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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.