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Age 84 — Bethink the Fray

  • WoL Age 84 Start: 19 Dec 2019
  • WoL Age 84 End: 29 Feb 2020
  • Duration: 11 weeks

Mechanics Changes

Attacks, Relations, & Economy

  • Military
  • Mercenary and Prisoner attack value is now 8
  • Science
  • Artisan Science will now also reduce Raze cost
  • War
  • War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points
  • Hostile Meter Cap is increased from 150 to 225
  • End of War build credits awarded will be based on Median province size
  • Build credits awarded to the losing Kingdom will be increased from 50% to 100%
  • War Win science books awarded will be reduced from 72 hours of books to 48 hours
  • While under Median, you are able to explore up to 500 acres (total land area) in a single explore.
    • For example, if you are 50 acres with 0 acres currently being explored then you may explore up to 450 acres all at once which will take you to a total of 500 acres after the explore is complete.
  • Force Cease-Fire
  • While at war, a Kingdom will now be capable of activating Force CF (Defender only)
  • Force CF duration will increase from 3 days to 5 days
  • Buildings
  • Dungeons will hold 30 Prisoners maximum

Spells

  • Offensive Spells will have reduced honor gains by 20%
  • New (or revised) Spells:
  • Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2
  • Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active
  • Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants
  • 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
      • 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

  • Espionage page will no longer lose data when server memory is purged mid-age
  • Support Spell durations will be increased slightly

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)

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

Races

Avian

Bonuses:

  • -15% Attack Time
  • -25% Military Train Time
  • +40% Birth Rate

Penalties:

  • -5% Building Efficiency
  • Cannot Use War Horses/Stables

Spell Book:

  • Greater Protection
  • Fanaticism

Units:

  • Elite: 16/6, 900gc, 8.5 NW

Dwarf

Bonuses:

  • +30% Building Efficiency
  • +5% Military Efficiency
  • -50% Construction Cost

Penalties:

  • +100% Food consumption

Spell Book:

  • Gluttony
  • Mystic Aura

Units:

  • Elite: 12/8, 950gc, 8.0 NW

Elf

Bonuses:

  • +20% Instant Spell Damage
  • +2 Defensive Specialist Strength

Penalties:

  • +20% Explore Costs

Special Access:

  • Can Cast Support Spells on Kingdom Members

Spell Book:

  • Chastity
  • Greater Protection
  • Mystic Aura

Units:

  • Elite: 12/7, 875gc, 7.5 NW

Faery

Bonuses:

  • +30% Magic Effectiveness (WPA)
  • +50% Self Spell Duration
  • +20% Rune Production
  • Access to All Racial Spells

Penalties:

  • -1 General
  • -10% Maximum Population

Units:

  • Elite: 6/13, 1100gc, 8.0 NW

Halfling

Bonuses:

  • Homes hold 20 population
  • +30% Thievery Effectiveness (TPA)
  • Can use Specialist credits to train Thieves
  • Homes increase maximum Population by 20
  • -20% Military Train Costs

Spell Book:

  • Town Watch
  • Vermin

Units:

  • Elite: 10/8, 775gc, 7.25 NW

Human

Bonuses:

  • +20% Income
  • +20% Science Effectiveness
  • +2 Offensive Specialist Strength

Penalties:

  • -20% Magic Effectiveness (WPA)

Spell Book:

  • Fountain of Knowledge
  • Quick Feet

Units:

  • Elite: 8/12, 1150gc, 8.25 NW

Orc

Bonuses:

  • +20% Combat Gains
  • +2/+2 Soldier Strength
  • -50% Draft Costs

Penalties:

  • +15% Damage taken from Instant Spells & Sabotage Operations

Spell Book:

  • Aggression
  • Bloodlust

Units:

  • Elite: 15/6, 925gc, 8.0 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:

  • -30% Science Effectiveness
  • Cannot train Elites
  • No Access to Sabotage Thievery Options

Spell Book:

  • Animate Dead
  • Chastity

Units:

  • Elite: 16/7, -gc, 9.0 NW

Personalities

Artisan

Bonuses:

  • -50% Build Time
  • +25% Flat Rate Building Production (Farms/Towers/Banks/Stables)
  • +25% Tools Science Effectiveness
  • +50% Building Credits gained in Combat
  • Immune to all Income Penalties

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
  • 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
  • -70% Thieves lost on Failed Thievery Operations
  • +25% Channeling Science Effectiveness
  • +25% Crime Science Effectiveness
  • +25% 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
  • +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

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:

  • Pitfalls
  • 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, -15% Military Casualties
Havoc - +30% Offensive WPA/TPA, +15% 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.