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
- 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
- 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. |