Age 75 — The Age of Empowering Enchantments
- WoL Age 75 Start: 30 Jan 2018
- WoL Age 75 End: 20 Apr 2018
- Duration: 12 weeks
Mechanics Changes
New Features
-
Force Cease-Fire (overhauled) - An aggressor KD in a conflict can force both parties into an unbreakable 7 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 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
- Abduct - Gains reduced
- Massacre - Damage reduced by ~10%
- Conquest - Gains increased. No change to offense required.
- Meter Throttling - Adjusted to be based more accurately on relative enemy size versus purely on networth
- Relative KD Networth - Changed to be based on the average province size of your kingdom (more accurately represents overall KD strength)
- War Win Bonus - Minimum acres bonus reduced to 4000 (from 5000)
- 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)
Buildings
- 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
- Scientists - Max networth adjusted
Miscellaneous
- Aiding Explorable Acres - Acres lost reduced from 75% to 50%
- 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)
- Merging of Kingdoms - Kingdoms will merge weekly after 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.
- 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.
Races
Avian
Bonuses:
- -30% Attack travel time
- +30% Birth Rate
Penalties:
- Cannot Use War Horses or Stables
Spell Book:
- Fanaticism
- Greater Protection
- Aggression
Units:
- Elite: 9/2, 775gc, 9.0 NW
Bocans
Bonuses:
- +20% Banks Effectiveness
- +50% Honor Bonuses
- +20% Sabotage Damage
Spell Book:
- Invisibility
- Inspire Army
- Town Watch
- Nightmare
Units:
- Elite: 4/7, 500gc, 7.0 NW
Dark Elf
Bonuses:
- +25% Instant Spell Damage
- +2 Offensive Specialist strength
- Converts Specialists into Elites on successful Traditional Marches
Penalties:
- +20% Wages
Spell Book:
- Nightmare
Units:
- Elite: 5/7, 700gc, 9.0 NW
Dryad
Bonuses:
- All land produces food
- -35% Military Train Time
- Mercenaries & Prisoners 7/0
- War Horses 4/0
Penalties:
- +15% Attack Travel Time
- -15% Enemy Military Casualties
Spell Book:
- Quick Feet
Units:
- Elite: 12/2, 900gc, 11 NW
Dwarf
Bonuses:
- +15% Building Efficiency
- Free Building Construction
- -50% Building Construction Time
Penalties:
- Can't use Accelerated Construction
- +100% Food consumption
Spell Book:
- Mystic Aura
- Inspire Army
Units:
- Elite: 8/5, 900gc, 10.0 NW
Elf
Bonuses:
- +35% WPA
- +20% Tower Effectiveness
- +1 Defensive Specialist Strength
Spell Book:
- Inspire Army
- Mage's Fury
- Chastity
Units:
- Elite: 7/6, 700gc, 8.5 NW
Faery
Bonuses:
- +35% Self Spell Duration (will not affect spells on others)
- Can Cast Fading Spells on Kingdom Mates
Penalties:
- -10% Income
Spell Book:
- Fool's Gold
- Greater Protection
- Invisibility
- Mystic Aura
- Reflect Magic
- Tree of Gold
- Animate Dead
Units:
- Elite: 4/9, 900gc, 10.5 NW
Human
Bonuses:
- +30% Income
- +15% Credits (Building & Training)
- +25% Scientist Spawn Rate
Penalties:
- -10% WPA
- +20% Rune Costs
Spell Book:
- Greater Protection
- Inspire Army
Units:
- Elite: 9/4, 900gc, 10.0 NW
Orc
Bonuses:
- +15% Battle Gains
- Free draft
- +15% Enemy casualties when attacking
Penalties:
- +10% Military Casualties
- -15% TPA
Spell Book:
- Reflect Magic
Units:
- Elite: 10/1, 900gc, 9.5 NW
Personalities
Heretic
Bonuses:
- Wizards do not die on failed spells
- -66% Thieves lost on failed ops
- +40% Magic and Thievery Science Effectiveness
- 15% Sabotage and Instant Spell Damage
- +1 Mana per Tick
- +100% Guilds Effectiveness
Spell Book:
- Blizzard
- Revelation
Starting Bonuses:
- Starts with +400 wizards and +400 thieves
Mystic
Bonuses:
- +200% Guilds Effectiveness
- +100% Magic Science Effectiveness
- +25% Instant Spell Damage
Spell Book:
- Meteor Showers
- Chastity
- Revelation
- Paradise
Starting Bonuses:
- Starts with +800 wizards
Paladin
Bonuses:
- +35% Dragon-slaying strength
- -25% Defensive Casualties
- +100% Guilds Effectiveness
- Immune to the Plague
Spell Book:
- All Paladin-Only Spells
- Fool's Gold
- Town Watch
Starting Bonuses:
- Starts with +400 soldiers, +400 specialist credits and +400 wizards
Rogue
Bonuses:
- +1 Stealth per Tick
- 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
- Revelation
Starting Bonuses:
- Starts with +800 thieves
Sage
Bonuses:
- -25% Losses from Abducts
- +35% Science Effectiveness
Spell Book:
- Amnesia
Starting Bonuses:
- Starts with +50% scientists
Tactician
Bonuses:
- -15% Attack Time
- Accurate Espionage
Spell Book:
- Clear Sight
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Undead
Bonuses:
- Spreads and is Immune to The Plague
- -33% Offensive Casualties
Spell Book:
- Greater Protection
- Animate Dead
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
War Hero
Bonuses:
- Immune to Dragons
- Immune to Income Penalty effects
- +100% Honor Bonuses
Spell Book:
- War Spoils
- Pitfalls
Starting Bonuses:
- Starts with 800 elites
Warrior
Bonuses:
- +15% Offensive Military Efficiency
- +20% Military Science Effectiveness
- Full Conquest Access (Regardless of NW range)
Spell Book:
- Fanaticism
- Bloodlust
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Rituals
- Affluent: +20% Income, +35% Draft Speed, +35% Birth Rate
- Barrier: +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
- Expedient: -30% Military Training Time, -25% Training Costs (includes Thieves), -20% Build Times, -25% Build Costs
- Godspeed: -15% Attack Time, +10% Battle Gains, -15% Offensive Casualties
- Havoc: +25% Offensive WPA/TPA, +10% Spell/Op Damage
- Onslaught: +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties, +20% Honor Gains
- Resilient: -25% Losses, -40% Battle Gains, -25% Defensive Casualties
Dragons
- Emerald: +20% Military losses in combat and -15% Attack gains
- Sapphire: -25% Thievery & Magic Effectiveness
- Gold: -25% Building Efficiency
- Ruby: -10% Military Efficiency
- All dragons result in 10% lower income and the loss of 20% of new draftees.