Races

Avian

Bonuses

Penalties



Age 74

Bonuses

-30% Attack travel time

+30% Birth Rate



Penalties

-5% Combat Gains

Cannot Use War Horses



Spell book: Fanaticism, Greater Protection

Elite: 9/2, 775gc, 10.0NW





Bocan

Bonuses



Age 74

Bonuses

+30% Sabotage Damage

+1 Stealth per tick

+50% Effects from Honor



Penalties

-1 Army Generals



Spell book: Invisibility, Town Watch, Inspire Army

Elite: 4/7, 500gc, 7.0 NW





Dark Elf

Bonuses

Penalties



Age 74

Bonuses

+25% Spell Damage

+2 Offensive Specialist strength

Converts Specialists into Elites on successful Traditional March



Penalties

+20% Wages



Spell book: Nightmare

Elite: 5/7, 700gc, 9.0 NW





Dryad

Bonuses

Penalties



Age 74

Bonuses

All land produces food

-35% Military Train Time

Mercenaries & Prisoners 7/0

War Horses 4/0



Penalties

+20% Attack Travel Time

-15% Enemy Military Casualties



Spell book: Aggression, Quick Feet

Elite: 12/2, 900gc, 10.5 NW





Dwarf

Bonuses

Penalties



Age 74

Bonuses

+20% Building Efficiency

Free Building Construction

-50% Building Construction Time



Penalties

Can't use Accelerated Construction

+100% Food consumption



Spell book: Mystic Aura, Inspire Army

Elite: 8/5, 900gc, 10NW





Elf

Bonuses



Age 74

Bonuses

+35% WPA

+15% Tower Efficiency

+1 Defensive Specialist Strength



Spell book: Mage's Fury, Chastity, Inspire Army

Elite: 7/6, 700gc, 8.5 NW





Faery

Bonuses

Penalties



Age 74

Bonuses

+35% Self Spell Duration (will not affect spells on others)

Can Cast Fading Spells on Kingdom Mates



Penalties

-10% Income



Spell book: Greater Protection, Invisibility, Reflect Magic, Tree of Gold, War Spoils, Animate Dead, Fool's Gold, Mystic Aura

Elite:4/9, 900gc, 10.5NW





Human

Bonuses

Penalties



Age 74

Bonuses

+30% Income

+15% Credts (Building & Military)

Increase Sci Spawn +25%



Penalties

-15% Spell Success (WPA)

+25% Rune Costs



Spell book: Greater Protection, Inspire Army

Elite: 9/4, 900gc, 10NW





Orc

Bonuses

Penalties



Age 74

Bonuses

+20% Battle Gains

Free draft

+15% Enemy casualties when attacking



Penalties

+10% Military Casualties

-15% Thievery Effectiveness (TPA)



Spell book: Reflect Magic, Blood Lust

Elite: 10/1, 900gc, 9.5NW





Personalities

The Heretic



Age 74

Wizards do not die on failed spells

Reduced thief losses on failed operations (-66%)

+30% Magic and Thievery Science Effectiveness

Spell and Operation Damage +15%

+1 Mana

Access to Blizzard and Revelation

Starts with +400 Wizards and +400 thieves





The Mystic



Age 74

All Guilds are 100% more effective

+75% Magic Science Effectiveness

Spell Damage +25%

Access to Meteor Showers, Chastity, Revelation and Paradise

Starts with +800 Wizards





The Paladin

Paladin Only Spells

Paladin's Inspiration

Scientific Insights

Illuminate Shadows

Wrathful Smite

Divine Shield

Sorcery

Magic Ward

Barrier of Integrity



Age 74

Troops attack dragon with +35% increased power

-25% Defensive Losses

Immune to the Plague

Starting Soldiers +400

Starting Specialist Credits +400

Starting Wizards +400

All Paladin Only Spells & Fool's Gold





The Rogue



Age 74

+1 Stealth recovery per tick

Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda

Thieves Dens are 50% more effective

+75% Thievery Science Effectiveness

Access to Gluttony

Access to Revelation

Access to Paradise

Starts with +800 thieves





The Sage



Age 74

-20% Abduct Losses

Sci Effectiveness +35%

Starting Scientists +50%

Access to Amnesia





The Tactician



Age 74

Attack Time -15%

Accurate Espionage

Starting Soldiers +800

Starting Specialist Credits +800

Access to Clear Sight, Town Watch





The Undead



Age 74

Spreads and is Immune to The Plague

-40% Offensive Losses

Starts with +800 soldiers and +800 specialist credits

Access to Greater Protection and Animate Dead





The War Hero



Age 74

Battle Gains +5%

Honor Bonuses +100%

Income Penalty Protection

Dragon Immunity

Convert Specs into Elites

Starting Elites +800

Access to War Spoils and Pitfalls





The Warrior



Age 74

+15% Off Military Efficiency

Military Science Efficiency +15%

Full Conquest Access

Starting Soldiers +800

Spec Credits +800

Access to Fanaticism





Mechanics

Abduct

Meter Throttling

Buildings

Scientists

Rituals

Spells

Merging of Kingdoms

Game Administration Kingdom (restated)

Relative Kingdom Networth

War Win Bonus

War Range

either

Thief/Mage Operations

Massacre

Conquest

Assassinate Wizards

Aiding Explorable Acres

Force Cease-Fire

Miscellaneous

Dragons

Spells Attempted/Successful

Ritual Types (Stats listed here considered 'base effectiveness')



Affluent Income +20%, Draft Speed +35%, Birth Rate +35%

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 & +20% honor gains

Resilient -25% Gains on attacks into your Kingdom & -40% Gains on attacks you make & -25% Military Casualties on defense

Godspeed -15% Attack Time & +10% Battle Gains & 15% Less Military Casualties on Offense

Expedient -30% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs







-30% Attack travel time+30% Birth RateCannot Use War Horses/StablesSpell book: Fanaticism, Greater Protection, AggressionElite: 9/2, 775gc, 9.0NW+20% Sabotage Damage+50% Effects from Honor+20% Bank EffectivenessSpell book: Invisibility, Town Watch, Inspire Army, NightmareElite: 4/7, 500gc, 7.0 NW+25% Spell Damage+2 Offensive Specialist strengthConverts Specialists into Elites on successful Traditional March+20% WagesSpell book: NightmareElite: 5/7, 700gc, 9.0 NWAll land produces food-35% Military Train TimeMercenaries & Prisoners 7/0War Horses 4/0+15% Attack Travel Time-15% Enemy Military CasualtiesSpell book: Quick FeetElite: 12/2, 900gc, 11.0 NW+15% Building EfficiencyFree Building Construction-50% Building Construction TimeCan't use Accelerated Construction+100% Food consumptionSpell book: Mystic Aura, Inspire ArmyElite: 8/5, 900gc, 10NW+35% WPA+20% Tower Efficiency+1 Defensive Specialist StrengthSpell book: Mage's Fury, Chastity, Inspire ArmyElite: 7/6, 700gc, 8.5 NW+35% Self Spell Duration (will not affect spells on others)Can Cast Fading Spells on Kingdom Mates-10% IncomeSpell book: Greater Protection, Invisibility, Reflect Magic, Tree of Gold, Animate Dead, Fool's Gold, Mystic AuraElite:4/9, 900gc, 10.5NW+30% Income+15% Credts (Building & Military)Increase Sci Spawn +25%-10% Spell Success (WPA)+20% Rune CostsSpell book: Greater Protection, Inspire ArmyElite: 9/4, 900gc, 10NW+15% Battle GainsFree draft+15% Enemy casualties when attacking+10% Military Casualties-15% Thievery Effectiveness (TPA)Spell book: Reflect MagicElite: 10/1, 900gc, 9.5NWAll Guilds are 100% more effectiveWizards do not die on failed spellsReduced thief losses on failed operations (-66%)+40% Magic and Thievery Science EffectivenessSpell and Operation Damage +15%+1 ManaAccess to Blizzard and RevelationStarts with +400 Wizards and +400 thievesAll Guilds are 200% more effective+100% Magic Science EffectivenessSpell Damage +25%Access to Meteor Showers, Chastity, Revelation and ParadiseStarts with +800 WizardsAll Guilds are 100% more effectiveTroops attack dragon with +35% increased power-25% Defensive LossesImmune to the PlagueStarting Soldiers +400Starting Specialist Credits +400Starting Wizards +400All Paladin Only Spells & Fool's Gold & Town Watch(Paladin Only) - This spell has ~25% increased effects as Inspire Army (low difficulty;moderate/high duration)(Paladin Only) - This spell will increase the science effectiveness by +10% (moderate difficulty/short duration)(Paladin Only) - Provide -20% damage from thievery operations (moderate/high difficulty;moderate duration)(Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)(Paladin Only) - Increase magic defense (will stack with Magic Shield;low/moderate difficulty;moderate duration)(Unf Only) (Paladin Only) - Increase target's spell cost in runes by 25% for duration (moderate difficulty)(Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)All Guilds are 50% more effective+1 Stealth recovery per tickAccess to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and PropagandaThieves Dens are 50% more effective+50% Thievery Science EffectivenessAccess to GluttonyAccess to RevelationAccess to ParadiseStarts with +800 thieves-25% Abduct LossesSci Effectiveness +35%Starting Scientists +50%Access to AmnesiaAttack Time -15%Accurate EspionageStarting Soldiers +800Starting Specialist Credits +800Access to Clear SightSpreads and is Immune to The Plague-33% Offensive LossesStarts with +800 soldiers and +800 specialist creditsAccess to Greater Protection and Animate DeadHonor Bonuses +100%Income Penalty ProtectionDragon ImmunityConvert Specs into ElitesStarting Elites +800Access to War Spoils and Pitfalls+15% Off Military EfficiencyMilitary Science Efficiency +20%Full Conquest AccessStarting Soldiers +800Spec Credits +800Access to Fanaticism, Blood Lust- Gains reduced- Adjusted to be based more accurately on the enemy size relation to you (not based purely on networth)- Watchtower rate at which protection is granted will be increased slightly. Maximum effect will remain the same.- University science protection rate will be increased slightly- Dungeons will be adjusted to hold more Prisoners and Prisoners will generate slightly more gc and increase the rate at which dungeons fill from battle (2/3 fill 1/3 deaths compared to the current 50/50 fill/deaths)- Scientist Max networth will be adjusted- Ritual Strength (will be renamed to Effectiveness for purposes of clarity) is active and affecting the bonuses received from the Ritual-- Ritual will no longer 'require' 80 casts to complete (although 80 will provide the full strength of bonuses listed)-- Once the Ritual is started it can be 'completed' at any time after 40 successful casts by the Monarch pressing a new button to Activate the Ritual immediately based on the number of successful casts at that time-- The Monarch or Steward can see the effectiveness of the ritual as it is being cast-- Ritual will automatically cast on the expiration of 48 hours and effects will be based on the number of successful casts at that time-- Ritual strength(effectiveness) will scale based on the amount of casts: 40-80 casts is a linear growth from 40% to 100% effectiveness (accurate); over 80 casts will have diminishing returns.-- Abolish Ritual will remain in its current state (50 casts overall required to destory enemy ritual)-- Ritual Casts will be displayed on the Throne so that you know how 'strong' the base effect of the Ritual is- Some Paladin Only spell durations adjusted slightly higher- Kingdoms will merge weekly starting after Yr 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. Kingdoms will have the option not to merge if they so choose as we test the effectiveness of this feature. We encourage Kingdoms who would like to merge to contact DavidC in Kingdom 1:1 via Private Message or UtopiaSupport - 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.- Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength- The minimum war win acres bonus will be reduced to 4000 acres (from 5000)- War Ranges will be determined by either land or networth, for example you will be IN war range ifland or Networth is within range of your target- A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)- The damage of massacre will be reduced by roughly 10%- Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain- The damage of Assassinate Wizards will be reduced by roughly 10%- The amount of acres lost when aiding will be reduced from 75% to 50%- There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:-- The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months-- The 'Force Cease-Fire' button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month-- The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don't want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)-- If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th-- The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity-- There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time-- More clarity on how this will work to come...please provide feedback/thoughts on this in the suggestions thread - The Dragon page will be available at all times (instead of only when you are funding or have a dragon) and will display the stats of each dragon similar to the way the Ritual Status page works now for Rituals.- We will add more stats to the History page that will detail the attempts/success for self spells & sorcery