to explore up to 500 acres (total land area) in a single explore.
      • For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.
  • Force Cease-Fire
    • While at war, a Kingdom will now be capable of activating Force CF (Defender only)
    • Force CF duration will increase from 3 days to 5 days
  • Buildings
    • Dungeons will hold 30 Prisoners maximum

Spells

  • Offensive Spells will have reduced honor gains by 20%
  • New (or revised) Spells:
    • Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2
    • Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active
    • Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants
  • Spells Categories (restated):
    • Currently there are:
      • Fading (duration)
      • Instant (one time effect)
    • Support Category will include only the spells that are castable onto Kingdom Mates
    • 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
      • Scientific Insight
      • Illuminate Shadows
      • Wrathful Smite

Game Administration Kingdom

  • Kingdom 1:1 will be dedicated to Game Administration and 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 the Utopia Support e-mail or for reporting violations of the Game Rules.

Miscellaneous

  • Espionage page will no longer lose data when server memory is purged mid-age
  • Support Spell durations will be increased slightly

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)

Rituals

Stats listed here considered 'base effectiveness'

  • Affluent: Income +20% & Draft Speed +25%
  • Barrier: +10% DME & -15% 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 & +20% Credits gained in combat
  • Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties
  • Havoc: +30% Offensive TPA & +30% Offensive WPA & +15% Spell/Thief damage
  • Onslaught: +10% OME & +15% enemy casualties on attacks

Races

 Avian  Dwarf  Elf  Faery
  • -15% Attack Time
  • -25% Military Train Time
  • +40% Birth Rate
  • +30% Building Efficiency
  • +5% Military Efficiency
  • -50% Construction Cost
  • +20% Instant Spell Damage
  • +2 Defensive Specialist Strength
  • Can Cast Support Spells on Kingdom Members
  • +30% Magic Effectiveness (WPA)
  • +50% Self Spell Duration
  • +20% Rune Production
  • Access to All Racial Spells

Greater Protection, Fanaticism

Gluttony, Mystic Aura

Chastity, Greater Protection, Mystic Aura

All Racial Spells, Reflect Magic, Tree of Gold

  • -5% Building Efficiency
  • Cannot Use War Horses/Stables
  • +100% Food consumption
  • +20% Explore Costs
  • -1 General
  • -10% Maximum Population

Elite: 16/6, 900gc, 8.5 NW

Elite: 12/8, 950gc, 8.0 NW

Elite: 12/7, 875gc, 7.5 NW

Elite: 6/13, 1100gc, 8.0 NW

 
 Halfling  Human  Orc  Undead
  • Homes hold 20 population
  • +30% Thievery Effectiveness (TPA)
  • Can use Specialist credits to train Thieves
  • Homes increase maximum Population by 20
  • -20% Military Train Costs
  • +20% Income
  • +20% Science Effectiveness
  • +2 Offensive Specialist Strength
  • +20% Combat Gains
  • +2/+2 Soldier Strength
  • -50% Draft Costs
  • +10% Population
  • No food required
  • Spreads and is Immune to the Plague
  • Converts some Specialists to Elites on successful Traditional Marches
  • Prisoners Convert to Elites over time

Town Watch, Vermin

Fountain of Knowledge, Quick Feet

Aggression, Bloodlust

Animate Dead, Chastity

  • -20% Magic Effectiveness (WPA)
  • +15% Damage taken from Instant Spells & Sabotage Operations
  • -30% Science Effectiveness
  • Cannot train Elites
  • No Access to Sabotage Thievery Options

Elite: 10/8, 775gc, 7.25 NW

Elite: 8/12, 1150gc, 8.25 NW

Elite: 15/6, 925gc, 8.0 NW

Elite: 16/7, -gc, 9.0 NW


Personalities

 Artisan  Cleric  Heretic  Mystic
  • -50% Build Time
  • +25% Flat Rate Building Production (Farms/Towers/Banks/Stables)
  • +25% Tools Science Effectiveness
  • +50% Building Credits gained in Combat
  • Immune to all Income Penalties
  • Access to Ghost Workers

Starts with +600 soldiers and +600 specialist credits and +200 building credits

  • -30% Military Casualties in Combat
  • Can Cast Support Spells on Kingdom Members
  • Immune to The Plague
  • Access to Animate Dead, Greater Protection, Illuminate Shadows, Scientific Insight and Wrathful Smite

Starts with +600 soldiers, +600 specialist credits and +200 wizards

  • +100% Guilds Effectiveness
  • -70% Thieves lost on Failed Thievery Operations
  • +25% Channeling Science Effectiveness
  • +25% Crime Science Effectiveness
  • +25% Cunning Science Effectiveness
  • Access to Blizzard, Fool's Gold, Nightmare, and Revelation

Starts with +400 wizards and +400 thieves

  • +150% Guilds Effectiveness
  • +50% Channeling Science Effectiveness
  • +1 Mana Recovery per Tick
  • Access to Expose Thieves, Mage's Fury, Meteor Showers, and Revelation

Starts with +800 wizards

 
 Rogue  Tactician  War Hero  Warrior
  • +75% Thieves' Dens Effectiveness
  • +50% Crime Science Effectiveness
  • +1 Stealth Recovery per Tick
  • -30% Thief Cost
  • Access to all Thievery Operations
  • Access to Expose Thieves, Invisibility, and Revelation
  • Starts with +800 thieves
  • -15% Attack Time
  • +30% Specialist Credits gained in Combat
  • +33% Ambush Protection
  • Accurate Espionage
  • Access to Clear Sight

Starts with +800 soldiers and +800 specialist credits

  • +100% Honor Bonuses
  • +5% Military Efficiency in War
  • +20% Draft Speed
  • Immune to Dragons
  • Converts Specialists into Elites on successful Traditional Marches
  • Access to Pitfalls and War Spoils

Starts with 800 elites

  • +10% Offensive Military Efficiency
  • +15% Enemy Military Casualties in Combat
  • +2 Mercenary and Prisoner Strength
  • -75% Mercenary Costs

Starts with +800 soldiers and +800 specialist credits

Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +20% Income, +25% Draft Speed
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
Expropriation
  • -10% Combat Gains, +20% Honor Gains on Attacks, +20% Credits gained in combat
Godspeed
  • -10% Attack Time, -15% Military Casualties
Havoc
  • +30% Offensive WPA/TPA, +15% Spell/Op Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties

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