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Age 82 — The Grimoires of Glory

  • WoL Age 82 Start: 24 Jul 2019
  • WoL Age 82 End: 28 Sep 2019
  • Duration: 11 weeks

Mechanics Changes

Attacks, Relations, & Economy

  • Military Wages
  • Military Wages minimum will be 10% (down from 50%), the low end of Military Efficiency will scale similarly
  • War
  • War declare range is now: (X * .85) to (X / .85)
  • War win acre minimum bonus will be reduced to 2500 acres (from 4000)
  • Force Cease-Fire
  • Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)
  • Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news
  • Buildings
  • Laboratories max effect will be 100%

Spells

  • New (or revised) Spells:
    • Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)
    • Ghost Workers - Duration will be increased slightly
    • Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat
  • Spells Categories (restated):
    • Currently there are:
      • Fading (duration)
      • Instant (one time effect)
    • Support Category will include only the spells that are castable onto Kingdom Mates
    • Support Spells will include (only available if your race/personality has access to them, i.e. having the ability to cast Support spells on Kingdom mates will not grant access to all of these spells)
      • Minor Protection
      • Greater Protection
      • Fertile Lands
      • Magic Shield
      • Nature's Blessing
      • Love and Peace
      • Builder's Boon
      • Inspire Army
      • Patriotism
      • Paladin's Inspiration
      • Scientific Insight
      • Illuminate Shadows
      • Wrathful Smite

Game Administration Kingdom

  • Kingdom 1:1 will be dedicated to Game Administration and 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 the Utopia Support e-mail or for reporting violations of the Game Rules.

Miscellaneous

  • Addition of a MAX button or Ratio allocation to your science page to allow for easier allocation
  • You can now see how many ticks you have been logged in with regards to Daily Bonuses by looking at the State Council page

Gold Status

  • Benefits of a Gold Account (15 credits for 1 month or 35 credits for 3 months)
  • Ad-Block Active
  • Hostile Meter Active
  • Free Sitting Credits (3 for 1 month and 9 for 3 months)
  • Ability to mentor another Province for 4 hours with a 24-hour cooldown (in the same Kingdom and can't be combined with regular sitting)

Bug Fixes

  • Kingdom page will update more frequently
  • Kingdom page will update immediately after a War ends
  • Kingdoms were having build and spec credits removed a second time if leaving EoWCF early, this has been fixed
  • Grammar errors corrected (Blizzards "for for")
  • Lobby page showing mentor sitting time incorrectly
  • UtoBot build tool inaccurate for races that can't use certain buildings

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% Attack Time & -15% Offensive Military Casualties
  • Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
  • Onslaught: +10% OME & +15% enemy casualties on attacks

Races

Avian

Bonuses:

  • +20% Birth Rate
  • -20% Attack Time
  • -50% Ambush Protection

Penalties:

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

Spell Book:

  • Greater Protection
  • Bloodlust

Units:

  • Elite: 9/2, 800gc, 10.5 NW

Dwarf

Bonuses:

  • +20% Building Efficiency
  • -40% Build Time
  • +25% Building Credits Gained in Combat

Penalties:

  • +100% Food consumption

Spell Book:

  • Greater Protection
  • Inspire Army
  • Reflect Magic
  • Fanaticism

Units:

  • Elite: 7/5, 975, 9.0 NW

Elf

Bonuses:

  • +1 Mana Recovery per Tick
  • +1 Defensive Specialist Strength
  • +10% Military Efficiency

Penalties:

  • +15% Explore Costs

Special Access:

  • Can Cast Support Spells on Others (2% mana cost when casting on others
  • A complete list of all Support Spells can be found below)

Spell Book:

  • Inspire Army
  • Mage's Fury
  • Mystic Aura
  • Chastity

Units:

  • Elite: 7/3, 900gc, 10.0 NW

Faery

Bonuses:

  • Access to All Racial Spells
  • +20% Magic Effectiveness (WPA)
  • +25% Self Spell Duration

Penalties:

  • -1 General
  • -10% Maximum Population

Units:

  • Elite: 3/8, 1200gc, 9.5 NW

Halfling

Bonuses:

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

Penalties:

  • Cannot use Hospitals

Spell Book:

  • Aggression
  • Town Watch
  • Gluttony

Units:

  • Elite: 6/6, 700gc, 8.5 NW

Human

Bonuses:

  • +15% Science Effectiveness
  • +25% Military Wages
  • +15% Defensive TPA

Penalties:

  • -1 Mana Recovery per Tick

Spell Book:

  • Greater Protection
  • Ghost Workers
  • Quick Feet
  • Fountain of Knowledge
  • Fanaticism

Units:

  • Elite: 5/7, 1150gc, 10.25 NW

Orc

Bonuses:

  • +15% Combat Gains
  • +30% Draftees
  • -50% Draft Costs

Penalties:

  • +15% Damage taken from Instant Spells & Sabotage Operations
  • 20% of Spells Fail
  • 20% of Thievery Operations Fail

Spell Book:

  • Inspire Army

Units:

  • Elite: 10/3, 1100gc, 10.5 NW

Undead

Bonuses:

  • +10% Maximum Population
  • -30% Military Casualties
  • No food required
  • Spreads and is Immune to the Plague
  • Converts some Specialists to Elites on successful Traditional Marches

Penalties:

  • -25% Science Effectiveness
  • Cannot train Elites
  • Only Basic Thievery Intel Operations Available
  • -1 Defensive Specialist Strength
  • -1 Offensive Specialist Strength
  • Cannot Use Dungeons

Spell Book:

  • Animate Dead
  • Chastity
  • Vermin

Units:

  • Elite: 12/4, -gc, 12.0 NW

Personalities

Artisan

Bonuses:

  • Immune to all Income Penalties
  • -20% Income
  • -25% Build Time
  • -25% Build Cost

Spell Book:

  • Ghost Workers
  • Fountain of Knowledge

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

Cleric

Bonuses:

  • Immune to The Plague
  • +15% Valor Science Effectiveness
  • -35% Military Casualties

Spell Book:

  • Fountain of Knowledge
  • Greater Protection
  • Scientific Insight
  • Illuminate Shadows
  • Animate Dead

Special Access:

  • Can Cast Support Spells on Kingdom Mates (2% mana cost when casting on others
  • A complete list of all Support Spells can be found below)

Starting Bonuses:

  • Starts with +600 soldiers, +600 specialist credits and +200 wizards

Heretic

Bonuses:

  • +50% Guilds Effectiveness
  • -75% Thieves lost on Failed Thievery Operations
  • +20% Magic Effectiveness (WPA)
  • +20% Thievery Effectiveness (TPA)
  • +30% Cunning Science Effectiveness

Spell Book:

  • Blizzard
  • Fool's Gold
  • Nightmare
  • Revelation

Starting Bonuses:

  • Starts with +400 wizards and +400 thieves

Mystic

Bonuses:

  • +150% Guilds Effectiveness
  • +60% Channeling Science Effectiveness
  • +25% Rune Production

Spell Book:

  • Expose Thieves
  • Mage's Fury
  • Meteor Showers
  • Revelation

Starting Bonuses:

  • Starts with +800 wizards

Rogue

Bonuses:

  • +50% Guilds Effectiveness
  • +50% Thieves' Dens Effectiveness
  • +60% Crime Science Effectiveness
  • +1 Stealth Recovery per Tick

Spell Book:

  • Expose Thieves
  • Invisibility
  • Revelation

Operation Access:

  • Access to all Thievery Operations

Starting Bonuses:

  • Starts with +800 thieves

Tactician

Bonuses:

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

Spell Book:

  • Clear Sight
  • Fanaticism

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

War Hero

Bonuses:

  • +100% Honor Bonuses
  • +10% Offensive Military Efficiency in War
  • +15% Specialist Credits Gained
  • Immune to Dragons
  • Converts Specialists into Elites on successful Traditional Marches

Spell Book:

  • Pitfalls
  • War Spoils

Starting Bonuses:

  • Starts with 800 elites

Warrior

Bonuses:

  • Prisoners will convert into Elites over time (3% per tick)
  • -25% Military Train Time
  • +30% Tactics Science Effectiveness
  • +10% Siege Science Effectiveness
  • Full Conquest Access

Spell Book:

  • Paladin's Inspiration
  • Wrathful Smite
  • Aggression

Starting Bonuses:

  • 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 Military 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.