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Age 86 — Global Viction

  • WoL Age 86 Start: 18 May 2020
  • Duration: 11 weeks

Mechanics Changes

Attacks & Relations

  • Dragons
  • Will destroy 1% of buildings per tick
  • War
  • Bad spells will be removed at the conclusion of war
  • Mutual Peace will provide building credits to each Kingdom in the amount of the median acre size
  • Surrender will provide building credits to the Losing Kingdom in the amount of 1.5x median acre size
  • Surrender will provide building credits to the Winning Kingdom in the amount of 2.5x median acre size
  • The increased book production received from Schools will not affect the books awarded from a War Win
  • The effects from Fountain of Knowledge will affect the books awarded from a War Win
  • Racial and Personality mods that affect book production will increase the books awarded from a War Win
  • Science
  • Will not generate while your province has less than 25 Defense Per Acre (excluding beginner protection or war)
  • Will begin to decay once you reach 3500 Books Per Acre
  • Science will not decay while at war
  • Attacks
  • Learn attack damage is significantly increased while in war (+50%)
  • Specialists credits from attacks have been increased by 20%
  • Buildings
  • Watchtowers base effects increased to 2% / 3% respectively
  • Schools have a maximum effect of 62.5%
  • Universities maximum effect adjust to 67.5%
  • Thievery/Magic Updates
  • Stealth and Mana can now be used down to 5%, instead of 10%
  • Thievery operations honor has been increased by 20%

Spells

  • New (or revised) Spells:
  • Bloodlust - Increased the amount of self military casualties while the spell is active from 15% to 20%
  • Ghost Workers - Reduce the number of jobs required for max building efficiency by 20% (instead of 15%)
  • Amnesia - Significantly more powerful, unique to Sage (On 11 successful casts you could expect the science effectiveness of the target be reduced to somewhere between ~84% - 72%)
  • Sacred Mist - Changed to a duration spell with short duration
  • Paladins Inspiration - Renamed to Heros Inspiration
  • 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

  • Amnesia removed from all races making it unique to Sage
  • Various text snippets with regards to Dragons have been modified
  • Various text with regards to Ritual durations have been updated

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

  • Steal War Horses should now work correctly without the need to update army intel by performing a Spy on Military
  • There was a bug causing Learn protection granted by racial modifiers not to work correct that has been fixed

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:

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

Penalties:

  • -10% Battle Gains
  • Can't use Stables

Spell Book:

  • Fanaticism

Units:

  • Elite: 16/5, 900gc, 8.0 NW

Dark Elf

Bonuses:

  • +2 Offensive Specialist Strength
  • -50% Rune Cost
  • No Wizards lost on Failed Spell Casts

Penalties:

  • -20% Birth Rate

Spell Book:

  • Pitfalls
  • Reflect Magic

Units:

  • Elite: 9/12, 950gc, 8.75 NW

Dwarf

Bonuses:

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

Penalties:

  • +100% Food consumption

Spell Book:

  • Gluttony

Units:

  • Elite: 13/8, 1000gc, 8.25 NW

Elf

Bonuses:

  • +2 Defensive Specialist Strength
  • +25% Combat Instant Spell Damage
  • -1 Mana Self Spell Cost

Penalties:

  • Can't use Dungeons

Spell Book:

  • Magic Ward
  • Mystic Aura

Units:

  • Elite: 13/6, 900gc, 7.50 NW

Faery

Bonuses:

  • +30% Magic Effectiveness (WPA)
  • +50% Self-Spell Duration
  • +25% Rune Production
  • Access to All Racial Spells

Penalties:

  • -10% Maximum Population

Units:

  • Elite: 6/13, 1100gc, 8.0 NW

Halfling

Bonuses:

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

Spell Book:

  • Town Watch
  • Vermin

Units:

  • Elite: 11/7, 800gc, 7.0 NW

Human

Bonuses:

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

Penalties:

  • -20% Magic Effectiveness (WPA)

Spell Book:

  • Quick Feet
  • Fountain of Knowledge
  • Greater Protection

Units:

  • Elite: 8/12, 1150gc, 8.25 NW

Orc

Bonuses:

  • +20% Combat Gains
  • -50% Draft Costs

Penalties:

  • +20% Damage taken from Instant Spells & Sabotage Operations
  • -50% Honor Bonus

Spell Book:

  • Aggression
  • Bloodlust

Units:

  • Elite: 15/4, 950gc, 7.75 NW

Undead

Bonuses:

  • +15% 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:

  • -50% Science Effectiveness
  • Cannot train Elites
  • No Access to Hospitals

Spell Book:

  • Animate Dead
  • Chastity

Units:

  • Elite: 16/6, -gc, 8.5 NW

Personalities

Artisan

Bonuses:

  • +25% Economy Science book production
  • -50% Build Time
  • +30% Flat Rate Building Production (Farms/Towers/Banks/Stables)
  • +150% 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:

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

Spell Book:

  • Animate Dead
  • 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 Science book production
  • +100% Wizard Production
  • -75% Thieves lost on failed Ops

Spell Book:

  • Blizzard
  • Fool's Gold
  • Nightmare
  • Revelation

Starting Bonuses:

  • Starts with +400 wizards and +400 thieves

Mystic

Bonuses:

  • +25% Arcane Science book production
  • +150% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • Runes Do Not Decay

Spell Book:

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

Starting Bonuses:

  • Starts with +800 wizards

Rogue

Bonuses:

  • +25% Arcane Science 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 Science book production
  • +25% Science Book Production
  • -50% Losses on Learn Attacks
  • Immune to Amnesia

Spell Book:

  • Amnesia
  • Scientific Insight
  • Revelation

Starting Bonuses:

  • Starts with 6000 science books in each category

Tactician

Bonuses:

  • +25% Military Science book production
  • -15% Attack Time
  • -50% Land Losses on Ambush
  • Accurate Espionage

Spell Book:

  • Clear Sight
  • Sacred Mist

Starting Bonuses:

  • Starts with +800 soldiers and +800 specialist credits

War Hero

Bonuses:

  • +25% Warfare Science book production
  • +100% Honor Bonuses
  • +10% Military Efficiency in War
  • Immune to Dragons

Spell Book:

  • Hero's Inspiration
  • War Spoils

Starting Bonuses:

  • Starts with 800 elites

Warrior

Bonuses:

  • +25% Military Science book production
  • +15% Offensive Military Efficiency
  • +20% 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, the loss of 20% of new draftees, and destroy 1% of buildings per tick.