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Age 81 — The Emergence

  • WoL Age 81 Start: 1 May 2019
  • WoL Age 81 End: 20 Jul 2019
  • Duration: 11 weeks

Mechanics Changes

Attacks & Relations

  • Hostile Meter
    • Sending a Dragon will move the Hostile meter by 18 points instantly
    • The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher
  • War
    • War Range is now, low end 85% up to ~117.64% (1 / .85)
    • Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth
    • Learn attack effects while in war will be increased from 4% to 8%
    • Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:
      • Example: 84.9% range = 100% points
      • 80% range = 85% points
      • 75% range = 65% points
      • 65% range = 20% points
      • < 65% range = 0 points
  • 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%)
    • This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom

Spells

  • Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%
  • Support Spells:
    • Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)
    • Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells
      • Minor Protection
      • Greater Protection
      • Fertile Lands
      • Magic Shield
      • Mystic Aura
      • Nature's Blessing
      • Love and Peace
      • Builder's Boon
      • Inspire Army
      • Patriotism
      • Scientific Insight
      • Illuminate Shadows
      • Wrathful Smite
      • Invisibility
      • Aggression
      • Animate Dead

Gold Status

  • Benefits of a Gold Account
  • Ad-Block Active
  • Enable 'Mentor' status on your Province to allow Mentoring of other Provinces within your own Kingdom (see below for details)
  • Unique Discord Role & Color to Gold Status Utopians only! (to be determined by the first group of Gold Status account members!)
  • Personal Hostile Meter Active
  • 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

Base Ritual Effects

  • Affluent: Income +20% & Draft Speed +25%
  • Barrier: +10% DME & -20% 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
  • Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
  • Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
  • 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

Avian

Bonuses:

  • -20% Attack Time
  • +1 Defensive Specialist Strength
  • -50% Ambush Land Losses
  • +10% birth rates

Penalties:

  • -10% Combat Gains
  • +10% Military Casualties
  • Cannot Use War Horses or Stables

Spell Book:

  • Bloodlust
  • Greater Protection

Units:

  • Elite: 8/3, 850gc, 8.5 NW

Dwarf

Bonuses:

  • +20% Building Efficiency
  • -50% Construction Cost
  • +25% Building Credits from attacks

Penalties:

  • +100% Food consumption

Spell Book:

  • Clear Sight
  • Inspire Army
  • Mystic Aura

Units:

  • Elite: 7/5, 950gc, 10.5 NW

Elf

Bonuses:

  • +1% Mana per tick
  • +10% Military Efficiency
  • Can Cast Self Spells on Kingdom Members

Penalties:

  • +20% Explore Costs

Spell Book:

  • Inspire Army
  • Mage's Fury
  • Mystic Aura

Units:

  • Elite: 7/3, 800gc, 8.5 NW

Faery

Bonuses:

  • Access to All Racial Spells
  • +25% Wizardry Effectiveness (WPA)

Penalties:

  • -10% Population
  • -1 General

Units:

  • Elite: 3/8, 1100gc, 10.0 NW

Halfling

Bonuses:

  • Homes hold 20 population
  • +25% Thievery Effectiveness (TPA)
  • -50% Thief Losses
  • Mercenaries and Prisoners fight with 10 strength
  • Can use Specialist credits to train Thieves
  • +1 Offense/Defense Soldiers

Penalties:

  • Cannot use Hospitals

Spell Book:

  • Aggression
  • Gluttony
  • Town Watch

Units:

  • Elite: 5/6, 500gc, 8.0 NW

Human

Bonuses:

  • +15% Science Effectiveness
  • +1 Offensive Specialist Strength
  • -25% Military Wages

Penalties:

  • -1% Mana Recovery Per Tick

Spell Book:

  • Quick Feet
  • Revelation

Units:

  • Elite: 5/7, 1050gc, 9.5 NW

Orc

Bonuses:

  • +10% Combat Gains
  • -50% Draft Costs
  • +15% Enemy Military Casualties

Penalties:

  • 20% of Spells Fail
  • 20% of Thievery Operations Fail
  • +10% Damage taken from Sabotage Operations

Spell Book:

  • Inspire Army

Units:

  • Elite: 9/3, 1000gc, 9.0 NW

Undead

Bonuses:

  • +10% Population
  • -30% Military Casualties
  • Converts some Specialists to Elites on Successful Traditional Marches
  • No food needed
  • Spreads and is immune to the Plague

Penalties:

  • -35% Science Effectiveness
  • -1 Offense Specialist Strength
  • -1 Defensive Specialist Strength
  • Only Basic Thievery Intel Operations available
  • Cannot train Elites

Spell Book:

  • Animate Dead
  • Chastity

Units:

  • Elite: 10/2, -gc, 10.0 NW

Personalities

Artisan

Bonuses:

  • +30% Income
  • -25% Building Construction Time
  • -25% Construction Cost

Spell Book:

  • Ghost Workers

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

Cleric

Bonuses:

  • -30% Military Casualties in Combat
  • Immune to The Plague
  • Can Cast Support Spells on Kingdom Members

Spell Book:

  • Animate Dead
  • Greater Protection
  • Illuminate Shadows
  • Scientific Insight
  • Wrathful Smite

Starting Bonuses:

  • Starts with +400 soldiers, +400 specialist credits and +400 wizards

Heretic

Bonuses:

  • +50% Guilds Effectiveness
  • -50% Thieves lost on failed Ops
  • +20% Wizardry Effectiveness (WPA)
  • +20% Thievery Effectiveness (TPA)
  • +35% Cunning Science Effectiveness

Spell Book:

  • Barrier of Integrity
  • Blizzard
  • Fool's Gold
  • Gluttony
  • Nightmare

Starting Bonuses:

  • Starts with +400 wizards and +400 thieves

Mystic

Bonuses:

  • +100% Guilds Effectiveness
  • +50% Channeling Science Effectiveness
  • +30% Rune Production

Spell Book:

  • Chastity
  • Expose Thieves
  • Mage's Fury
  • Meteor Showers
  • Paradise

Starting Bonuses:

  • Starts with +800 wizards

Rogue

Bonuses:

  • +50% Guilds Effectiveness
  • +75% Thieves' Dens Effectiveness
  • +50% Crime Science Effectiveness
  • +1 Stealth per Tick
  • Access to all thievery operations, including 4 unique to Rogues: Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses

Spell Book:

  • Expose Thieves
  • Invisibility
  • Paradise

Starting Bonuses:

  • Starts with +800 thieves

Tactician

Bonuses:

  • -15% Attack Time
  • +20% Specialist and Building Credits gained in Combat
  • +25% Siege Science Effectiveness
  • Accurate Espionage

Spell Book:

  • Fanaticism

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

War Hero

  • +100% Honor Bonuses
  • +5% Military Efficiency in War
  • -25% Train Time
  • Immune to Dragons
  • Converts Specialists into Elites on successful Traditional Marches
  • Access to Pitfalls and War Spoils
  • Starts with 800 elites

Warrior

  • +10% Offensive Military Efficiency
  • +1 Offensive Specialist Strength
  • -25% Military Wages
  • Full Conquest Access (Regardless of Networth Range)
  • 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
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

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.