Age 83 — Age of Adjudication
- WoL Age 83 Start: 2 Oct 2019
- WoL Age 83 End: 14 Dec 2019
- Duration: 11 weeks
Mechanics Changes
Attacks, Relations, & Economy
- Military
- Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)
- Soldier base values are now 2
- War Horses are now 3/0 (.3 nw per offense)
- Mercenary and Prisoner attack value is now 6 (Prisoners will now have a networth value of .1 per point of offense)
- Mercenaries will now cost 300 gold each (instead of 350)
- Dragons
- Hit Points on all Dragons will increase by 70%
- War
- War win acre maximum bonus will be introduced and set to 10000 acres
- Force Cease-Fire
- This mechanic will no longer cancel dragons that have been started
- Buildings
- Homes max effect will cap at 100%
- Schools increased to % * 2.5
- Stables will hold 80 horses and generate 3 per tick
- Dungeons will hold 40 Prisoners maximum
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
- Fanaticism
- Patriotism
- Scientific Insight
- Illuminate Shadows
- Wrathful Smite
- Currently there are:
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
- Ambush will no longer be recorded in History as a failed attack (unless you fail)
- There will be a success / completion message when funding/slaying a dragon or completing a ritual
- Starting scientists for provinces that create later in the age will be significantly increased to account more closely with the time that was missed
- Release Prisoners will require Unfriendly
- Ritual page will display current Ritual effectiveness based on casts performed for all players, not just Monarch & Stewards
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
- Taking intel on your own Kingdom while you are at war will no longer receive the 'out of war' penalty
- Sorting by Slot number on the Kingdom page was not working correctly, it should now sort correctly
Rituals
Base Ritual Effects
- Affluent: Income +20% & Draft Speed +25%
- Barrier: +10% DME & -15% 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 & +20% Credits gained in combat
- Godspeed: 10% Reduced Attack Time & 20% Less Military Casualties
- Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
- Onslaught: +10% OME & +15% enemy casualties on attacks
Races
Avian
Bonuses:
- -15% Attack Time
- -20% Military Train Time
- +40% Birth Rate
Penalties:
- -5% Building Efficiency
- Cannot Use War Horses/Stables
Spell Book:
- Fanaticism
- Town Watch
Units:
- Elite: 15/6, 875gc, 8.0 NW
Dwarf
Bonuses:
- +25% Building Efficiency
- -50% Construction Cost
- +1 Offensive Specialist Strength
- +1 Defensive Specialist Strength
Penalties:
- +100% Food consumption
- +20% Military Wages
Spell Book:
- Gluttony
- Mystic Aura
Units:
- Elite: 13/8, 950gc, 8.25 NW
Elf
Bonuses:
- +1 Mana Recovery per Tick
- +2 Defensive Specialist Strength
Spell Book:
- Chastity
- Inspire Army
- Mystic Aura
Special Access:
- Can Cast Support Spells on Kingdom Members
Units:
- Elite: 12/8, 850gc, 8.0 NW
Faery
Bonuses:
- +30% Magic Effectiveness (WPA)
- +30% Self Spell Duration
- Access to All Racial Spells
Penalties:
- -1 General
- -10% Maximum Population
Units:
- Elite: 6/13, 1100gc, 8.0 NW
Halfling
Bonuses:
- +30% Thievery Effectiveness (TPA)
- Can use Specialist credits to train Thieves
- Homes increase maximum Population by 20
- -20% Military Train Costs
Penalties:
- -10% Combat Gains
Spell Book:
- Town Watch
- Vermin
Units:
- Elite: 10/10, 875gc, 8.0 NW
Human
Bonuses:
- +20% Income
- +20% Science Effectiveness
- +2 Offensive Specialist Strength
Penalties:
- -1 Mana Recovery per Tick
- +20% Spell Rune Cost
Spell Book:
- Fountain of Knowledge
- Quick Feet
Units:
- Elite: 8/12, 1100gc, 8.25 NW
Orc
Bonuses:
- +20% Combat Gains
- +2/+2 Soldier Strength
- -50% Draft Costs
Penalties:
- +15% Damage taken from Instant Spells & Sabotage Operations
- -50% Building Credits gained in Combat
- -50% Bonuses from Honor
Spell Book:
- Aggression
- Bloodlust
Units:
- Elite: 14/6, 975gc, 7.75 NW
Undead
Bonuses:
- +10% Population
- No food required
- Spreads and is Immune to the Plague
- Converts some Specialists to Elites on successful Traditional Marches
- Prisoners Convert to Elites over time
Penalties:
- -35% Science Effectiveness
- Cannot train Elites
- No Access to Sabotage Thievery Options
Spell Book:
- Animate Dead
- Chastity
Units:
- Elite: 16/4, -gc, 7.5 NW
Personalities
Artisan
Bonuses:
- Immune to all Income Penalties
- -50% Build Time
- +25% Flat Rate Building Production (Farms/Towers/Banks/Stables)
- +25% Tools Science Effectiveness
- +30% Building Credits gained in Combat
Spell Book:
- Ghost Workers
Starting Bonuses:
- Starts with +600 soldiers and +600 specialist credits and +200 building credits
Cleric
Bonuses:
- -30% Military Casualties in Combat
- Immune to The Plague
Spell Book:
- Animate Dead
- Greater Protection
- Illuminate Shadows
- Inspire Army
- Scientific Insight
- Wrathful Smite
Special Access:
- Can Cast Support Spells on Kingdom Members
Starting Bonuses:
- Starts with +600 soldiers, +600 specialist credits and +200 wizards
Heretic
Bonuses:
- +100% Guilds Effectiveness
- -75% Thieves lost on Failed Thievery Operations
- +30% Channeling Science Effectiveness
- +30% Crime Science Effectiveness
- +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
- +50% Channeling Science Effectiveness
- +15% Instant Spell Damage
- +1 Mana Recovery per Tick
Spell Book:
- Expose Thieves
- Mage's Fury
- Meteor Showers
- Revelation
Starting Bonuses:
- Starts with +800 wizards
Rogue
Bonuses:
- +75% Thieves' Dens Effectiveness
- +50% Crime Science Effectiveness
- +1 Stealth Recovery per Tick
- -30% Thief Cost
Spell Book:
- Expose Thieves
- Invisibility
- Revelation
Operation Access:
- Access to all Thievery Operations
Starting Bonuses:
- Starts with +800 thieves
Tactician
Bonuses:
- -15% Attack Time
- +30% Specialist Credits gained in Combat
- +33% Ambush Protection
- Accurate Espionage
Spell Book:
- Clear Sight
- Pitfalls
Starting Bonuses:
- Starts with +800 soldiers and +800 specialist credits
War Hero
Bonuses:
- +100% Honor Bonuses
- +5% Military Efficiency in War
- +20% Draft Speed
- Immune to Dragons
- Converts Specialists into Elites on successful Traditional Marches
Spell Book:
- Inspire Army
- War Spoils
Starting Bonuses:
- Starts with 800 elites
Warrior
Bonuses:
- +10% Offensive Military Efficiency
- +15% Enemy Military Casualties in Combat
- +2 Mercenary and Prisoner Strength
- -75% Mercenary Costs
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, -15% 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, +20% Credits gained in combat |
| Godspeed | - -10% Attack Time, -20% 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. |