Age 76 — The Age of the Empyrean Advent
- WoL Age 76 Start: 21 Apr 2018
- WoL Age 76 End: ~14 Jul 2018
- Duration: 12 weeks
Mechanics Changes
Attacks & Relations
- War - Attack time reduction from War will be removed
- 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
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
Avian
Bonuses:
- -30% Attack travel time
- +20% Birth Rate
- +25% Specialist Credits from Attacks
Penalties:
- Cannot Use War Horses or Stables
Spell Book:
- Fanaticism
- Greater Protection
- Aggression
- Bloodlust
Units:
- Elite: 8/2, 850gc, 8.5 NW
Bocans
Bonuses:
- +20% Sabotage Damage
- +50% Honor Bonuses
- Can Train Thieves using Specialist Credits
Spell Book:
- Invisibility
- Inspire Army
- Nightmare
Units:
- Elite: 5/8, 1000gc, 9.5 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: 4/8, 1050gc, 10.5 NW
Dryad
Bonuses:
- All land produces food
- -30% Military Train Time
- Mercenaries & Prisoners 7/0
- War Horses 3/0
Penalties:
- +15% Attack Travel Time
- -15% Enemy Military Casualties
Spell Book:
- Inspire Army
Units:
- Elite: 10/1, 950gc, 9 NW
Dwarf
Bonuses:
- +20% Building Efficiency
- Free Building Construction
- -50% Building Construction Time
Penalties:
- Can't use Accelerated Construction
- +75% Food consumption
Spell Book:
- Mystic Aura
- Inspire Army
Units:
- Elite: 7/5, 950gc, 9.0 NW
Elf
Bonuses:
- +35% Wizardry Effectiveness (WPA)
- +25% Tower Effectiveness
- +2 Defensive Specialist Strength
Spell Book:
- Inspire Army
- Mage's Fury
- Chastity
Units:
- Elite: 7/5, 1025gc, 10.0 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
- Mage's Fury
Units:
- Elite: 3/8, 1200gc, 11.0 NW
Halfling
Bonuses:
- +50% Thievery Effectiveness (TPA)
- +10% Population
- -50% Thief Costs
Penalties:
- -10% Building Effectiveness
Spell Book:
- Aggression
- Town Watch
Units:
- Elite: 5/7, 1000gc, 9.5 NW
Human
Bonuses:
- +30% Income
- +15% Credits (Building & Training)
- +35% Scientist Spawn Rate
Penalties:
- -10% Wizardry Effectiveness (WPA)
- +20% Rune Costs
Spell Book:
- Greater Protection
- Inspire Army
- Quick Feet
Units:
- Elite: 7/5, 1025gc, 10.5 NW
Orc
Bonuses:
- +15% Battle Gains
- +15% Enemy casualties when attacking
- Free draft
Penalties:
- +10% Military Casualties
- -15% Thievery Effectiveness (TPA)
Spell Book:
- Reflect Magic
Units:
- Elite: 9/2, 950gc, 9.0 NW
Personalities
Heretic
Bonuses:
- +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
Spell Book:
- Blizzard
- Revelation
Starting Bonuses:
- Starts with +400 wizards and +400 thieves
Mystic
Bonuses:
- +200% Guilds Effectiveness
- +100% Magic Science Effectiveness
- +20% Instant Spell Damage
Spell Book:
- Meteor Showers
- Chastity
- Revelation
- Paradise
Starting Bonuses:
- Starts with +800 wizards
Paladin
Bonuses:
- +100% Guilds Effectiveness
- +35% Dragon-slaying Unit Strength
- -20% Military Casualties
- 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:
- +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
- Revelation
Starting Bonuses:
- Starts with +800 thieves
Sage
Bonuses:
- -30% 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
- -40% 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
- Converts Specialists into Elites on successful Traditional Marches
- +100% Honor Bonuses
Spell Book:
- War Spoils
- Pitfalls
Starting Bonuses:
- Starts with 800 elites
Warrior
Bonuses:
- +10% Offensive Military Efficiency
- +20% Military Science Effectiveness
- Full Conquest Access (Regardless of NW range)
Spell Book:
- Fanaticism
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
Rituals
- 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
- 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.