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Age 85 — Intuition

  • WoL Age 85 Start: 4 Mar 2020
  • Duration: 11 weeks

Mechanics Changes

Attacks & Relations

  • Dragons
  • Food production will be reduced by 10% while a dragon is ravaging your lands
  • War
  • Gains going into or out of war are being reduced from -75% to -85%
  • While in War income will be reduced by 10%
  • Science
  • Recruit Scientists will produce 100 books per tick
  • Novice Scientists will produce 120 books per tick
  • Graduate Scientists will produce 140 books per tick
  • Professor Scientists will produce 160 books per tick
  • Buildings
  • Stables will produce 2 horses per tick (down from 3)
  • Forts will increase defense by 1.5% (reduced from current amount of 2%)

Spells

  • New (or revised) Spells:
  • Sacred Mist - 10% reduced gains on the next attack made against you (will be triggered on fails)
  • Invisibility - TPA bonus increased to 20%
  • Mage's Fury - WPA bonus and penalty increased to 30%
  • 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
      • Fanaticism

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

  • Employed peasants will produce 3.0 gc per job (up from 2.75)
  • Daily acre bonus of 5 acres will be moved to the 1st of each month and increased to 10 acres

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

Penalties:

  • Can't use Stables

Spell Book:

  • Greater Protection
  • Fanaticism

Units:

  • Elite: 16/6, 975gc, 8.5 NW

Dark Elf

Bonuses:

  • +2 Offensive Specialist Strength
  • +50% Runes Refunded on Spell Success
  • +20% Sabotage Damage

Penalties:

  • -10 Building Efficiency

Spell Book:

  • Pitfalls
  • Reflect Magic

Units:

  • Elite: 9/12, 1100gc, 8.75 NW

Dwarf

Bonuses:

  • +30% Building Efficiency
  • -75% Construction Cost
  • +5% Military Efficiency

Penalties:

  • +100% Food consumption

Spell Book:

  • Gluttony

Units:

  • Elite: 12/8, 1050gc, 8.0 NW

Elf

Bonuses:

  • +2 Defensive Specialist Strength
  • +20% Combat Instant Spell Damage
  • -1 Mana Self Spell Cost

Penalties:

  • +20% Explore Costs
  • Can't use Dungeons

Spell Book:

  • Mystic Aura
  • Chastity

Units:

  • Elite: 13/7, 1000gc, 7.75 NW

Faery

Bonuses:

  • +25% Magic Effectiveness (WPA)
  • +50% Self-Spell Duration
  • +20% Rune Production
  • Access to All Racial Spells

Penalties:

  • -10% Maximum Population

Units:

  • Elite: 6/13, 1200gc, 8.0 NW

Halfling

Bonuses:

  • Homes hold 20 population
  • +25% Thievery Effectiveness (TPA)
  • -20% Military Training Cost

Spell Book:

  • Town Watch
  • Vermin

Units:

  • Elite: 10/8, 850gc, 7.25 NW

Human

Bonuses:

  • +25% Income
  • +20% Science Effectiveness
  • +2 War Horse Strength

Penalties:

  • -20% Magic Effectiveness (WPA)
  • +25% Rune Cost

Spell Book:

  • Quick Feet
  • Fountain of Knowledge

Units:

  • Elite: 8/12, 1250gc, 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% Honor Bonus

Spell Book:

  • Aggression
  • Bloodlust

Units:

  • Elite: 14/6, 1000gc, 7.75 NW

Undead

Bonuses:

  • +10% Population
  • -50% Offensive Military Casualties
  • No Food required
  • Spreads and is immune to the Plague
  • Converts some Specialists to Elites on Successful Traditional Marches

Penalties:

  • -35% Science Effectiveness
  • Cannot train Elites
  • No Access to Hospitals

Spell Book:

  • Animate Dead
  • Chastity

Units:

  • Elite: 16/7, -gc, 9.0 NW

Personalities

Artisan

Bonuses:

  • +25% Economy book production
  • -50% Build Time
  • +30% Flat Rate Building Production (Farms/Towers/Banks/Stables)
  • +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:

  • +25% Economy book production
  • -30% Military Casualties in Combat
  • Immune to The Plague

Spell Book:

  • Greater Protection
  • Fanaticism
  • 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:

  • +25% Arcane book production
  • +100% Wizard Production
  • -75% Thieves lost on failed Ops
  • No Wizards lost on failed spell casts

Spell Book:

  • Blizzard
  • Fool's Gold
  • Gluttony
  • Nightmare
  • Revelation

Starting Bonuses:

  • Starts with +400 wizards and +400 thieves

Mystic

Bonuses:

  • +25% Arcane book production
  • +150% Guilds Effectiveness
  • +1 Mana Recovery per Tick

Spell Book:

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

Starting Bonuses:

  • Starts with +800 wizards

Rogue

Bonuses:

  • +25% Arcane book production
  • +100% Thieves' Dens Effectiveness
  • +1 Stealth Recovery per Tick

Spell Book:

  • Expose Thieves
  • Invisibility
  • Revelation

Operation Access:

  • Access to all thievery operations, including 4 unique to Rogues: Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses

Starting Bonuses:

  • Starts with +800 thieves

Sage

Bonuses:

  • +25% Economy book production
  • +25% Science Book Production
  • -50% Book Losses on Learn Attacks
  • +25% Land Effect from Laboratories

Spell Book:

  • Amnesia

Starting Bonuses:

  • Starts with 5000 science books in each category

Tactician

Bonuses:

  • +25% Warfare book production
  • -15% Attack Time
  • +50% Ambush Protection
  • Accurate Espionage

Spell Book:

  • Clear Sight
  • Sacred Mist

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

War Hero

Bonuses:

  • +25% Warfare book production
  • +100% Honor Bonuses
  • +1 Strength to Offensive Specialists
  • Immune to Dragons

Spell Book:

  • Paladin's Inspiration
  • War Spoils

Starting Bonuses:

  • Starts with 800 elites

Warrior

Bonuses:

  • +25% Warfare book production
  • +10% Offensive Military Efficiency
  • +15% Enemy Military Casualties in Combat
  • -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 food, as well as the loss of 20% of new draftees.