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	<title>Utopia Game - User contributions [en]</title>
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	<updated>2026-07-14T17:41:28Z</updated>
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		<id>https://utopiawiki.com/index.php?title=Age_116&amp;diff=1338</id>
		<title>Age 116</title>
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		<updated>2026-07-13T01:55:13Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* The Heretic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Core Mechanics &amp;amp; Modifications=&lt;br /&gt;
==War Doctrine Updates==  &lt;br /&gt;
* 1st Province: +2.0% &lt;br /&gt;
* Each additional Province: +1% &lt;br /&gt;
* Maximum: 12.5%&lt;br /&gt;
* Elf, Faery, and Halfling War Doctrines gain +2% strength from each&lt;br /&gt;
additional province after the first, instead of +1%.&lt;br /&gt;
&lt;br /&gt;
==Fog of War==&lt;br /&gt;
* Removed from OOP&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Watch Towers &lt;br /&gt;
**Catch chance increased from 2.0% to 2.2% &lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
* Shielding multiplier increased from 0.0314 to 0.0350&lt;br /&gt;
* Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana&lt;br /&gt;
* Valor multiplier increased from 0.0582 to 0.0620 &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Fireball peasant damage increased from 4–7% to 5–7%.  &lt;br /&gt;
* Storms Peasant losses per tick increased from 1.5% to 1.75%.&lt;br /&gt;
* Droughts Food reduction increased from 25% to 30%.&lt;br /&gt;
* Droughts Draft Rate reduction increased from 15% to 20%. &lt;br /&gt;
* Chastity base duration average reduced from 6 to 4 days &lt;br /&gt;
* Sloth base duration average reduced from 6 to 4 days &lt;br /&gt;
* Magic Ward base duration average reduced from 6 to 4 days&lt;br /&gt;
* Lightning Strike no longer global&lt;br /&gt;
&lt;br /&gt;
==OPs==&lt;br /&gt;
* Incite Riots income reduction increased from 15% to 20% &lt;br /&gt;
* Bribe Thieves TPA reduction increased from 10% to 12.5% &lt;br /&gt;
* Free Prisoners damage increased from 17% to 25% &lt;br /&gt;
* Rob the Vaults War Cap lifted to 16% &lt;br /&gt;
* Kidnap War Cap lifted to 5% &lt;br /&gt;
* Destabilise Guilds spell duration reduction increased from 20% to 25% &lt;br /&gt;
* Arson damage increased by 5%. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
===Hostility Meter===&lt;br /&gt;
* Changes to meter decay will revert back to before age 111.&lt;br /&gt;
* Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.&lt;br /&gt;
* Hostile Meter no longer resets for Ceasefi res or Entering Wars.&lt;br /&gt;
&lt;br /&gt;
===Force Ceasefire Changes=== &lt;br /&gt;
FCF becomes available when all of the following are met: &lt;br /&gt;
* The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
* FCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 2% Honor and 2% Science.  &lt;br /&gt;
**There is no penalty incurred for FCF if out of War Range of the aggressor &lt;br /&gt;
* FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom &lt;br /&gt;
 &lt;br /&gt;
===Out of War &amp;amp; Out of Range Attack Penalty Updates&amp;lt;sup&amp;gt;aka anti-bottomfeeding mechanics&amp;lt;/sup&amp;gt;===&lt;br /&gt;
* Battle Gains reduced by 15% instead of 10%&lt;br /&gt;
&lt;br /&gt;
===Spells and Ops===&lt;br /&gt;
*Following spells/ops will be available to defending kingdoms in Unfriendly relations: &lt;br /&gt;
** Fireball &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
** Fools Gold  &lt;br /&gt;
** Meteor Showers&lt;br /&gt;
&lt;br /&gt;
** Nightstrike&lt;br /&gt;
** Greater Arson&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
*Attacking and Defending  &lt;br /&gt;
** In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained  &lt;br /&gt;
** Massacre Peasant Damage in War: +5%. &lt;br /&gt;
*** Thief and Wizard damage unchanged. &lt;br /&gt;
&lt;br /&gt;
==Dragons==&lt;br /&gt;
*Amethyst Dragon &lt;br /&gt;
** −40% Spell Success Chance &lt;br /&gt;
** −40% Thievery Success Chance on sabotage operations &lt;br /&gt;
** Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations &lt;br /&gt;
** All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard &amp;amp; thieves &lt;br /&gt;
*Emerald Dragon &lt;br /&gt;
** +25% Military Casualties &lt;br /&gt;
** -25% Combat Gains &lt;br /&gt;
** Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
*Ruby Dragon&lt;br /&gt;
** -12.5% Military Effectiveness &lt;br /&gt;
** +20% Military Wages &lt;br /&gt;
** Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert &lt;br /&gt;
*Topaz Dragon  &lt;br /&gt;
** -25% Building Efficiency &lt;br /&gt;
** -25% Income &lt;br /&gt;
** Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold &lt;br /&gt;
*Sapphire Dragons&lt;br /&gt;
** -35% WPA and TPA &lt;br /&gt;
** -1 Mana Recovery  &lt;br /&gt;
** -1 Stealth Recovery  &lt;br /&gt;
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.&lt;br /&gt;
&lt;br /&gt;
* Dragons started outside of War cost 15% more Gold and Food &lt;br /&gt;
&lt;br /&gt;
=Races= &lt;br /&gt;
==Avian== &lt;br /&gt;
*Bonuses:&lt;br /&gt;
** -25% Attack Time &lt;br /&gt;
** -25% Training Time &lt;br /&gt;
** -25% Military Wage Cost &lt;br /&gt;
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom &lt;br /&gt;
* Unique Passive: Aerial Supremacy &lt;br /&gt;
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Town Watch, Illuminate Shadows &lt;br /&gt;
*Penalties: &lt;br /&gt;
**No Access to Stables and War Horses &lt;br /&gt;
**+30% Rune Cost  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 12/0, 4.8nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 16/2, 750gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: n/a &lt;br /&gt;
==Dark Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Offensive WPA  &lt;br /&gt;
** +30% Instant Spell Damage &lt;br /&gt;
** Can train Thieves using Specialist Credits &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Dark Ritual &lt;br /&gt;
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres. &lt;br /&gt;
*Spells:&lt;br /&gt;
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -15% Birth Rates &lt;br /&gt;
** +30% Damage taken from sabotage operations  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 14/0, 5.6nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 16/2, 700gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Dryad== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +20% Birth Rate  &lt;br /&gt;
** +12.5% DME  &lt;br /&gt;
** -40% Defensive Military Losses   &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom. &lt;br /&gt;
*Unique Passive - Thick Bark  &lt;br /&gt;
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes. &lt;br /&gt;
*Spells: &lt;br /&gt;
** Aggression, Greater Protection, Clearsight  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +10% Attack Time &lt;br /&gt;
** +1 Mana Cost for Offensive Spells&lt;br /&gt;
** Cannot use Forts&lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/11, 5.5nw &lt;br /&gt;
** Elite Unit: 16/3 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Dwarf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Building Efficiency&lt;br /&gt;
** -50% Construction Time&lt;br /&gt;
** -50% Construction Costs &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom. &lt;br /&gt;
*Unique Passive: Mountain Hold&lt;br /&gt;
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Miner’s Mystique, Town Watch, Reflect Magic &lt;br /&gt;
*Penalties: &lt;br /&gt;
**Cannot Accelerate Construction  &lt;br /&gt;
**+90% Food Consumption &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 15/7, 900gc, 8nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.9nw &lt;br /&gt;
==Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +40% Magic Effectiveness (WPA) &lt;br /&gt;
** +1 Mana Per Tick in War &lt;br /&gt;
** +30% Offensive Spell Duration  &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Arcane Mastery&lt;br /&gt;
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.   &lt;br /&gt;
*Spells: &lt;br /&gt;
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +30% Draft Costs  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/13 , 6.5nw &lt;br /&gt;
** Elite Unit: 14/4 700gc, 7.0nw &lt;br /&gt;
** Mercenary:8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse:2/0, 0.6nw &lt;br /&gt;
==Faery== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Self Spell Duration  &lt;br /&gt;
** +20% WPA/TPA &lt;br /&gt;
** +1 Mana Recovery per Tick  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.  &lt;br /&gt;
*Unique Passive - Leyline Interference&lt;br /&gt;
** Enemy spells cast against Faery provinces have a 15% chance to fail.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge   &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -5% Population &lt;br /&gt;
** +15% Military Casualties   &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 4/16, 1100gc, 8.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Halfling== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +12.5% Population  &lt;br /&gt;
** +1 Stealth Regeneration Per Tick &lt;br /&gt;
** +30% Thievery Effectiveness (TPA) &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.   &lt;br /&gt;
*Spells:&lt;br /&gt;
** Tree of Gold, Greater Protection, Invisibility &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -25% Draft Speed &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw  &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 10/13, 900gc, 7.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Human==&lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Income  &lt;br /&gt;
** -30% Training Costs&lt;br /&gt;
** +20% Draft Speed  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom. &lt;br /&gt;
*Unique Passive - Muster the Realm&lt;br /&gt;
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.&lt;br /&gt;
*Spells:&lt;br /&gt;
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  &lt;br /&gt;
*Penalties:&lt;br /&gt;
**+25% Wages &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 15/0, 6.0nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 15/5 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 3/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Orc== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +10% Gains OOW &amp;amp; +15% Gains During War  &lt;br /&gt;
** -40% Draft Cost &lt;br /&gt;
** +15% Enemy Military Casualties &lt;br /&gt;
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom. &lt;br /&gt;
*Unique Passive - Blood Spoils&lt;br /&gt;
** Successful attacks convert 25% of enemy military casualties into Specialist Credits &lt;br /&gt;
*Spells:&lt;br /&gt;
** Bloodlust, Wrath, Aggression&lt;br /&gt;
*Penalties: &lt;br /&gt;
** +20% Instant Damage from Sabotage and Sorcery  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 13/0, 5.2 nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 18/3, 850gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Undead== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** -45% Military Losses &lt;br /&gt;
** Plague Immunity  &lt;br /&gt;
** Always carries Plague and chance to spread &lt;br /&gt;
** No Food Requirement &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague) &lt;br /&gt;
*Unique Passive: Death March &lt;br /&gt;
** Converts 25% of offensive losses into Soldiers instantly.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Animate Dead, Ghost Workers, Vermin  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** Cannot build Hospitals  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 16/4, 800gc, 7nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
=Personalities=&lt;br /&gt;
==The Artisan ==&lt;br /&gt;
*+25% Building Capacity (Homes, Stables, Dungeons)  &lt;br /&gt;
*+25% Building Production (Banks, Farms, Stables, Towers, Homes)&lt;br /&gt;
*-25% Construction Costs (includes raze)&lt;br /&gt;
*Immune to Greed and Incite Riots &lt;br /&gt;
*+25% Economy Science Efficiency &lt;br /&gt;
*Access to Ghost Workers, Greater Protection, Fool&#039;s Gold  &lt;br /&gt;
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits &lt;br /&gt;
*Unique Passive – Master Craftsmanship&lt;br /&gt;
**When razing buildings, recover 25% of buildings razed as Building Credits.&lt;br /&gt;
&lt;br /&gt;
==The Cleric==  &lt;br /&gt;
*+1 Elite Defensive Value (Affects NW)&lt;br /&gt;
*+1 Defensive Specialist Strength (Affects NW)&lt;br /&gt;
*-40% Damage from Instant Spells  &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero&#039;s Inspiration&lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Divine Favour: &lt;br /&gt;
**Self-spells cast by Clerics have their duration increased by 4 ticks. &lt;br /&gt;
==The General==  &lt;br /&gt;
*+1 General&lt;br /&gt;
*+2 Offensive Elite Strength &lt;br /&gt;
*-25% Training Cost &amp;amp; Speed  &lt;br /&gt;
*Can Train one Elite for every two Specialist Credits &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Mist, Wrath &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Relentless Assault&lt;br /&gt;
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.&lt;br /&gt;
&lt;br /&gt;
==The Heretic== &lt;br /&gt;
*+35% Offensive TPA  &lt;br /&gt;
*+35% Offensive WPA &lt;br /&gt;
*-50% Thief Losses &lt;br /&gt;
*+50% Guild Effectiveness&lt;br /&gt;
*Immune to Expose Thieves  &lt;br /&gt;
*+25% Arcane Science Efficiency &lt;br /&gt;
*Access to Nightmares, Fools Gold, Vermin, Magic Ward&lt;br /&gt;
*Starts with +400 Wizards and +400 Thieves &lt;br /&gt;
*Unique Passive : Arcane Frenzy&lt;br /&gt;
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack&lt;br /&gt;
&lt;br /&gt;
==The Mystic== &lt;br /&gt;
*+100% Guilds Effectiveness &lt;br /&gt;
*+1 Mana Recovery per Tick &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Pitfalls, Meteor Showers, Chastity, Fool&#039;s Gold&lt;br /&gt;
*Starts with +800 Wizards &lt;br /&gt;
*Unique Passive- Focused Channeling&lt;br /&gt;
**While above 60% mana, spells gain +20% WPA &lt;br /&gt;
==The Necromancer== &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+7.5% ME &lt;br /&gt;
*-40% Rune Cost (Not Ritual)  &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards +400 Specialist Credits  &lt;br /&gt;
*Unique Passive – Dark Pact &lt;br /&gt;
**After each successful attack, The Necromancer converts: &lt;br /&gt;
***7.5% of the enemy&#039;s killed units into Wizards. &lt;br /&gt;
***17.5% of the enemy&#039;s killed units into Soldiers. &lt;br /&gt;
***10% of the enemy&#039;s killed units into Peasants. &lt;br /&gt;
==The Rogue== &lt;br /&gt;
*+100% Thieves&#039; Dens Effectiveness &lt;br /&gt;
*+25% TPA &lt;br /&gt;
*+1 Stealth Recovery per Tick &lt;br /&gt;
*Access to All Thievery Operations &lt;br /&gt;
*+40% Crime Science Efficiency  &lt;br /&gt;
*Starts with +800 Thieves &lt;br /&gt;
*Unique Passive - Shadow Persistence &lt;br /&gt;
**Rogue provinces may perform thievery operations while overpopulated.&lt;br /&gt;
==The Sage==&lt;br /&gt;
*+20% Book Generation &lt;br /&gt;
*+20% Scientist Generation &lt;br /&gt;
*+50% Learn Protection &lt;br /&gt;
*+15% Science Efficiency  &lt;br /&gt;
*Access to Revelation, Fountain of Knowledge &lt;br /&gt;
*Starts with +2 Scientist &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Focused Resolve &lt;br /&gt;
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends. &lt;br /&gt;
==The Tactician== &lt;br /&gt;
*-20% Attack Time &lt;br /&gt;
*+40% Specialist Credits Gains &lt;br /&gt;
*+40% Draft Speed &lt;br /&gt;
*No Thieves lost on Intel &lt;br /&gt;
*+40% Siege Science Efficiency &lt;br /&gt;
*Access to Clearsight &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Interdiction - &lt;br /&gt;
**Successful Attacks in War destroy resources as follows: &lt;br /&gt;
*** 15% of gold &lt;br /&gt;
*** 15% of runes &lt;br /&gt;
*** 15% of food &lt;br /&gt;
==The Warrior== &lt;br /&gt;
*+15% Offensive Military Efficiency &lt;br /&gt;
*+5 Mercenary &amp;amp; Prisoner Strength &lt;br /&gt;
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent   &lt;br /&gt;
*+35% Tactics Science Efficiency &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Battle Cry&lt;br /&gt;
**Upon successful attack, the attack will destroy 1.5% of the entire population. &lt;br /&gt;
==The War Hero== &lt;br /&gt;
*+10% Battle Gains (War Only)&lt;br /&gt;
*-25% Honor Loss &lt;br /&gt;
*+100% Honor Effects   &lt;br /&gt;
*Offensive specialist gets +2 strength (Affects NW)  &lt;br /&gt;
*+40% Valor Science Efficiency  &lt;br /&gt;
*Access to Quick Feet, Righteous Aggressor, Hero&#039;s Inspiration &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Rising Renown&lt;br /&gt;
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_116&amp;diff=1337</id>
		<title>Age 116</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_116&amp;diff=1337"/>
		<updated>2026-07-13T01:45:57Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* The Artisan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Core Mechanics &amp;amp; Modifications=&lt;br /&gt;
==War Doctrine Updates==  &lt;br /&gt;
* 1st Province: +2.0% &lt;br /&gt;
* Each additional Province: +1% &lt;br /&gt;
* Maximum: 12.5%&lt;br /&gt;
* Elf, Faery, and Halfling War Doctrines gain +2% strength from each&lt;br /&gt;
additional province after the first, instead of +1%.&lt;br /&gt;
&lt;br /&gt;
==Fog of War==&lt;br /&gt;
* Removed from OOP&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Watch Towers &lt;br /&gt;
**Catch chance increased from 2.0% to 2.2% &lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
* Shielding multiplier increased from 0.0314 to 0.0350&lt;br /&gt;
* Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana&lt;br /&gt;
* Valor multiplier increased from 0.0582 to 0.0620 &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Fireball peasant damage increased from 4–7% to 5–7%.  &lt;br /&gt;
* Storms Peasant losses per tick increased from 1.5% to 1.75%.&lt;br /&gt;
* Droughts Food reduction increased from 25% to 30%.&lt;br /&gt;
* Droughts Draft Rate reduction increased from 15% to 20%. &lt;br /&gt;
* Chastity base duration average reduced from 6 to 4 days &lt;br /&gt;
* Sloth base duration average reduced from 6 to 4 days &lt;br /&gt;
* Magic Ward base duration average reduced from 6 to 4 days&lt;br /&gt;
* Lightning Strike no longer global&lt;br /&gt;
&lt;br /&gt;
==OPs==&lt;br /&gt;
* Incite Riots income reduction increased from 15% to 20% &lt;br /&gt;
* Bribe Thieves TPA reduction increased from 10% to 12.5% &lt;br /&gt;
* Free Prisoners damage increased from 17% to 25% &lt;br /&gt;
* Rob the Vaults War Cap lifted to 16% &lt;br /&gt;
* Kidnap War Cap lifted to 5% &lt;br /&gt;
* Destabilise Guilds spell duration reduction increased from 20% to 25% &lt;br /&gt;
* Arson damage increased by 5%. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
===Hostility Meter===&lt;br /&gt;
* Changes to meter decay will revert back to before age 111.&lt;br /&gt;
* Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.&lt;br /&gt;
* Hostile Meter no longer resets for Ceasefi res or Entering Wars.&lt;br /&gt;
&lt;br /&gt;
===Force Ceasefire Changes=== &lt;br /&gt;
FCF becomes available when all of the following are met: &lt;br /&gt;
* The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
* FCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 2% Honor and 2% Science.  &lt;br /&gt;
**There is no penalty incurred for FCF if out of War Range of the aggressor &lt;br /&gt;
* FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom &lt;br /&gt;
 &lt;br /&gt;
===Out of War &amp;amp; Out of Range Attack Penalty Updates&amp;lt;sup&amp;gt;aka anti-bottomfeeding mechanics&amp;lt;/sup&amp;gt;===&lt;br /&gt;
* Battle Gains reduced by 15% instead of 10%&lt;br /&gt;
&lt;br /&gt;
===Spells and Ops===&lt;br /&gt;
*Following spells/ops will be available to defending kingdoms in Unfriendly relations: &lt;br /&gt;
** Fireball &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
** Fools Gold  &lt;br /&gt;
** Meteor Showers&lt;br /&gt;
&lt;br /&gt;
** Nightstrike&lt;br /&gt;
** Greater Arson&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
*Attacking and Defending  &lt;br /&gt;
** In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained  &lt;br /&gt;
** Massacre Peasant Damage in War: +5%. &lt;br /&gt;
*** Thief and Wizard damage unchanged. &lt;br /&gt;
&lt;br /&gt;
==Dragons==&lt;br /&gt;
*Amethyst Dragon &lt;br /&gt;
** −40% Spell Success Chance &lt;br /&gt;
** −40% Thievery Success Chance on sabotage operations &lt;br /&gt;
** Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations &lt;br /&gt;
** All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard &amp;amp; thieves &lt;br /&gt;
*Emerald Dragon &lt;br /&gt;
** +25% Military Casualties &lt;br /&gt;
** -25% Combat Gains &lt;br /&gt;
** Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
*Ruby Dragon&lt;br /&gt;
** -12.5% Military Effectiveness &lt;br /&gt;
** +20% Military Wages &lt;br /&gt;
** Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert &lt;br /&gt;
*Topaz Dragon  &lt;br /&gt;
** -25% Building Efficiency &lt;br /&gt;
** -25% Income &lt;br /&gt;
** Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold &lt;br /&gt;
*Sapphire Dragons&lt;br /&gt;
** -35% WPA and TPA &lt;br /&gt;
** -1 Mana Recovery  &lt;br /&gt;
** -1 Stealth Recovery  &lt;br /&gt;
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.&lt;br /&gt;
&lt;br /&gt;
* Dragons started outside of War cost 15% more Gold and Food &lt;br /&gt;
&lt;br /&gt;
=Races= &lt;br /&gt;
==Avian== &lt;br /&gt;
*Bonuses:&lt;br /&gt;
** -25% Attack Time &lt;br /&gt;
** -25% Training Time &lt;br /&gt;
** -25% Military Wage Cost &lt;br /&gt;
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom &lt;br /&gt;
* Unique Passive: Aerial Supremacy &lt;br /&gt;
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Town Watch, Illuminate Shadows &lt;br /&gt;
*Penalties: &lt;br /&gt;
**No Access to Stables and War Horses &lt;br /&gt;
**+30% Rune Cost  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 12/0, 4.8nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 16/2, 750gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: n/a &lt;br /&gt;
==Dark Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Offensive WPA  &lt;br /&gt;
** +30% Instant Spell Damage &lt;br /&gt;
** Can train Thieves using Specialist Credits &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Dark Ritual &lt;br /&gt;
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres. &lt;br /&gt;
*Spells:&lt;br /&gt;
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -15% Birth Rates &lt;br /&gt;
** +30% Damage taken from sabotage operations  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 14/0, 5.6nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 16/2, 700gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Dryad== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +20% Birth Rate  &lt;br /&gt;
** +12.5% DME  &lt;br /&gt;
** -40% Defensive Military Losses   &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom. &lt;br /&gt;
*Unique Passive - Thick Bark  &lt;br /&gt;
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes. &lt;br /&gt;
*Spells: &lt;br /&gt;
** Aggression, Greater Protection, Clearsight  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +10% Attack Time &lt;br /&gt;
** +1 Mana Cost for Offensive Spells&lt;br /&gt;
** Cannot use Forts&lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/11, 5.5nw &lt;br /&gt;
** Elite Unit: 16/3 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Dwarf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Building Efficiency&lt;br /&gt;
** -50% Construction Time&lt;br /&gt;
** -50% Construction Costs &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom. &lt;br /&gt;
*Unique Passive: Mountain Hold&lt;br /&gt;
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Miner’s Mystique, Town Watch, Reflect Magic &lt;br /&gt;
*Penalties: &lt;br /&gt;
**Cannot Accelerate Construction  &lt;br /&gt;
**+90% Food Consumption &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 15/7, 900gc, 8nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.9nw &lt;br /&gt;
==Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +40% Magic Effectiveness (WPA) &lt;br /&gt;
** +1 Mana Per Tick in War &lt;br /&gt;
** +30% Offensive Spell Duration  &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Arcane Mastery&lt;br /&gt;
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.   &lt;br /&gt;
*Spells: &lt;br /&gt;
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +30% Draft Costs  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/13 , 6.5nw &lt;br /&gt;
** Elite Unit: 14/4 700gc, 7.0nw &lt;br /&gt;
** Mercenary:8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse:2/0, 0.6nw &lt;br /&gt;
==Faery== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Self Spell Duration  &lt;br /&gt;
** +20% WPA/TPA &lt;br /&gt;
** +1 Mana Recovery per Tick  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.  &lt;br /&gt;
*Unique Passive - Leyline Interference&lt;br /&gt;
** Enemy spells cast against Faery provinces have a 15% chance to fail.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge   &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -5% Population &lt;br /&gt;
** +15% Military Casualties   &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 4/16, 1100gc, 8.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Halfling== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +12.5% Population  &lt;br /&gt;
** +1 Stealth Regeneration Per Tick &lt;br /&gt;
** +30% Thievery Effectiveness (TPA) &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.   &lt;br /&gt;
*Spells:&lt;br /&gt;
** Tree of Gold, Greater Protection, Invisibility &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -25% Draft Speed &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw  &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 10/13, 900gc, 7.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Human==&lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Income  &lt;br /&gt;
** -30% Training Costs&lt;br /&gt;
** +20% Draft Speed  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom. &lt;br /&gt;
*Unique Passive - Muster the Realm&lt;br /&gt;
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.&lt;br /&gt;
*Spells:&lt;br /&gt;
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  &lt;br /&gt;
*Penalties:&lt;br /&gt;
**+25% Wages &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 15/0, 6.0nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 15/5 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 3/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Orc== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +10% Gains OOW &amp;amp; +15% Gains During War  &lt;br /&gt;
** -40% Draft Cost &lt;br /&gt;
** +15% Enemy Military Casualties &lt;br /&gt;
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom. &lt;br /&gt;
*Unique Passive - Blood Spoils&lt;br /&gt;
** Successful attacks convert 25% of enemy military casualties into Specialist Credits &lt;br /&gt;
*Spells:&lt;br /&gt;
** Bloodlust, Wrath, Aggression&lt;br /&gt;
*Penalties: &lt;br /&gt;
** +20% Instant Damage from Sabotage and Sorcery  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 13/0, 5.2 nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 18/3, 850gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Undead== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** -45% Military Losses &lt;br /&gt;
** Plague Immunity  &lt;br /&gt;
** Always carries Plague and chance to spread &lt;br /&gt;
** No Food Requirement &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague) &lt;br /&gt;
*Unique Passive: Death March &lt;br /&gt;
** Converts 25% of offensive losses into Soldiers instantly.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Animate Dead, Ghost Workers, Vermin  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** Cannot build Hospitals  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 16/4, 800gc, 7nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
=Personalities=&lt;br /&gt;
==The Artisan ==&lt;br /&gt;
*+25% Building Capacity (Homes, Stables, Dungeons)  &lt;br /&gt;
*+25% Building Production (Banks, Farms, Stables, Towers, Homes)&lt;br /&gt;
*-25% Construction Costs (includes raze)&lt;br /&gt;
*Immune to Greed and Incite Riots &lt;br /&gt;
*+25% Economy Science Efficiency &lt;br /&gt;
*Access to Ghost Workers, Greater Protection, Fool&#039;s Gold  &lt;br /&gt;
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits &lt;br /&gt;
*Unique Passive – Master Craftsmanship&lt;br /&gt;
**When razing buildings, recover 25% of buildings razed as Building Credits.&lt;br /&gt;
&lt;br /&gt;
==The Cleric==  &lt;br /&gt;
*+1 Elite Defensive Value (Affects NW)&lt;br /&gt;
*+1 Defensive Specialist Strength (Affects NW)&lt;br /&gt;
*-40% Damage from Instant Spells  &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero&#039;s Inspiration&lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Divine Favour: &lt;br /&gt;
**Self-spells cast by Clerics have their duration increased by 4 ticks. &lt;br /&gt;
==The General==  &lt;br /&gt;
*+1 General&lt;br /&gt;
*+2 Offensive Elite Strength &lt;br /&gt;
*-25% Training Cost &amp;amp; Speed  &lt;br /&gt;
*Can Train one Elite for every two Specialist Credits &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Mist, Wrath &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Relentless Assault&lt;br /&gt;
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.&lt;br /&gt;
&lt;br /&gt;
==The Heretic== &lt;br /&gt;
*+35% Offensive TPA  &lt;br /&gt;
*+35% Offensive WPA &lt;br /&gt;
*-50% Thief Losses &lt;br /&gt;
*+50% Guild Effectiveness&lt;br /&gt;
*Immune to Expose Thieves  &lt;br /&gt;
*+25% Arcane Science Efficiency &lt;br /&gt;
*Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards and +400 Thieves &lt;br /&gt;
*Unique Passive : Arcane Frenzy&lt;br /&gt;
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack &lt;br /&gt;
==The Mystic== &lt;br /&gt;
*+100% Guilds Effectiveness &lt;br /&gt;
*+1 Mana Recovery per Tick &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Pitfalls, Meteor Showers, Chastity, Fool&#039;s Gold&lt;br /&gt;
*Starts with +800 Wizards &lt;br /&gt;
*Unique Passive- Focused Channeling&lt;br /&gt;
**While above 60% mana, spells gain +20% WPA &lt;br /&gt;
==The Necromancer== &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+7.5% ME &lt;br /&gt;
*-40% Rune Cost (Not Ritual)  &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards +400 Specialist Credits  &lt;br /&gt;
*Unique Passive – Dark Pact &lt;br /&gt;
**After each successful attack, The Necromancer converts: &lt;br /&gt;
***7.5% of the enemy&#039;s killed units into Wizards. &lt;br /&gt;
***17.5% of the enemy&#039;s killed units into Soldiers. &lt;br /&gt;
***10% of the enemy&#039;s killed units into Peasants. &lt;br /&gt;
==The Rogue== &lt;br /&gt;
*+100% Thieves&#039; Dens Effectiveness &lt;br /&gt;
*+25% TPA &lt;br /&gt;
*+1 Stealth Recovery per Tick &lt;br /&gt;
*Access to All Thievery Operations &lt;br /&gt;
*+40% Crime Science Efficiency  &lt;br /&gt;
*Starts with +800 Thieves &lt;br /&gt;
*Unique Passive - Shadow Persistence &lt;br /&gt;
**Rogue provinces may perform thievery operations while overpopulated.&lt;br /&gt;
==The Sage==&lt;br /&gt;
*+20% Book Generation &lt;br /&gt;
*+20% Scientist Generation &lt;br /&gt;
*+50% Learn Protection &lt;br /&gt;
*+15% Science Efficiency  &lt;br /&gt;
*Access to Revelation, Fountain of Knowledge &lt;br /&gt;
*Starts with +2 Scientist &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Focused Resolve &lt;br /&gt;
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends. &lt;br /&gt;
==The Tactician== &lt;br /&gt;
*-20% Attack Time &lt;br /&gt;
*+40% Specialist Credits Gains &lt;br /&gt;
*+40% Draft Speed &lt;br /&gt;
*No Thieves lost on Intel &lt;br /&gt;
*+40% Siege Science Efficiency &lt;br /&gt;
*Access to Clearsight &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Interdiction - &lt;br /&gt;
**Successful Attacks in War destroy resources as follows: &lt;br /&gt;
*** 15% of gold &lt;br /&gt;
*** 15% of runes &lt;br /&gt;
*** 15% of food &lt;br /&gt;
==The Warrior== &lt;br /&gt;
*+15% Offensive Military Efficiency &lt;br /&gt;
*+5 Mercenary &amp;amp; Prisoner Strength &lt;br /&gt;
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent   &lt;br /&gt;
*+35% Tactics Science Efficiency &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Battle Cry&lt;br /&gt;
**Upon successful attack, the attack will destroy 1.5% of the entire population. &lt;br /&gt;
==The War Hero== &lt;br /&gt;
*+10% Battle Gains (War Only)&lt;br /&gt;
*-25% Honor Loss &lt;br /&gt;
*+100% Honor Effects   &lt;br /&gt;
*Offensive specialist gets +2 strength (Affects NW)  &lt;br /&gt;
*+40% Valor Science Efficiency  &lt;br /&gt;
*Access to Quick Feet, Righteous Aggressor, Hero&#039;s Inspiration &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Rising Renown&lt;br /&gt;
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_116&amp;diff=1336</id>
		<title>Age 116</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_116&amp;diff=1336"/>
		<updated>2026-07-13T01:44:48Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* The General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Core Mechanics &amp;amp; Modifications=&lt;br /&gt;
==War Doctrine Updates==  &lt;br /&gt;
* 1st Province: +2.0% &lt;br /&gt;
* Each additional Province: +1% &lt;br /&gt;
* Maximum: 12.5%&lt;br /&gt;
* Elf, Faery, and Halfling War Doctrines gain +2% strength from each&lt;br /&gt;
additional province after the first, instead of +1%.&lt;br /&gt;
&lt;br /&gt;
==Fog of War==&lt;br /&gt;
* Removed from OOP&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Watch Towers &lt;br /&gt;
**Catch chance increased from 2.0% to 2.2% &lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
* Shielding multiplier increased from 0.0314 to 0.0350&lt;br /&gt;
* Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana&lt;br /&gt;
* Valor multiplier increased from 0.0582 to 0.0620 &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Fireball peasant damage increased from 4–7% to 5–7%.  &lt;br /&gt;
* Storms Peasant losses per tick increased from 1.5% to 1.75%.&lt;br /&gt;
* Droughts Food reduction increased from 25% to 30%.&lt;br /&gt;
* Droughts Draft Rate reduction increased from 15% to 20%. &lt;br /&gt;
* Chastity base duration average reduced from 6 to 4 days &lt;br /&gt;
* Sloth base duration average reduced from 6 to 4 days &lt;br /&gt;
* Magic Ward base duration average reduced from 6 to 4 days&lt;br /&gt;
* Lightning Strike no longer global&lt;br /&gt;
&lt;br /&gt;
==OPs==&lt;br /&gt;
* Incite Riots income reduction increased from 15% to 20% &lt;br /&gt;
* Bribe Thieves TPA reduction increased from 10% to 12.5% &lt;br /&gt;
* Free Prisoners damage increased from 17% to 25% &lt;br /&gt;
* Rob the Vaults War Cap lifted to 16% &lt;br /&gt;
* Kidnap War Cap lifted to 5% &lt;br /&gt;
* Destabilise Guilds spell duration reduction increased from 20% to 25% &lt;br /&gt;
* Arson damage increased by 5%. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
===Hostility Meter===&lt;br /&gt;
* Changes to meter decay will revert back to before age 111.&lt;br /&gt;
* Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.&lt;br /&gt;
* Hostile Meter no longer resets for Ceasefi res or Entering Wars.&lt;br /&gt;
&lt;br /&gt;
===Force Ceasefire Changes=== &lt;br /&gt;
FCF becomes available when all of the following are met: &lt;br /&gt;
* The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
* FCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 2% Honor and 2% Science.  &lt;br /&gt;
**There is no penalty incurred for FCF if out of War Range of the aggressor &lt;br /&gt;
* FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom &lt;br /&gt;
 &lt;br /&gt;
===Out of War &amp;amp; Out of Range Attack Penalty Updates&amp;lt;sup&amp;gt;aka anti-bottomfeeding mechanics&amp;lt;/sup&amp;gt;===&lt;br /&gt;
* Battle Gains reduced by 15% instead of 10%&lt;br /&gt;
&lt;br /&gt;
===Spells and Ops===&lt;br /&gt;
*Following spells/ops will be available to defending kingdoms in Unfriendly relations: &lt;br /&gt;
** Fireball &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
** Fools Gold  &lt;br /&gt;
** Meteor Showers&lt;br /&gt;
&lt;br /&gt;
** Nightstrike&lt;br /&gt;
** Greater Arson&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
*Attacking and Defending  &lt;br /&gt;
** In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained  &lt;br /&gt;
** Massacre Peasant Damage in War: +5%. &lt;br /&gt;
*** Thief and Wizard damage unchanged. &lt;br /&gt;
&lt;br /&gt;
==Dragons==&lt;br /&gt;
*Amethyst Dragon &lt;br /&gt;
** −40% Spell Success Chance &lt;br /&gt;
** −40% Thievery Success Chance on sabotage operations &lt;br /&gt;
** Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations &lt;br /&gt;
** All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard &amp;amp; thieves &lt;br /&gt;
*Emerald Dragon &lt;br /&gt;
** +25% Military Casualties &lt;br /&gt;
** -25% Combat Gains &lt;br /&gt;
** Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
*Ruby Dragon&lt;br /&gt;
** -12.5% Military Effectiveness &lt;br /&gt;
** +20% Military Wages &lt;br /&gt;
** Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert &lt;br /&gt;
*Topaz Dragon  &lt;br /&gt;
** -25% Building Efficiency &lt;br /&gt;
** -25% Income &lt;br /&gt;
** Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold &lt;br /&gt;
*Sapphire Dragons&lt;br /&gt;
** -35% WPA and TPA &lt;br /&gt;
** -1 Mana Recovery  &lt;br /&gt;
** -1 Stealth Recovery  &lt;br /&gt;
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.&lt;br /&gt;
&lt;br /&gt;
* Dragons started outside of War cost 15% more Gold and Food &lt;br /&gt;
&lt;br /&gt;
=Races= &lt;br /&gt;
==Avian== &lt;br /&gt;
*Bonuses:&lt;br /&gt;
** -25% Attack Time &lt;br /&gt;
** -25% Training Time &lt;br /&gt;
** -25% Military Wage Cost &lt;br /&gt;
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom &lt;br /&gt;
* Unique Passive: Aerial Supremacy &lt;br /&gt;
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Town Watch, Illuminate Shadows &lt;br /&gt;
*Penalties: &lt;br /&gt;
**No Access to Stables and War Horses &lt;br /&gt;
**+30% Rune Cost  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 12/0, 4.8nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 16/2, 750gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: n/a &lt;br /&gt;
==Dark Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Offensive WPA  &lt;br /&gt;
** +30% Instant Spell Damage &lt;br /&gt;
** Can train Thieves using Specialist Credits &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Dark Ritual &lt;br /&gt;
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres. &lt;br /&gt;
*Spells:&lt;br /&gt;
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -15% Birth Rates &lt;br /&gt;
** +30% Damage taken from sabotage operations  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 14/0, 5.6nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 16/2, 700gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Dryad== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +20% Birth Rate  &lt;br /&gt;
** +12.5% DME  &lt;br /&gt;
** -40% Defensive Military Losses   &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom. &lt;br /&gt;
*Unique Passive - Thick Bark  &lt;br /&gt;
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes. &lt;br /&gt;
*Spells: &lt;br /&gt;
** Aggression, Greater Protection, Clearsight  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +10% Attack Time &lt;br /&gt;
** +1 Mana Cost for Offensive Spells&lt;br /&gt;
** Cannot use Forts&lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/11, 5.5nw &lt;br /&gt;
** Elite Unit: 16/3 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Dwarf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Building Efficiency&lt;br /&gt;
** -50% Construction Time&lt;br /&gt;
** -50% Construction Costs &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom. &lt;br /&gt;
*Unique Passive: Mountain Hold&lt;br /&gt;
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Miner’s Mystique, Town Watch, Reflect Magic &lt;br /&gt;
*Penalties: &lt;br /&gt;
**Cannot Accelerate Construction  &lt;br /&gt;
**+90% Food Consumption &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 15/7, 900gc, 8nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.9nw &lt;br /&gt;
==Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +40% Magic Effectiveness (WPA) &lt;br /&gt;
** +1 Mana Per Tick in War &lt;br /&gt;
** +30% Offensive Spell Duration  &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Arcane Mastery&lt;br /&gt;
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.   &lt;br /&gt;
*Spells: &lt;br /&gt;
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +30% Draft Costs  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/13 , 6.5nw &lt;br /&gt;
** Elite Unit: 14/4 700gc, 7.0nw &lt;br /&gt;
** Mercenary:8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse:2/0, 0.6nw &lt;br /&gt;
==Faery== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Self Spell Duration  &lt;br /&gt;
** +20% WPA/TPA &lt;br /&gt;
** +1 Mana Recovery per Tick  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.  &lt;br /&gt;
*Unique Passive - Leyline Interference&lt;br /&gt;
** Enemy spells cast against Faery provinces have a 15% chance to fail.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge   &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -5% Population &lt;br /&gt;
** +15% Military Casualties   &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 4/16, 1100gc, 8.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Halfling== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +12.5% Population  &lt;br /&gt;
** +1 Stealth Regeneration Per Tick &lt;br /&gt;
** +30% Thievery Effectiveness (TPA) &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.   &lt;br /&gt;
*Spells:&lt;br /&gt;
** Tree of Gold, Greater Protection, Invisibility &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -25% Draft Speed &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw  &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 10/13, 900gc, 7.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Human==&lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Income  &lt;br /&gt;
** -30% Training Costs&lt;br /&gt;
** +20% Draft Speed  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom. &lt;br /&gt;
*Unique Passive - Muster the Realm&lt;br /&gt;
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.&lt;br /&gt;
*Spells:&lt;br /&gt;
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  &lt;br /&gt;
*Penalties:&lt;br /&gt;
**+25% Wages &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 15/0, 6.0nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 15/5 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 3/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Orc== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +10% Gains OOW &amp;amp; +15% Gains During War  &lt;br /&gt;
** -40% Draft Cost &lt;br /&gt;
** +15% Enemy Military Casualties &lt;br /&gt;
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom. &lt;br /&gt;
*Unique Passive - Blood Spoils&lt;br /&gt;
** Successful attacks convert 25% of enemy military casualties into Specialist Credits &lt;br /&gt;
*Spells:&lt;br /&gt;
** Bloodlust, Wrath, Aggression&lt;br /&gt;
*Penalties: &lt;br /&gt;
** +20% Instant Damage from Sabotage and Sorcery  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 13/0, 5.2 nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 18/3, 850gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Undead== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** -45% Military Losses &lt;br /&gt;
** Plague Immunity  &lt;br /&gt;
** Always carries Plague and chance to spread &lt;br /&gt;
** No Food Requirement &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague) &lt;br /&gt;
*Unique Passive: Death March &lt;br /&gt;
** Converts 25% of offensive losses into Soldiers instantly.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Animate Dead, Ghost Workers, Vermin  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** Cannot build Hospitals  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 16/4, 800gc, 7nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
=Personalities=&lt;br /&gt;
==The Artisan ==&lt;br /&gt;
*+25% Building Capacity (Homes, Stables, Dungeons)  &lt;br /&gt;
*+25% Building Production (Banks, Farms, Stables, Towers, Homes)&lt;br /&gt;
-25% Construction Costs&lt;br /&gt;
*Immune to Greed and Incite Riots &lt;br /&gt;
*+25% Economy Science Efficiency &lt;br /&gt;
*Access to Ghost Workers, Greater Protection, Fool&#039;s Gold  &lt;br /&gt;
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits &lt;br /&gt;
*Unique Passive – Master Craftsmanship&lt;br /&gt;
**When razing buildings, recover 25% of buildings razed as Building Credits.&lt;br /&gt;
&lt;br /&gt;
==The Cleric==  &lt;br /&gt;
*+1 Elite Defensive Value (Affects NW)&lt;br /&gt;
*+1 Defensive Specialist Strength (Affects NW)&lt;br /&gt;
*-40% Damage from Instant Spells  &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero&#039;s Inspiration&lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Divine Favour: &lt;br /&gt;
**Self-spells cast by Clerics have their duration increased by 4 ticks. &lt;br /&gt;
==The General==  &lt;br /&gt;
*+1 General&lt;br /&gt;
*+2 Offensive Elite Strength &lt;br /&gt;
*-25% Training Cost &amp;amp; Speed  &lt;br /&gt;
*Can Train one Elite for every two Specialist Credits &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Mist, Wrath &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Relentless Assault&lt;br /&gt;
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.&lt;br /&gt;
&lt;br /&gt;
==The Heretic== &lt;br /&gt;
*+35% Offensive TPA  &lt;br /&gt;
*+35% Offensive WPA &lt;br /&gt;
*-50% Thief Losses &lt;br /&gt;
*+50% Guild Effectiveness&lt;br /&gt;
*Immune to Expose Thieves  &lt;br /&gt;
*+25% Arcane Science Efficiency &lt;br /&gt;
*Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards and +400 Thieves &lt;br /&gt;
*Unique Passive : Arcane Frenzy&lt;br /&gt;
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack &lt;br /&gt;
==The Mystic== &lt;br /&gt;
*+100% Guilds Effectiveness &lt;br /&gt;
*+1 Mana Recovery per Tick &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Pitfalls, Meteor Showers, Chastity, Fool&#039;s Gold&lt;br /&gt;
*Starts with +800 Wizards &lt;br /&gt;
*Unique Passive- Focused Channeling&lt;br /&gt;
**While above 60% mana, spells gain +20% WPA &lt;br /&gt;
==The Necromancer== &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+7.5% ME &lt;br /&gt;
*-40% Rune Cost (Not Ritual)  &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards +400 Specialist Credits  &lt;br /&gt;
*Unique Passive – Dark Pact &lt;br /&gt;
**After each successful attack, The Necromancer converts: &lt;br /&gt;
***7.5% of the enemy&#039;s killed units into Wizards. &lt;br /&gt;
***17.5% of the enemy&#039;s killed units into Soldiers. &lt;br /&gt;
***10% of the enemy&#039;s killed units into Peasants. &lt;br /&gt;
==The Rogue== &lt;br /&gt;
*+100% Thieves&#039; Dens Effectiveness &lt;br /&gt;
*+25% TPA &lt;br /&gt;
*+1 Stealth Recovery per Tick &lt;br /&gt;
*Access to All Thievery Operations &lt;br /&gt;
*+40% Crime Science Efficiency  &lt;br /&gt;
*Starts with +800 Thieves &lt;br /&gt;
*Unique Passive - Shadow Persistence &lt;br /&gt;
**Rogue provinces may perform thievery operations while overpopulated.&lt;br /&gt;
==The Sage==&lt;br /&gt;
*+20% Book Generation &lt;br /&gt;
*+20% Scientist Generation &lt;br /&gt;
*+50% Learn Protection &lt;br /&gt;
*+15% Science Efficiency  &lt;br /&gt;
*Access to Revelation, Fountain of Knowledge &lt;br /&gt;
*Starts with +2 Scientist &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Focused Resolve &lt;br /&gt;
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends. &lt;br /&gt;
==The Tactician== &lt;br /&gt;
*-20% Attack Time &lt;br /&gt;
*+40% Specialist Credits Gains &lt;br /&gt;
*+40% Draft Speed &lt;br /&gt;
*No Thieves lost on Intel &lt;br /&gt;
*+40% Siege Science Efficiency &lt;br /&gt;
*Access to Clearsight &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Interdiction - &lt;br /&gt;
**Successful Attacks in War destroy resources as follows: &lt;br /&gt;
*** 15% of gold &lt;br /&gt;
*** 15% of runes &lt;br /&gt;
*** 15% of food &lt;br /&gt;
==The Warrior== &lt;br /&gt;
*+15% Offensive Military Efficiency &lt;br /&gt;
*+5 Mercenary &amp;amp; Prisoner Strength &lt;br /&gt;
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent   &lt;br /&gt;
*+35% Tactics Science Efficiency &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Battle Cry&lt;br /&gt;
**Upon successful attack, the attack will destroy 1.5% of the entire population. &lt;br /&gt;
==The War Hero== &lt;br /&gt;
*+10% Battle Gains (War Only)&lt;br /&gt;
*-25% Honor Loss &lt;br /&gt;
*+100% Honor Effects   &lt;br /&gt;
*Offensive specialist gets +2 strength (Affects NW)  &lt;br /&gt;
*+40% Valor Science Efficiency  &lt;br /&gt;
*Access to Quick Feet, Righteous Aggressor, Hero&#039;s Inspiration &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Rising Renown&lt;br /&gt;
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_116&amp;diff=1335</id>
		<title>Age 116</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_116&amp;diff=1335"/>
		<updated>2026-07-13T01:44:16Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* The Artisan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Core Mechanics &amp;amp; Modifications=&lt;br /&gt;
==War Doctrine Updates==  &lt;br /&gt;
* 1st Province: +2.0% &lt;br /&gt;
* Each additional Province: +1% &lt;br /&gt;
* Maximum: 12.5%&lt;br /&gt;
* Elf, Faery, and Halfling War Doctrines gain +2% strength from each&lt;br /&gt;
additional province after the first, instead of +1%.&lt;br /&gt;
&lt;br /&gt;
==Fog of War==&lt;br /&gt;
* Removed from OOP&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Watch Towers &lt;br /&gt;
**Catch chance increased from 2.0% to 2.2% &lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
* Shielding multiplier increased from 0.0314 to 0.0350&lt;br /&gt;
* Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana&lt;br /&gt;
* Valor multiplier increased from 0.0582 to 0.0620 &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Fireball peasant damage increased from 4–7% to 5–7%.  &lt;br /&gt;
* Storms Peasant losses per tick increased from 1.5% to 1.75%.&lt;br /&gt;
* Droughts Food reduction increased from 25% to 30%.&lt;br /&gt;
* Droughts Draft Rate reduction increased from 15% to 20%. &lt;br /&gt;
* Chastity base duration average reduced from 6 to 4 days &lt;br /&gt;
* Sloth base duration average reduced from 6 to 4 days &lt;br /&gt;
* Magic Ward base duration average reduced from 6 to 4 days&lt;br /&gt;
* Lightning Strike no longer global&lt;br /&gt;
&lt;br /&gt;
==OPs==&lt;br /&gt;
* Incite Riots income reduction increased from 15% to 20% &lt;br /&gt;
* Bribe Thieves TPA reduction increased from 10% to 12.5% &lt;br /&gt;
* Free Prisoners damage increased from 17% to 25% &lt;br /&gt;
* Rob the Vaults War Cap lifted to 16% &lt;br /&gt;
* Kidnap War Cap lifted to 5% &lt;br /&gt;
* Destabilise Guilds spell duration reduction increased from 20% to 25% &lt;br /&gt;
* Arson damage increased by 5%. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
===Hostility Meter===&lt;br /&gt;
* Changes to meter decay will revert back to before age 111.&lt;br /&gt;
* Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.&lt;br /&gt;
* Hostile Meter no longer resets for Ceasefi res or Entering Wars.&lt;br /&gt;
&lt;br /&gt;
===Force Ceasefire Changes=== &lt;br /&gt;
FCF becomes available when all of the following are met: &lt;br /&gt;
* The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
* FCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 2% Honor and 2% Science.  &lt;br /&gt;
**There is no penalty incurred for FCF if out of War Range of the aggressor &lt;br /&gt;
* FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom &lt;br /&gt;
 &lt;br /&gt;
===Out of War &amp;amp; Out of Range Attack Penalty Updates&amp;lt;sup&amp;gt;aka anti-bottomfeeding mechanics&amp;lt;/sup&amp;gt;===&lt;br /&gt;
* Battle Gains reduced by 15% instead of 10%&lt;br /&gt;
&lt;br /&gt;
===Spells and Ops===&lt;br /&gt;
*Following spells/ops will be available to defending kingdoms in Unfriendly relations: &lt;br /&gt;
** Fireball &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
** Fools Gold  &lt;br /&gt;
** Meteor Showers&lt;br /&gt;
&lt;br /&gt;
** Nightstrike&lt;br /&gt;
** Greater Arson&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
*Attacking and Defending  &lt;br /&gt;
** In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained  &lt;br /&gt;
** Massacre Peasant Damage in War: +5%. &lt;br /&gt;
*** Thief and Wizard damage unchanged. &lt;br /&gt;
&lt;br /&gt;
==Dragons==&lt;br /&gt;
*Amethyst Dragon &lt;br /&gt;
** −40% Spell Success Chance &lt;br /&gt;
** −40% Thievery Success Chance on sabotage operations &lt;br /&gt;
** Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations &lt;br /&gt;
** All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard &amp;amp; thieves &lt;br /&gt;
*Emerald Dragon &lt;br /&gt;
** +25% Military Casualties &lt;br /&gt;
** -25% Combat Gains &lt;br /&gt;
** Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
*Ruby Dragon&lt;br /&gt;
** -12.5% Military Effectiveness &lt;br /&gt;
** +20% Military Wages &lt;br /&gt;
** Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert &lt;br /&gt;
*Topaz Dragon  &lt;br /&gt;
** -25% Building Efficiency &lt;br /&gt;
** -25% Income &lt;br /&gt;
** Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold &lt;br /&gt;
*Sapphire Dragons&lt;br /&gt;
** -35% WPA and TPA &lt;br /&gt;
** -1 Mana Recovery  &lt;br /&gt;
** -1 Stealth Recovery  &lt;br /&gt;
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.&lt;br /&gt;
&lt;br /&gt;
* Dragons started outside of War cost 15% more Gold and Food &lt;br /&gt;
&lt;br /&gt;
=Races= &lt;br /&gt;
==Avian== &lt;br /&gt;
*Bonuses:&lt;br /&gt;
** -25% Attack Time &lt;br /&gt;
** -25% Training Time &lt;br /&gt;
** -25% Military Wage Cost &lt;br /&gt;
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom &lt;br /&gt;
* Unique Passive: Aerial Supremacy &lt;br /&gt;
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Town Watch, Illuminate Shadows &lt;br /&gt;
*Penalties: &lt;br /&gt;
**No Access to Stables and War Horses &lt;br /&gt;
**+30% Rune Cost  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 12/0, 4.8nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 16/2, 750gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: n/a &lt;br /&gt;
==Dark Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Offensive WPA  &lt;br /&gt;
** +30% Instant Spell Damage &lt;br /&gt;
** Can train Thieves using Specialist Credits &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Dark Ritual &lt;br /&gt;
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres. &lt;br /&gt;
*Spells:&lt;br /&gt;
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -15% Birth Rates &lt;br /&gt;
** +30% Damage taken from sabotage operations  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 14/0, 5.6nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 16/2, 700gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Dryad== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +20% Birth Rate  &lt;br /&gt;
** +12.5% DME  &lt;br /&gt;
** -40% Defensive Military Losses   &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom. &lt;br /&gt;
*Unique Passive - Thick Bark  &lt;br /&gt;
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes. &lt;br /&gt;
*Spells: &lt;br /&gt;
** Aggression, Greater Protection, Clearsight  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +10% Attack Time &lt;br /&gt;
** +1 Mana Cost for Offensive Spells&lt;br /&gt;
** Cannot use Forts&lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/11, 5.5nw &lt;br /&gt;
** Elite Unit: 16/3 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Dwarf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Building Efficiency&lt;br /&gt;
** -50% Construction Time&lt;br /&gt;
** -50% Construction Costs &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom. &lt;br /&gt;
*Unique Passive: Mountain Hold&lt;br /&gt;
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Miner’s Mystique, Town Watch, Reflect Magic &lt;br /&gt;
*Penalties: &lt;br /&gt;
**Cannot Accelerate Construction  &lt;br /&gt;
**+90% Food Consumption &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 15/7, 900gc, 8nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.9nw &lt;br /&gt;
==Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +40% Magic Effectiveness (WPA) &lt;br /&gt;
** +1 Mana Per Tick in War &lt;br /&gt;
** +30% Offensive Spell Duration  &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Arcane Mastery&lt;br /&gt;
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.   &lt;br /&gt;
*Spells: &lt;br /&gt;
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +30% Draft Costs  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/13 , 6.5nw &lt;br /&gt;
** Elite Unit: 14/4 700gc, 7.0nw &lt;br /&gt;
** Mercenary:8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse:2/0, 0.6nw &lt;br /&gt;
==Faery== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Self Spell Duration  &lt;br /&gt;
** +20% WPA/TPA &lt;br /&gt;
** +1 Mana Recovery per Tick  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.  &lt;br /&gt;
*Unique Passive - Leyline Interference&lt;br /&gt;
** Enemy spells cast against Faery provinces have a 15% chance to fail.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge   &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -5% Population &lt;br /&gt;
** +15% Military Casualties   &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 4/16, 1100gc, 8.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Halfling== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +12.5% Population  &lt;br /&gt;
** +1 Stealth Regeneration Per Tick &lt;br /&gt;
** +30% Thievery Effectiveness (TPA) &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.   &lt;br /&gt;
*Spells:&lt;br /&gt;
** Tree of Gold, Greater Protection, Invisibility &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -25% Draft Speed &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw  &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 10/13, 900gc, 7.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Human==&lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Income  &lt;br /&gt;
** -30% Training Costs&lt;br /&gt;
** +20% Draft Speed  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom. &lt;br /&gt;
*Unique Passive - Muster the Realm&lt;br /&gt;
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.&lt;br /&gt;
*Spells:&lt;br /&gt;
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  &lt;br /&gt;
*Penalties:&lt;br /&gt;
**+25% Wages &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 15/0, 6.0nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 15/5 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 3/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Orc== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +10% Gains OOW &amp;amp; +15% Gains During War  &lt;br /&gt;
** -40% Draft Cost &lt;br /&gt;
** +15% Enemy Military Casualties &lt;br /&gt;
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom. &lt;br /&gt;
*Unique Passive - Blood Spoils&lt;br /&gt;
** Successful attacks convert 25% of enemy military casualties into Specialist Credits &lt;br /&gt;
*Spells:&lt;br /&gt;
** Bloodlust, Wrath, Aggression&lt;br /&gt;
*Penalties: &lt;br /&gt;
** +20% Instant Damage from Sabotage and Sorcery  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 13/0, 5.2 nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 18/3, 850gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Undead== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** -45% Military Losses &lt;br /&gt;
** Plague Immunity  &lt;br /&gt;
** Always carries Plague and chance to spread &lt;br /&gt;
** No Food Requirement &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague) &lt;br /&gt;
*Unique Passive: Death March &lt;br /&gt;
** Converts 25% of offensive losses into Soldiers instantly.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Animate Dead, Ghost Workers, Vermin  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** Cannot build Hospitals  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 16/4, 800gc, 7nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
=Personalities=&lt;br /&gt;
==The Artisan ==&lt;br /&gt;
*+25% Building Capacity (Homes, Stables, Dungeons)  &lt;br /&gt;
*+25% Building Production (Banks, Farms, Stables, Towers, Homes)&lt;br /&gt;
-25% Construction Costs&lt;br /&gt;
*Immune to Greed and Incite Riots &lt;br /&gt;
*+25% Economy Science Efficiency &lt;br /&gt;
*Access to Ghost Workers, Greater Protection, Fool&#039;s Gold  &lt;br /&gt;
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits &lt;br /&gt;
*Unique Passive – Master Craftsmanship&lt;br /&gt;
**When razing buildings, recover 25% of buildings razed as Building Credits.&lt;br /&gt;
&lt;br /&gt;
==The Cleric==  &lt;br /&gt;
*+1 Elite Defensive Value (Affects NW)&lt;br /&gt;
*+1 Defensive Specialist Strength (Affects NW)&lt;br /&gt;
*-40% Damage from Instant Spells  &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero&#039;s Inspiration&lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Divine Favour: &lt;br /&gt;
**Self-spells cast by Clerics have their duration increased by 4 ticks. &lt;br /&gt;
==The General==  &lt;br /&gt;
*+1 General&lt;br /&gt;
*+2 Offensive Elite Strength (Affects NW) &lt;br /&gt;
*-25% Training Cost &amp;amp; Speed  &lt;br /&gt;
*Can Train one Elite for every two Specialist Credits &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Mist, Wrath &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Relentless Assault&lt;br /&gt;
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect. &lt;br /&gt;
==The Heretic== &lt;br /&gt;
*+35% Offensive TPA  &lt;br /&gt;
*+35% Offensive WPA &lt;br /&gt;
*-50% Thief Losses &lt;br /&gt;
*+50% Guild Effectiveness&lt;br /&gt;
*Immune to Expose Thieves  &lt;br /&gt;
*+25% Arcane Science Efficiency &lt;br /&gt;
*Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards and +400 Thieves &lt;br /&gt;
*Unique Passive : Arcane Frenzy&lt;br /&gt;
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack &lt;br /&gt;
==The Mystic== &lt;br /&gt;
*+100% Guilds Effectiveness &lt;br /&gt;
*+1 Mana Recovery per Tick &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Pitfalls, Meteor Showers, Chastity, Fool&#039;s Gold&lt;br /&gt;
*Starts with +800 Wizards &lt;br /&gt;
*Unique Passive- Focused Channeling&lt;br /&gt;
**While above 60% mana, spells gain +20% WPA &lt;br /&gt;
==The Necromancer== &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+7.5% ME &lt;br /&gt;
*-40% Rune Cost (Not Ritual)  &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards +400 Specialist Credits  &lt;br /&gt;
*Unique Passive – Dark Pact &lt;br /&gt;
**After each successful attack, The Necromancer converts: &lt;br /&gt;
***7.5% of the enemy&#039;s killed units into Wizards. &lt;br /&gt;
***17.5% of the enemy&#039;s killed units into Soldiers. &lt;br /&gt;
***10% of the enemy&#039;s killed units into Peasants. &lt;br /&gt;
==The Rogue== &lt;br /&gt;
*+100% Thieves&#039; Dens Effectiveness &lt;br /&gt;
*+25% TPA &lt;br /&gt;
*+1 Stealth Recovery per Tick &lt;br /&gt;
*Access to All Thievery Operations &lt;br /&gt;
*+40% Crime Science Efficiency  &lt;br /&gt;
*Starts with +800 Thieves &lt;br /&gt;
*Unique Passive - Shadow Persistence &lt;br /&gt;
**Rogue provinces may perform thievery operations while overpopulated.&lt;br /&gt;
==The Sage==&lt;br /&gt;
*+20% Book Generation &lt;br /&gt;
*+20% Scientist Generation &lt;br /&gt;
*+50% Learn Protection &lt;br /&gt;
*+15% Science Efficiency  &lt;br /&gt;
*Access to Revelation, Fountain of Knowledge &lt;br /&gt;
*Starts with +2 Scientist &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Focused Resolve &lt;br /&gt;
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends. &lt;br /&gt;
==The Tactician== &lt;br /&gt;
*-20% Attack Time &lt;br /&gt;
*+40% Specialist Credits Gains &lt;br /&gt;
*+40% Draft Speed &lt;br /&gt;
*No Thieves lost on Intel &lt;br /&gt;
*+40% Siege Science Efficiency &lt;br /&gt;
*Access to Clearsight &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Interdiction - &lt;br /&gt;
**Successful Attacks in War destroy resources as follows: &lt;br /&gt;
*** 15% of gold &lt;br /&gt;
*** 15% of runes &lt;br /&gt;
*** 15% of food &lt;br /&gt;
==The Warrior== &lt;br /&gt;
*+15% Offensive Military Efficiency &lt;br /&gt;
*+5 Mercenary &amp;amp; Prisoner Strength &lt;br /&gt;
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent   &lt;br /&gt;
*+35% Tactics Science Efficiency &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Battle Cry&lt;br /&gt;
**Upon successful attack, the attack will destroy 1.5% of the entire population. &lt;br /&gt;
==The War Hero== &lt;br /&gt;
*+10% Battle Gains (War Only)&lt;br /&gt;
*-25% Honor Loss &lt;br /&gt;
*+100% Honor Effects   &lt;br /&gt;
*Offensive specialist gets +2 strength (Affects NW)  &lt;br /&gt;
*+40% Valor Science Efficiency  &lt;br /&gt;
*Access to Quick Feet, Righteous Aggressor, Hero&#039;s Inspiration &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Rising Renown&lt;br /&gt;
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_116&amp;diff=1334</id>
		<title>Age 116</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_116&amp;diff=1334"/>
		<updated>2026-07-13T01:34:50Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Human */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Core Mechanics &amp;amp; Modifications=&lt;br /&gt;
==War Doctrine Updates==  &lt;br /&gt;
* 1st Province: +2.0% &lt;br /&gt;
* Each additional Province: +1% &lt;br /&gt;
* Maximum: 12.5%&lt;br /&gt;
* Elf, Faery, and Halfling War Doctrines gain +2% strength from each&lt;br /&gt;
additional province after the first, instead of +1%.&lt;br /&gt;
&lt;br /&gt;
==Fog of War==&lt;br /&gt;
* Removed from OOP&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Watch Towers &lt;br /&gt;
**Catch chance increased from 2.0% to 2.2% &lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
* Shielding multiplier increased from 0.0314 to 0.0350&lt;br /&gt;
* Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana&lt;br /&gt;
* Valor multiplier increased from 0.0582 to 0.0620 &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Fireball peasant damage increased from 4–7% to 5–7%.  &lt;br /&gt;
* Storms Peasant losses per tick increased from 1.5% to 1.75%.&lt;br /&gt;
* Droughts Food reduction increased from 25% to 30%.&lt;br /&gt;
* Droughts Draft Rate reduction increased from 15% to 20%. &lt;br /&gt;
* Chastity base duration average reduced from 6 to 4 days &lt;br /&gt;
* Sloth base duration average reduced from 6 to 4 days &lt;br /&gt;
* Magic Ward base duration average reduced from 6 to 4 days&lt;br /&gt;
* Lightning Strike no longer global&lt;br /&gt;
&lt;br /&gt;
==OPs==&lt;br /&gt;
* Incite Riots income reduction increased from 15% to 20% &lt;br /&gt;
* Bribe Thieves TPA reduction increased from 10% to 12.5% &lt;br /&gt;
* Free Prisoners damage increased from 17% to 25% &lt;br /&gt;
* Rob the Vaults War Cap lifted to 16% &lt;br /&gt;
* Kidnap War Cap lifted to 5% &lt;br /&gt;
* Destabilise Guilds spell duration reduction increased from 20% to 25% &lt;br /&gt;
* Arson damage increased by 5%. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
===Hostility Meter===&lt;br /&gt;
* Changes to meter decay will revert back to before age 111.&lt;br /&gt;
* Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.&lt;br /&gt;
* Hostile Meter no longer resets for Ceasefi res or Entering Wars.&lt;br /&gt;
&lt;br /&gt;
===Force Ceasefire Changes=== &lt;br /&gt;
FCF becomes available when all of the following are met: &lt;br /&gt;
* The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
* FCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 2% Honor and 2% Science.  &lt;br /&gt;
**There is no penalty incurred for FCF if out of War Range of the aggressor &lt;br /&gt;
* FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom &lt;br /&gt;
 &lt;br /&gt;
===Out of War &amp;amp; Out of Range Attack Penalty Updates&amp;lt;sup&amp;gt;aka anti-bottomfeeding mechanics&amp;lt;/sup&amp;gt;===&lt;br /&gt;
* Battle Gains reduced by 15% instead of 10%&lt;br /&gt;
&lt;br /&gt;
===Spells and Ops===&lt;br /&gt;
*Following spells/ops will be available to defending kingdoms in Unfriendly relations: &lt;br /&gt;
** Fireball &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
** Fools Gold  &lt;br /&gt;
** Meteor Showers&lt;br /&gt;
&lt;br /&gt;
** Nightstrike&lt;br /&gt;
** Greater Arson&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
*Attacking and Defending  &lt;br /&gt;
** In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained  &lt;br /&gt;
** Massacre Peasant Damage in War: +5%. &lt;br /&gt;
*** Thief and Wizard damage unchanged. &lt;br /&gt;
&lt;br /&gt;
==Dragons==&lt;br /&gt;
*Amethyst Dragon &lt;br /&gt;
** −40% Spell Success Chance &lt;br /&gt;
** −40% Thievery Success Chance on sabotage operations &lt;br /&gt;
** Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations &lt;br /&gt;
** All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard &amp;amp; thieves &lt;br /&gt;
*Emerald Dragon &lt;br /&gt;
** +25% Military Casualties &lt;br /&gt;
** -25% Combat Gains &lt;br /&gt;
** Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
*Ruby Dragon&lt;br /&gt;
** -12.5% Military Effectiveness &lt;br /&gt;
** +20% Military Wages &lt;br /&gt;
** Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert &lt;br /&gt;
*Topaz Dragon  &lt;br /&gt;
** -25% Building Efficiency &lt;br /&gt;
** -25% Income &lt;br /&gt;
** Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold &lt;br /&gt;
*Sapphire Dragons&lt;br /&gt;
** -35% WPA and TPA &lt;br /&gt;
** -1 Mana Recovery  &lt;br /&gt;
** -1 Stealth Recovery  &lt;br /&gt;
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.&lt;br /&gt;
&lt;br /&gt;
* Dragons started outside of War cost 15% more Gold and Food &lt;br /&gt;
&lt;br /&gt;
=Races= &lt;br /&gt;
==Avian== &lt;br /&gt;
*Bonuses:&lt;br /&gt;
** -25% Attack Time &lt;br /&gt;
** -25% Training Time &lt;br /&gt;
** -25% Military Wage Cost &lt;br /&gt;
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom &lt;br /&gt;
* Unique Passive: Aerial Supremacy &lt;br /&gt;
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Town Watch, Illuminate Shadows &lt;br /&gt;
*Penalties: &lt;br /&gt;
**No Access to Stables and War Horses &lt;br /&gt;
**+30% Rune Cost  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 12/0, 4.8nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 16/2, 750gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: n/a &lt;br /&gt;
==Dark Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Offensive WPA  &lt;br /&gt;
** +30% Instant Spell Damage &lt;br /&gt;
** Can train Thieves using Specialist Credits &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Dark Ritual &lt;br /&gt;
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres. &lt;br /&gt;
*Spells:&lt;br /&gt;
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -15% Birth Rates &lt;br /&gt;
** +30% Damage taken from sabotage operations  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 14/0, 5.6nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 16/2, 700gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Dryad== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +20% Birth Rate  &lt;br /&gt;
** +12.5% DME  &lt;br /&gt;
** -40% Defensive Military Losses   &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom. &lt;br /&gt;
*Unique Passive - Thick Bark  &lt;br /&gt;
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes. &lt;br /&gt;
*Spells: &lt;br /&gt;
** Aggression, Greater Protection, Clearsight  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +10% Attack Time &lt;br /&gt;
** +1 Mana Cost for Offensive Spells&lt;br /&gt;
** Cannot use Forts&lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/11, 5.5nw &lt;br /&gt;
** Elite Unit: 16/3 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Dwarf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Building Efficiency&lt;br /&gt;
** -50% Construction Time&lt;br /&gt;
** -50% Construction Costs &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom. &lt;br /&gt;
*Unique Passive: Mountain Hold&lt;br /&gt;
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Miner’s Mystique, Town Watch, Reflect Magic &lt;br /&gt;
*Penalties: &lt;br /&gt;
**Cannot Accelerate Construction  &lt;br /&gt;
**+90% Food Consumption &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 15/7, 900gc, 8nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.9nw &lt;br /&gt;
==Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +40% Magic Effectiveness (WPA) &lt;br /&gt;
** +1 Mana Per Tick in War &lt;br /&gt;
** +30% Offensive Spell Duration  &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Arcane Mastery&lt;br /&gt;
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.   &lt;br /&gt;
*Spells: &lt;br /&gt;
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +30% Draft Costs  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/13 , 6.5nw &lt;br /&gt;
** Elite Unit: 14/4 700gc, 7.0nw &lt;br /&gt;
** Mercenary:8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse:2/0, 0.6nw &lt;br /&gt;
==Faery== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Self Spell Duration  &lt;br /&gt;
** +20% WPA/TPA &lt;br /&gt;
** +1 Mana Recovery per Tick  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.  &lt;br /&gt;
*Unique Passive - Leyline Interference&lt;br /&gt;
** Enemy spells cast against Faery provinces have a 15% chance to fail.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge   &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -5% Population &lt;br /&gt;
** +15% Military Casualties   &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 4/16, 1100gc, 8.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Halfling== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +12.5% Population  &lt;br /&gt;
** +1 Stealth Regeneration Per Tick &lt;br /&gt;
** +30% Thievery Effectiveness (TPA) &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.   &lt;br /&gt;
*Spells:&lt;br /&gt;
** Tree of Gold, Greater Protection, Invisibility &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -25% Draft Speed &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw  &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 10/13, 900gc, 7.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Human==&lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Income  &lt;br /&gt;
** -30% Training Costs&lt;br /&gt;
** +20% Draft Speed  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom. &lt;br /&gt;
*Unique Passive - Muster the Realm&lt;br /&gt;
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.&lt;br /&gt;
*Spells:&lt;br /&gt;
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  &lt;br /&gt;
*Penalties:&lt;br /&gt;
**+25% Wages &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 15/0, 6.0nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 15/5 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 3/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Orc== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +10% Gains OOW &amp;amp; +15% Gains During War  &lt;br /&gt;
** -40% Draft Cost &lt;br /&gt;
** +15% Enemy Military Casualties &lt;br /&gt;
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom. &lt;br /&gt;
*Unique Passive - Blood Spoils&lt;br /&gt;
** Successful attacks convert 25% of enemy military casualties into Specialist Credits &lt;br /&gt;
*Spells:&lt;br /&gt;
** Bloodlust, Wrath, Aggression&lt;br /&gt;
*Penalties: &lt;br /&gt;
** +20% Instant Damage from Sabotage and Sorcery  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 13/0, 5.2 nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 18/3, 850gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Undead== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** -45% Military Losses &lt;br /&gt;
** Plague Immunity  &lt;br /&gt;
** Always carries Plague and chance to spread &lt;br /&gt;
** No Food Requirement &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague) &lt;br /&gt;
*Unique Passive: Death March &lt;br /&gt;
** Converts 25% of offensive losses into Soldiers instantly.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Animate Dead, Ghost Workers, Vermin  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** Cannot build Hospitals  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 16/4, 800gc, 7nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
=Personalities=&lt;br /&gt;
==The Artisan ==&lt;br /&gt;
*+25% Building Capacity (Homes, Stables, Dungeons)  &lt;br /&gt;
*+25% Building Production (Banks, Farms, Stables, Towers, Homes) &lt;br /&gt;
*Immune to Greed and Incite Riots &lt;br /&gt;
*+25% Economy Science Efficiency &lt;br /&gt;
*Access to Ghost Workers, Greater Protection, Fool&#039;s Gold  &lt;br /&gt;
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits &lt;br /&gt;
*Unique Passive – Master Craftsmanship&lt;br /&gt;
**When razing buildings, recover 25% of buildings razed as Building Credits. &lt;br /&gt;
==The Cleric==  &lt;br /&gt;
*+1 Elite Defensive Value (Affects NW)&lt;br /&gt;
*+1 Defensive Specialist Strength (Affects NW)&lt;br /&gt;
*-40% Damage from Instant Spells  &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero&#039;s Inspiration&lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Divine Favour: &lt;br /&gt;
**Self-spells cast by Clerics have their duration increased by 4 ticks. &lt;br /&gt;
==The General==  &lt;br /&gt;
*+1 General&lt;br /&gt;
*+2 Offensive Elite Strength (Affects NW) &lt;br /&gt;
*-25% Training Cost &amp;amp; Speed  &lt;br /&gt;
*Can Train one Elite for every two Specialist Credits &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Mist, Wrath &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Relentless Assault&lt;br /&gt;
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect. &lt;br /&gt;
==The Heretic== &lt;br /&gt;
*+35% Offensive TPA  &lt;br /&gt;
*+35% Offensive WPA &lt;br /&gt;
*-50% Thief Losses &lt;br /&gt;
*+50% Guild Effectiveness&lt;br /&gt;
*Immune to Expose Thieves  &lt;br /&gt;
*+25% Arcane Science Efficiency &lt;br /&gt;
*Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards and +400 Thieves &lt;br /&gt;
*Unique Passive : Arcane Frenzy&lt;br /&gt;
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack &lt;br /&gt;
==The Mystic== &lt;br /&gt;
*+100% Guilds Effectiveness &lt;br /&gt;
*+1 Mana Recovery per Tick &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Pitfalls, Meteor Showers, Chastity, Fool&#039;s Gold&lt;br /&gt;
*Starts with +800 Wizards &lt;br /&gt;
*Unique Passive- Focused Channeling&lt;br /&gt;
**While above 60% mana, spells gain +20% WPA &lt;br /&gt;
==The Necromancer== &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+7.5% ME &lt;br /&gt;
*-40% Rune Cost (Not Ritual)  &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards +400 Specialist Credits  &lt;br /&gt;
*Unique Passive – Dark Pact &lt;br /&gt;
**After each successful attack, The Necromancer converts: &lt;br /&gt;
***7.5% of the enemy&#039;s killed units into Wizards. &lt;br /&gt;
***17.5% of the enemy&#039;s killed units into Soldiers. &lt;br /&gt;
***10% of the enemy&#039;s killed units into Peasants. &lt;br /&gt;
==The Rogue== &lt;br /&gt;
*+100% Thieves&#039; Dens Effectiveness &lt;br /&gt;
*+25% TPA &lt;br /&gt;
*+1 Stealth Recovery per Tick &lt;br /&gt;
*Access to All Thievery Operations &lt;br /&gt;
*+40% Crime Science Efficiency  &lt;br /&gt;
*Starts with +800 Thieves &lt;br /&gt;
*Unique Passive - Shadow Persistence &lt;br /&gt;
**Rogue provinces may perform thievery operations while overpopulated.&lt;br /&gt;
==The Sage==&lt;br /&gt;
*+20% Book Generation &lt;br /&gt;
*+20% Scientist Generation &lt;br /&gt;
*+50% Learn Protection &lt;br /&gt;
*+15% Science Efficiency  &lt;br /&gt;
*Access to Revelation, Fountain of Knowledge &lt;br /&gt;
*Starts with +2 Scientist &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Focused Resolve &lt;br /&gt;
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends. &lt;br /&gt;
==The Tactician== &lt;br /&gt;
*-20% Attack Time &lt;br /&gt;
*+40% Specialist Credits Gains &lt;br /&gt;
*+40% Draft Speed &lt;br /&gt;
*No Thieves lost on Intel &lt;br /&gt;
*+40% Siege Science Efficiency &lt;br /&gt;
*Access to Clearsight &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Interdiction - &lt;br /&gt;
**Successful Attacks in War destroy resources as follows: &lt;br /&gt;
*** 15% of gold &lt;br /&gt;
*** 15% of runes &lt;br /&gt;
*** 15% of food &lt;br /&gt;
==The Warrior== &lt;br /&gt;
*+15% Offensive Military Efficiency &lt;br /&gt;
*+5 Mercenary &amp;amp; Prisoner Strength &lt;br /&gt;
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent   &lt;br /&gt;
*+35% Tactics Science Efficiency &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Battle Cry&lt;br /&gt;
**Upon successful attack, the attack will destroy 1.5% of the entire population. &lt;br /&gt;
==The War Hero== &lt;br /&gt;
*+10% Battle Gains (War Only)&lt;br /&gt;
*-25% Honor Loss &lt;br /&gt;
*+100% Honor Effects   &lt;br /&gt;
*Offensive specialist gets +2 strength (Affects NW)  &lt;br /&gt;
*+40% Valor Science Efficiency  &lt;br /&gt;
*Access to Quick Feet, Righteous Aggressor, Hero&#039;s Inspiration &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Rising Renown&lt;br /&gt;
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_116&amp;diff=1333</id>
		<title>Age 116</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_116&amp;diff=1333"/>
		<updated>2026-07-13T01:34:16Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Orc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Core Mechanics &amp;amp; Modifications=&lt;br /&gt;
==War Doctrine Updates==  &lt;br /&gt;
* 1st Province: +2.0% &lt;br /&gt;
* Each additional Province: +1% &lt;br /&gt;
* Maximum: 12.5%&lt;br /&gt;
* Elf, Faery, and Halfling War Doctrines gain +2% strength from each&lt;br /&gt;
additional province after the first, instead of +1%.&lt;br /&gt;
&lt;br /&gt;
==Fog of War==&lt;br /&gt;
* Removed from OOP&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Watch Towers &lt;br /&gt;
**Catch chance increased from 2.0% to 2.2% &lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
* Shielding multiplier increased from 0.0314 to 0.0350&lt;br /&gt;
* Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana&lt;br /&gt;
* Valor multiplier increased from 0.0582 to 0.0620 &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Fireball peasant damage increased from 4–7% to 5–7%.  &lt;br /&gt;
* Storms Peasant losses per tick increased from 1.5% to 1.75%.&lt;br /&gt;
* Droughts Food reduction increased from 25% to 30%.&lt;br /&gt;
* Droughts Draft Rate reduction increased from 15% to 20%. &lt;br /&gt;
* Chastity base duration average reduced from 6 to 4 days &lt;br /&gt;
* Sloth base duration average reduced from 6 to 4 days &lt;br /&gt;
* Magic Ward base duration average reduced from 6 to 4 days&lt;br /&gt;
* Lightning Strike no longer global&lt;br /&gt;
&lt;br /&gt;
==OPs==&lt;br /&gt;
* Incite Riots income reduction increased from 15% to 20% &lt;br /&gt;
* Bribe Thieves TPA reduction increased from 10% to 12.5% &lt;br /&gt;
* Free Prisoners damage increased from 17% to 25% &lt;br /&gt;
* Rob the Vaults War Cap lifted to 16% &lt;br /&gt;
* Kidnap War Cap lifted to 5% &lt;br /&gt;
* Destabilise Guilds spell duration reduction increased from 20% to 25% &lt;br /&gt;
* Arson damage increased by 5%. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
===Hostility Meter===&lt;br /&gt;
* Changes to meter decay will revert back to before age 111.&lt;br /&gt;
* Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.&lt;br /&gt;
* Hostile Meter no longer resets for Ceasefi res or Entering Wars.&lt;br /&gt;
&lt;br /&gt;
===Force Ceasefire Changes=== &lt;br /&gt;
FCF becomes available when all of the following are met: &lt;br /&gt;
* The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
* FCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 2% Honor and 2% Science.  &lt;br /&gt;
**There is no penalty incurred for FCF if out of War Range of the aggressor &lt;br /&gt;
* FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom &lt;br /&gt;
 &lt;br /&gt;
===Out of War &amp;amp; Out of Range Attack Penalty Updates&amp;lt;sup&amp;gt;aka anti-bottomfeeding mechanics&amp;lt;/sup&amp;gt;===&lt;br /&gt;
* Battle Gains reduced by 15% instead of 10%&lt;br /&gt;
&lt;br /&gt;
===Spells and Ops===&lt;br /&gt;
*Following spells/ops will be available to defending kingdoms in Unfriendly relations: &lt;br /&gt;
** Fireball &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
** Fools Gold  &lt;br /&gt;
** Meteor Showers&lt;br /&gt;
&lt;br /&gt;
** Nightstrike&lt;br /&gt;
** Greater Arson&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
*Attacking and Defending  &lt;br /&gt;
** In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained  &lt;br /&gt;
** Massacre Peasant Damage in War: +5%. &lt;br /&gt;
*** Thief and Wizard damage unchanged. &lt;br /&gt;
&lt;br /&gt;
==Dragons==&lt;br /&gt;
*Amethyst Dragon &lt;br /&gt;
** −40% Spell Success Chance &lt;br /&gt;
** −40% Thievery Success Chance on sabotage operations &lt;br /&gt;
** Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations &lt;br /&gt;
** All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard &amp;amp; thieves &lt;br /&gt;
*Emerald Dragon &lt;br /&gt;
** +25% Military Casualties &lt;br /&gt;
** -25% Combat Gains &lt;br /&gt;
** Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
*Ruby Dragon&lt;br /&gt;
** -12.5% Military Effectiveness &lt;br /&gt;
** +20% Military Wages &lt;br /&gt;
** Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert &lt;br /&gt;
*Topaz Dragon  &lt;br /&gt;
** -25% Building Efficiency &lt;br /&gt;
** -25% Income &lt;br /&gt;
** Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold &lt;br /&gt;
*Sapphire Dragons&lt;br /&gt;
** -35% WPA and TPA &lt;br /&gt;
** -1 Mana Recovery  &lt;br /&gt;
** -1 Stealth Recovery  &lt;br /&gt;
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.&lt;br /&gt;
&lt;br /&gt;
* Dragons started outside of War cost 15% more Gold and Food &lt;br /&gt;
&lt;br /&gt;
=Races= &lt;br /&gt;
==Avian== &lt;br /&gt;
*Bonuses:&lt;br /&gt;
** -25% Attack Time &lt;br /&gt;
** -25% Training Time &lt;br /&gt;
** -25% Military Wage Cost &lt;br /&gt;
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom &lt;br /&gt;
* Unique Passive: Aerial Supremacy &lt;br /&gt;
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Town Watch, Illuminate Shadows &lt;br /&gt;
*Penalties: &lt;br /&gt;
**No Access to Stables and War Horses &lt;br /&gt;
**+30% Rune Cost  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 12/0, 4.8nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 16/2, 750gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: n/a &lt;br /&gt;
==Dark Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Offensive WPA  &lt;br /&gt;
** +30% Instant Spell Damage &lt;br /&gt;
** Can train Thieves using Specialist Credits &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Dark Ritual &lt;br /&gt;
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres. &lt;br /&gt;
*Spells:&lt;br /&gt;
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -15% Birth Rates &lt;br /&gt;
** +30% Damage taken from sabotage operations  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 14/0, 5.6nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 16/2, 700gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Dryad== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +20% Birth Rate  &lt;br /&gt;
** +12.5% DME  &lt;br /&gt;
** -40% Defensive Military Losses   &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom. &lt;br /&gt;
*Unique Passive - Thick Bark  &lt;br /&gt;
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes. &lt;br /&gt;
*Spells: &lt;br /&gt;
** Aggression, Greater Protection, Clearsight  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +10% Attack Time &lt;br /&gt;
** +1 Mana Cost for Offensive Spells&lt;br /&gt;
** Cannot use Forts&lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/11, 5.5nw &lt;br /&gt;
** Elite Unit: 16/3 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Dwarf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Building Efficiency&lt;br /&gt;
** -50% Construction Time&lt;br /&gt;
** -50% Construction Costs &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom. &lt;br /&gt;
*Unique Passive: Mountain Hold&lt;br /&gt;
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Miner’s Mystique, Town Watch, Reflect Magic &lt;br /&gt;
*Penalties: &lt;br /&gt;
**Cannot Accelerate Construction  &lt;br /&gt;
**+90% Food Consumption &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 15/7, 900gc, 8nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.9nw &lt;br /&gt;
==Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +40% Magic Effectiveness (WPA) &lt;br /&gt;
** +1 Mana Per Tick in War &lt;br /&gt;
** +30% Offensive Spell Duration  &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Arcane Mastery&lt;br /&gt;
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.   &lt;br /&gt;
*Spells: &lt;br /&gt;
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +30% Draft Costs  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/13 , 6.5nw &lt;br /&gt;
** Elite Unit: 14/4 700gc, 7.0nw &lt;br /&gt;
** Mercenary:8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse:2/0, 0.6nw &lt;br /&gt;
==Faery== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Self Spell Duration  &lt;br /&gt;
** +20% WPA/TPA &lt;br /&gt;
** +1 Mana Recovery per Tick  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.  &lt;br /&gt;
*Unique Passive - Leyline Interference&lt;br /&gt;
** Enemy spells cast against Faery provinces have a 15% chance to fail.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge   &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -5% Population &lt;br /&gt;
** +15% Military Casualties   &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 4/16, 1100gc, 8.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Halfling== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +12.5% Population  &lt;br /&gt;
** +1 Stealth Regeneration Per Tick &lt;br /&gt;
** +30% Thievery Effectiveness (TPA) &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.   &lt;br /&gt;
*Spells:&lt;br /&gt;
** Tree of Gold, Greater Protection, Invisibility &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -25% Draft Speed &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw  &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 10/13, 900gc, 7.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Human==&lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Income  &lt;br /&gt;
** -30% Training Costs&lt;br /&gt;
** +20% Draft Speed  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom. &lt;br /&gt;
*Unique Passive - Muster the Realm&lt;br /&gt;
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.&lt;br /&gt;
*Spells:&lt;br /&gt;
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  &lt;br /&gt;
*Penalties:&lt;br /&gt;
**+25% Wages &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 15/0, 6.0nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 15/5 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw   &lt;br /&gt;
==Orc== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +10% Gains OOW &amp;amp; +15% Gains During War  &lt;br /&gt;
** -40% Draft Cost &lt;br /&gt;
** +15% Enemy Military Casualties &lt;br /&gt;
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom. &lt;br /&gt;
*Unique Passive - Blood Spoils&lt;br /&gt;
** Successful attacks convert 25% of enemy military casualties into Specialist Credits &lt;br /&gt;
*Spells:&lt;br /&gt;
** Bloodlust, Wrath, Aggression&lt;br /&gt;
*Penalties: &lt;br /&gt;
** +20% Instant Damage from Sabotage and Sorcery  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 13/0, 5.2 nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 18/3, 850gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
&lt;br /&gt;
==Undead== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** -45% Military Losses &lt;br /&gt;
** Plague Immunity  &lt;br /&gt;
** Always carries Plague and chance to spread &lt;br /&gt;
** No Food Requirement &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague) &lt;br /&gt;
*Unique Passive: Death March &lt;br /&gt;
** Converts 25% of offensive losses into Soldiers instantly.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Animate Dead, Ghost Workers, Vermin  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** Cannot build Hospitals  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 16/4, 800gc, 7nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
=Personalities=&lt;br /&gt;
==The Artisan ==&lt;br /&gt;
*+25% Building Capacity (Homes, Stables, Dungeons)  &lt;br /&gt;
*+25% Building Production (Banks, Farms, Stables, Towers, Homes) &lt;br /&gt;
*Immune to Greed and Incite Riots &lt;br /&gt;
*+25% Economy Science Efficiency &lt;br /&gt;
*Access to Ghost Workers, Greater Protection, Fool&#039;s Gold  &lt;br /&gt;
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits &lt;br /&gt;
*Unique Passive – Master Craftsmanship&lt;br /&gt;
**When razing buildings, recover 25% of buildings razed as Building Credits. &lt;br /&gt;
==The Cleric==  &lt;br /&gt;
*+1 Elite Defensive Value (Affects NW)&lt;br /&gt;
*+1 Defensive Specialist Strength (Affects NW)&lt;br /&gt;
*-40% Damage from Instant Spells  &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero&#039;s Inspiration&lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Divine Favour: &lt;br /&gt;
**Self-spells cast by Clerics have their duration increased by 4 ticks. &lt;br /&gt;
==The General==  &lt;br /&gt;
*+1 General&lt;br /&gt;
*+2 Offensive Elite Strength (Affects NW) &lt;br /&gt;
*-25% Training Cost &amp;amp; Speed  &lt;br /&gt;
*Can Train one Elite for every two Specialist Credits &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Mist, Wrath &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Relentless Assault&lt;br /&gt;
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect. &lt;br /&gt;
==The Heretic== &lt;br /&gt;
*+35% Offensive TPA  &lt;br /&gt;
*+35% Offensive WPA &lt;br /&gt;
*-50% Thief Losses &lt;br /&gt;
*+50% Guild Effectiveness&lt;br /&gt;
*Immune to Expose Thieves  &lt;br /&gt;
*+25% Arcane Science Efficiency &lt;br /&gt;
*Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards and +400 Thieves &lt;br /&gt;
*Unique Passive : Arcane Frenzy&lt;br /&gt;
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack &lt;br /&gt;
==The Mystic== &lt;br /&gt;
*+100% Guilds Effectiveness &lt;br /&gt;
*+1 Mana Recovery per Tick &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Pitfalls, Meteor Showers, Chastity, Fool&#039;s Gold&lt;br /&gt;
*Starts with +800 Wizards &lt;br /&gt;
*Unique Passive- Focused Channeling&lt;br /&gt;
**While above 60% mana, spells gain +20% WPA &lt;br /&gt;
==The Necromancer== &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+7.5% ME &lt;br /&gt;
*-40% Rune Cost (Not Ritual)  &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards +400 Specialist Credits  &lt;br /&gt;
*Unique Passive – Dark Pact &lt;br /&gt;
**After each successful attack, The Necromancer converts: &lt;br /&gt;
***7.5% of the enemy&#039;s killed units into Wizards. &lt;br /&gt;
***17.5% of the enemy&#039;s killed units into Soldiers. &lt;br /&gt;
***10% of the enemy&#039;s killed units into Peasants. &lt;br /&gt;
==The Rogue== &lt;br /&gt;
*+100% Thieves&#039; Dens Effectiveness &lt;br /&gt;
*+25% TPA &lt;br /&gt;
*+1 Stealth Recovery per Tick &lt;br /&gt;
*Access to All Thievery Operations &lt;br /&gt;
*+40% Crime Science Efficiency  &lt;br /&gt;
*Starts with +800 Thieves &lt;br /&gt;
*Unique Passive - Shadow Persistence &lt;br /&gt;
**Rogue provinces may perform thievery operations while overpopulated.&lt;br /&gt;
==The Sage==&lt;br /&gt;
*+20% Book Generation &lt;br /&gt;
*+20% Scientist Generation &lt;br /&gt;
*+50% Learn Protection &lt;br /&gt;
*+15% Science Efficiency  &lt;br /&gt;
*Access to Revelation, Fountain of Knowledge &lt;br /&gt;
*Starts with +2 Scientist &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Focused Resolve &lt;br /&gt;
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends. &lt;br /&gt;
==The Tactician== &lt;br /&gt;
*-20% Attack Time &lt;br /&gt;
*+40% Specialist Credits Gains &lt;br /&gt;
*+40% Draft Speed &lt;br /&gt;
*No Thieves lost on Intel &lt;br /&gt;
*+40% Siege Science Efficiency &lt;br /&gt;
*Access to Clearsight &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Interdiction - &lt;br /&gt;
**Successful Attacks in War destroy resources as follows: &lt;br /&gt;
*** 15% of gold &lt;br /&gt;
*** 15% of runes &lt;br /&gt;
*** 15% of food &lt;br /&gt;
==The Warrior== &lt;br /&gt;
*+15% Offensive Military Efficiency &lt;br /&gt;
*+5 Mercenary &amp;amp; Prisoner Strength &lt;br /&gt;
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent   &lt;br /&gt;
*+35% Tactics Science Efficiency &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Battle Cry&lt;br /&gt;
**Upon successful attack, the attack will destroy 1.5% of the entire population. &lt;br /&gt;
==The War Hero== &lt;br /&gt;
*+10% Battle Gains (War Only)&lt;br /&gt;
*-25% Honor Loss &lt;br /&gt;
*+100% Honor Effects   &lt;br /&gt;
*Offensive specialist gets +2 strength (Affects NW)  &lt;br /&gt;
*+40% Valor Science Efficiency  &lt;br /&gt;
*Access to Quick Feet, Righteous Aggressor, Hero&#039;s Inspiration &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Rising Renown&lt;br /&gt;
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_116&amp;diff=1332</id>
		<title>Age 116</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_116&amp;diff=1332"/>
		<updated>2026-07-13T01:26:15Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Core Mechanics &amp;amp; Modifications=&lt;br /&gt;
==War Doctrine Updates==  &lt;br /&gt;
* 1st Province: +2.0% &lt;br /&gt;
* Each additional Province: +1% &lt;br /&gt;
* Maximum: 12.5%&lt;br /&gt;
* Elf, Faery, and Halfling War Doctrines gain +2% strength from each&lt;br /&gt;
additional province after the first, instead of +1%.&lt;br /&gt;
&lt;br /&gt;
==Fog of War==&lt;br /&gt;
* Removed from OOP&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*Watch Towers &lt;br /&gt;
**Catch chance increased from 2.0% to 2.2% &lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
* Shielding multiplier increased from 0.0314 to 0.0350&lt;br /&gt;
* Cunning and Sorcery will be moved back into one tree for instant spell and thief damage known as Arcana&lt;br /&gt;
* Valor multiplier increased from 0.0582 to 0.0620 &lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
* Fireball peasant damage increased from 4–7% to 5–7%.  &lt;br /&gt;
* Storms Peasant losses per tick increased from 1.5% to 1.75%.&lt;br /&gt;
* Droughts Food reduction increased from 25% to 30%.&lt;br /&gt;
* Droughts Draft Rate reduction increased from 15% to 20%. &lt;br /&gt;
* Chastity base duration average reduced from 6 to 4 days &lt;br /&gt;
* Sloth base duration average reduced from 6 to 4 days &lt;br /&gt;
* Magic Ward base duration average reduced from 6 to 4 days&lt;br /&gt;
* Lightning Strike no longer global&lt;br /&gt;
&lt;br /&gt;
==OPs==&lt;br /&gt;
* Incite Riots income reduction increased from 15% to 20% &lt;br /&gt;
* Bribe Thieves TPA reduction increased from 10% to 12.5% &lt;br /&gt;
* Free Prisoners damage increased from 17% to 25% &lt;br /&gt;
* Rob the Vaults War Cap lifted to 16% &lt;br /&gt;
* Kidnap War Cap lifted to 5% &lt;br /&gt;
* Destabilise Guilds spell duration reduction increased from 20% to 25% &lt;br /&gt;
* Arson damage increased by 5%. &lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
===Hostility Meter===&lt;br /&gt;
* Changes to meter decay will revert back to before age 111.&lt;br /&gt;
* Hostile Meter points will decay on the 1st of each month by either 20% or 3 points, whichever is greater.&lt;br /&gt;
* Hostile Meter no longer resets for Ceasefi res or Entering Wars.&lt;br /&gt;
&lt;br /&gt;
===Force Ceasefire Changes=== &lt;br /&gt;
FCF becomes available when all of the following are met: &lt;br /&gt;
* The kingdom is 30 points (in-range) or 15 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
* FCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 2% Honor and 2% Science.  &lt;br /&gt;
**There is no penalty incurred for FCF if out of War Range of the aggressor &lt;br /&gt;
* FCF duration will be for 96 hours if out of range, and 72 hours if in range before it can be cancelled by either kingdom &lt;br /&gt;
 &lt;br /&gt;
===Out of War &amp;amp; Out of Range Attack Penalty Updates&amp;lt;sup&amp;gt;aka anti-bottomfeeding mechanics&amp;lt;/sup&amp;gt;===&lt;br /&gt;
* Battle Gains reduced by 15% instead of 10%&lt;br /&gt;
&lt;br /&gt;
===Spells and Ops===&lt;br /&gt;
*Following spells/ops will be available to defending kingdoms in Unfriendly relations: &lt;br /&gt;
** Fireball &lt;br /&gt;
** Lightning Strike  &lt;br /&gt;
** Fools Gold  &lt;br /&gt;
** Meteor Showers&lt;br /&gt;
&lt;br /&gt;
** Nightstrike&lt;br /&gt;
** Greater Arson&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
*Attacking and Defending  &lt;br /&gt;
** In War, successful Learn and Plunder attacks also capture land equal to 20% of the acres a Traditional March would have gained  &lt;br /&gt;
** Massacre Peasant Damage in War: +5%. &lt;br /&gt;
*** Thief and Wizard damage unchanged. &lt;br /&gt;
&lt;br /&gt;
==Dragons==&lt;br /&gt;
*Amethyst Dragon &lt;br /&gt;
** −40% Spell Success Chance &lt;br /&gt;
** −40% Thievery Success Chance on sabotage operations &lt;br /&gt;
** Enemy provinces suffer +25% thievery and wizard losses on failed spells and sabotage operations &lt;br /&gt;
** All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 5% wizard &amp;amp; thieves &lt;br /&gt;
*Emerald Dragon &lt;br /&gt;
** +25% Military Casualties &lt;br /&gt;
** -25% Combat Gains &lt;br /&gt;
** Destroys 3.5% of troops at home instantly upon arrival, and every 6 ticks 1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
*Ruby Dragon&lt;br /&gt;
** -12.5% Military Effectiveness &lt;br /&gt;
** +20% Military Wages &lt;br /&gt;
** Destroys 3.5% of offensive and defensive specialists upon arrival, and every 6 ticks 2.5% of troops at home desert &lt;br /&gt;
*Topaz Dragon  &lt;br /&gt;
** -25% Building Efficiency &lt;br /&gt;
** -25% Income &lt;br /&gt;
** Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold &lt;br /&gt;
*Sapphire Dragons&lt;br /&gt;
** -35% WPA and TPA &lt;br /&gt;
** -1 Mana Recovery  &lt;br /&gt;
** -1 Stealth Recovery  &lt;br /&gt;
** +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
** Destroys 30% of runes instantly upon arrival, and every 3 ticks thereafter destroys 25% current rune supplies.&lt;br /&gt;
&lt;br /&gt;
* Dragons started outside of War cost 15% more Gold and Food &lt;br /&gt;
&lt;br /&gt;
=Races= &lt;br /&gt;
==Avian== &lt;br /&gt;
*Bonuses:&lt;br /&gt;
** -25% Attack Time &lt;br /&gt;
** -25% Training Time &lt;br /&gt;
** -25% Military Wage Cost &lt;br /&gt;
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom &lt;br /&gt;
* Unique Passive: Aerial Supremacy &lt;br /&gt;
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Town Watch, Illuminate Shadows &lt;br /&gt;
*Penalties: &lt;br /&gt;
**No Access to Stables and War Horses &lt;br /&gt;
**+30% Rune Cost  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 12/0, 4.8nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 16/2, 750gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: n/a &lt;br /&gt;
==Dark Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Offensive WPA  &lt;br /&gt;
** +30% Instant Spell Damage &lt;br /&gt;
** Can train Thieves using Specialist Credits &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Dark Ritual &lt;br /&gt;
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres. &lt;br /&gt;
*Spells:&lt;br /&gt;
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -15% Birth Rates &lt;br /&gt;
** +30% Damage taken from sabotage operations  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 14/0, 5.6nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 16/2, 700gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Dryad== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +20% Birth Rate  &lt;br /&gt;
** +12.5% DME  &lt;br /&gt;
** -40% Defensive Military Losses   &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom. &lt;br /&gt;
*Unique Passive - Thick Bark  &lt;br /&gt;
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes. &lt;br /&gt;
*Spells: &lt;br /&gt;
** Aggression, Greater Protection, Clearsight  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +10% Attack Time &lt;br /&gt;
** +1 Mana Cost for Offensive Spells&lt;br /&gt;
** Cannot use Forts&lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/11, 5.5nw &lt;br /&gt;
** Elite Unit: 16/3 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Dwarf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Building Efficiency&lt;br /&gt;
** -50% Construction Time&lt;br /&gt;
** -50% Construction Costs &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom. &lt;br /&gt;
*Unique Passive: Mountain Hold&lt;br /&gt;
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks. &lt;br /&gt;
*Spells: &lt;br /&gt;
**Miner’s Mystique, Town Watch, Reflect Magic &lt;br /&gt;
*Penalties: &lt;br /&gt;
**Cannot Accelerate Construction  &lt;br /&gt;
**+90% Food Consumption &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 15/7, 900gc, 8nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.9nw &lt;br /&gt;
==Elf== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +40% Magic Effectiveness (WPA) &lt;br /&gt;
** +1 Mana Per Tick in War &lt;br /&gt;
** +30% Offensive Spell Duration  &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Arcane Mastery&lt;br /&gt;
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.   &lt;br /&gt;
*Spells: &lt;br /&gt;
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** +30% Draft Costs  &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/13 , 6.5nw &lt;br /&gt;
** Elite Unit: 14/4 700gc, 7.0nw &lt;br /&gt;
** Mercenary:8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse:2/0, 0.6nw &lt;br /&gt;
==Faery== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Self Spell Duration  &lt;br /&gt;
** +20% WPA/TPA &lt;br /&gt;
** +1 Mana Recovery per Tick  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.  &lt;br /&gt;
*Unique Passive - Leyline Interference&lt;br /&gt;
** Enemy spells cast against Faery provinces have a 15% chance to fail.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge   &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -5% Population &lt;br /&gt;
** +15% Military Casualties   &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 10/0, 4.0nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 4/16, 1100gc, 8.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Halfling== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +12.5% Population  &lt;br /&gt;
** +1 Stealth Regeneration Per Tick &lt;br /&gt;
** +30% Thievery Effectiveness (TPA) &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom. &lt;br /&gt;
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.   &lt;br /&gt;
*Spells:&lt;br /&gt;
** Tree of Gold, Greater Protection, Invisibility &lt;br /&gt;
*Penalties: &lt;br /&gt;
** -25% Draft Speed &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw  &lt;br /&gt;
** Defensive Specialist: 0/10, 5.0nw &lt;br /&gt;
** Elite Unit: 10/13, 900gc, 7.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw&lt;br /&gt;
==Human==&lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +30% Income  &lt;br /&gt;
** -30% Training Costs&lt;br /&gt;
** +20% Draft Speed  &lt;br /&gt;
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom. &lt;br /&gt;
*Unique Passive - Muster the Realm&lt;br /&gt;
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.&lt;br /&gt;
*Spells:&lt;br /&gt;
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  &lt;br /&gt;
*Penalties:&lt;br /&gt;
**+25% Wages &lt;br /&gt;
*Units: &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 15/0, 6.0nw &lt;br /&gt;
** Defensive Specialist: 0/12, 6.0nw &lt;br /&gt;
** Elite Unit: 15/5 800gc, 7.0nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw   &lt;br /&gt;
==Orc== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** +10% Gains OOW &amp;amp; +15% Gains During War  &lt;br /&gt;
** -40% Draft Cost &lt;br /&gt;
** +15% Enemy Military Casualties &lt;br /&gt;
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom. &lt;br /&gt;
*Unique Passive - Blood Spoils&lt;br /&gt;
** Successful attacks convert 25% of enemy military casualties into Specialist Credits &lt;br /&gt;
*Spells:&lt;br /&gt;
** Bloodlust, Wrath, Aggression&lt;br /&gt;
*Penalties: &lt;br /&gt;
** +20% Instant Damage from Sabotage and Sorcery  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier: 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 13/0, 5.2 nw &lt;br /&gt;
** Defensive Specialist: 0/10, 5nw &lt;br /&gt;
** Elite Unit: 18/3, 850gc, 6.5nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
==Undead== &lt;br /&gt;
*Bonuses: &lt;br /&gt;
** -45% Military Losses &lt;br /&gt;
** Plague Immunity  &lt;br /&gt;
** Always carries Plague and chance to spread &lt;br /&gt;
** No Food Requirement &lt;br /&gt;
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague) &lt;br /&gt;
*Unique Passive: Death March &lt;br /&gt;
** Converts 25% of offensive losses into Soldiers instantly.  &lt;br /&gt;
*Spells: &lt;br /&gt;
** Animate Dead, Ghost Workers, Vermin  &lt;br /&gt;
*Penalties: &lt;br /&gt;
** Cannot build Hospitals  &lt;br /&gt;
*Units &lt;br /&gt;
** Soldier 3/0, 0.75nw &lt;br /&gt;
** Offensive Specialist: 11/0, 4.4nw &lt;br /&gt;
** Defensive Specialist: 0/10 5.0nw &lt;br /&gt;
** Elite Unit: 16/4, 800gc, 7nw &lt;br /&gt;
** Mercenary: 8/0, 0.0nw &lt;br /&gt;
** Prisoner: 8/0, 1.6nw &lt;br /&gt;
** War Horse: 2/0, 0.6nw &lt;br /&gt;
=Personalities=&lt;br /&gt;
==The Artisan ==&lt;br /&gt;
*+25% Building Capacity (Homes, Stables, Dungeons)  &lt;br /&gt;
*+25% Building Production (Banks, Farms, Stables, Towers, Homes) &lt;br /&gt;
*Immune to Greed and Incite Riots &lt;br /&gt;
*+25% Economy Science Efficiency &lt;br /&gt;
*Access to Ghost Workers, Greater Protection, Fool&#039;s Gold  &lt;br /&gt;
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits &lt;br /&gt;
*Unique Passive – Master Craftsmanship&lt;br /&gt;
**When razing buildings, recover 25% of buildings razed as Building Credits. &lt;br /&gt;
==The Cleric==  &lt;br /&gt;
*+1 Elite Defensive Value (Affects NW)&lt;br /&gt;
*+1 Defensive Specialist Strength (Affects NW)&lt;br /&gt;
*-40% Damage from Instant Spells  &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero&#039;s Inspiration&lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Divine Favour: &lt;br /&gt;
**Self-spells cast by Clerics have their duration increased by 4 ticks. &lt;br /&gt;
==The General==  &lt;br /&gt;
*+1 General&lt;br /&gt;
*+2 Offensive Elite Strength (Affects NW) &lt;br /&gt;
*-25% Training Cost &amp;amp; Speed  &lt;br /&gt;
*Can Train one Elite for every two Specialist Credits &lt;br /&gt;
*+25% Military Science Efficiency &lt;br /&gt;
*Access to Mist, Wrath &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Relentless Assault&lt;br /&gt;
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect. &lt;br /&gt;
==The Heretic== &lt;br /&gt;
*+35% Offensive TPA  &lt;br /&gt;
*+35% Offensive WPA &lt;br /&gt;
*-50% Thief Losses &lt;br /&gt;
*+50% Guild Effectiveness&lt;br /&gt;
*Immune to Expose Thieves  &lt;br /&gt;
*+25% Arcane Science Efficiency &lt;br /&gt;
*Access to Nightmares, Fools Gold, Vermin, Magic Ward, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards and +400 Thieves &lt;br /&gt;
*Unique Passive : Arcane Frenzy&lt;br /&gt;
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack &lt;br /&gt;
==The Mystic== &lt;br /&gt;
*+100% Guilds Effectiveness &lt;br /&gt;
*+1 Mana Recovery per Tick &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Pitfalls, Meteor Showers, Chastity, Fool&#039;s Gold&lt;br /&gt;
*Starts with +800 Wizards &lt;br /&gt;
*Unique Passive- Focused Channeling&lt;br /&gt;
**While above 60% mana, spells gain +20% WPA &lt;br /&gt;
==The Necromancer== &lt;br /&gt;
*+25% WPA &lt;br /&gt;
*+7.5% ME &lt;br /&gt;
*-40% Rune Cost (Not Ritual)  &lt;br /&gt;
*+40% Channeling Science Efficiency &lt;br /&gt;
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike &lt;br /&gt;
*Starts with +400 Wizards +400 Specialist Credits  &lt;br /&gt;
*Unique Passive – Dark Pact &lt;br /&gt;
**After each successful attack, The Necromancer converts: &lt;br /&gt;
***7.5% of the enemy&#039;s killed units into Wizards. &lt;br /&gt;
***17.5% of the enemy&#039;s killed units into Soldiers. &lt;br /&gt;
***10% of the enemy&#039;s killed units into Peasants. &lt;br /&gt;
==The Rogue== &lt;br /&gt;
*+100% Thieves&#039; Dens Effectiveness &lt;br /&gt;
*+25% TPA &lt;br /&gt;
*+1 Stealth Recovery per Tick &lt;br /&gt;
*Access to All Thievery Operations &lt;br /&gt;
*+40% Crime Science Efficiency  &lt;br /&gt;
*Starts with +800 Thieves &lt;br /&gt;
*Unique Passive - Shadow Persistence &lt;br /&gt;
**Rogue provinces may perform thievery operations while overpopulated.&lt;br /&gt;
==The Sage==&lt;br /&gt;
*+20% Book Generation &lt;br /&gt;
*+20% Scientist Generation &lt;br /&gt;
*+50% Learn Protection &lt;br /&gt;
*+15% Science Efficiency  &lt;br /&gt;
*Access to Revelation, Fountain of Knowledge &lt;br /&gt;
*Starts with +2 Scientist &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Focused Resolve &lt;br /&gt;
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends. &lt;br /&gt;
==The Tactician== &lt;br /&gt;
*-20% Attack Time &lt;br /&gt;
*+40% Specialist Credits Gains &lt;br /&gt;
*+40% Draft Speed &lt;br /&gt;
*No Thieves lost on Intel &lt;br /&gt;
*+40% Siege Science Efficiency &lt;br /&gt;
*Access to Clearsight &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Interdiction - &lt;br /&gt;
**Successful Attacks in War destroy resources as follows: &lt;br /&gt;
*** 15% of gold &lt;br /&gt;
*** 15% of runes &lt;br /&gt;
*** 15% of food &lt;br /&gt;
==The Warrior== &lt;br /&gt;
*+15% Offensive Military Efficiency &lt;br /&gt;
*+5 Mercenary &amp;amp; Prisoner Strength &lt;br /&gt;
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent   &lt;br /&gt;
*+35% Tactics Science Efficiency &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive: Battle Cry&lt;br /&gt;
**Upon successful attack, the attack will destroy 1.5% of the entire population. &lt;br /&gt;
==The War Hero== &lt;br /&gt;
*+10% Battle Gains (War Only)&lt;br /&gt;
*-25% Honor Loss &lt;br /&gt;
*+100% Honor Effects   &lt;br /&gt;
*Offensive specialist gets +2 strength (Affects NW)  &lt;br /&gt;
*+40% Valor Science Efficiency  &lt;br /&gt;
*Access to Quick Feet, Righteous Aggressor, Hero&#039;s Inspiration &lt;br /&gt;
*Starts with +800 Soldiers and +800 Specialist Credits &lt;br /&gt;
*Unique Passive - Rising Renown&lt;br /&gt;
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Economy&amp;diff=1331</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Economy&amp;diff=1331"/>
		<updated>2026-07-12T06:42:59Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a85&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Money=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Coin&#039;&#039;&#039; (1gc or $1) is Utopian Currency, the base of Utopian Economics.	&lt;br /&gt;
&lt;br /&gt;
Banks and population produce money, wizards could cast it from [[Mystics#Tree_of_Gold|Tree of Gold]].&lt;br /&gt;
&lt;br /&gt;
Spend money on Exploration, Building, Training, Wages, Dragons or aid your teammates.&lt;br /&gt;
&lt;br /&gt;
=== Raw Income ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Income =&amp;lt;/b&amp;gt; (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner&#039;s Mystique Gold Generation&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Total Income===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Modified Income =&amp;lt;/b&amp;gt; Raw Income * [[The_Plague|Plague]] * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]] * [[Races and Personalities#Humans|Race]] Mod * [[Races and Personalities#The_Merchant|Personality]] Mod * [[Dragons|Dragon]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Expenses / Wages===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Military Expenses = &amp;lt;/b&amp;gt;(((Def specs + Off specs ) * 0.5) + Elites * 0.75) * Wage Rate * [[Growth|Armouries]] Bonus * [[Races and Personalities|Race Mod]] * [[Races and Personalities|Personality Mod]] * max([[Mystics#Inspire_Army|Inspire Army]] , [[Mystics#Hero&#039;s Inspiration|Hero&#039;s Inspiration]]) * [[Mystics#Greed|Greed]] * [[Ritual|Ritual]] * [[Dragons|Dragon]] * [[Science#Science_Categories.2C_Types_and_Effects|Bookkeeping Science Effect]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
*Wages are not paid to basic soldiers&lt;br /&gt;
*Greed affects provinces as a wage penalty, not an income penalty&lt;br /&gt;
&lt;br /&gt;
=Population=&lt;br /&gt;
===Total Population===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Living Space =&amp;lt;/b&amp;gt; ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Living Space =&amp;lt;/b&amp;gt; Raw Living Space * Race Bonus * Population Science * Honor Population Bonus&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)&lt;br /&gt;
&lt;br /&gt;
===Current Population===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Current Population =&amp;lt;/b&amp;gt; Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training + Elites + Elites in Training + Thieves + Thieves in Training + Wizards&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
*Prisoners do not add to the population&lt;br /&gt;
&lt;br /&gt;
==Peasants==&lt;br /&gt;
&lt;br /&gt;
===Hourly Change===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Peasants Hourly Change =&amp;lt;/b&amp;gt; (Current Peasants * ((Birth Rate + Love &amp;amp; Peace) * Race Bonus * Hospitals Bonus * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) + ([[Growth#Homes|Homes bonus]] * Chastity) - Drafted Soldiers - Wizards Trained&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Love &amp;amp; Peace&#039;&#039;&#039; || 0.85% || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storms&#039;&#039;&#039; || 1.5% || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chastity&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)&lt;br /&gt;
* Base birth rate is increased to ~3% during Protection&lt;br /&gt;
* There must be enough population space for peasants to increase &lt;br /&gt;
* When a province is overpopulated, the number of peasants will decrease by 10% per tick&lt;br /&gt;
&lt;br /&gt;
==Employment==&lt;br /&gt;
===Available Jobs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Jobs =&amp;lt;/b&amp;gt; (Completed Buildings - Homes) * 25&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unfilled Jobs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Unfilled Jobs =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( [[Economy#Available_Jobs|Available Jobs]] - Peasants - &#039;&#039;ROUNDDOWN&#039;&#039;( Prisoners / 2 ) , 0 )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Employed Peasants===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Employed Peasants =&amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Peasants , [[Economy#Available_Jobs|Available Jobs]] - (&#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners* / 2 )) )&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
* Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unemployed Peasants===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Unemployed Peasants =&amp;lt;/b&amp;gt; MIN(Peasants - [[Economy#Employed_Peasants|Employed Peasants]])&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Employment Rate===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Employment Rate =&amp;lt;/b&amp;gt; ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Base peasant income increased from 2.25 gc per peasant to 2.75&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Elite Wages: Increased across the board to .7 gc.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*You can now stack GC over 2.15 billion&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Military Wages - minimum will be 10% (down from 50%), the low end of Military Efficiency will scale similary&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Employed peasants will produce 3.0 gc per job (up from 2.75)&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1330</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1330"/>
		<updated>2026-07-12T06:42:17Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a85&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
*Paradise will be available for all races&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)&lt;br /&gt;
*Ghost Workers - Duration will be increased slightly&lt;br /&gt;
*Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat&lt;br /&gt;
*Invisibility and Fanaticism are now Support Spells&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Offensive Spells will have reduced honor gains by 20%&lt;br /&gt;
*Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2&lt;br /&gt;
*Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active&lt;br /&gt;
*Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants&lt;br /&gt;
*Inspire Army will be on all Races&lt;br /&gt;
*Support Spell durations increased slightly&lt;br /&gt;
*Fanaticism and Invisibility are no longer Support Spells&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Sacred Mist - 10% reduced gains on the next attack made against you (will be triggered on fails)&lt;br /&gt;
*Invisibility - TPA bonus increased to 20%&lt;br /&gt;
*Mage&#039;s Fury - WPA bonus and penalty increased to 30%&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1329</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1329"/>
		<updated>2026-07-12T06:41:44Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a85&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked by % * 2&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 41]]&lt;br /&gt;
*Armouries&lt;br /&gt;
**Decrease Military Training Costs by % * 1.5&lt;br /&gt;
**Decrease Draft Costs by % * 2 (from 1.5)&lt;br /&gt;
**Decrease Daily Wages by % * 2&lt;br /&gt;
*Towers&lt;br /&gt;
**Produces 12 Runes Per Day (from 10)&lt;br /&gt;
*Homes&lt;br /&gt;
**Increases your maximum population by 8&lt;br /&gt;
**Increase Birth Rates by % * 4 (from 3)&lt;br /&gt;
**Employs no one&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Base building time reduced to 16 hours&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Thief Dens&lt;br /&gt;
**loss reduction will take effect on successful operations, in additional to its existing effects.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Construction and raze costs will be reduced significantly at larger acres.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Homes: Increase population by 10&lt;br /&gt;
*Stables: Hold 80 horses per stable, draft 2 horses an hour&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Mills will also reduce exploration soldier costs by % * 2&lt;br /&gt;
*Forts will increase DME from 1.5 to 2 per %&lt;br /&gt;
*Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Guilds: Unaffected by BE for the purposes of calculating spell duration&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. *Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
*A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
*Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
*In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
*Building Credits will decay at a rate of 20% per Month if Credits &amp;gt; Land * 15%&lt;br /&gt;
*Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Watchtower rate at which protection is granted will be increased slightly. Maximum effect will remain the same.&lt;br /&gt;
*University science protection rate will be increased slightly&lt;br /&gt;
*Dungeons will be adjusted to hold more Prisoners and Prisoners will generate slightly more gc and increase the rate at which dungeons fill from battle (2/3 fill 1/3 deaths compared to the current 50/50 fill/deaths)&lt;br /&gt;
*Guardstations will now ONLY protect land (no longer protect scientists on abduct and resources on plunders)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Universities - Will now only grant protection against Amnesia&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Universities - Will grant protection against Amnesia and Learn&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Laboratories max effect will be 100%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Homes max effect will cap at 100%&lt;br /&gt;
*Schools increased to % * 2.5&lt;br /&gt;
*Stables will hold 80 horses and generate 3 per tick&lt;br /&gt;
*Dungeons will hold 40 Prisoners maximum&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Dungeons will hold 30 Prisoners maximum&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Stables will produce 2 horses per tick (down from 3)&lt;br /&gt;
*Forts will increase defense by 1.5% (reduced from current amount of 2%)&lt;br /&gt;
&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Updated Building Effects formulas to include personalities.&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Watchtowers &lt;br /&gt;
**Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
**Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
*Castles&lt;br /&gt;
**Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Libraries&lt;br /&gt;
**base effect increased from 1% → 1.5%&lt;br /&gt;
**max effect increased from 25% → 37.5%&lt;br /&gt;
*Castles&lt;br /&gt;
**will no longer protect Science Books&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Castles&lt;br /&gt;
**base percent for resource protection decreased from 2.25% → 2%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Science&amp;diff=1328</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Science&amp;diff=1328"/>
		<updated>2026-07-12T06:39:55Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Change Log */  added age 85&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0582&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
*[[Age 41]]&lt;br /&gt;
**Research rates&lt;br /&gt;
**Name - production per hour - cost per book - total cost per acre&lt;br /&gt;
***Minimal ..... 0.3 bpa .. 6 gc ... 1.8 gc&lt;br /&gt;
***Limited ..... 0.4 bpa .. 7 gc ... 2.8 gc&lt;br /&gt;
***Sustained ... 0.5 bpa .. 9 gc ... 4.5 gc&lt;br /&gt;
***Active ...... 0.7 bpa . 13 gc ... 9.1 gc&lt;br /&gt;
***Focused ..... 0.9 bpa . 17 gc .. 15.3 gc&lt;br /&gt;
***Accelerated . 1.2 bpa . 22 gc .. 26.4 gc&lt;br /&gt;
***Intensive ... 1.5 bpa . 27 gc .. 40.5 gc&lt;br /&gt;
***Rushed ...... 2.0 bpa . 36 gc .. 72.0 gc&lt;br /&gt;
***Extreme ..... 3.0 bpa . 50 gc . 150.0 gc&lt;br /&gt;
**Science modifiers&lt;br /&gt;
***Food x8&lt;br /&gt;
***Military x1.4&lt;br /&gt;
***Channeling x6&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Military Science: More points now required for the same effect&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Extreme, Rushed, Intensive and Accelerated cost reduced&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
* The new science system is introduced.&lt;br /&gt;
**Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.&lt;br /&gt;
**Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.&lt;br /&gt;
**Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.&lt;br /&gt;
**Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.&lt;br /&gt;
**Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.&lt;br /&gt;
**Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.&lt;br /&gt;
**The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
**Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
**The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).&lt;br /&gt;
**Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. **Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
**A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
**Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
**In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
**The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.&lt;br /&gt;
**The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
* Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
**Higher initial scientists&lt;br /&gt;
**Abduct rate boosted&lt;br /&gt;
**Spawn rate boosted&lt;br /&gt;
**Spawn rate increases each tick you do not get a scientist&lt;br /&gt;
**Laboratories boosted&lt;br /&gt;
**Revelate will double spawn rate&lt;br /&gt;
**Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice&lt;br /&gt;
**Professors will not accumulate experience past 72 hours&lt;br /&gt;
**Caps on some science categories modified along with impact of professors etc.&lt;br /&gt;
**Alchemy: 30%&lt;br /&gt;
**Tools: 20%&lt;br /&gt;
**Population: 15%&lt;br /&gt;
**Food: 200%&lt;br /&gt;
**Military: 15%&lt;br /&gt;
**Channeling: 125%&lt;br /&gt;
**Crime: 100%&lt;br /&gt;
**Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Scientist Recruit rank reduced from 6 hours to 3 hours&lt;br /&gt;
*Scientist Spawn rate lowered slightly&lt;br /&gt;
*Food Science will now be Production Science, and it will increase both Food and Rune production&lt;br /&gt;
*Production Science maximum will be 120%, down from 200%&lt;br /&gt;
*Magic Science will no longer increase Wizard Production&lt;br /&gt;
*Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate &amp;amp; increasing required scientists to reach max)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*You can now choose which category your next scientist will spawn into (random is also an option)&lt;br /&gt;
*Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Scientist Max Networth will be adjusted&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories at 35&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories reduced from 35 to 30&lt;br /&gt;
*Scientist spawn rate will be increased by roughly 30%&lt;br /&gt;
*Scientist Networth will be reduced by roughly 35%&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Science System&lt;br /&gt;
**Definition &#039;Category&#039;: A group of science types&lt;br /&gt;
**Definition &#039;Type&#039;: A specific kind of science that provides a bonus, i.e. Population Science&lt;br /&gt;
**Science effects will NOT be based on land size&lt;br /&gt;
**Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)&lt;br /&gt;
**Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)&lt;br /&gt;
**Scientists will create books per tick&lt;br /&gt;
**Scientists get assigned to a Category (random or chosen)&lt;br /&gt;
**Scientists can progress in experience level which will increase book per tick generation&lt;br /&gt;
**Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category&lt;br /&gt;
**Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don&#039;t generate any books, they will generate books upon the first tick in whichever category they are in)&lt;br /&gt;
**Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation&lt;br /&gt;
**Books can be allocated to any science Type within the Category they have been produced&lt;br /&gt;
**Science effects will be diminishing returns starting from 0&lt;br /&gt;
**SoS will show unallocated books and total science effects / books / scientists (and level)&lt;br /&gt;
**Scientists will not have a networth value&lt;br /&gt;
**Books will have a networth value TBD (allocated and unallocated will be the same value)&lt;br /&gt;
**Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle&lt;br /&gt;
*Science types are split into three categories:&lt;br /&gt;
**Economy:  &lt;br /&gt;
***Housing: Population bonus&lt;br /&gt;
***Tools: Building Efficiency bonus &lt;br /&gt;
***Production: Rune &amp;amp; Food production bonus &lt;br /&gt;
***Alchemy: Income bonus&lt;br /&gt;
***Bookkeeping: Wage reduction  &lt;br /&gt;
***Artisan: Construction time reduction&lt;br /&gt;
**Warfare:&lt;br /&gt;
***Siege: Attack gains bonus&lt;br /&gt;
***Tactics: Offensive Military Efficiency&lt;br /&gt;
***Valor: Military train time reduction &amp;amp; Dragon slaying bonus&lt;br /&gt;
***Heroism: Draft speed increase &amp;amp; draft cost reduction&lt;br /&gt;
***Strategy: Defensive Military Efficiency&lt;br /&gt;
**Arcane Arts:&lt;br /&gt;
***Crime: Thievery Effectiveness bonus (TPA)&lt;br /&gt;
***Sorcery: Wizard Effectiveness bonus (WPA)&lt;br /&gt;
***Shielding: Reduction of Enemy Thievery and Magic instant operation damage&lt;br /&gt;
***Invocation: Ritual cost reduction&lt;br /&gt;
***Cunning: Increase Damage of your Thievery and Magic instant operations&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Scientists will generate faster&lt;br /&gt;
*Science effects will be adjusted&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Artisan will include a reduced construction cost&lt;br /&gt;
*Inactive provinces will not produce books&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Science effects will be adjusted (more detailed information will be provided in graphs)&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Artisan Science will now also reduce Raze cost&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Recruit Scientists will produce 100 books per tick&lt;br /&gt;
*Novice Scientists will produce 120 books per tick&lt;br /&gt;
*Graduate Scientists will produce 140 books per tick&lt;br /&gt;
*Professor Scientists will produce 160 books per tick&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Resilience Multiplier decreased to 0.04401 from 0.0489 &lt;br /&gt;
*Artisan Multiplier decreased to 0.04302 from 0.0478 &lt;br /&gt;
*Finesse Multiplier decreased to 0.08685 from 0.0965 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1327</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1327"/>
		<updated>2026-07-12T06:39:20Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a85&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective [[Kingdom]] page. It is indicated as such:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor&lt;br /&gt;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;s Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**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.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Gains going into or out of war are being reduced from -75% to -85%&lt;br /&gt;
*While in War income will be reduced by 10%&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*DFCF Updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Dragons&amp;diff=1326</id>
		<title>Dragons</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Dragons&amp;diff=1326"/>
		<updated>2026-07-12T06:38:41Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a85&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Dragons Title.png|center|link=]]&lt;br /&gt;
[[File:Age 115 Dragons Cards.jpeg|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragons&#039;&#039;&#039; are creatures that help to disrupt the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
[[Politics|Monarch]] and [[Politics|Stewards]] can choose which Dragon type and the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
When Dragon project is chosen and started, provinces can donate money and food for funding.&lt;br /&gt;
&lt;br /&gt;
When the Dragon is sent to an opposing kingdom, it will wreak havoc on their lands. The Dragon will continue to do so for two full months (48 ticks) or until slain by the enemy kingdom&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon&#039;s Behavior==&lt;br /&gt;
&amp;lt;!--* All dragons result in 10% lower income, 10% lower food production, the loss of 20% of new draftees, and destroy 3% of buildings every 6 ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops will slay a dragon at their respective strength. Every soldier sent will destroy strength in the amount of its offense. If a soldier is 3/0, it will cause 3 damage per soldier towards the slaying of the dragon. If your elite is 14/4, it will cause 14 damage per troop towards the slaying of the dragon (before slay modifiers). &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops sent to slay dragon are unaffected by any spells that increase unit damage, percent or flat rate increase such as [[Mystics#Bloodlust|Bloodlust]] or [[Mystics#Aggression|Aggression]]&lt;br /&gt;
&lt;br /&gt;
* All provinces can boost their dragon slaying strength by investing in &#039;&#039;&#039;Valor&#039;&#039;&#039; science.&lt;br /&gt;
&lt;br /&gt;
* Thieves, Wizards and Prisoners &#039;&#039;&#039;cannot&#039;&#039;&#039; be used to slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Some races or personalities may receive a bonus to dragon slaying strength of all troops (including soldiers).&lt;br /&gt;
&lt;br /&gt;
* Dragons will fly away on their own on the dawning of the 3rd (third) Utopian month; having lasted for a total of 48 utopian days.&lt;br /&gt;
&lt;br /&gt;
* Dragons send range is from 20% smaller to 25% larger in relation to kingdoms net worth. Dragon send range will be removed when targeting a Kingdom you are at war with.&lt;br /&gt;
&lt;br /&gt;
* Monarchs and Stewards have the option to start a dragon project. Once a dragon project is started a Fund Dragon menu link will appear in the navigation area for all qualified provinces to help funding the dragon project. When fully funded, only the &#039;&#039;&#039;Monarch&#039;&#039;&#039; or &#039;&#039;&#039;Steward(s)&#039;&#039;&#039; will have the ability to send the dragon.&lt;br /&gt;
&lt;br /&gt;
* Provinces in protection may not fund or slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Once a kingdom receives a Dragon, a menu link will appear in the affected players navigation area allowing them access to the Slay Dragon section.&lt;br /&gt;
&lt;br /&gt;
* A dragon will automatically be cancelled upon the commencement of a &#039;&#039;&#039;EOWCF&#039;&#039;&#039;. Dragons are automatically cancelled when a regular ceasefire or forced ceasefire happens.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Dragon Types &amp;amp; Effects&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Dragon Type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Emerald&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Ruby&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Sapphire&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Topaz&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Amethyst&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% Military Casualties &lt;br /&gt;
* -25% Combat Gains &lt;br /&gt;
* Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks &lt;br /&gt;
1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -12.5% Military Effectiveness &lt;br /&gt;
* +20% Military Wages &lt;br /&gt;
* Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -35% WPA and TPA &lt;br /&gt;
* -1 Mana Recovery  &lt;br /&gt;
* -1 Stealth Recovery  &lt;br /&gt;
* +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
* Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies. &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -30% Building Efficiency &lt;br /&gt;
* -25% Income &lt;br /&gt;
* Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* −30% Spell Success Chance &lt;br /&gt;
* −30% Thievery Success Chance on sabotage operations &lt;br /&gt;
* All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard &amp;amp; thieves &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; height:6px;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon Cost==&lt;br /&gt;
Dragon Cost is determined at the time the Dragon is started. You can view the cost on the Dragon page.&lt;br /&gt;
&lt;br /&gt;
A simple summary:&lt;br /&gt;
*Sapphire / Topaz - Cheaper, health reduced&lt;br /&gt;
*Emerald / Ruby - Slightly more expensive, more health&lt;br /&gt;
&amp;lt;!--*Diamond - A lot more expensive, health increased significantly--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Gold Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Food Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric) * 0.2&lt;br /&gt;
&amp;lt;!-- &amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 0.656 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; Target Kingdom NW * 0.656&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!Cost Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 2.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 2.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon HP==&lt;br /&gt;
Dragon HP is determined at the time the dragon is sent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DATA NEEDS TO BE VERIFIED&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; Dragon Type HP Mod * Relations Modifier * (Receiving Kingdom NW / 132)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!HP Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amethyst  || 7.423&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Relations&lt;br /&gt;
!Relations Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: None || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Unfriendly]] || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Hostile]] || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#War|War]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*Ruby&lt;br /&gt;
**-8% from Military Efficiency&lt;br /&gt;
*Gold&lt;br /&gt;
**-25%(was -15%) from Building Efficiency&lt;br /&gt;
*Sapphire&lt;br /&gt;
**30%(was -20%) Thievery &amp;amp; Magic Effectiveness&lt;br /&gt;
*Emerald&lt;br /&gt;
**+15%(was +10%) Combat Losses -15%(was -10%) Gains&lt;br /&gt;
*All dragons result in 10% lower income and the loss of 20% of new draftees.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Sapphire:&lt;br /&gt;
**25% lower magic effectiveness&lt;br /&gt;
**25% lower thievery effectiveness&lt;br /&gt;
**10% lower income&lt;br /&gt;
**the loss of 20% of new draftees&lt;br /&gt;
*Emerald:&lt;br /&gt;
**20% Higher military losses in combat&lt;br /&gt;
**15% lower attack gains&lt;br /&gt;
**10% lower income&lt;br /&gt;
**the loss of 20% of new draftees&lt;br /&gt;
*Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*Ruby dragon buffed from 8% to 10%&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Each Dragon type will have different health and cost&lt;br /&gt;
**Ruby&lt;br /&gt;
***Slightly more expensive, a lot more health&lt;br /&gt;
**Sapphire&lt;br /&gt;
***A lot cheaper, health reduced significantly&lt;br /&gt;
**Gold&lt;br /&gt;
***Cost unchanged, health slightly reduced&lt;br /&gt;
**Emerald&lt;br /&gt;
***A lot more expensive, health increased significantly&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*All Dragon costs reduced by 25%. Additionally, you will now have the ability to name your dragon! Is yours Sophia? That&#039;s Dave&#039;s!&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Dragons will not be allowed to be started or sent during an unbreakable Cease-Fire (End of War Cease-Fire included)&lt;br /&gt;
*Dragons that have already begun will be automatically canceled upon entering an unbreakable Cease-Fire (End of War Cease-Fire included)&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Dragon send range will be removed when targeting a Kingdom you are at war with&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Saphire HP will be increased&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Hit Points on all Dragons will increase by 70%&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Food production will be reduced by 10% while a dragon is ravaging your lands&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Dragon HP increased 10%&lt;br /&gt;
*Elites now do damage to Dragons based on Off AND Def points&lt;br /&gt;
[[Age 114]]&lt;br /&gt;
*Dragon HP decreased 10%&lt;br /&gt;
*Elites now do damage based on higher off or def value&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Dragon HP decreased by 2%&lt;br /&gt;
*Dragons updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Historical Dragon data===&lt;br /&gt;
* Previously all dragons cost the same amount of GC and had the same Hit Points which were determined via: &lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon Cost =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 1.25&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; ( Receiving Kingdom NW / ~44 ) * Relations Mod&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Ritual&amp;diff=1325</id>
		<title>Ritual</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Ritual&amp;diff=1325"/>
		<updated>2026-07-12T06:37:22Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a84&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Kingdom Rituals&#039;&#039;&#039; (KR) are a new mechanic introduced in [[Age_72|Age 72]] that serves as a kingdom-wide bonus. The [[Politics|Monarch]] or [[Politics|Steward]] can begin a ritual.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Ritual Page==&lt;br /&gt;
&lt;br /&gt;
The Kingdom Ritual page will also display various information such as:&lt;br /&gt;
*current active KR type and strength&lt;br /&gt;
*current mana level and the rune cost to cast on the ritual&lt;br /&gt;
*the activation efficiency of the ritual currently being cast&lt;br /&gt;
&lt;br /&gt;
For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Types of Kingdom Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of Kingdom Rituals:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Ascendency&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +50% Wizard Production  &lt;br /&gt;
* -50% Wizard Losses on Failed Spells  &lt;br /&gt;
* -25% Book Generation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Barrier&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Birth Rates  &lt;br /&gt;
* -25% Damage from Enemy Instant Magic &amp;amp; Thievery Ops  &lt;br /&gt;
* -20% Massacre Damage  &lt;br /&gt;
* -10% Battle (Resource) Losses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Benediction&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -20% Military Wages  &lt;br /&gt;
* -20% Construction Cost  &lt;br /&gt;
* -20% Draft Costs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Haste&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* -25% Training Time  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Havoc&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% WPA  &lt;br /&gt;
* +25% TPA  &lt;br /&gt;
* +20% Spell Damage  &lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Onslaught&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +10% Offensive Military Efficiency  &lt;br /&gt;
* +15% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Stalwart&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +5% Defensive Military Efficiency  &lt;br /&gt;
* -25% Military Casualties&lt;br /&gt;
* -20% Raze Damage&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Retired Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Affluent&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +15% Income  &lt;br /&gt;
* +20% Draft Rate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expedient&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -25% Construction Costs  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
* -25% Military Wages&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expropriation&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Honor Gains on Attacks  &lt;br /&gt;
* +20% Credits gained in Combat  &lt;br /&gt;
* +20% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Godspeed&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Completing A Ritual==&lt;br /&gt;
&lt;br /&gt;
To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started. &amp;lt;!--A ritual&#039;s full strength is reached at 80 casts.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Ritual can be overcasted, for increased effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom&lt;br /&gt;
&lt;br /&gt;
A ritual&#039;s strength diminishes by .25% per tick.&lt;br /&gt;
&lt;br /&gt;
The ritual spell has a difficulty similar to the most difficult self-spell, a very expensive rune cost (Cost Multiplier 6) and costs 2% Mana per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
A successful ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.&lt;br /&gt;
&lt;br /&gt;
==Destroying A Ritual==&lt;br /&gt;
&lt;br /&gt;
Rituals are destroyable via the [[Mystics#Abolish_Ritual|Abolish Ritual]] spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times on 5 different provinces.&lt;br /&gt;
&lt;br /&gt;
Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changelog===&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Kingdom Rituals (KR) are a new mechanic that serves as a kingdom-wide bonus.&lt;br /&gt;
**The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)&lt;br /&gt;
**To complete the ritual the Kingdom must cast a new &#039;ritual spell&#039; 100 times within 48 hours of the ritual being started&lt;br /&gt;
**The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell&lt;br /&gt;
**A successful KR will last for 120 hours&lt;br /&gt;
**Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced&lt;br /&gt;
**All users will have a KR page; only on this page you will have the KR spell available to help initiate the KR&lt;br /&gt;
**The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary&lt;br /&gt;
**For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
**There are three kinds of KRs:&lt;br /&gt;
***Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME&lt;br /&gt;
***Affluent (WAR ONLY, not EOWCF) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%&lt;br /&gt;
***Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%&lt;br /&gt;
**Note: The Affluent KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)&lt;br /&gt;
*Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Reduced to 80 casts&lt;br /&gt;
*Mana cost will actually be 2% instead of 3% (this was left out of Age 73 code but is now in place for Age 74)&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Ritual Strength (will be renamed to Effectiveness for purposes of clarity) is active and affecting the bonuses received from the Ritual&lt;br /&gt;
*Ritual will no longer &#039;require&#039; 80 casts to complete (although 80 will provide the full strength of bonuses listed)&lt;br /&gt;
*Once the Ritual is started it can be &#039;completed&#039; at any time after 40 successful casts by the Monarch pressing a new button to Activate the Ritual immediately based on the number of successful casts at that time&lt;br /&gt;
*The Monarch or Steward can see the effectiveness of the ritual as it is being cast&lt;br /&gt;
*Ritual will automatically cast on the expiration of 48 hours and effects will be based on the number of successful casts at that time&lt;br /&gt;
*Ritual strength(effectiveness) will scale based on the amount of casts: 40-80 casts is a linear growth from 40% to 100% effectiveness (accurate); over 80 casts will have diminishing returns.&lt;br /&gt;
*Abolish Ritual will remain in its current state (50 casts overall required to destroy enemy ritual)&lt;br /&gt;
*Ritual Casts will be displayed on the Throne so that you know how &#039;strong&#039; the base effect of the Ritual is&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Rituals updated&lt;br /&gt;
*Resilient: Removed&lt;br /&gt;
[[Age78]]&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age79]]&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Rituals Adjusted&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Rituals updated to reflect forum changes on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Expedient ritual updated.&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Ascendancy ritual added.&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Expedient replaced by Benediction. Havoc &amp;amp; Stalwart updated.&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1324</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1324"/>
		<updated>2026-07-12T06:36:48Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a84&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
*Paradise will be available for all races&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)&lt;br /&gt;
*Ghost Workers - Duration will be increased slightly&lt;br /&gt;
*Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat&lt;br /&gt;
*Invisibility and Fanaticism are now Support Spells&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Offensive Spells will have reduced honor gains by 20%&lt;br /&gt;
*Aggression - Soldier offense will increase by 2 and soldier defense will be reduced by 2&lt;br /&gt;
*Invisibility - Will now also reduce thieves lost during thievery operations by 20% while active&lt;br /&gt;
*Town Watch - While active your peasants will defend your lands at 1 point of defense for every 3 peasants&lt;br /&gt;
*Inspire Army will be on all Races&lt;br /&gt;
*Support Spell durations increased slightly&lt;br /&gt;
*Fanaticism and Invisibility are no longer Support Spells&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1323</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1323"/>
		<updated>2026-07-12T06:35:40Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a84&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked by % * 2&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 41]]&lt;br /&gt;
*Armouries&lt;br /&gt;
**Decrease Military Training Costs by % * 1.5&lt;br /&gt;
**Decrease Draft Costs by % * 2 (from 1.5)&lt;br /&gt;
**Decrease Daily Wages by % * 2&lt;br /&gt;
*Towers&lt;br /&gt;
**Produces 12 Runes Per Day (from 10)&lt;br /&gt;
*Homes&lt;br /&gt;
**Increases your maximum population by 8&lt;br /&gt;
**Increase Birth Rates by % * 4 (from 3)&lt;br /&gt;
**Employs no one&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Base building time reduced to 16 hours&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Thief Dens&lt;br /&gt;
**loss reduction will take effect on successful operations, in additional to its existing effects.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Construction and raze costs will be reduced significantly at larger acres.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Homes: Increase population by 10&lt;br /&gt;
*Stables: Hold 80 horses per stable, draft 2 horses an hour&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Mills will also reduce exploration soldier costs by % * 2&lt;br /&gt;
*Forts will increase DME from 1.5 to 2 per %&lt;br /&gt;
*Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Guilds: Unaffected by BE for the purposes of calculating spell duration&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. *Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
*A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
*Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
*In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
*Building Credits will decay at a rate of 20% per Month if Credits &amp;gt; Land * 15%&lt;br /&gt;
*Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Watchtower rate at which protection is granted will be increased slightly. Maximum effect will remain the same.&lt;br /&gt;
*University science protection rate will be increased slightly&lt;br /&gt;
*Dungeons will be adjusted to hold more Prisoners and Prisoners will generate slightly more gc and increase the rate at which dungeons fill from battle (2/3 fill 1/3 deaths compared to the current 50/50 fill/deaths)&lt;br /&gt;
*Guardstations will now ONLY protect land (no longer protect scientists on abduct and resources on plunders)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Universities - Will now only grant protection against Amnesia&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Universities - Will grant protection against Amnesia and Learn&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Laboratories max effect will be 100%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Homes max effect will cap at 100%&lt;br /&gt;
*Schools increased to % * 2.5&lt;br /&gt;
*Stables will hold 80 horses and generate 3 per tick&lt;br /&gt;
*Dungeons will hold 40 Prisoners maximum&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Dungeons will hold 30 Prisoners maximum&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Updated Building Effects formulas to include personalities.&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Watchtowers &lt;br /&gt;
**Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
**Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
*Castles&lt;br /&gt;
**Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Libraries&lt;br /&gt;
**base effect increased from 1% → 1.5%&lt;br /&gt;
**max effect increased from 25% → 37.5%&lt;br /&gt;
*Castles&lt;br /&gt;
**will no longer protect Science Books&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Castles&lt;br /&gt;
**base percent for resource protection decreased from 2.25% → 2%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1322</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1322"/>
		<updated>2026-07-12T06:35:14Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a84&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective [[Kingdom]] page. It is indicated as such:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor&lt;br /&gt;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;s Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*War&lt;br /&gt;
**War may be declared by EITHER Kingdom if both Kingdoms have at least 75 Hostile Meter points&lt;br /&gt;
**Hostile Meter Cap is increased from 150 to 225&lt;br /&gt;
**End of War build credits awarded will be based on Median province size&lt;br /&gt;
**Build credits awarded to the losing Kingdom will be increased from 50% to 100%&lt;br /&gt;
**War Win science books awarded will be reduced from 72 hours of books to 48 hours&lt;br /&gt;
**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.&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**While at war, a Kingdom will now be capable of activating Force CF (Defender only)&lt;br /&gt;
**Force CF duration will increase from 3 days to 5 days&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*DFCF Updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Science&amp;diff=1321</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Science&amp;diff=1321"/>
		<updated>2026-07-12T06:34:16Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Change Log */  added a84&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0582&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
*[[Age 41]]&lt;br /&gt;
**Research rates&lt;br /&gt;
**Name - production per hour - cost per book - total cost per acre&lt;br /&gt;
***Minimal ..... 0.3 bpa .. 6 gc ... 1.8 gc&lt;br /&gt;
***Limited ..... 0.4 bpa .. 7 gc ... 2.8 gc&lt;br /&gt;
***Sustained ... 0.5 bpa .. 9 gc ... 4.5 gc&lt;br /&gt;
***Active ...... 0.7 bpa . 13 gc ... 9.1 gc&lt;br /&gt;
***Focused ..... 0.9 bpa . 17 gc .. 15.3 gc&lt;br /&gt;
***Accelerated . 1.2 bpa . 22 gc .. 26.4 gc&lt;br /&gt;
***Intensive ... 1.5 bpa . 27 gc .. 40.5 gc&lt;br /&gt;
***Rushed ...... 2.0 bpa . 36 gc .. 72.0 gc&lt;br /&gt;
***Extreme ..... 3.0 bpa . 50 gc . 150.0 gc&lt;br /&gt;
**Science modifiers&lt;br /&gt;
***Food x8&lt;br /&gt;
***Military x1.4&lt;br /&gt;
***Channeling x6&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Military Science: More points now required for the same effect&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Extreme, Rushed, Intensive and Accelerated cost reduced&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
* The new science system is introduced.&lt;br /&gt;
**Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.&lt;br /&gt;
**Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.&lt;br /&gt;
**Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.&lt;br /&gt;
**Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.&lt;br /&gt;
**Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.&lt;br /&gt;
**Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.&lt;br /&gt;
**The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
**Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
**The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).&lt;br /&gt;
**Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. **Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
**A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
**Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
**In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
**The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.&lt;br /&gt;
**The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
* Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
**Higher initial scientists&lt;br /&gt;
**Abduct rate boosted&lt;br /&gt;
**Spawn rate boosted&lt;br /&gt;
**Spawn rate increases each tick you do not get a scientist&lt;br /&gt;
**Laboratories boosted&lt;br /&gt;
**Revelate will double spawn rate&lt;br /&gt;
**Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice&lt;br /&gt;
**Professors will not accumulate experience past 72 hours&lt;br /&gt;
**Caps on some science categories modified along with impact of professors etc.&lt;br /&gt;
**Alchemy: 30%&lt;br /&gt;
**Tools: 20%&lt;br /&gt;
**Population: 15%&lt;br /&gt;
**Food: 200%&lt;br /&gt;
**Military: 15%&lt;br /&gt;
**Channeling: 125%&lt;br /&gt;
**Crime: 100%&lt;br /&gt;
**Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Scientist Recruit rank reduced from 6 hours to 3 hours&lt;br /&gt;
*Scientist Spawn rate lowered slightly&lt;br /&gt;
*Food Science will now be Production Science, and it will increase both Food and Rune production&lt;br /&gt;
*Production Science maximum will be 120%, down from 200%&lt;br /&gt;
*Magic Science will no longer increase Wizard Production&lt;br /&gt;
*Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate &amp;amp; increasing required scientists to reach max)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*You can now choose which category your next scientist will spawn into (random is also an option)&lt;br /&gt;
*Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Scientist Max Networth will be adjusted&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories at 35&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories reduced from 35 to 30&lt;br /&gt;
*Scientist spawn rate will be increased by roughly 30%&lt;br /&gt;
*Scientist Networth will be reduced by roughly 35%&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Science System&lt;br /&gt;
**Definition &#039;Category&#039;: A group of science types&lt;br /&gt;
**Definition &#039;Type&#039;: A specific kind of science that provides a bonus, i.e. Population Science&lt;br /&gt;
**Science effects will NOT be based on land size&lt;br /&gt;
**Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)&lt;br /&gt;
**Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)&lt;br /&gt;
**Scientists will create books per tick&lt;br /&gt;
**Scientists get assigned to a Category (random or chosen)&lt;br /&gt;
**Scientists can progress in experience level which will increase book per tick generation&lt;br /&gt;
**Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category&lt;br /&gt;
**Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don&#039;t generate any books, they will generate books upon the first tick in whichever category they are in)&lt;br /&gt;
**Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation&lt;br /&gt;
**Books can be allocated to any science Type within the Category they have been produced&lt;br /&gt;
**Science effects will be diminishing returns starting from 0&lt;br /&gt;
**SoS will show unallocated books and total science effects / books / scientists (and level)&lt;br /&gt;
**Scientists will not have a networth value&lt;br /&gt;
**Books will have a networth value TBD (allocated and unallocated will be the same value)&lt;br /&gt;
**Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle&lt;br /&gt;
*Science types are split into three categories:&lt;br /&gt;
**Economy:  &lt;br /&gt;
***Housing: Population bonus&lt;br /&gt;
***Tools: Building Efficiency bonus &lt;br /&gt;
***Production: Rune &amp;amp; Food production bonus &lt;br /&gt;
***Alchemy: Income bonus&lt;br /&gt;
***Bookkeeping: Wage reduction  &lt;br /&gt;
***Artisan: Construction time reduction&lt;br /&gt;
**Warfare:&lt;br /&gt;
***Siege: Attack gains bonus&lt;br /&gt;
***Tactics: Offensive Military Efficiency&lt;br /&gt;
***Valor: Military train time reduction &amp;amp; Dragon slaying bonus&lt;br /&gt;
***Heroism: Draft speed increase &amp;amp; draft cost reduction&lt;br /&gt;
***Strategy: Defensive Military Efficiency&lt;br /&gt;
**Arcane Arts:&lt;br /&gt;
***Crime: Thievery Effectiveness bonus (TPA)&lt;br /&gt;
***Sorcery: Wizard Effectiveness bonus (WPA)&lt;br /&gt;
***Shielding: Reduction of Enemy Thievery and Magic instant operation damage&lt;br /&gt;
***Invocation: Ritual cost reduction&lt;br /&gt;
***Cunning: Increase Damage of your Thievery and Magic instant operations&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Scientists will generate faster&lt;br /&gt;
*Science effects will be adjusted&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Artisan will include a reduced construction cost&lt;br /&gt;
*Inactive provinces will not produce books&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Science effects will be adjusted (more detailed information will be provided in graphs)&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Artisan Science will now also reduce Raze cost&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Resilience Multiplier decreased to 0.04401 from 0.0489 &lt;br /&gt;
*Artisan Multiplier decreased to 0.04302 from 0.0478 &lt;br /&gt;
*Finesse Multiplier decreased to 0.08685 from 0.0965 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Military&amp;diff=1320</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Military&amp;diff=1320"/>
		<updated>2026-07-12T06:33:42Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a84&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Units==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Here are the unit types that are available in [[Utopia]] (racial/personality bonuses are not included)&lt;br /&gt;
! Units&lt;br /&gt;
! Description&lt;br /&gt;
! Offense&lt;br /&gt;
! Defense&lt;br /&gt;
! Cost&lt;br /&gt;
! Networth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peasants&#039;&#039;&#039;&lt;br /&gt;
| Peasants are responsible for working and [[Economy#Money|generating income]] for your province.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 0.25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
| The basic unit for every province. They are drafted from Peasants and can be trained into Specialists, Elites or Thieves. You are not required to pay [[Economy#Military_Expenses_.2F_Wages|Wages]] for Soldiers.&lt;br /&gt;
| 3†&lt;br /&gt;
| 0†&lt;br /&gt;
| Varies&lt;br /&gt;
| 0.25 networth per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Military#Military_Units|Defensive Specialist]]&#039;&#039;&#039;&lt;br /&gt;
| These troops defend your land only, and are unable to attack.&lt;br /&gt;
| &lt;br /&gt;
| 10†&lt;br /&gt;
| 350gc&lt;br /&gt;
| 0.5 networth per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Military#Military_Units|Offensive Specialist]]&#039;&#039;&#039;&lt;br /&gt;
| These troops are used to attack, and are unable to defend.&lt;br /&gt;
| 10†&lt;br /&gt;
| &lt;br /&gt;
| 350gc&lt;br /&gt;
| 0.4 networth per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Military#Military_Units|Elites]]&#039;&#039;&#039;&lt;br /&gt;
| Elites have offensive as well as defensive strength. Their offensive and defensive values vary from race to race. For Elite values please see the respective [[Races_and_Personalities|Race]] page.&lt;br /&gt;
| Varies&lt;br /&gt;
| Varies&lt;br /&gt;
| Varies&lt;br /&gt;
| Varies&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wizards&#039;&#039;&#039;&lt;br /&gt;
| Wizards are required to cast spells. They do not count towards your military size. Check out the [[Mystics|Mystics Guide]] as well as the [[Magic Formulas|Mystic Formulas]].&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thieves&#039;&#039;&#039;&lt;br /&gt;
| The part of your military which will conduct [[Thievery|Thievery ops]]. Be sure to check out [[Thievery Formulas]] as well.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 500gc&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horses&#039;&#039;&#039;&lt;br /&gt;
| Sending horses with your attacks adds raw offensive point per horse. You may include up to one horse per military unit sent in combat.&lt;br /&gt;
| 2†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 0.3 per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prisoners&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are taken from the total number of enemies that would&#039;ve been killed after an attack, usually at a 2/3 prisoner to total kills ratio - IF there is room in your dungeons for them. Prisoners have no upkeep, every 2 prisoners fills 1 job, and every prisoner produces 0.75gc per hour. About one third of the prisoners sent are lost in the fight. They are then again immediately available to your general. You can use at most 1 Prisoner for every 5† normal troops you send.&lt;br /&gt;
| 8†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 0.2 per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercenaries&#039;&#039;&#039;&lt;br /&gt;
| You can use at most 1 Mercenary for every 5† normal troops you send.&lt;br /&gt;
| 8†&lt;br /&gt;
| &lt;br /&gt;
| 300gc&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† [[Races_and_Personalities|Race and Personality]] modifiers can increase or decrease this number.&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
===Soldiers Drafted Per Tick===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Soldiers Drafted per Tick =&amp;lt;/b&amp;gt; Peasants * Draft Speed * Race Bonus * Personality Bonus * [[Mystics#Patriotism|Patriotism]] * Affluent Ritual * [[Mystics#Sloth|Sloth]] * [[Dragons|Dragon]] * [[Science#Science_Categories.2C_Types_and_Effects|Heroism Science Effect]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Modifier Type&#039;&#039;&#039; || &#039;&#039;&#039;Active&#039;&#039;&#039; || &#039;&#039;&#039;Otherwise&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Patriotism|Patriotism]]&#039;&#039;&#039; || 1.3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Sloth|Sloth]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby [[Dragons|Dragon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Expedient Ritual&#039;&#039;&#039; || 1.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Draft Cost Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost of Soldier Drafting&amp;lt;/b&amp;gt; =&lt;br /&gt;
Current Draft Level Factor * Draft Rate * Race Bonus * Personality Bonus * [[Growth#Armouries|Armouries Mod]] * &amp;lt;!-- [[Relations#End-of-War_Ceasefire|EOWCF]] * --&amp;gt; [[Science#Science_Categories.2C_Types_and_Effects|Heroism Science Effect]] * [[Mystics#Sloth|Sloth Effect]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Draft Level Factor&amp;lt;/b&amp;gt; =&lt;br /&gt;
MAX(1.0154*((Solds+Ospecs+Dspecs+Elites)/maxpop)^2 + 1.1759*((Solds+Ospecs+Dspecs+Elites)/maxpop) + 0.3633, 1)&amp;lt;/code&amp;gt; * base rate for level.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
† Current Draft Level Factor scales base soldier draft cost upwards once 50% of max population is reached.&lt;br /&gt;
&lt;br /&gt;
===Draft Rate Formula===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Draft Rate =&amp;lt;/b&amp;gt; Base Draft Rate * Patriotism Bonus * [[Science#Science_Categories.2C_Types_and_Effects|Heroism Science Effect]] * Sloth * Ritual&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Mystics|Drought]] reduces draft rate by 15%&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Base Draft Rate&#039;&#039;&#039; || &#039;&#039;&#039;Draft Speed&#039;&#039;&#039; || &#039;&#039;&#039;Cost per soldier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reservist&#039;&#039;&#039; || 0.5% || 30gc&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal&#039;&#039;&#039; || 1.0% || 50gc&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aggressive&#039;&#039;&#039; || 1.5%|| 75gc&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emergency&#039;&#039;&#039; || 2.0%|| 110gc&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Training Formulas===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Training Cost =&amp;lt;/b&amp;gt; Unit Cost * Race Bonus * [[Growth#Armouries|Armouries Bonus]] &amp;lt;!--* [[Ritual|Expedient Ritual]]--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Full training time =&amp;lt;/b&amp;gt; 24 * Race Bonus * Personality Bonus * MAX ([[Mystics#Inspire_Army|Inspire Army]],[[Mystics#Hero&#039;s_Inspiration|Hero&#039;s Inspiration]]) * [[Science#Science_Categories.2C_Types_and_Effects|Valor Science Effect]] * [[Ritual|Haste Ritual]] * [[Growth#Training_Grounds|Training Grounds Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maintenance Cost===&lt;br /&gt;
[[Economy#Military_Expenses_.2F_Wages|&#039;&#039;&#039;Click here for the Formula&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Draft Costs&lt;br /&gt;
**Draft will be set to aggressive for week 1&lt;br /&gt;
***Reservist....0.30%....30gc&lt;br /&gt;
***Normal.......0.60%....50gc&lt;br /&gt;
***Aggressive...1.00%....75gc&lt;br /&gt;
***Emergency....1.50%...110gc&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Specialists now defend and attack at 4 points respectively.&lt;br /&gt;
[[Age 60]]&lt;br /&gt;
*Draft will unlock after 3 days rather than 7&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Unit Strength&lt;br /&gt;
**Buffing unit strengths as below&lt;br /&gt;
***Specialists to 6&lt;br /&gt;
***Mercs/prisoners to 5&lt;br /&gt;
***Horses to 2&lt;br /&gt;
***Soldiers to 2&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
*Training Credits will now decay at a rate of 20% per Month&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)&lt;br /&gt;
*Soldier base values are now 2&lt;br /&gt;
*War Horses are now 3/0 (.3 nw per offense)&lt;br /&gt;
*Mercenary and Prisoner attack value is now 6 (Prisoners will now have a networth value of .1 per point of offense)&lt;br /&gt;
*Mercenaries will now cost 300 gold each (instead of 350)&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Mercenary and Prisoner attack value is now 8&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Thievery&amp;diff=1319</id>
		<title>Thievery</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Thievery&amp;diff=1319"/>
		<updated>2026-07-12T06:32:41Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a83&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No one ever said leadership involves only public activities. With a state-sanctioned paramilitary thieves guild available to you, the possibilities are endless. What may not be possible through [[Relations#War|war]] or [[Mystics|magic]] may still be possible with deceit and deception. Never underestimate the power of the underground unknown. &lt;br /&gt;
&lt;br /&gt;
Thieves are professional soldiers, trained in the arts of the elite underground and are trained on your [[Military]] Menu. They maintain a Stealth Rating which determines when they can be used. This rating rises automatically each day by 3 points and drops each time your thieves conduct an operation. Your thieves will not carry out missions without at least a 5% Stealth Rating.&lt;br /&gt;
&lt;br /&gt;
The best measure of your guild&#039;s strength is the number of thieves you maintain per acre of land, often known as Thieves Per Acre (TPA), modified by your Thieves&#039; Dens, your [[Science|Crime science]] and your [[Races and Personalities|racial]] bonuses or penalties. The success rate of your guild depends on both your and your target&#039;s TPA. The raw damage, however, is based on raw strength - the more thieves you use in an operation, the more damage they can do. &lt;br /&gt;
&lt;br /&gt;
The larger your province, the more difficult it will be to keep your guild well-organized and efficient. As your province grows larger, be prepared to keep training additional thieves to keep your network intact and effective. Like most things in Utopia, thievery operations are easier and more effective against provinces similar to you in size.&lt;br /&gt;
&lt;br /&gt;
Information on how to calculate thief operations can be found here.&lt;br /&gt;
&lt;br /&gt;
Thievery operations are divided in two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Espionage_Operations|Espionage Operations]]&lt;br /&gt;
*[[Thievery#The_Thieves&#039;_Toolbox:_The_Sabotage_Operations|Sabotage Operations]]&lt;br /&gt;
&lt;br /&gt;
== The Thieves&#039; Toolbox: The Espionage Operations ==&lt;br /&gt;
&lt;br /&gt;
The espionage operations will simply gather information regarding the enemy province.&lt;br /&gt;
&lt;br /&gt;
=== Spy on Throne ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the resources and troops available to a province&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Defense ===&lt;br /&gt;
&lt;br /&gt;
Reports enemy&#039;s standing defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals Net Defensive Points at Home&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consumes only 1% Stealth&lt;br /&gt;
&lt;br /&gt;
=== Spy on Exploration ===&lt;br /&gt;
&lt;br /&gt;
Gives current pool size, and costs per acre in gold and soldiers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals pool size, and costs per acre in gold and soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: very low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Snatch News ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Infiltrate ===&lt;br /&gt;
&lt;br /&gt;
Reports on the size of your opponent&#039;s guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the number of thieves in the enemy province&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have infiltrated the Thieves&#039; Guilds of [province name] (##:##). They appear to have about X thieves employed across their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Survey ===&lt;br /&gt;
&lt;br /&gt;
Reports on the distribution of buildings in a province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the buildings in the enemy province, as displayed by the Internal Affairs advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spy on Military ===&lt;br /&gt;
&lt;br /&gt;
Provides detailed information from your opponent&#039;s army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Shows the enemy troops out as well as an estimate of troops at home and in training, as displayed by the Military Advisor&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spy on Sciences ===&lt;br /&gt;
&lt;br /&gt;
Estimates strengths and effects of opponent&#039;s science levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Gives an estimate of the bonuses an enemy province gains from its science, as displayed on the Science page&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: low&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Thieves&#039; Toolbox: The Sabotage Operations ==&lt;br /&gt;
&lt;br /&gt;
=== Sabotage Wizards ===&lt;br /&gt;
&lt;br /&gt;
Drains the target&#039;s Mana levels for several days, limiting the ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Mana level by 5% of current level each Tick, before Mana regeneration&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have sabotaged their wizards&#039; ability to cast spells&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Destabilize Guilds ===&lt;br /&gt;
&lt;br /&gt;
Decreases the target’s Spell Duration for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases the target’s Duration of Self Spell and Offensive Spell casts while the effect is active by 20%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rob the Granaries ===&lt;br /&gt;
&lt;br /&gt;
Steals food from your opponent&#039;s storages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 31.5% (46% in [[Relations#War|war]]) enemy food at the rate of 95 (135 in [[Relations#War|war]]) bushels per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X bushels&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rob the Vaults ===&lt;br /&gt;
&lt;br /&gt;
Steals gold from enemy coffers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 5.2% (14% in [[Relations#War|war]]) enemy gc at the rate of 40 (106 in [[Relations#War|war]]) gc per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have returned with X gold coins&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rob the Towers ===&lt;br /&gt;
&lt;br /&gt;
Steals runes from your target&#039;s wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 24.5% (35% in [[Relations#War|war]]) enemy runes at the rate of 18.2 (26 in [[Relations#War|war]]) runes per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to steal X runes&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kidnapping ===&lt;br /&gt;
&lt;br /&gt;
Kidnaps peasants from your enemy and brings them to your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to a max of 1.85% (4% in [[Relations#War|war]]) enemy peasants at the rate of 0.132 (0.285 in [[Relations#War|war]]) peasants per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves kidnapped many people, but only were able to return with X of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arson ===&lt;br /&gt;
&lt;br /&gt;
Burns down enemy buildings to disrupt an enemy&#039;s stability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small amount of enemy buildings&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X acres of buildings OR Unfortunately, our thieves were too few in number to find any buildings to burn&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Arson ===&lt;br /&gt;
&lt;br /&gt;
A more powerful version of Arson.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to a max of ~6% of targeted enemy buildings at the rate of 0.0045 buildings per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves burned down X [building type]&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Night Strike ===&lt;br /&gt;
&lt;br /&gt;
Assassinates a portion of your enemy&#039;s military.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a maximum of 16.25% enemy soldiers at a rate of 0.67 soldiers per thief Also kills a much smaller amount of specialists and elites Will affect all troops, even those that aren&#039;t home&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X enemy troops&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Incite Riots ===&lt;br /&gt;
&lt;br /&gt;
Incites riots which disrupt tax collection efforts for several days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases targets income by 15%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have caused rioting It is expected to last X days&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Steal War Horses ===&lt;br /&gt;
&lt;br /&gt;
Steals an enemy&#039;s horses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|Rogue]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Steals up to 20% of the targets horses at a rate of 0.35 horses per thief Note that you only gain half of this number as the rest are released&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves were able to release X horses but could only bring back Y of them&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bribe Thieves ===&lt;br /&gt;
&lt;br /&gt;
Reduces the ability of an enemy thieves&#039; guild.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces thief effectiveness by 10%&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed members of our enemies&#039; guild&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bribe Generals ===&lt;br /&gt;
&lt;br /&gt;
Increases the losses sustained by your enemy in all combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Effectively a 1 in 5 chance per attack to increase troop losses by 20% on all combat&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves have bribed an enemy general&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Free Prisoners ===&lt;br /&gt;
&lt;br /&gt;
Releases prisoners from an opponent&#039;s dungeons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Releases up to a max of 12% (17% in [[Relations#War|war]]) of the targets prisoners at a rate of 0.06 (0.07 in [[Relations#War|war]]) prisoners per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves freed X prisoners from enemy dungeons&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: medium&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.03&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Assassinate Wizards ===&lt;br /&gt;
&lt;br /&gt;
Attempts to assassinate enemy wizards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills up to a max of 1.2% target wizards at a rate of 0.006 wizards per thief&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: Our thieves assassinated X wizards of the enemy&#039;s guilds&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Propaganda ===&lt;br /&gt;
&lt;br /&gt;
Attempts to convince enemy forces to join your province.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Personality#Rogue|Rogues]]&amp;lt;br&amp;gt;&lt;br /&gt;
Relations Required: [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: not fully determined&amp;lt;br&amp;gt;&lt;br /&gt;
Operation Message: We have converted X [wizards, thieves, soldiers] from the enemy to our guild OR We have converted X [of the enemy&#039;s specialist troops, (elite unit name)] to our army&amp;lt;br&amp;gt;&lt;br /&gt;
Difficulty: high&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Espionage:&lt;br /&gt;
**Only need to send 20% thieves for best accuracy.&lt;br /&gt;
**Espionage accuracy no longer affected by target Watch Towers&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).&lt;br /&gt;
*Espionage operations will be able to be conducted through in game ceasefires.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Arson and Greater Arson: GA increased moderately, Arson damage increased significantly.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Snatch News: Easier and takes less stealth&lt;br /&gt;
*Spy On military: takes less stealth&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*SOT change - Will display information related to any active Kingdom Ritual&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Night Strike - Damage dealt by night strike will be reduced by approximately 20%.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
*Assassinate Wizards - The damage of Assassinate Wizards will be reduced by roughly 10%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Release Prisoners will require Unfriendly&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
*NS updated to reflect 25% more damage on 29 May 2024.&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1318</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1318"/>
		<updated>2026-07-12T06:31:43Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
*Paradise will be available for all races&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)&lt;br /&gt;
*Ghost Workers - Duration will be increased slightly&lt;br /&gt;
*Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat&lt;br /&gt;
*Invisibility and Fanaticism are now Support Spells&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1317</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1317"/>
		<updated>2026-07-12T06:30:34Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a83&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
*Paradise will be available for all races&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Love and Peace - Increase War Horses production by 40% (in addition to existing spell effects)&lt;br /&gt;
*Ghost Workers - Duration will be increased slightly&lt;br /&gt;
*Bloodlust - Effects will be +10% offense, +10% kills to enemy during combat, +15% own losses during combat&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1316</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1316"/>
		<updated>2026-07-12T06:29:57Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a83&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked by % * 2&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 41]]&lt;br /&gt;
*Armouries&lt;br /&gt;
**Decrease Military Training Costs by % * 1.5&lt;br /&gt;
**Decrease Draft Costs by % * 2 (from 1.5)&lt;br /&gt;
**Decrease Daily Wages by % * 2&lt;br /&gt;
*Towers&lt;br /&gt;
**Produces 12 Runes Per Day (from 10)&lt;br /&gt;
*Homes&lt;br /&gt;
**Increases your maximum population by 8&lt;br /&gt;
**Increase Birth Rates by % * 4 (from 3)&lt;br /&gt;
**Employs no one&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Base building time reduced to 16 hours&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Thief Dens&lt;br /&gt;
**loss reduction will take effect on successful operations, in additional to its existing effects.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Construction and raze costs will be reduced significantly at larger acres.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Homes: Increase population by 10&lt;br /&gt;
*Stables: Hold 80 horses per stable, draft 2 horses an hour&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Mills will also reduce exploration soldier costs by % * 2&lt;br /&gt;
*Forts will increase DME from 1.5 to 2 per %&lt;br /&gt;
*Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Guilds: Unaffected by BE for the purposes of calculating spell duration&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. *Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
*A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
*Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
*In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
*Building Credits will decay at a rate of 20% per Month if Credits &amp;gt; Land * 15%&lt;br /&gt;
*Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Watchtower rate at which protection is granted will be increased slightly. Maximum effect will remain the same.&lt;br /&gt;
*University science protection rate will be increased slightly&lt;br /&gt;
*Dungeons will be adjusted to hold more Prisoners and Prisoners will generate slightly more gc and increase the rate at which dungeons fill from battle (2/3 fill 1/3 deaths compared to the current 50/50 fill/deaths)&lt;br /&gt;
*Guardstations will now ONLY protect land (no longer protect scientists on abduct and resources on plunders)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Universities - Will now only grant protection against Amnesia&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Universities - Will grant protection against Amnesia and Learn&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Laboratories max effect will be 100%&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Homes max effect will cap at 100%&lt;br /&gt;
*Schools increased to % * 2.5&lt;br /&gt;
*Stables will hold 80 horses and generate 3 per tick&lt;br /&gt;
*Dungeons will hold 40 Prisoners maximum&lt;br /&gt;
&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Updated Building Effects formulas to include personalities.&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Watchtowers &lt;br /&gt;
**Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
**Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
*Castles&lt;br /&gt;
**Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Libraries&lt;br /&gt;
**base effect increased from 1% → 1.5%&lt;br /&gt;
**max effect increased from 25% → 37.5%&lt;br /&gt;
*Castles&lt;br /&gt;
**will no longer protect Science Books&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Castles&lt;br /&gt;
**base percent for resource protection decreased from 2.25% → 2%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1315</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1315"/>
		<updated>2026-07-12T06:29:25Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a83&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective [[Kingdom]] page. It is indicated as such:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor&lt;br /&gt;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;s Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*War&lt;br /&gt;
**War win acre maximum bonus will be introduced and set to 10000 acres&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**This mechanic will no longer cancel dragons that have been started&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*DFCF Updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Dragons&amp;diff=1314</id>
		<title>Dragons</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Dragons&amp;diff=1314"/>
		<updated>2026-07-12T06:28:38Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a83&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Dragons Title.png|center|link=]]&lt;br /&gt;
[[File:Age 115 Dragons Cards.jpeg|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragons&#039;&#039;&#039; are creatures that help to disrupt the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
[[Politics|Monarch]] and [[Politics|Stewards]] can choose which Dragon type and the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
When Dragon project is chosen and started, provinces can donate money and food for funding.&lt;br /&gt;
&lt;br /&gt;
When the Dragon is sent to an opposing kingdom, it will wreak havoc on their lands. The Dragon will continue to do so for two full months (48 ticks) or until slain by the enemy kingdom&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon&#039;s Behavior==&lt;br /&gt;
&amp;lt;!--* All dragons result in 10% lower income, 10% lower food production, the loss of 20% of new draftees, and destroy 3% of buildings every 6 ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops will slay a dragon at their respective strength. Every soldier sent will destroy strength in the amount of its offense. If a soldier is 3/0, it will cause 3 damage per soldier towards the slaying of the dragon. If your elite is 14/4, it will cause 14 damage per troop towards the slaying of the dragon (before slay modifiers). &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops sent to slay dragon are unaffected by any spells that increase unit damage, percent or flat rate increase such as [[Mystics#Bloodlust|Bloodlust]] or [[Mystics#Aggression|Aggression]]&lt;br /&gt;
&lt;br /&gt;
* All provinces can boost their dragon slaying strength by investing in &#039;&#039;&#039;Valor&#039;&#039;&#039; science.&lt;br /&gt;
&lt;br /&gt;
* Thieves, Wizards and Prisoners &#039;&#039;&#039;cannot&#039;&#039;&#039; be used to slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Some races or personalities may receive a bonus to dragon slaying strength of all troops (including soldiers).&lt;br /&gt;
&lt;br /&gt;
* Dragons will fly away on their own on the dawning of the 3rd (third) Utopian month; having lasted for a total of 48 utopian days.&lt;br /&gt;
&lt;br /&gt;
* Dragons send range is from 20% smaller to 25% larger in relation to kingdoms net worth. Dragon send range will be removed when targeting a Kingdom you are at war with.&lt;br /&gt;
&lt;br /&gt;
* Monarchs and Stewards have the option to start a dragon project. Once a dragon project is started a Fund Dragon menu link will appear in the navigation area for all qualified provinces to help funding the dragon project. When fully funded, only the &#039;&#039;&#039;Monarch&#039;&#039;&#039; or &#039;&#039;&#039;Steward(s)&#039;&#039;&#039; will have the ability to send the dragon.&lt;br /&gt;
&lt;br /&gt;
* Provinces in protection may not fund or slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Once a kingdom receives a Dragon, a menu link will appear in the affected players navigation area allowing them access to the Slay Dragon section.&lt;br /&gt;
&lt;br /&gt;
* A dragon will automatically be cancelled upon the commencement of a &#039;&#039;&#039;EOWCF&#039;&#039;&#039;. Dragons are automatically cancelled when a regular ceasefire or forced ceasefire happens.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Dragon Types &amp;amp; Effects&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Dragon Type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Emerald&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Ruby&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Sapphire&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Topaz&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Amethyst&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% Military Casualties &lt;br /&gt;
* -25% Combat Gains &lt;br /&gt;
* Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks &lt;br /&gt;
1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -12.5% Military Effectiveness &lt;br /&gt;
* +20% Military Wages &lt;br /&gt;
* Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -35% WPA and TPA &lt;br /&gt;
* -1 Mana Recovery  &lt;br /&gt;
* -1 Stealth Recovery  &lt;br /&gt;
* +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
* Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies. &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -30% Building Efficiency &lt;br /&gt;
* -25% Income &lt;br /&gt;
* Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* −30% Spell Success Chance &lt;br /&gt;
* −30% Thievery Success Chance on sabotage operations &lt;br /&gt;
* All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard &amp;amp; thieves &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; height:6px;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon Cost==&lt;br /&gt;
Dragon Cost is determined at the time the Dragon is started. You can view the cost on the Dragon page.&lt;br /&gt;
&lt;br /&gt;
A simple summary:&lt;br /&gt;
*Sapphire / Topaz - Cheaper, health reduced&lt;br /&gt;
*Emerald / Ruby - Slightly more expensive, more health&lt;br /&gt;
&amp;lt;!--*Diamond - A lot more expensive, health increased significantly--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Gold Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Food Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric) * 0.2&lt;br /&gt;
&amp;lt;!-- &amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 0.656 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; Target Kingdom NW * 0.656&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!Cost Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 2.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 2.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon HP==&lt;br /&gt;
Dragon HP is determined at the time the dragon is sent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DATA NEEDS TO BE VERIFIED&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; Dragon Type HP Mod * Relations Modifier * (Receiving Kingdom NW / 132)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!HP Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amethyst  || 7.423&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Relations&lt;br /&gt;
!Relations Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: None || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Unfriendly]] || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Hostile]] || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#War|War]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*Ruby&lt;br /&gt;
**-8% from Military Efficiency&lt;br /&gt;
*Gold&lt;br /&gt;
**-25%(was -15%) from Building Efficiency&lt;br /&gt;
*Sapphire&lt;br /&gt;
**30%(was -20%) Thievery &amp;amp; Magic Effectiveness&lt;br /&gt;
*Emerald&lt;br /&gt;
**+15%(was +10%) Combat Losses -15%(was -10%) Gains&lt;br /&gt;
*All dragons result in 10% lower income and the loss of 20% of new draftees.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Sapphire:&lt;br /&gt;
**25% lower magic effectiveness&lt;br /&gt;
**25% lower thievery effectiveness&lt;br /&gt;
**10% lower income&lt;br /&gt;
**the loss of 20% of new draftees&lt;br /&gt;
*Emerald:&lt;br /&gt;
**20% Higher military losses in combat&lt;br /&gt;
**15% lower attack gains&lt;br /&gt;
**10% lower income&lt;br /&gt;
**the loss of 20% of new draftees&lt;br /&gt;
*Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*Ruby dragon buffed from 8% to 10%&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Each Dragon type will have different health and cost&lt;br /&gt;
**Ruby&lt;br /&gt;
***Slightly more expensive, a lot more health&lt;br /&gt;
**Sapphire&lt;br /&gt;
***A lot cheaper, health reduced significantly&lt;br /&gt;
**Gold&lt;br /&gt;
***Cost unchanged, health slightly reduced&lt;br /&gt;
**Emerald&lt;br /&gt;
***A lot more expensive, health increased significantly&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*All Dragon costs reduced by 25%. Additionally, you will now have the ability to name your dragon! Is yours Sophia? That&#039;s Dave&#039;s!&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Dragons will not be allowed to be started or sent during an unbreakable Cease-Fire (End of War Cease-Fire included)&lt;br /&gt;
*Dragons that have already begun will be automatically canceled upon entering an unbreakable Cease-Fire (End of War Cease-Fire included)&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Dragon send range will be removed when targeting a Kingdom you are at war with&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Saphire HP will be increased&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Hit Points on all Dragons will increase by 70%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Dragon HP increased 10%&lt;br /&gt;
*Elites now do damage to Dragons based on Off AND Def points&lt;br /&gt;
[[Age 114]]&lt;br /&gt;
*Dragon HP decreased 10%&lt;br /&gt;
*Elites now do damage based on higher off or def value&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Dragon HP decreased by 2%&lt;br /&gt;
*Dragons updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Historical Dragon data===&lt;br /&gt;
* Previously all dragons cost the same amount of GC and had the same Hit Points which were determined via: &lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon Cost =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 1.25&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; ( Receiving Kingdom NW / ~44 ) * Relations Mod&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Military&amp;diff=1313</id>
		<title>Military</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Military&amp;diff=1313"/>
		<updated>2026-07-12T06:28:13Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a83&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Units==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Here are the unit types that are available in [[Utopia]] (racial/personality bonuses are not included)&lt;br /&gt;
! Units&lt;br /&gt;
! Description&lt;br /&gt;
! Offense&lt;br /&gt;
! Defense&lt;br /&gt;
! Cost&lt;br /&gt;
! Networth&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Peasants&#039;&#039;&#039;&lt;br /&gt;
| Peasants are responsible for working and [[Economy#Money|generating income]] for your province.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 0.25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Soldiers&#039;&#039;&#039;&lt;br /&gt;
| The basic unit for every province. They are drafted from Peasants and can be trained into Specialists, Elites or Thieves. You are not required to pay [[Economy#Military_Expenses_.2F_Wages|Wages]] for Soldiers.&lt;br /&gt;
| 3†&lt;br /&gt;
| 0†&lt;br /&gt;
| Varies&lt;br /&gt;
| 0.25 networth per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Military#Military_Units|Defensive Specialist]]&#039;&#039;&#039;&lt;br /&gt;
| These troops defend your land only, and are unable to attack.&lt;br /&gt;
| &lt;br /&gt;
| 10†&lt;br /&gt;
| 350gc&lt;br /&gt;
| 0.5 networth per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Military#Military_Units|Offensive Specialist]]&#039;&#039;&#039;&lt;br /&gt;
| These troops are used to attack, and are unable to defend.&lt;br /&gt;
| 10†&lt;br /&gt;
| &lt;br /&gt;
| 350gc&lt;br /&gt;
| 0.4 networth per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Military#Military_Units|Elites]]&#039;&#039;&#039;&lt;br /&gt;
| Elites have offensive as well as defensive strength. Their offensive and defensive values vary from race to race. For Elite values please see the respective [[Races_and_Personalities|Race]] page.&lt;br /&gt;
| Varies&lt;br /&gt;
| Varies&lt;br /&gt;
| Varies&lt;br /&gt;
| Varies&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wizards&#039;&#039;&#039;&lt;br /&gt;
| Wizards are required to cast spells. They do not count towards your military size. Check out the [[Mystics|Mystics Guide]] as well as the [[Magic Formulas|Mystic Formulas]].&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thieves&#039;&#039;&#039;&lt;br /&gt;
| The part of your military which will conduct [[Thievery|Thievery ops]]. Be sure to check out [[Thievery Formulas]] as well.&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 500gc&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Horses&#039;&#039;&#039;&lt;br /&gt;
| Sending horses with your attacks adds raw offensive point per horse. You may include up to one horse per military unit sent in combat.&lt;br /&gt;
| 2†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 0.3 per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prisoners&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are taken from the total number of enemies that would&#039;ve been killed after an attack, usually at a 2/3 prisoner to total kills ratio - IF there is room in your dungeons for them. Prisoners have no upkeep, every 2 prisoners fills 1 job, and every prisoner produces 0.75gc per hour. About one third of the prisoners sent are lost in the fight. They are then again immediately available to your general. You can use at most 1 Prisoner for every 5† normal troops you send.&lt;br /&gt;
| 8†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 0.2 per point of power&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mercenaries&#039;&#039;&#039;&lt;br /&gt;
| You can use at most 1 Mercenary for every 5† normal troops you send.&lt;br /&gt;
| 8†&lt;br /&gt;
| &lt;br /&gt;
| 300gc&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
† [[Races_and_Personalities|Race and Personality]] modifiers can increase or decrease this number.&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
===Soldiers Drafted Per Tick===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Soldiers Drafted per Tick =&amp;lt;/b&amp;gt; Peasants * Draft Speed * Race Bonus * Personality Bonus * [[Mystics#Patriotism|Patriotism]] * Affluent Ritual * [[Mystics#Sloth|Sloth]] * [[Dragons|Dragon]] * [[Science#Science_Categories.2C_Types_and_Effects|Heroism Science Effect]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Modifier Type&#039;&#039;&#039; || &#039;&#039;&#039;Active&#039;&#039;&#039; || &#039;&#039;&#039;Otherwise&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Patriotism|Patriotism]]&#039;&#039;&#039; || 1.3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Sloth|Sloth]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby [[Dragons|Dragon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Expedient Ritual&#039;&#039;&#039; || 1.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Draft Cost Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cost of Soldier Drafting&amp;lt;/b&amp;gt; =&lt;br /&gt;
Current Draft Level Factor * Draft Rate * Race Bonus * Personality Bonus * [[Growth#Armouries|Armouries Mod]] * &amp;lt;!-- [[Relations#End-of-War_Ceasefire|EOWCF]] * --&amp;gt; [[Science#Science_Categories.2C_Types_and_Effects|Heroism Science Effect]] * [[Mystics#Sloth|Sloth Effect]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Draft Level Factor&amp;lt;/b&amp;gt; =&lt;br /&gt;
MAX(1.0154*((Solds+Ospecs+Dspecs+Elites)/maxpop)^2 + 1.1759*((Solds+Ospecs+Dspecs+Elites)/maxpop) + 0.3633, 1)&amp;lt;/code&amp;gt; * base rate for level.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
† Current Draft Level Factor scales base soldier draft cost upwards once 50% of max population is reached.&lt;br /&gt;
&lt;br /&gt;
===Draft Rate Formula===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Draft Rate =&amp;lt;/b&amp;gt; Base Draft Rate * Patriotism Bonus * [[Science#Science_Categories.2C_Types_and_Effects|Heroism Science Effect]] * Sloth * Ritual&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Mystics|Drought]] reduces draft rate by 15%&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Base Draft Rate&#039;&#039;&#039; || &#039;&#039;&#039;Draft Speed&#039;&#039;&#039; || &#039;&#039;&#039;Cost per soldier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reservist&#039;&#039;&#039; || 0.5% || 30gc&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Normal&#039;&#039;&#039; || 1.0% || 50gc&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aggressive&#039;&#039;&#039; || 1.5%|| 75gc&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emergency&#039;&#039;&#039; || 2.0%|| 110gc&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Training Formulas===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Training Cost =&amp;lt;/b&amp;gt; Unit Cost * Race Bonus * [[Growth#Armouries|Armouries Bonus]] &amp;lt;!--* [[Ritual|Expedient Ritual]]--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Full training time =&amp;lt;/b&amp;gt; 24 * Race Bonus * Personality Bonus * MAX ([[Mystics#Inspire_Army|Inspire Army]],[[Mystics#Hero&#039;s_Inspiration|Hero&#039;s Inspiration]]) * [[Science#Science_Categories.2C_Types_and_Effects|Valor Science Effect]] * [[Ritual|Haste Ritual]] * [[Growth#Training_Grounds|Training Grounds Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maintenance Cost===&lt;br /&gt;
[[Economy#Military_Expenses_.2F_Wages|&#039;&#039;&#039;Click here for the Formula&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Draft Costs&lt;br /&gt;
**Draft will be set to aggressive for week 1&lt;br /&gt;
***Reservist....0.30%....30gc&lt;br /&gt;
***Normal.......0.60%....50gc&lt;br /&gt;
***Aggressive...1.00%....75gc&lt;br /&gt;
***Emergency....1.50%...110gc&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Specialists now defend and attack at 4 points respectively.&lt;br /&gt;
[[Age 60]]&lt;br /&gt;
*Draft will unlock after 3 days rather than 7&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Unit Strength&lt;br /&gt;
**Buffing unit strengths as below&lt;br /&gt;
***Specialists to 6&lt;br /&gt;
***Mercs/prisoners to 5&lt;br /&gt;
***Horses to 2&lt;br /&gt;
***Soldiers to 2&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
*Training Credits will now decay at a rate of 20% per Month&lt;br /&gt;
[[Age 83]]&lt;br /&gt;
*Specialist base military values are now 10 (.4 nw per offense / .5 nw per defense)&lt;br /&gt;
*Soldier base values are now 2&lt;br /&gt;
*War Horses are now 3/0 (.3 nw per offense)&lt;br /&gt;
*Mercenary and Prisoner attack value is now 6 (Prisoners will now have a networth value of .1 per point of offense)&lt;br /&gt;
*Mercenaries will now cost 300 gold each (instead of 350)&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1312</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1312"/>
		<updated>2026-07-12T06:21:17Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
*Paradise will be available for all races&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1311</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1311"/>
		<updated>2026-07-12T06:20:32Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a82&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Fountain of Knowledge - Increase Book Production by 10% for duration (slightly longer duration than Revelation)&lt;br /&gt;
*Vermin - Food decays at a rate of 6%, up from a base of 1%&lt;br /&gt;
*Scientific Insight - Effect reduced to 5% increase in science book effectiveness&lt;br /&gt;
*Bloodlust - Offensive Military Efficiency reduced to 10%, Enemy Military Casualties reduced to 10%, Self Military Casualties reduced to 20% while active&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Growth&amp;diff=1310</id>
		<title>Growth</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Growth&amp;diff=1310"/>
		<updated>2026-07-12T06:19:48Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a82&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your growth page lets you build up your acres with a variety of buildings.  The [[Growth#Build_Table|Build Table]] below can help provide details on the benefits of the different buildings for your Province.&lt;br /&gt;
&lt;br /&gt;
In Utopia, your &#039;&#039;&#039;Growth&#039;&#039;&#039; page provides information on:&lt;br /&gt;
*Total Land&lt;br /&gt;
*Total Undeveloped Land&lt;br /&gt;
*[[Growth#Construction Time|Construction Time]]&lt;br /&gt;
*Free Building Credits&lt;br /&gt;
*[[Growth#Construction Costs|Construction Costs]]&lt;br /&gt;
*Maximum Buildable Now&lt;br /&gt;
*Raze Cost&lt;br /&gt;
*Maximum Razeable Now&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Growth&#039;&#039;&#039; page will show you a list of all possible buildings along with the following information for each building:&lt;br /&gt;
*The amount of each building you own&lt;br /&gt;
*The amount of each building in progress&lt;br /&gt;
&lt;br /&gt;
To build a building, just input the amount desired of the building you wish to build in the construct space next to the building you wish to build, then click construct buildings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Growth&#039;&#039;&#039; page also gives you the option to:&lt;br /&gt;
* accelerate the construction of your building&lt;br /&gt;
* whether or not to use available credits&lt;br /&gt;
* and the option to either raze or cancel buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Build Table ==&lt;br /&gt;
Note: Capacity of buildings is not affected by Building Efficiency (i.e., Homes, Stables, Dungeons can hold the specified number regardless of BE). &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{GreenTable}}&lt;br /&gt;
|- {{DarkGreenRow}} &lt;br /&gt;
! Building !! Capacity !! width=&amp;quot;75px&amp;quot;|Flat Rate Base !! width=&amp;quot;75px&amp;quot;|Percent Base Effect !! width=&amp;quot;75px&amp;quot;|Percent Effect Max !! width=&amp;quot;75px&amp;quot;|Living Space !! Jobs !! class=&amp;quot;unsortable&amp;quot;|Description &lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Barren Land&lt;br /&gt;
| 15 People&lt;br /&gt;
| 2 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 15&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 15 people and Produces 2 bushels per hour (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Homes&lt;br /&gt;
| 10 People&lt;br /&gt;
| 0.3 Peasants†&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 35&lt;br /&gt;
| 0&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses 10 additional people&amp;lt;br&amp;gt;Generates Peasants per day (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Farms&lt;br /&gt;
| &lt;br /&gt;
| 60 Bushels&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 60 bushels per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Mills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 4%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 100%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases [[Growth|Build Costs]] &amp;lt;br&amp;gt;Decreases [[Growth|Gold Exploration Costs]]&amp;lt;br&amp;gt;Decreases [[Growth|Soldier Exploration Costs]]&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Banks&lt;br /&gt;
| &lt;br /&gt;
| 25gc&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 25gc per day&amp;lt;br&amp;gt;Increase in Income&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Training Grounds&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Offensive Military Efficiency&amp;lt;br&amp;gt;Reduces Training Time&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Armouries&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&amp;lt;br&amp;gt;1.5%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&amp;lt;br&amp;gt;37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Draft Costs&amp;lt;br&amp;gt;Reduction of Wages&amp;lt;br&amp;gt;Decreases Training Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Military Barracks&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers Attack Time&amp;lt;br&amp;gt;Reduced Mercenary Costs&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Forts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increases Defensive Military Efficiency&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Castles&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 50%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked&amp;lt;br&amp;gt;Decreases Honor Losses when Attacked&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Hospitals&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3%&amp;lt;br&amp;gt;3%&amp;lt;br&amp;gt;2%&lt;br /&gt;
| 75%&amp;lt;br&amp;gt;75%&amp;lt;br&amp;gt;50%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Decreases Military Losses&amp;lt;br&amp;gt;Daily Chance of Curing [[the Plague]]&amp;lt;br&amp;gt;Increased Birth Rate&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Guilds&lt;br /&gt;
| &lt;br /&gt;
| 0.02 Wizards†&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Wizards Trained per day (Unaffected by BE)&amp;lt;br&amp;gt;Guilds also increase [[Mystics|Spell]] duration (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Towers&lt;br /&gt;
| &lt;br /&gt;
| 12 Runes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Produces 12 runes per day&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Thieves Dens&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 3.6%&amp;lt;br&amp;gt;3%&lt;br /&gt;
| 90%&amp;lt;br&amp;gt;75%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Lowers losses in Thievery Operations&amp;lt;br&amp;gt;Bonus to TPA&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Watch Towers&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 2.0%&amp;lt;br&amp;gt;2.5%&lt;br /&gt;
| 50.0%&amp;lt;br&amp;gt;62.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Chance of Catching Enemy Thieves&amp;lt;br&amp;gt;Reduced damage caused by Enemy Thieves&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Universities&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 1.5%&amp;lt;br&amp;gt;1%&lt;br /&gt;
| 37.5%&amp;lt;br&amp;gt;25%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Scientist spawn rate (Unaffected by BE)&amp;lt;br&amp;gt;Increases generation of Science Books (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Libraries&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| 1.5%&lt;br /&gt;
| 37.5%&lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Increase Science Efficiency (Unaffected by BE)&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Stables&lt;br /&gt;
| 80 Horses&lt;br /&gt;
| 2 Horses&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses War Horses and increases their production rate&lt;br /&gt;
&lt;br /&gt;
|- bgcolor=#f9fafb&lt;br /&gt;
! {{LightGreenCell}}|Dungeons&lt;br /&gt;
| 30 Prisoners&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 25&lt;br /&gt;
| 25&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|Houses Prisoners of War&lt;br /&gt;
&lt;br /&gt;
|-class=&amp;quot;sortbottom&amp;quot; {{DarkGreenRow}}&lt;br /&gt;
! Building !! Capacity !! Flat Rate Base !! Percent Base Effect !! Percent Effect Max !! Living Space !! Jobs !! Description&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Land alone is nice to have, but without buildings and infrastructure, it is of little use to anyone. You have a variety of buildings to choose to build and how you structure your province is up to you. Your Internal Affairs Advisor can help provide details on the benefits of building various structures, but there is no perfect or ideal balance for growth. You will find that having mass quantities of a given building decreases the effectiveness of those buildings.--&amp;gt;&lt;br /&gt;
† - this is a stacking chance per Tick, not Production&lt;br /&gt;
&lt;br /&gt;
== Classes of Buildings ==&lt;br /&gt;
&amp;lt;!--* There are three classes of building effects, and each functions differently. While this may be difficult to follow, you will quickly understand it with some experience within the game. The three classes are:--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Capacity Buildings ===&lt;br /&gt;
&lt;br /&gt;
These buildings simply create space for you, and are &#039;&#039;&#039;not&#039;&#039;&#039; impacted by efficiency issues. Homes, for example, provide additional space for peasants.&lt;br /&gt;
&lt;br /&gt;
=== Flat Rate Buildings===&lt;br /&gt;
&lt;br /&gt;
This type of building provides a set amount of a particular resource. These buildings need many employees to be fully effective. These buildings &#039;&#039;&#039;are&#039;&#039;&#039; impacted by building efficiency. An example is a Tower which creates a set number of runes each day.&lt;br /&gt;
&lt;br /&gt;
=== Percentage-based Buildings ===&lt;br /&gt;
The majority of Utopian buildings are percentage-based. These buildings provide an effect based on the portion of your land covered by it. For example, having 10% of your land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these also require employees to provide full effects. In addition, each additional building you construct will be less effective. The numbers listed in this section would be for the first building you construct. Your Internal Affairs Advisor will help you to understand the benefits of your land. Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed below. With normal [[Growth|building efficiency]], this maximum is reached by dedicating 50% of your land to that building.&lt;br /&gt;
&lt;br /&gt;
== The Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Barren Land ===&lt;br /&gt;
&lt;br /&gt;
Barren lands are not an actual building. These are simply available acres - gained by exploration, the Paradise spell or attacks - in your province that can be built up with real buildings as described below. Nevertheless, barren lands can still hold a few people and produce a very small amount of food every day.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum population by 15 (built land has a base capacity of 25)&lt;br /&gt;
* Produces 2 Bushels per Day&lt;br /&gt;
&lt;br /&gt;
=== Homes ===&lt;br /&gt;
&lt;br /&gt;
While every built up acre of land already houses people – which means Homes are not a necessity for a province – you may find yourself wanting more population. Homes give your citizen more place to live, and also increase your natural birth rates. Furthermore, Homes employ no peasant and will thus overall help you fill all the jobs in your province.&lt;br /&gt;
&lt;br /&gt;
* Increases your maximum Population by 10 (on top of the 25 that a completed Building provides, for a total of 35)&lt;br /&gt;
* Generates 0.3 extra Peasants per Tick (30% stacking chance to gain a Peasant per Home)&lt;br /&gt;
**Affected by Chastity&lt;br /&gt;
* Employs no one&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Farms ===&lt;br /&gt;
&lt;br /&gt;
Farms are one of the most important buildings in your province, and also a vital one. Every day, each of your people will eat 0,25 bushels, and each Farm produces 60 bushels per day. Watch your food supplies very carefully, because otherwise starvation might deplete your population rather fast!&lt;br /&gt;
&lt;br /&gt;
* Produces 60 Bushels Per Day&lt;br /&gt;
&lt;br /&gt;
=== Mills ===&lt;br /&gt;
&lt;br /&gt;
Exploration is one of the main ways of growing in Utopia, and building Mills will help you to send out expeditions at cheaper cost. Furthermore, Mills will also improve your builders skills, making building construction slightly less expensive.&lt;br /&gt;
&lt;br /&gt;
* Decreases Building Costs by % * 4 (Max of 100%)&lt;br /&gt;
* Reduces exploration gold expenses by % * 3&lt;br /&gt;
* Reduces exploration soldier cost by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Banks ===&lt;br /&gt;
&lt;br /&gt;
Banks are one of the major sources of income in Utopia along with tax collection. Every day, each Bank you own will produce some gold. Furthermore, your Banks all work together at improving your tax collection facilities, increasing further your global income.&lt;br /&gt;
&lt;br /&gt;
* Generates 25gc per day&lt;br /&gt;
* Increases Income by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Training Grounds ===&lt;br /&gt;
&lt;br /&gt;
Maintaining a good offense is important for all attackers, and Training Grounds bolster that by providing an enhanced training to all your offensive troops. This allows them to fight more efficiently in combat, thus increasing your overall attacking power.&lt;br /&gt;
&lt;br /&gt;
* Increases Offensive Military Efficiency by % * 1.5&lt;br /&gt;
* Training Time reduced by % * 1&lt;br /&gt;
&lt;br /&gt;
=== Armouries ===&lt;br /&gt;
&lt;br /&gt;
Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.&lt;br /&gt;
&lt;br /&gt;
* Decreases Draft Costs by % * 2&lt;br /&gt;
* Decreases Daily Wages by % * 2&lt;br /&gt;
* Decreases Military Training Costs by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Military Barracks ===&lt;br /&gt;
&lt;br /&gt;
Military Barracks are another military-oriented building. The employees of the Barracks are in charge of your military logistics, and a well-equipped army will reach the enemy land faster, making yourself less vulnerable to attacks while your troops are out on a campaign.&lt;br /&gt;
&lt;br /&gt;
* Lowers Attack Time by % * 1.5&lt;br /&gt;
* Reduced Mercenary costs by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Forts ===&lt;br /&gt;
&lt;br /&gt;
Forts provide a superior protection to the troops held in garrison in your province, increasing your overall defensive strength against attacks. Maintaining a good defense is important if you want to keep your acres and resources safe.&lt;br /&gt;
&lt;br /&gt;
* Increases Defensive Military Efficiency by % * 1.5&lt;br /&gt;
&lt;br /&gt;
=== Castles ===&lt;br /&gt;
&lt;br /&gt;
Unlike Forts, Castles will not make you less vulnerable to attacks. Nevertheless, they will effectively protect your land, resources and honor, making the enemy’s attacks against your province less efficient.&lt;br /&gt;
&lt;br /&gt;
* Decreases Resource (Land, Gold, Food, Runes) Losses when Attacked by % * 2&lt;br /&gt;
* Decreases Honor Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
=== Hospitals ===&lt;br /&gt;
&lt;br /&gt;
Having a good military power is important, and keeping your soldiers healthy is vital in order to achieve this. By deploying Hospitals in the battlefields, you will significantly lower the casualties suffered by your troops in combat. Furthermore, your medics will work at curing the [[The_Plague|Plague]] if your province ever catches it.&lt;br /&gt;
&lt;br /&gt;
* Decreases Military Casualties by % * 3&lt;br /&gt;
* % * 3 Daily Chance of Curing the [[The_Plague|Plague]]&lt;br /&gt;
* % * 2 Increased Birth Rate&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
Unlike all your other units, either the military footmen or the thieves, wizards are not trained by using gold. Your ascendant wizards will have to go through intensive studies in Guilds before being able to serve you properly. They are an absolute necessity for Mages.&lt;br /&gt;
&lt;br /&gt;
* Trains 0.02 Wizards per Tick (2% stacking chance to train a Wizard per Guild) &lt;br /&gt;
* Determines and Increases Spell Duration (capped at 20% Guilds)&lt;br /&gt;
* Increases Self Spell and Ritual success chance&lt;br /&gt;
&lt;br /&gt;
Guilds also increase the duration of your Self and Offensive Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Guilds are unaffected by BE (Building Efficiency) for the purposes of calculating Spell Duration or Wizards trained.&lt;br /&gt;
&lt;br /&gt;
=== Towers ===&lt;br /&gt;
&lt;br /&gt;
Towers are massive buildings that are used in order to channel mystic energies produced by the Earth into small stones called runes. Runes are then expended by your wizards while casting magic spells.&lt;br /&gt;
&lt;br /&gt;
* Produces 12 Runes Per Day&lt;br /&gt;
&lt;br /&gt;
=== Thieves Dens ===&lt;br /&gt;
&lt;br /&gt;
Thieves Dens are the lair of all the thieves in your province, serving as the place where they practice their obscure and dark skills. Thieves Dens will increase the success rate of thievery operations you conduct as well as lowering your thief losses. Thieves Dens are a must for all Thieves.&lt;br /&gt;
&lt;br /&gt;
* Lowers Losses in Thievery Operations by % * 3.6 (capped at 90%)&lt;br /&gt;
* Increases Thievery Effectiveness by % * 3&lt;br /&gt;
&lt;br /&gt;
=== Watch Towers ===&lt;br /&gt;
&lt;br /&gt;
While your own thieves can protect your land against enemy thieves, a little extra protection is never a bad thing. People assigned into Watch Towers will screen your borders and can catch thieves attempting to conduct operations in your province.&lt;br /&gt;
&lt;br /&gt;
* % * 2.0 Chance of Catching Enemy Thieves&lt;br /&gt;
* Reduces damage caused by Enemy Thieves by % * 2.5&lt;br /&gt;
&lt;br /&gt;
=== Universities ===&lt;br /&gt;
&lt;br /&gt;
Universities increase your scientist generation rate and allow your scientists to produce books more effectively.&lt;br /&gt;
&lt;br /&gt;
* Increase spawn rate of new scientists by % * 1.5&lt;br /&gt;
* % * 1 Higher Generation of Science Books&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Libraries ===&lt;br /&gt;
&lt;br /&gt;
Libraries increase Science Efficiency.&lt;br /&gt;
&lt;br /&gt;
* % * 1 Higher Science Efficiency&lt;br /&gt;
* Not affected by Building Efficiency&lt;br /&gt;
&lt;br /&gt;
=== Stables ===&lt;br /&gt;
&lt;br /&gt;
Stables are the buildings where your peasants breed your war horses, strong horses sent in combat and increasing the offensive strength of the troop mounting them. Nevertheless, horses do not participate in defense, and you obviously cannot send more horses in combat than you have actual troops!&lt;br /&gt;
&lt;br /&gt;
* Produces 2 Horses Per Day&lt;br /&gt;
* Holds 80 Horses&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Prisoners caught in combat are held captive in your dungeons. A dungeon can only hold a limited number of prisoners. &lt;br /&gt;
&lt;br /&gt;
While imprisoned, prisoners will be assigned to province duties, providing you some extra gold. For more detailed information on how much gold they generate, please go to [[Economy]] for the income formula or go to [[Military]] for an additional definition of Prisoners. &lt;br /&gt;
&lt;br /&gt;
Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
* Houses 30 Prisoners of War&lt;br /&gt;
&lt;br /&gt;
== Retired buildings ==&lt;br /&gt;
* Shipyards: 1.5% chance of creating a boat, holds 5 boats per shipyard. 1 boat was needed per 100 troops sent to attack someone on another island.&lt;br /&gt;
* Taverns: Lowered Draft costs and Mercenary costs.&lt;br /&gt;
* Plazas: Employed extra Peasants.&lt;br /&gt;
* Strongholds: Increased OME (now Training Grounds).&lt;br /&gt;
* Mines: Produced a certain number of gold per acre.&lt;br /&gt;
* Schools: Increase production of Science Books.&lt;br /&gt;
* Laboratories: Increase scientist spawn rate.&lt;br /&gt;
* Guard Stations: Decreases Land and Resource Losses when Attacked by % * 2&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
===Construction Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Time =&amp;lt;/b&amp;gt; 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * War Bonus * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Mystics#Builders_Boon|Builder&#039;s Boon]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed in Protection&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
&amp;lt;!--|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.75 || 1--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Ritual: Haste]]&#039;&#039;&#039; || 0.75 (at 100% efficiency) || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that construction speed is rounded at .5 That means if the build time is 15.49, then it is rounded down to 15. If it is 15.5, it will be rounded up to 16. For a double speed build, assuming normal construction is 15.49, the speed build time will be 15.49/2 = 7.745 = rounded up to 8 hours. For 14.9 though, it will be 14.9/2 = 7.45 = rounded down to 7 hours.&lt;br /&gt;
&lt;br /&gt;
===Construction Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Construction Costs =&amp;lt;/b&amp;gt; 0.05 * (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Double Speed&#039;&#039;&#039; || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Ritual|Expedient Ritual]]&#039;&#039;&#039; || 0.8 (if at 100% efficiency) || 1--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Raze Costs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raze Costs =&amp;lt;/b&amp;gt; (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{Mods}}&lt;br /&gt;
| &#039;&#039;&#039;Race: [[Race#Dwarves|Dwarf]]&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Building Efficiency===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Workers         = &amp;lt;/b&amp;gt; Peasants + &#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners / 2 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Optimal Workers           = &amp;lt;/b&amp;gt; &#039;&#039;ROUNDDOWN&#039;&#039; ( Total Jobs * 0.67 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;% Jobs Performed          = &amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Available Workers / Optimal Workers &#039;&#039;,&#039;&#039; 1 )&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;b&amp;gt;Building Efficiency       = &amp;lt;/b&amp;gt; (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Current Available Workers&amp;quot; value, provided by the Internal Affairs Adviser page, already takes prisoners into account.&lt;br /&gt;
* Building Efficiency affects &#039;&#039;&#039;ALL&#039;&#039;&#039; [[Growth|Flat Rate]] and [[Growth|Percentage-Based]] buildings.&lt;br /&gt;
* Building Efficiency has &#039;&#039;&#039;NO&#039;&#039;&#039; effect on Capacity component of Capacity Buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!---&amp;lt;b&amp;gt;Building Efficiency Change Rate  = &amp;lt;/b&amp;gt; Formula---&amp;gt;&lt;br /&gt;
* Changes in Building Efficiency take effect gradually.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Race: Dwarf&#039;&#039;&#039; || 1.30 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dragon: [[Dragons#Gold|Topaz]]&#039;&#039;&#039; || 0.75 || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spell: [[Mystics#Blizzard|Blizzard]]&#039;&#039;&#039; || 0.9 || 1 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Effects ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Percentage Based Buildings]] =&amp;lt;/b&amp;gt; Base Effect * BE * MIN(50%, % of building * (1 + Race)* (1 + Personality)) * (100% - MIN(50%, % of building * (1 + Race)*(1 + Personality)))&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;[[Growth|Flat Rate Buildings]] =&amp;lt;/b&amp;gt; Base Effect * Number of Buildings * (1 + Race) * (1 + Personality) * BE &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In general, the Max Effect of a %-Based Building is 25 x Base Effect (exceptions apply, refer to table)&lt;br /&gt;
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum.&lt;br /&gt;
* If you have less than 100% BE, additional buildings past 50% will have no effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Additional Information==&lt;br /&gt;
* &#039;&#039;&#039;[[Exploring,_Construction_%26_Building_Formulas#Buildings|Building Formulas]]&#039;&#039;&#039;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 41]]&lt;br /&gt;
*Armouries&lt;br /&gt;
**Decrease Military Training Costs by % * 1.5&lt;br /&gt;
**Decrease Draft Costs by % * 2 (from 1.5)&lt;br /&gt;
**Decrease Daily Wages by % * 2&lt;br /&gt;
*Towers&lt;br /&gt;
**Produces 12 Runes Per Day (from 10)&lt;br /&gt;
*Homes&lt;br /&gt;
**Increases your maximum population by 8&lt;br /&gt;
**Increase Birth Rates by % * 4 (from 3)&lt;br /&gt;
**Employs no one&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Base building time reduced to 16 hours&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Thief Dens&lt;br /&gt;
**loss reduction will take effect on successful operations, in additional to its existing effects.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Construction and raze costs will be reduced significantly at larger acres.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Homes: Increase population by 10&lt;br /&gt;
*Stables: Hold 80 horses per stable, draft 2 horses an hour&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Mills will also reduce exploration soldier costs by % * 2&lt;br /&gt;
*Forts will increase DME from 1.5 to 2 per %&lt;br /&gt;
*Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Guilds: Unaffected by BE for the purposes of calculating spell duration&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. *Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
*A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
*Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
*In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
*Building Credits will decay at a rate of 20% per Month if Credits &amp;gt; Land * 15%&lt;br /&gt;
*Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Watchtower rate at which protection is granted will be increased slightly. Maximum effect will remain the same.&lt;br /&gt;
*University science protection rate will be increased slightly&lt;br /&gt;
*Dungeons will be adjusted to hold more Prisoners and Prisoners will generate slightly more gc and increase the rate at which dungeons fill from battle (2/3 fill 1/3 deaths compared to the current 50/50 fill/deaths)&lt;br /&gt;
*Guardstations will now ONLY protect land (no longer protect scientists on abduct and resources on plunders)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Universities - Will now only grant protection against Amnesia&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Universities - Will grant protection against Amnesia and Learn&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Laboratories max effect will be 100%&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Updated Building Effects formulas to include personalities.&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Watchtowers &lt;br /&gt;
**Percent Base Effect for ‘Chance of Catching Enemy Thieves’ increased from 1.5% to 2%&lt;br /&gt;
**Percent Effect Max for ‘Chance of Catching Enemy Thieves’ increased from 37.5% to 50%&lt;br /&gt;
*Castles&lt;br /&gt;
**Percent Base Effect for Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked increased from 2% to 2.25%&lt;br /&gt;
[[Age 111]]&lt;br /&gt;
*Libraries&lt;br /&gt;
**base effect increased from 1% → 1.5%&lt;br /&gt;
**max effect increased from 25% → 37.5%&lt;br /&gt;
*Castles&lt;br /&gt;
**will no longer protect Science Books&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Castles&lt;br /&gt;
**base percent for resource protection decreased from 2.25% → 2%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1309</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1309"/>
		<updated>2026-07-12T06:19:22Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a82&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective [[Kingdom]] page. It is indicated as such:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor&lt;br /&gt;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;s Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*War&lt;br /&gt;
**War declare range is now: (X * .85) to (X / .85)&lt;br /&gt;
**War win acre minimum bonus will be reduced to 2500 acres (from 4000)&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**Only kingdoms under 85% size can force CF with an aggressor (same requirements for time and attacks remain)&lt;br /&gt;
**Aggressor kingdoms can force CF after 24 hours of no attacks in kingdom news&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*DFCF Updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Economy&amp;diff=1308</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Economy&amp;diff=1308"/>
		<updated>2026-07-12T06:18:37Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a82&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Money=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gold Coin&#039;&#039;&#039; (1gc or $1) is Utopian Currency, the base of Utopian Economics.	&lt;br /&gt;
&lt;br /&gt;
Banks and population produce money, wizards could cast it from [[Mystics#Tree_of_Gold|Tree of Gold]].&lt;br /&gt;
&lt;br /&gt;
Spend money on Exploration, Building, Training, Wages, Dragons or aid your teammates.&lt;br /&gt;
&lt;br /&gt;
=== Raw Income ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Income =&amp;lt;/b&amp;gt; (3 * Employed Peasants) + (1 * Unemployed Peasants) + (0.75 * Prisoners) + Racial Gold Generation + (Banks * 25 * BE) + Miner&#039;s Mystique Gold Generation&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Total Income===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Modified Income =&amp;lt;/b&amp;gt; Raw Income * [[The_Plague|Plague]] * [[Thievery#Incite_Riots|Riots]] * Bank % Bonus * Income Sci * [[Honor#Effects|Honor Income Mod]] * [[Races and Personalities#Humans|Race]] Mod * [[Races and Personalities#The_Merchant|Personality]] Mod * [[Dragons|Dragon]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Military Expenses / Wages===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Military Expenses = &amp;lt;/b&amp;gt;(((Def specs + Off specs ) * 0.5) + Elites * 0.75) * Wage Rate * [[Growth|Armouries]] Bonus * [[Races and Personalities|Race Mod]] * [[Races and Personalities|Personality Mod]] * max([[Mystics#Inspire_Army|Inspire Army]] , [[Mystics#Hero&#039;s Inspiration|Hero&#039;s Inspiration]]) * [[Mystics#Greed|Greed]] * [[Ritual|Ritual]] * [[Dragons|Dragon]] * [[Science#Science_Categories.2C_Types_and_Effects|Bookkeeping Science Effect]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
*Wages are not paid to basic soldiers&lt;br /&gt;
*Greed affects provinces as a wage penalty, not an income penalty&lt;br /&gt;
&lt;br /&gt;
=Population=&lt;br /&gt;
===Total Population===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Living Space =&amp;lt;/b&amp;gt; ((Built Land + Land in progress) * 25) + (Barren Land * 15) + (Homes * Homes Capacity)  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Living Space =&amp;lt;/b&amp;gt; Raw Living Space * Race Bonus * Population Science * Honor Population Bonus&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
*Honor Bonuses are calculated as 1 + (Personality Mod * Honor Bonus)&lt;br /&gt;
&lt;br /&gt;
===Current Population===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Current Population =&amp;lt;/b&amp;gt; Peasants + Soldiers + Off Specs + Off Specs in Training + Def Specs + Def Specs in Training + Elites + Elites in Training + Thieves + Thieves in Training + Wizards&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
*Prisoners do not add to the population&lt;br /&gt;
&lt;br /&gt;
==Peasants==&lt;br /&gt;
&lt;br /&gt;
===Hourly Change===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Peasants Hourly Change =&amp;lt;/b&amp;gt; (Current Peasants * ((Birth Rate + Love &amp;amp; Peace) * Race Bonus * Hospitals Bonus * [[Relations#Ending_A_War|EOWCF]] * Chastity - Storms)) + ([[Growth#Homes|Homes bonus]] * Chastity) - Drafted Soldiers - Wizards Trained&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Active&lt;br /&gt;
!Otherwise&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Love &amp;amp; Peace&#039;&#039;&#039; || 0.85% || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storms&#039;&#039;&#039; || 1.5% || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chastity&#039;&#039;&#039; || 0.5 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
* Base birth rate is 2.05% and ranges from 1.9457% up to 2.1525% (± 5% of 2.05%)&lt;br /&gt;
* Base birth rate is increased to ~3% during Protection&lt;br /&gt;
* There must be enough population space for peasants to increase &lt;br /&gt;
* When a province is overpopulated, the number of peasants will decrease by 10% per tick&lt;br /&gt;
&lt;br /&gt;
==Employment==&lt;br /&gt;
===Available Jobs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Available Jobs =&amp;lt;/b&amp;gt; (Completed Buildings - Homes) * 25&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unfilled Jobs===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Unfilled Jobs =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( [[Economy#Available_Jobs|Available Jobs]] - Peasants - &#039;&#039;ROUNDDOWN&#039;&#039;( Prisoners / 2 ) , 0 )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Employed Peasants===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Employed Peasants =&amp;lt;/b&amp;gt; &#039;&#039;MIN&#039;&#039; ( Peasants , [[Economy#Available_Jobs|Available Jobs]] - (&#039;&#039;ROUNDDOWN&#039;&#039; ( Prisoners* / 2 )) )&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;&lt;br /&gt;
* Prisoners are included in the Employed Peasants calculation for Building Efficiency. Prisoners are not considered actual peasants, as they do not generate the same amount of gold as employed or unemployed peasants (they only generate 0.75 gold regardless of employment)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unemployed Peasants===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Unemployed Peasants =&amp;lt;/b&amp;gt; MIN(Peasants - [[Economy#Employed_Peasants|Employed Peasants]])&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Employment Rate===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Employment Rate =&amp;lt;/b&amp;gt; ([[Economy#Employed_Peasants|Employed Peasants]] / Peasants) * 100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Base peasant income increased from 2.25 gc per peasant to 2.75&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Elite Wages: Increased across the board to .7 gc.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*You can now stack GC over 2.15 billion&lt;br /&gt;
[[Age 82]]&lt;br /&gt;
*Military Wages - minimum will be 10% (down from 50%), the low end of Military Efficiency will scale similary&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1307</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1307"/>
		<updated>2026-07-12T06:16:41Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a81&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Ghost Workers will reduce the amount of jobs needed to be filled for maximum Building Efficiency by 15%&lt;br /&gt;
*There is a new category referred to as Support&lt;br /&gt;
**Support Spells are the only spells that can be cast on Kingdom Mates (if your race/personality has the ability)&lt;br /&gt;
**Having the ability to cast Support Spells on Kingdom Mates does NOT grant access to ALL of these spells&lt;br /&gt;
**Support Spells are:&lt;br /&gt;
***Minor Protection, Greater Protection, Fertile Lands, Magic Shield, Mystic Aura, Nature&#039;s Blessing, Love and Peace, Builder&#039;s Boon, Inspire Army, Patriotism, Scientific Insight, Illuminate Shadows, Wrathful Smite, Invisibility, Aggression, Animate Dead&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1306</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1306"/>
		<updated>2026-07-12T06:14:26Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a81&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective [[Kingdom]] page. It is indicated as such:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor&lt;br /&gt;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;s Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*War&lt;br /&gt;
**War Range is now, low end 85% up to ~117.64% (1 / .85)&lt;br /&gt;
**Auto Surrender will be possible after 5 days of war instead of 7 when opponent is 50% or less networth&lt;br /&gt;
**Learn attack effects while in war will be increased from 4% to 8%&lt;br /&gt;
**Out of range wars will yield war points based on relative size at the war start and scale accordingly, for example:&lt;br /&gt;
**Example: 84.9% range = 100% points&lt;br /&gt;
***80% range = 85% points&lt;br /&gt;
***75% range = 65% points&lt;br /&gt;
***65% range = 20% points&lt;br /&gt;
***&amp;lt; 65% range = 0 points&lt;br /&gt;
*Force Cease-Fire&lt;br /&gt;
**If you are in war range (85-117.64%) when activating a Forced Cease-Fire your Kingdom will lose up to 3% honor at 95%+ and scale linearly to 1.5% at the bottom of the range (85%)&lt;br /&gt;
**This honor will be lost by the Kingdom pressing Force CF, it will not be transferred to the opponent Kingdom&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*DFCF Updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1305</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1305"/>
		<updated>2026-07-12T06:13:13Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a81&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
[[Age 81]]&lt;br /&gt;
*Sending a Dragon will move the Hostile meter by 18 points instantly&lt;br /&gt;
*The meter will decrease by 1/5 on the 1st of each Month, or 3 points whichever is higher&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1304</id>
		<title>Mystics</title>
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		<updated>2026-07-12T06:10:42Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a80&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
* Bloodlust effects are now:&lt;br /&gt;
**+20% Offensive Military Efficiency&lt;br /&gt;
**+15% Enemy Military Casualties&lt;br /&gt;
**+30% Own Military Casualties&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Overpopulation&amp;diff=1303</id>
		<title>Overpopulation</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Overpopulation&amp;diff=1303"/>
		<updated>2026-07-12T06:10:12Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a80&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Overpopulation Wiki page! If you&#039;re here, you are already deep into the mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
Overpopulation occurs when your Total Population exceeds your Maximum Population. Population information can be viewed in your Affairs of the State page under:&lt;br /&gt;
* &amp;quot;Total&amp;quot; for current total population and &lt;br /&gt;
* &amp;quot;Max Population&amp;quot; for the maximum amount of population your province can hold.&lt;br /&gt;
&lt;br /&gt;
Overpopulation is a mechanic often used in War. During war, heavily overpopulating a province by taking away a lot of its land can trigger effects that will limit a province&#039;s effectiveness. Below are some of the effects and triggers of Overpopulation:&lt;br /&gt;
&lt;br /&gt;
=Effects and Triggers for Overpopulation=&lt;br /&gt;
&lt;br /&gt;
Note that the below effects stack:&lt;br /&gt;
	&lt;br /&gt;
== Level 1: Population Exceeds Max Population (a.k.a Peasant Desertion) ==&lt;br /&gt;
When your current total population is larger than your max population, your peasants will leave and no new peasants will be born. &lt;br /&gt;
&lt;br /&gt;
* Peasants leave at a rate of 10% of total peasants or the amount you are overpopulated by, whichever of the two is lower. &lt;br /&gt;
* The minimum number of peasants that will leave is 10.&lt;br /&gt;
&lt;br /&gt;
== Level 2: Population exceeds Max Population by 15% (a.k.a. Military Desertion) == &lt;br /&gt;
When your current total population is larger than you max population by 15%, everything in Level 1 will occur. In addition, your military shuts down, resulting in your army refusing to attack. Lastly, your troops, including thieves, will begin to desert. Troops both at home and out on an attack are affected by desertion.&lt;br /&gt;
&lt;br /&gt;
* Desertions max at ~5.8% of total military population per tick (desertions do not start at 5.8%, they scale up to ~5.8% when extremely overpopulated).&lt;br /&gt;
* Desertions due to overpopulation will remove soldiers first, up to a maximum of 100% of the total desertions (as of Age 88). &lt;br /&gt;
* All troops, except soldiers (who follow a different rule), desert at approximately the same rate, regardless of whether they are at home or out on an attack. (i.e. same % of offensive specs, defensive specs, and elites will desert).&lt;br /&gt;
* Deserting troops are calculated one military pool at a time (offensive specs, defensive specs, elites). When you have soldiers, soldiers will replace as much of the overpopulation for a military as possible, one pool at a time, so it is possible for the deserting troop % of offensive specs, defensive specs, and elites to not be the equivalent.&lt;br /&gt;
* Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
== Level 3: Population exceeds Max Population by 30% (a.k.a. Rioting) ==&lt;br /&gt;
When your current total population is larger than you max population by 30%, everything in Level 1 &amp;amp; 2 will occur and in addition, your peasants will riot.&lt;br /&gt;
&lt;br /&gt;
* Your income is reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
== Level 4: Population exceeds Max Population by 40% (a.k.a. Thieves on Strike) ==&lt;br /&gt;
When your current total population is larger than you max population by 40%, everything in Level 1, 2, &amp;amp; 3 will occur and in addition, your thieves will refuse to work.&lt;br /&gt;
&lt;br /&gt;
* Cannot perform any Thievery Operations.&lt;br /&gt;
&lt;br /&gt;
== Extra Effect: Military Population Exceeds Max Population (a.k.a Military on Strike) == &lt;br /&gt;
When your current military population is larger than you max population, your army will refuse to attack. This mechanic is separate from the above levels.&lt;br /&gt;
(i.e. a province that has 10k max pop and 10.5k military will not be in desertions or have any other effect other than the military will refuse to attack, unless they are also above 15% overpop due to peasant+wizard count)&lt;br /&gt;
&lt;br /&gt;
* Cannot use your army to attack.&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Desertions due to overpopulation will no longer remove soldiers first&lt;br /&gt;
*Desertions due to overpopulation will remove army home and away, as opposed to currently only removed army hme&lt;br /&gt;
*Desertions due to overpopulation will remove significantly less population per tick&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Desertions due to overpopulation WILL remove soldiers first, up to a maximum of 50% of the total desertions&lt;br /&gt;
*Desertions due to overpopulation per tick will increase&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Peasant desertions will increase (roughly +50%)&lt;br /&gt;
*The rate at which troops desert from armies away will be reduced by 25%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Science&amp;diff=1302</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Science&amp;diff=1302"/>
		<updated>2026-07-12T06:09:41Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Change Log */  added a80&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0582&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
*[[Age 41]]&lt;br /&gt;
**Research rates&lt;br /&gt;
**Name - production per hour - cost per book - total cost per acre&lt;br /&gt;
***Minimal ..... 0.3 bpa .. 6 gc ... 1.8 gc&lt;br /&gt;
***Limited ..... 0.4 bpa .. 7 gc ... 2.8 gc&lt;br /&gt;
***Sustained ... 0.5 bpa .. 9 gc ... 4.5 gc&lt;br /&gt;
***Active ...... 0.7 bpa . 13 gc ... 9.1 gc&lt;br /&gt;
***Focused ..... 0.9 bpa . 17 gc .. 15.3 gc&lt;br /&gt;
***Accelerated . 1.2 bpa . 22 gc .. 26.4 gc&lt;br /&gt;
***Intensive ... 1.5 bpa . 27 gc .. 40.5 gc&lt;br /&gt;
***Rushed ...... 2.0 bpa . 36 gc .. 72.0 gc&lt;br /&gt;
***Extreme ..... 3.0 bpa . 50 gc . 150.0 gc&lt;br /&gt;
**Science modifiers&lt;br /&gt;
***Food x8&lt;br /&gt;
***Military x1.4&lt;br /&gt;
***Channeling x6&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Military Science: More points now required for the same effect&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Extreme, Rushed, Intensive and Accelerated cost reduced&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
* The new science system is introduced.&lt;br /&gt;
**Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.&lt;br /&gt;
**Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.&lt;br /&gt;
**Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.&lt;br /&gt;
**Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.&lt;br /&gt;
**Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.&lt;br /&gt;
**Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.&lt;br /&gt;
**The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
**Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
**The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).&lt;br /&gt;
**Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. **Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
**A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
**Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
**In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
**The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.&lt;br /&gt;
**The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
* Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
**Higher initial scientists&lt;br /&gt;
**Abduct rate boosted&lt;br /&gt;
**Spawn rate boosted&lt;br /&gt;
**Spawn rate increases each tick you do not get a scientist&lt;br /&gt;
**Laboratories boosted&lt;br /&gt;
**Revelate will double spawn rate&lt;br /&gt;
**Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice&lt;br /&gt;
**Professors will not accumulate experience past 72 hours&lt;br /&gt;
**Caps on some science categories modified along with impact of professors etc.&lt;br /&gt;
**Alchemy: 30%&lt;br /&gt;
**Tools: 20%&lt;br /&gt;
**Population: 15%&lt;br /&gt;
**Food: 200%&lt;br /&gt;
**Military: 15%&lt;br /&gt;
**Channeling: 125%&lt;br /&gt;
**Crime: 100%&lt;br /&gt;
**Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Scientist Recruit rank reduced from 6 hours to 3 hours&lt;br /&gt;
*Scientist Spawn rate lowered slightly&lt;br /&gt;
*Food Science will now be Production Science, and it will increase both Food and Rune production&lt;br /&gt;
*Production Science maximum will be 120%, down from 200%&lt;br /&gt;
*Magic Science will no longer increase Wizard Production&lt;br /&gt;
*Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate &amp;amp; increasing required scientists to reach max)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*You can now choose which category your next scientist will spawn into (random is also an option)&lt;br /&gt;
*Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Scientist Max Networth will be adjusted&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories at 35&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories reduced from 35 to 30&lt;br /&gt;
*Scientist spawn rate will be increased by roughly 30%&lt;br /&gt;
*Scientist Networth will be reduced by roughly 35%&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Science System&lt;br /&gt;
**Definition &#039;Category&#039;: A group of science types&lt;br /&gt;
**Definition &#039;Type&#039;: A specific kind of science that provides a bonus, i.e. Population Science&lt;br /&gt;
**Science effects will NOT be based on land size&lt;br /&gt;
**Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)&lt;br /&gt;
**Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)&lt;br /&gt;
**Scientists will create books per tick&lt;br /&gt;
**Scientists get assigned to a Category (random or chosen)&lt;br /&gt;
**Scientists can progress in experience level which will increase book per tick generation&lt;br /&gt;
**Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category&lt;br /&gt;
**Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don&#039;t generate any books, they will generate books upon the first tick in whichever category they are in)&lt;br /&gt;
**Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation&lt;br /&gt;
**Books can be allocated to any science Type within the Category they have been produced&lt;br /&gt;
**Science effects will be diminishing returns starting from 0&lt;br /&gt;
**SoS will show unallocated books and total science effects / books / scientists (and level)&lt;br /&gt;
**Scientists will not have a networth value&lt;br /&gt;
**Books will have a networth value TBD (allocated and unallocated will be the same value)&lt;br /&gt;
**Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle&lt;br /&gt;
*Science types are split into three categories:&lt;br /&gt;
**Economy:  &lt;br /&gt;
***Housing: Population bonus&lt;br /&gt;
***Tools: Building Efficiency bonus &lt;br /&gt;
***Production: Rune &amp;amp; Food production bonus &lt;br /&gt;
***Alchemy: Income bonus&lt;br /&gt;
***Bookkeeping: Wage reduction  &lt;br /&gt;
***Artisan: Construction time reduction&lt;br /&gt;
**Warfare:&lt;br /&gt;
***Siege: Attack gains bonus&lt;br /&gt;
***Tactics: Offensive Military Efficiency&lt;br /&gt;
***Valor: Military train time reduction &amp;amp; Dragon slaying bonus&lt;br /&gt;
***Heroism: Draft speed increase &amp;amp; draft cost reduction&lt;br /&gt;
***Strategy: Defensive Military Efficiency&lt;br /&gt;
**Arcane Arts:&lt;br /&gt;
***Crime: Thievery Effectiveness bonus (TPA)&lt;br /&gt;
***Sorcery: Wizard Effectiveness bonus (WPA)&lt;br /&gt;
***Shielding: Reduction of Enemy Thievery and Magic instant operation damage&lt;br /&gt;
***Invocation: Ritual cost reduction&lt;br /&gt;
***Cunning: Increase Damage of your Thievery and Magic instant operations&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Scientists will generate faster&lt;br /&gt;
*Science effects will be adjusted&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Artisan will include a reduced construction cost&lt;br /&gt;
*Inactive provinces will not produce books&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Science effects will be adjusted (more detailed information will be provided in graphs)&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Resilience Multiplier decreased to 0.04401 from 0.0489 &lt;br /&gt;
*Artisan Multiplier decreased to 0.04302 from 0.0478 &lt;br /&gt;
*Finesse Multiplier decreased to 0.08685 from 0.0965 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Dragons&amp;diff=1301</id>
		<title>Dragons</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Dragons&amp;diff=1301"/>
		<updated>2026-07-12T06:09:04Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a80&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Age114 Dragons Title.png|center|link=]]&lt;br /&gt;
[[File:Age 115 Dragons Cards.jpeg|center|link=]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragons&#039;&#039;&#039; are creatures that help to disrupt the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
[[Politics|Monarch]] and [[Politics|Stewards]] can choose which Dragon type and the target Kingdom.&lt;br /&gt;
&lt;br /&gt;
When Dragon project is chosen and started, provinces can donate money and food for funding.&lt;br /&gt;
&lt;br /&gt;
When the Dragon is sent to an opposing kingdom, it will wreak havoc on their lands. The Dragon will continue to do so for two full months (48 ticks) or until slain by the enemy kingdom&#039;s forces. &lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon&#039;s Behavior==&lt;br /&gt;
&amp;lt;!--* All dragons result in 10% lower income, 10% lower food production, the loss of 20% of new draftees, and destroy 3% of buildings every 6 ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops will slay a dragon at their respective strength. Every soldier sent will destroy strength in the amount of its offense. If a soldier is 3/0, it will cause 3 damage per soldier towards the slaying of the dragon. If your elite is 14/4, it will cause 14 damage per troop towards the slaying of the dragon (before slay modifiers). &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Troops sent to slay dragon are unaffected by any spells that increase unit damage, percent or flat rate increase such as [[Mystics#Bloodlust|Bloodlust]] or [[Mystics#Aggression|Aggression]]&lt;br /&gt;
&lt;br /&gt;
* All provinces can boost their dragon slaying strength by investing in &#039;&#039;&#039;Valor&#039;&#039;&#039; science.&lt;br /&gt;
&lt;br /&gt;
* Thieves, Wizards and Prisoners &#039;&#039;&#039;cannot&#039;&#039;&#039; be used to slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Some races or personalities may receive a bonus to dragon slaying strength of all troops (including soldiers).&lt;br /&gt;
&lt;br /&gt;
* Dragons will fly away on their own on the dawning of the 3rd (third) Utopian month; having lasted for a total of 48 utopian days.&lt;br /&gt;
&lt;br /&gt;
* Dragons send range is from 20% smaller to 25% larger in relation to kingdoms net worth. Dragon send range will be removed when targeting a Kingdom you are at war with.&lt;br /&gt;
&lt;br /&gt;
* Monarchs and Stewards have the option to start a dragon project. Once a dragon project is started a Fund Dragon menu link will appear in the navigation area for all qualified provinces to help funding the dragon project. When fully funded, only the &#039;&#039;&#039;Monarch&#039;&#039;&#039; or &#039;&#039;&#039;Steward(s)&#039;&#039;&#039; will have the ability to send the dragon.&lt;br /&gt;
&lt;br /&gt;
* Provinces in protection may not fund or slay a dragon.&lt;br /&gt;
&lt;br /&gt;
* Once a kingdom receives a Dragon, a menu link will appear in the affected players navigation area allowing them access to the Slay Dragon section.&lt;br /&gt;
&lt;br /&gt;
* A dragon will automatically be cancelled upon the commencement of a &#039;&#039;&#039;EOWCF&#039;&#039;&#039;. Dragons are automatically cancelled when a regular ceasefire or forced ceasefire happens.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Dragon Types &amp;amp; Effects&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Dragon Type&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Emerald&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Ruby&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Sapphire&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Topaz&lt;br /&gt;
! width=&amp;quot;12%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:center;&amp;quot; | Amethyst&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% Military Casualties &lt;br /&gt;
* -25% Combat Gains &lt;br /&gt;
* Destroys 1.5% of troops at home instantly upon arrival, and every 6 ticks &lt;br /&gt;
1.5% of troops at home are lost and current Building and Specialist Credits are reduced by 40% &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -12.5% Military Effectiveness &lt;br /&gt;
* +20% Military Wages &lt;br /&gt;
* Destroys 2.5% of offensive specialists instantly upon arrival, and every 6 ticks 2.5% of offensive specialists at home desert &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -35% WPA and TPA &lt;br /&gt;
* -1 Mana Recovery  &lt;br /&gt;
* -1 Stealth Recovery  &lt;br /&gt;
* +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt &lt;br /&gt;
* Destroys 25% of runes instantly upon arrival, and every 6 ticks thereafter destroys 25% current rune supplies. &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -30% Building Efficiency &lt;br /&gt;
* -25% Income &lt;br /&gt;
* Destroys 10% of buildings instantly upon arrival, and every 6 ticks thereafter, destroys 10% of buildings and 20% of current gold&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* −30% Spell Success Chance &lt;br /&gt;
* −30% Thievery Success Chance on sabotage operations &lt;br /&gt;
* All active self-spells are removed instantly upon arrival, and every 6 ticks thereafter, kills 2% wizard &amp;amp; thieves &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#001D3D; height:6px;&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon Cost==&lt;br /&gt;
Dragon Cost is determined at the time the Dragon is started. You can view the cost on the Dragon page.&lt;br /&gt;
&lt;br /&gt;
A simple summary:&lt;br /&gt;
*Sapphire / Topaz - Cheaper, health reduced&lt;br /&gt;
*Emerald / Ruby - Slightly more expensive, more health&lt;br /&gt;
&amp;lt;!--*Diamond - A lot more expensive, health increased significantly--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Gold Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon Food Cost&amp;lt;/b&amp;gt; = (Dragon Type Cost Mod * Cost Metric) * 0.2&lt;br /&gt;
&amp;lt;!-- &amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 0.656 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Cost Metric =&amp;lt;/b&amp;gt; Target Kingdom NW * 0.656&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!Cost Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 2.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 2.4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color: #FFC300&amp;quot;&amp;gt;Dragon HP==&lt;br /&gt;
Dragon HP is determined at the time the dragon is sent.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DATA NEEDS TO BE VERIFIED&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; Dragon Type HP Mod * Relations Modifier * (Receiving Kingdom NW / 132)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Dragon Type&lt;br /&gt;
!HP Mod&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sapphire || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Topaz  || 6.185&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Emerald || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ruby || 7.423&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Amethyst  || 7.423&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Relations&lt;br /&gt;
!Relations Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: None || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Unfriendly]] || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#Hostile|Hostile]] || 0.75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relations: [[Relations#War|War]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*Ruby&lt;br /&gt;
**-8% from Military Efficiency&lt;br /&gt;
*Gold&lt;br /&gt;
**-25%(was -15%) from Building Efficiency&lt;br /&gt;
*Sapphire&lt;br /&gt;
**30%(was -20%) Thievery &amp;amp; Magic Effectiveness&lt;br /&gt;
*Emerald&lt;br /&gt;
**+15%(was +10%) Combat Losses -15%(was -10%) Gains&lt;br /&gt;
*All dragons result in 10% lower income and the loss of 20% of new draftees.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Sapphire:&lt;br /&gt;
**25% lower magic effectiveness&lt;br /&gt;
**25% lower thievery effectiveness&lt;br /&gt;
**10% lower income&lt;br /&gt;
**the loss of 20% of new draftees&lt;br /&gt;
*Emerald:&lt;br /&gt;
**20% Higher military losses in combat&lt;br /&gt;
**15% lower attack gains&lt;br /&gt;
**10% lower income&lt;br /&gt;
**the loss of 20% of new draftees&lt;br /&gt;
*Troops will slay a dragon at their individual strength. A race with +1 offensive strength will slay at 5 points, an elite will slay at its highest elite value. You cannot oversend when slaying any more.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*Ruby dragon buffed from 8% to 10%&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Each Dragon type will have different health and cost&lt;br /&gt;
**Ruby&lt;br /&gt;
***Slightly more expensive, a lot more health&lt;br /&gt;
**Sapphire&lt;br /&gt;
***A lot cheaper, health reduced significantly&lt;br /&gt;
**Gold&lt;br /&gt;
***Cost unchanged, health slightly reduced&lt;br /&gt;
**Emerald&lt;br /&gt;
***A lot more expensive, health increased significantly&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*All Dragon costs reduced by 25%. Additionally, you will now have the ability to name your dragon! Is yours Sophia? That&#039;s Dave&#039;s!&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Dragons will not be allowed to be started or sent during an unbreakable Cease-Fire (End of War Cease-Fire included)&lt;br /&gt;
*Dragons that have already begun will be automatically canceled upon entering an unbreakable Cease-Fire (End of War Cease-Fire included)&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Dragon send range will be removed when targeting a Kingdom you are at war with&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Saphire HP will be increased&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
*Dragon HP increased 10%&lt;br /&gt;
*Elites now do damage to Dragons based on Off AND Def points&lt;br /&gt;
[[Age 114]]&lt;br /&gt;
*Dragon HP decreased 10%&lt;br /&gt;
*Elites now do damage based on higher off or def value&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Dragon HP decreased by 2%&lt;br /&gt;
*Dragons updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--===Historical Dragon data===&lt;br /&gt;
* Previously all dragons cost the same amount of GC and had the same Hit Points which were determined via: &lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon Cost =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Target Kingdom NW , Your Kingdom NW ) * 1.25&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Dragon HP =&amp;lt;/b&amp;gt; ( Receiving Kingdom NW / ~44 ) * Relations Mod&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1300</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1300"/>
		<updated>2026-07-12T06:08:38Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a80&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Unfriendly will begin at 10 points&lt;br /&gt;
*Hostile will begin at 25 points&lt;br /&gt;
*Sending a Dragon will move the Hostile meter&lt;br /&gt;
*Traditional March, Massacre and Learn will add 3 points to the meter&lt;br /&gt;
*Ambush will add 1.5 meter points&lt;br /&gt;
*Failed attack meter movement will also be increased by ~25%&lt;br /&gt;
*The meter will decrease by 1/6 on the 1st of each Month&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Ritual&amp;diff=1299</id>
		<title>Ritual</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Ritual&amp;diff=1299"/>
		<updated>2026-07-12T06:05:41Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Kingdom Rituals&#039;&#039;&#039; (KR) are a new mechanic introduced in [[Age_72|Age 72]] that serves as a kingdom-wide bonus. The [[Politics|Monarch]] or [[Politics|Steward]] can begin a ritual.&lt;br /&gt;
&lt;br /&gt;
==Kingdom Ritual Page==&lt;br /&gt;
&lt;br /&gt;
The Kingdom Ritual page will also display various information such as:&lt;br /&gt;
*current active KR type and strength&lt;br /&gt;
*current mana level and the rune cost to cast on the ritual&lt;br /&gt;
*the activation efficiency of the ritual currently being cast&lt;br /&gt;
&lt;br /&gt;
For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Types of Kingdom Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
There are 7 kinds of Kingdom Rituals:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Ascendency&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +50% Wizard Production  &lt;br /&gt;
* -50% Wizard Losses on Failed Spells  &lt;br /&gt;
* -25% Book Generation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Barrier&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Birth Rates  &lt;br /&gt;
* -25% Damage from Enemy Instant Magic &amp;amp; Thievery Ops  &lt;br /&gt;
* -20% Massacre Damage  &lt;br /&gt;
* -10% Battle (Resource) Losses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Benediction&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -20% Military Wages  &lt;br /&gt;
* -20% Construction Cost  &lt;br /&gt;
* -20% Draft Costs&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Haste&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* -25% Training Time  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Havoc&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +25% WPA  &lt;br /&gt;
* +25% TPA  &lt;br /&gt;
* +20% Spell Damage  &lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Onslaught&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +10% Offensive Military Efficiency  &lt;br /&gt;
* +15% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Stalwart&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +5% Defensive Military Efficiency  &lt;br /&gt;
* -25% Military Casualties&lt;br /&gt;
* -20% Raze Damage&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:#FFC300&amp;quot;&amp;gt;Retired Rituals&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%; border:1px solid #625230; background:#0f1a2b; color:#ffffff;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#001D3D; color:#FFC300; text-align:center; padding:8px; font-size:1.2em;&amp;quot; |&lt;br /&gt;
Kingdom Rituals&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;5%&amp;quot;  style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Ritual&lt;br /&gt;
! width=&amp;quot;95%&amp;quot; style=&amp;quot;background:#003566; color:#ffffff; text-align:left; padding:6px;&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Affluent&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +15% Income  &lt;br /&gt;
* +20% Draft Rate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expedient&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Building Efficiency  &lt;br /&gt;
* -25% Construction Costs  &lt;br /&gt;
* -25% Construction Time&lt;br /&gt;
* -25% Military Wages&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Expropriation&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* +20% Honor Gains on Attacks  &lt;br /&gt;
* +20% Credits gained in Combat  &lt;br /&gt;
* +20% Enemy Military Casualties on Attacks&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; | Godspeed&lt;br /&gt;
| style=&amp;quot;background:#0f1a2b; vertical-align:top; padding:6px;&amp;quot; |&lt;br /&gt;
* -10% Attack Time  &lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Completing A Ritual==&lt;br /&gt;
&lt;br /&gt;
To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started. &amp;lt;!--A ritual&#039;s full strength is reached at 80 casts.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Ritual can be overcasted, for increased effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom&lt;br /&gt;
&lt;br /&gt;
A ritual&#039;s strength diminishes by .25% per tick.&lt;br /&gt;
&lt;br /&gt;
The ritual spell has a difficulty similar to the most difficult self-spell, a very expensive rune cost (Cost Multiplier 6) and costs 2% Mana per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
A successful ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.&lt;br /&gt;
&lt;br /&gt;
==Destroying A Ritual==&lt;br /&gt;
&lt;br /&gt;
Rituals are destroyable via the [[Mystics#Abolish_Ritual|Abolish Ritual]] spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times on 5 different provinces.&lt;br /&gt;
&lt;br /&gt;
Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Changelog===&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Kingdom Rituals (KR) are a new mechanic that serves as a kingdom-wide bonus.&lt;br /&gt;
**The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)&lt;br /&gt;
**To complete the ritual the Kingdom must cast a new &#039;ritual spell&#039; 100 times within 48 hours of the ritual being started&lt;br /&gt;
**The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell&lt;br /&gt;
**A successful KR will last for 120 hours&lt;br /&gt;
**Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced&lt;br /&gt;
**All users will have a KR page; only on this page you will have the KR spell available to help initiate the KR&lt;br /&gt;
**The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary&lt;br /&gt;
**For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength&lt;br /&gt;
**There are three kinds of KRs:&lt;br /&gt;
***Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME&lt;br /&gt;
***Affluent (WAR ONLY, not EOWCF) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%&lt;br /&gt;
***Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%&lt;br /&gt;
**Note: The Affluent KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)&lt;br /&gt;
*Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Reduced to 80 casts&lt;br /&gt;
*Mana cost will actually be 2% instead of 3% (this was left out of Age 73 code but is now in place for Age 74)&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Ritual Strength (will be renamed to Effectiveness for purposes of clarity) is active and affecting the bonuses received from the Ritual&lt;br /&gt;
*Ritual will no longer &#039;require&#039; 80 casts to complete (although 80 will provide the full strength of bonuses listed)&lt;br /&gt;
*Once the Ritual is started it can be &#039;completed&#039; at any time after 40 successful casts by the Monarch pressing a new button to Activate the Ritual immediately based on the number of successful casts at that time&lt;br /&gt;
*The Monarch or Steward can see the effectiveness of the ritual as it is being cast&lt;br /&gt;
*Ritual will automatically cast on the expiration of 48 hours and effects will be based on the number of successful casts at that time&lt;br /&gt;
*Ritual strength(effectiveness) will scale based on the amount of casts: 40-80 casts is a linear growth from 40% to 100% effectiveness (accurate); over 80 casts will have diminishing returns.&lt;br /&gt;
*Abolish Ritual will remain in its current state (50 casts overall required to destroy enemy ritual)&lt;br /&gt;
*Ritual Casts will be displayed on the Throne so that you know how &#039;strong&#039; the base effect of the Ritual is&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Rituals updated&lt;br /&gt;
*Resilient: Removed&lt;br /&gt;
[[Age78]]&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age79]]&lt;br /&gt;
*Rituals updated&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Rituals updated to reflect forum changes on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
*Expedient ritual updated.&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
*Ascendancy ritual added.&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Expedient replaced by Benediction. Havoc &amp;amp; Stalwart updated.&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Science&amp;diff=1298</id>
		<title>Science</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Science&amp;diff=1298"/>
		<updated>2026-07-12T06:04:51Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Change Log */  added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0582&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
*[[Age 41]]&lt;br /&gt;
**Research rates&lt;br /&gt;
**Name - production per hour - cost per book - total cost per acre&lt;br /&gt;
***Minimal ..... 0.3 bpa .. 6 gc ... 1.8 gc&lt;br /&gt;
***Limited ..... 0.4 bpa .. 7 gc ... 2.8 gc&lt;br /&gt;
***Sustained ... 0.5 bpa .. 9 gc ... 4.5 gc&lt;br /&gt;
***Active ...... 0.7 bpa . 13 gc ... 9.1 gc&lt;br /&gt;
***Focused ..... 0.9 bpa . 17 gc .. 15.3 gc&lt;br /&gt;
***Accelerated . 1.2 bpa . 22 gc .. 26.4 gc&lt;br /&gt;
***Intensive ... 1.5 bpa . 27 gc .. 40.5 gc&lt;br /&gt;
***Rushed ...... 2.0 bpa . 36 gc .. 72.0 gc&lt;br /&gt;
***Extreme ..... 3.0 bpa . 50 gc . 150.0 gc&lt;br /&gt;
**Science modifiers&lt;br /&gt;
***Food x8&lt;br /&gt;
***Military x1.4&lt;br /&gt;
***Channeling x6&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Military Science: More points now required for the same effect&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Extreme, Rushed, Intensive and Accelerated cost reduced&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
* The new science system is introduced.&lt;br /&gt;
**Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.&lt;br /&gt;
**Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.&lt;br /&gt;
**Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.&lt;br /&gt;
**Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.&lt;br /&gt;
**Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.&lt;br /&gt;
**Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.&lt;br /&gt;
**The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
**Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
**The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).&lt;br /&gt;
**Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. **Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
**A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
**Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
**In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
**The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.&lt;br /&gt;
**The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
* Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
**Higher initial scientists&lt;br /&gt;
**Abduct rate boosted&lt;br /&gt;
**Spawn rate boosted&lt;br /&gt;
**Spawn rate increases each tick you do not get a scientist&lt;br /&gt;
**Laboratories boosted&lt;br /&gt;
**Revelate will double spawn rate&lt;br /&gt;
**Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice&lt;br /&gt;
**Professors will not accumulate experience past 72 hours&lt;br /&gt;
**Caps on some science categories modified along with impact of professors etc.&lt;br /&gt;
**Alchemy: 30%&lt;br /&gt;
**Tools: 20%&lt;br /&gt;
**Population: 15%&lt;br /&gt;
**Food: 200%&lt;br /&gt;
**Military: 15%&lt;br /&gt;
**Channeling: 125%&lt;br /&gt;
**Crime: 100%&lt;br /&gt;
**Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Scientist Recruit rank reduced from 6 hours to 3 hours&lt;br /&gt;
*Scientist Spawn rate lowered slightly&lt;br /&gt;
*Food Science will now be Production Science, and it will increase both Food and Rune production&lt;br /&gt;
*Production Science maximum will be 120%, down from 200%&lt;br /&gt;
*Magic Science will no longer increase Wizard Production&lt;br /&gt;
*Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate &amp;amp; increasing required scientists to reach max)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*You can now choose which category your next scientist will spawn into (random is also an option)&lt;br /&gt;
*Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Scientist Max Networth will be adjusted&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories at 35&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories reduced from 35 to 30&lt;br /&gt;
*Scientist spawn rate will be increased by roughly 30%&lt;br /&gt;
*Scientist Networth will be reduced by roughly 35%&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Science System&lt;br /&gt;
**Definition &#039;Category&#039;: A group of science types&lt;br /&gt;
**Definition &#039;Type&#039;: A specific kind of science that provides a bonus, i.e. Population Science&lt;br /&gt;
**Science effects will NOT be based on land size&lt;br /&gt;
**Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)&lt;br /&gt;
**Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)&lt;br /&gt;
**Scientists will create books per tick&lt;br /&gt;
**Scientists get assigned to a Category (random or chosen)&lt;br /&gt;
**Scientists can progress in experience level which will increase book per tick generation&lt;br /&gt;
**Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category&lt;br /&gt;
**Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don&#039;t generate any books, they will generate books upon the first tick in whichever category they are in)&lt;br /&gt;
**Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation&lt;br /&gt;
**Books can be allocated to any science Type within the Category they have been produced&lt;br /&gt;
**Science effects will be diminishing returns starting from 0&lt;br /&gt;
**SoS will show unallocated books and total science effects / books / scientists (and level)&lt;br /&gt;
**Scientists will not have a networth value&lt;br /&gt;
**Books will have a networth value TBD (allocated and unallocated will be the same value)&lt;br /&gt;
**Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle&lt;br /&gt;
*Science types are split into three categories:&lt;br /&gt;
**Economy:  &lt;br /&gt;
***Housing: Population bonus&lt;br /&gt;
***Tools: Building Efficiency bonus &lt;br /&gt;
***Production: Rune &amp;amp; Food production bonus &lt;br /&gt;
***Alchemy: Income bonus&lt;br /&gt;
***Bookkeeping: Wage reduction  &lt;br /&gt;
***Artisan: Construction time reduction&lt;br /&gt;
**Warfare:&lt;br /&gt;
***Siege: Attack gains bonus&lt;br /&gt;
***Tactics: Offensive Military Efficiency&lt;br /&gt;
***Valor: Military train time reduction &amp;amp; Dragon slaying bonus&lt;br /&gt;
***Heroism: Draft speed increase &amp;amp; draft cost reduction&lt;br /&gt;
***Strategy: Defensive Military Efficiency&lt;br /&gt;
**Arcane Arts:&lt;br /&gt;
***Crime: Thievery Effectiveness bonus (TPA)&lt;br /&gt;
***Sorcery: Wizard Effectiveness bonus (WPA)&lt;br /&gt;
***Shielding: Reduction of Enemy Thievery and Magic instant operation damage&lt;br /&gt;
***Invocation: Ritual cost reduction&lt;br /&gt;
***Cunning: Increase Damage of your Thievery and Magic instant operations&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Scientists will generate faster&lt;br /&gt;
*Science effects will be adjusted&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Artisan will include a reduced construction cost&lt;br /&gt;
*Inactive provinces will not produce books&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Resilience Multiplier decreased to 0.04401 from 0.0489 &lt;br /&gt;
*Artisan Multiplier decreased to 0.04302 from 0.0478 &lt;br /&gt;
*Finesse Multiplier decreased to 0.08685 from 0.0965 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Overpopulation&amp;diff=1297</id>
		<title>Overpopulation</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Overpopulation&amp;diff=1297"/>
		<updated>2026-07-12T06:04:04Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Overpopulation Wiki page! If you&#039;re here, you are already deep into the mechanics of the game.&lt;br /&gt;
&lt;br /&gt;
Overpopulation occurs when your Total Population exceeds your Maximum Population. Population information can be viewed in your Affairs of the State page under:&lt;br /&gt;
* &amp;quot;Total&amp;quot; for current total population and &lt;br /&gt;
* &amp;quot;Max Population&amp;quot; for the maximum amount of population your province can hold.&lt;br /&gt;
&lt;br /&gt;
Overpopulation is a mechanic often used in War. During war, heavily overpopulating a province by taking away a lot of its land can trigger effects that will limit a province&#039;s effectiveness. Below are some of the effects and triggers of Overpopulation:&lt;br /&gt;
&lt;br /&gt;
=Effects and Triggers for Overpopulation=&lt;br /&gt;
&lt;br /&gt;
Note that the below effects stack:&lt;br /&gt;
	&lt;br /&gt;
== Level 1: Population Exceeds Max Population (a.k.a Peasant Desertion) ==&lt;br /&gt;
When your current total population is larger than your max population, your peasants will leave and no new peasants will be born. &lt;br /&gt;
&lt;br /&gt;
* Peasants leave at a rate of 10% of total peasants or the amount you are overpopulated by, whichever of the two is lower. &lt;br /&gt;
* The minimum number of peasants that will leave is 10.&lt;br /&gt;
&lt;br /&gt;
== Level 2: Population exceeds Max Population by 15% (a.k.a. Military Desertion) == &lt;br /&gt;
When your current total population is larger than you max population by 15%, everything in Level 1 will occur. In addition, your military shuts down, resulting in your army refusing to attack. Lastly, your troops, including thieves, will begin to desert. Troops both at home and out on an attack are affected by desertion.&lt;br /&gt;
&lt;br /&gt;
* Desertions max at ~5.8% of total military population per tick (desertions do not start at 5.8%, they scale up to ~5.8% when extremely overpopulated).&lt;br /&gt;
* Desertions due to overpopulation will remove soldiers first, up to a maximum of 100% of the total desertions (as of Age 88). &lt;br /&gt;
* All troops, except soldiers (who follow a different rule), desert at approximately the same rate, regardless of whether they are at home or out on an attack. (i.e. same % of offensive specs, defensive specs, and elites will desert).&lt;br /&gt;
* Deserting troops are calculated one military pool at a time (offensive specs, defensive specs, elites). When you have soldiers, soldiers will replace as much of the overpopulation for a military as possible, one pool at a time, so it is possible for the deserting troop % of offensive specs, defensive specs, and elites to not be the equivalent.&lt;br /&gt;
* Deserting troops will fill dungeons first, if any space is available, before being completely lost.&lt;br /&gt;
&lt;br /&gt;
== Level 3: Population exceeds Max Population by 30% (a.k.a. Rioting) ==&lt;br /&gt;
When your current total population is larger than you max population by 30%, everything in Level 1 &amp;amp; 2 will occur and in addition, your peasants will riot.&lt;br /&gt;
&lt;br /&gt;
* Your income is reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
== Level 4: Population exceeds Max Population by 40% (a.k.a. Thieves on Strike) ==&lt;br /&gt;
When your current total population is larger than you max population by 40%, everything in Level 1, 2, &amp;amp; 3 will occur and in addition, your thieves will refuse to work.&lt;br /&gt;
&lt;br /&gt;
* Cannot perform any Thievery Operations.&lt;br /&gt;
&lt;br /&gt;
== Extra Effect: Military Population Exceeds Max Population (a.k.a Military on Strike) == &lt;br /&gt;
When your current military population is larger than you max population, your army will refuse to attack. This mechanic is separate from the above levels.&lt;br /&gt;
(i.e. a province that has 10k max pop and 10.5k military will not be in desertions or have any other effect other than the military will refuse to attack, unless they are also above 15% overpop due to peasant+wizard count)&lt;br /&gt;
&lt;br /&gt;
* Cannot use your army to attack.&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Desertions due to overpopulation will no longer remove soldiers first&lt;br /&gt;
*Desertions due to overpopulation will remove army home and away, as opposed to currently only removed army hme&lt;br /&gt;
*Desertions due to overpopulation will remove significantly less population per tick&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Desertions due to overpopulation WILL remove soldiers first, up to a maximum of 50% of the total desertions&lt;br /&gt;
*Desertions due to overpopulation per tick will increase&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Mystics&amp;diff=1296</id>
		<title>Mystics</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Mystics&amp;diff=1296"/>
		<updated>2026-07-12T06:03:29Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike your fabled land of Earth, the citizens of [[Utopia]] truly believe in and have witnessed the powers of magic. From the deadly plagues to the amazingly fertile land, so much has happened on this planet that cannot be explained away by science or nature. As ruler of your lands, you have access to some of the most amazing magical spells ever known. Below, I will try to explain to the best of my ability the powers of these spells and how to make magic your friend. For more in-depth information on each Spell, check [[Magic Formulas]].&lt;br /&gt;
&lt;br /&gt;
=== Essentials: Runes, Wizards, and Guilds ===&lt;br /&gt;
Spells require [[Runes]], [[Military|Wizards]], and [[Growth|Guilds]] to be cast. [[Growth|Towers]] produce runes every hour, which are consumed with each spell. Wizards are naturally trained by your Guilds. Like all of the other individuals across your lands, they come from your [[Military|peasantry]] and reduce your number of available [[Economy#Peasants|workers]]. Be careful not to hold too many Wizards or you may be sacrificing your peasantry, [[Military|Thieves]], or [[Military]]. At any time, you can release Wizards back into the peasantry or simply shut down additional training. Your Wizards maintain a Mana level which determines whether or not they can cast Spells. This rating rises automatically each day and drops each time you cast a Spell. Your Wizards will not cast Spells without at least a 5% Mana level. Casting Spells is not without risks. Failed attempts can result in explosions and kill a small portion of your Wizards.&lt;br /&gt;
&lt;br /&gt;
=== Rune Generation ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Runes Generated =&amp;lt;/b&amp;gt; (( Towers * 12 * Race Land Effect Mod * Personality Land Effect Mod * Building Efficiency ) + ( Land * Land Rune Generation )) * Production Science * [[Honor#Effects|Honor Mod]] * Ritual Mod * Stance Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*  Each tick, 1.2% of the total Runes in storage will decay.&lt;br /&gt;
&lt;br /&gt;
=== Determining Success ===&lt;br /&gt;
To cast a spell, you must have [[Growth#Guilds|Guilds]], wizards and mystic [[Runes]]. For spells cast upon yourself, success is based on your Guild percentage and your Building Efficiency - the more guilds you have, the better you will do. For spells cast upon others, the success is based on your relative wizard population, measured as Wizards Per Acre (WPA), modified by the racial bonuses or penalties and your knowledge of Channeling science. The higher your WPA compared to an enemy, the better your success. However, there is always a great deal of chance in every spell. Furthermore, the duration of all spells is greatly impacted by your Guild percentage.&lt;br /&gt;
&lt;br /&gt;
For support spells, the formula used to calculate success rate is adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require the caster to have WPA but the formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their support caster. In other words, although you still need WPA it won&#039;t be a very significant part of the formula.&lt;br /&gt;
&lt;br /&gt;
=== Duration of Spells ===&lt;br /&gt;
The duration of successful spells is affected by:&lt;br /&gt;
* The nominal duration of that particular spell, which differs for each spell.&lt;br /&gt;
* The percentage of guilds the casting province has, with no additional effect for amounts over 20%.&lt;br /&gt;
* The relative networth of the two provinces.&lt;br /&gt;
* The current relations between the two provinces&#039; kingdoms. &lt;br /&gt;
Additionally, there is an element of randomness. &lt;br /&gt;
&lt;br /&gt;
One quarter of the nominal duration of a spell is always contributed to the final cast time. A scaling factor made up of the % guilds, relative net worth and current relations then governs the contribution of another quarter of the nominal duration. Finally, the remaining half of the nominal duration is contributed to the final cast time, scaled by both the scaling factor and a random number.&lt;br /&gt;
&lt;br /&gt;
For example, given a spell with a nominal duration of 24 days:&lt;br /&gt;
* with a scaling factor of 100% (meaning both provinces have the same net worth, are in war, and the caster has 20% or more guilds), the final cast time will be in the range of 12-24 days.&lt;br /&gt;
* in a situation with a scaling factor of 0% (e.g., the cast has no guilds), the final cast time will be 6 days (25% of 24 days).&lt;br /&gt;
* in a situation with a scaling factor of 50%, the final cast time will be 6 days (25% of 24 days) + 3 days (25% of 24 days multiplied by scaling factor of 50%) + 0-6 days (random number out of 50% of 24 days multiplied by scaling factor of 50%), which equals 9 - 15 days in total.&lt;br /&gt;
&lt;br /&gt;
=== Cost of Spells ===&lt;br /&gt;
&lt;br /&gt;
All spells cost mana, which the province will regenerate each Utopian day up to a maximum of 100%. Once your mana falls below 5% you are unable to cast any more spells until your mana regenerates.&lt;br /&gt;
&lt;br /&gt;
The costs of spells are:&lt;br /&gt;
&lt;br /&gt;
* Self Spells - 3%&lt;br /&gt;
* Offensive Spells (without relations) - 3%&lt;br /&gt;
* Offensive Spells (Hostile relations) - 2%&lt;br /&gt;
* [[Ritual]] Spells - 2%&lt;br /&gt;
* Support Spells on others - 2%&lt;br /&gt;
* Successful received Support Spells - 2%&lt;br /&gt;
&lt;br /&gt;
=== Restriction &amp;amp; Limits ===&lt;br /&gt;
Certain spells are designated Unfriendly, Hostile or [[Relations#War|War]] Only spells -- Because of the destructive nature of these spells, they can be cast only against provinces which have at least a certain level of relations with your kingdom. In addition, you will find that many of these spells are more effective during heightened relations conditions. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells are divided into two categories, as listed below:&lt;br /&gt;
&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_self_spells|Self Spells]] &lt;br /&gt;
** Some Self Spells can be cast on kingdom members by certain [[Races and Personalities|Races]]. These spells are known as Support Spells. Success is based on the caster&#039;s WPA and relative networth to the target, and the duration of these spells is based on target&#039;s guilds. The list can be found [[Magic_Formulas#The Spell Book|&#039;&#039;&#039;here&#039;&#039;&#039;]].&lt;br /&gt;
**The caster gains honor from kd mates whom they cast support spells on. Those getting cast on lose honor when having a support spell casted on them, ~0.1%.&lt;br /&gt;
*[[Mystics#The_Spell_Book:_the_offensive_spells|Offensive spells]]&lt;br /&gt;
&lt;br /&gt;
There are 3 possible outcomes of casting a spell. It can be successful, it can fail, or it can fail and some wizards may die.&lt;br /&gt;
&lt;br /&gt;
*Successful message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... is successful!&lt;br /&gt;
*Fail message: Your wizards gather their runes and begin casting. The spell consumes X Runes and ... fizzles. Alas, we were not able to fulfill your expectations. Please forgive us. &lt;br /&gt;
*Dying wizards message: &amp;quot;Leader name&amp;quot;, something has gone terribly wrong with our spell. X of our wizards were killed in an explosion! &lt;br /&gt;
&lt;br /&gt;
Please note that Duration is in real time, spell messages are in [[Utopia Time]].&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Self Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast on yourself. Any restrictions on use will be listed under the name. The max cast shown does not include any racial bonuses. Almost all the spells that provide bonuses for certain activities (like speeding up building construction etc.) need to be cast before the activity is initiated / ordered to reap the benefits of the spell.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
This spell refocuses your soldiers from versatile fighting units into an offensive machine. Giving them a lust for attacking, Soldiers will gain 2 offensive point in all combat for the duration of the spell. &amp;lt;!--During this period, though, they will lose 2 defensive point as well.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Your soldiers gain 2 Offense points. &amp;lt;!--at the cost of losing 2 defense points.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our soldiers will fight with unique aggression for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Animate Dead ===&lt;br /&gt;
The power to raise the dead gives you the power to protect your people. By casting this spell, you can protect your people from the death and destruction of defending your lands. During your next defensive battle, half of your dead army will be restored into basic soldiers to help repopulate your army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 87]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Undead, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Raises 50% of your dead troops into basic soldiers during your next defensive battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires when attacked.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our dead will be awakened the next time our lands are attacked! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anonymity ===&lt;br /&gt;
[[Relations#War|War]] is at the heart of the world of Utopia, but the fear of retaliation makes many leaders cringe. This spell casts an aura of mystery around your army. After a successful cast, your forces will remain anonymous during your next attack -- while your kingdom will be revealed, your enemy will not know your province&#039;s name.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Hides your province name during your next attack at the cost of no honor gains, causing the attacked province to be unable to ambush that attack. Decreases your attack gains by 15% for your next attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: removed after attack,&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our next attack will be cloaked under the shades of anonymity.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are surrounded by a cloud of anonymity for our next battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note - Anon reduces target honor, attacker does not get honor.&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust fires the blood of your troops, igniting in them a desire to cause destruction. This fury will increase the carnage among enemy troops at a cost of increased recklessness among your own troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 22, [[Age 49]] .. [[Age 58]], [[Age 59]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Orc]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: A province under Bloodlust will have 10% increased Offensive Military Efficiency, inflict 15% more kills, and suffer 15% higher military losses while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Not yet known.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies crave the scent of blood. They will savage the enemy, or die trying. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Builders&#039; Boon ===&lt;br /&gt;
The Builders&#039; Boon spell makes your workers build faster and harder than otherwise. All buildings constructed while the spell is active will be completed more quickly than normal. The spell must be cast before the new construction is ordered in the growth panel for lesser construction time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your construction times by 25% for building set to build while active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our builders have been blessed with unnatural speed for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!-- === Cast Ritual ===&lt;br /&gt;
Once your Monarch or Steward has declared what ritual to perform, this spell will increase your progress towards its completion with each cast. This spell has a very high difficulty and cost, and is accessible via the [[Ritual]] tab.&lt;br /&gt;
&lt;br /&gt;
|Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Progresses the ritual counter with each successful cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant Cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We are now closer to completing our ritual project!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Clear Sight ===&lt;br /&gt;
By granting your police the ability to see through the obvious and into the depths, you give them the ability to catch thieves who may wander into the lands. The spell, lasting potentially for weeks, gives you a base chance to catch opposing thieves, regardless of the strength of the guilds involved.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Tactician]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Automatically catches 25% of the thieves&#039; operations conducted against your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 days&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our police have been blessed with Clear Sight for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Divine Shield ===&lt;br /&gt;
The caster protects his people from the dark magic of his enemies, granting them further protection against harmful Instant Spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]] ... [[Age 87]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Instant Spell Damage taken by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: You imbue your province with a holy shield, protecting against foul sorcery for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fanaticism ===&lt;br /&gt;
Fanaticism focuses your army on combat, increasing their offensive efficiency for several days. Unfortunately, a side effect of this desire for blood is that your armies remaining at home -- bored and frustrated for not being in combat -- will fight less effectively on defense.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Military Efficiency by 5%. Decreases your Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 9 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army will fight with fanaticism for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our army fights with fanatical fervor&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fertile Lands ===&lt;br /&gt;
By magically fertilizing your lands, you can ensure excellent food production for the duration of the spell. Whether a lack of farms, a deadly drought, or just wanting to stockpile extra food, this spell offers a definite increase to your food sources.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 30 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: We have made our lands extraordinarily fertile for X days!  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fountain of Knowledge ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While a Fountain of Knowledge spell is active, your students work harder and will learn more than they would otherwise. &lt;br /&gt;
&amp;lt;!--Fountain of Knowledge offers partial protection against the permanent damage caused by Amnesia (need confirmation).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 39 ... [[Age 68]], [[Age 82]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your science book production by 10% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Workers ===&lt;br /&gt;
&lt;br /&gt;
Creating ghostly workers to perform the duties of your peasants, this spell reduces reduces the amount of filled jobs for maximum efficiency. This spell is effective for several days until the ghosts disappear.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 13 ... Age 16 ... [[Age 81]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Artisan]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: The required number of jobs filled for maximum Building Efficiency is reduced by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Magical auras enchant our buildings and begin working with increased productivity for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greater Protection ===&lt;br /&gt;
A more powerful version of the Minor Protection spell, this spell functions similarly but lasts potentially a great deal longer. It can be stacked with Minor Protection.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Defensive Military Efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days. &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our realm is now under a sphere of protection for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Guile ===&lt;br /&gt;
By focusing your mind and employing cunning techniques, you increase the Damage of your Spells and Operations.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 90]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 98]], [[Age 104]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Instant Spell and Sabotage Operation Damage by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our thieves and wizards&#039; assimilated concentration will increase their damage for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hero&#039;s Inspiration ===&lt;br /&gt;
&lt;br /&gt;
The spell helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 80]], [[Age 82]], [[Age 85]] ... [[Age 86]], [[Age 93]] ... [[Age 98]], [[Age 101]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin &amp;amp; War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 30%. Decreases your military training time by 30%. Does not stack with [[Mystics#Inspire_Army|Inspire Army]].&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train even harder. We expect maintenance costs to be reduced for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illuminate Shadows ===&lt;br /&gt;
Shine light across the land, eliminating the cover of darkness and revealing those who would hide within its shadow. Thieves who would enter these lands are discouraged from performing their duties and will thus have a lessened impact.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces damage from thievery operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages fill your province with holy light, reducing shadows for thieves to hide in for XX days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Inspire Army ===&lt;br /&gt;
Inspire Army helps make your military train harder on their own, thus reducing the daily wages you pay your military for several days. This is especially useful in times of limited cash. This spell also increases the intensity of training, allowing your troops to be ready more quickly; provided the spell is cast before the troops are ordered to be trained.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... [[Age 71]], [[Age 74]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your military wages by 15%. Decreases your military training time by 20%. &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been inspired to train harder. We expect maintenance costs to be reduced for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Invisibility ===&lt;br /&gt;
Thieves rely on stealth to master their craft, but a little bit of invisibility never hurts. Through the duration of this spell, your thieves have a 10% bonus to any offensive thievery operations and incur 20% lower losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your Offensive Thievery Efficiency by 10%. Reduce Thieves lost during Thievery Operations by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our thieves have been made partially invisible for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Love &amp;amp; Peace ===&lt;br /&gt;
Love &amp;amp; Peace creates an aura of calm and happiness across your peasantry for several days. This leads to increased natural birth rates which will quickly replenish your population. This is especially useful when your peasantry has suffered greatly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases base birth rate from 2.05% to 2.85%. Increase War Horses production by 40%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasantry is influenced by a magical calm. We expect birth rates to be higher for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our people feel at peace (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage&#039;s Fury ===&lt;br /&gt;
This spell sparks a destructive fervor in your Mages Guild. They increase their efforts to cause damage to their opponents, whilst sacrificing a portion of their own defense temporarily.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 49]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: This spell increases the province&#039;s WPA by 25% for offensive purposes while decreasing it by 25% for defensive purposes. No effect on self-spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 12 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: The fire of Mage&#039;s Fury burns in our wizards&#039; eyes for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Shield ===&lt;br /&gt;
While the natural aura of your Wizards will help protect from enemy spells, a little additional protection can never hurt. Casting this spell offers you a shield of magical protection for your province for about half a month.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases your defensive magic efficiency by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: For X days, the magical auras within our province will shine brightly! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A shield protects us from the black magic of our enemies (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Focus===&lt;br /&gt;
Wizard Production is a fundamental element for all parts of your province. While a Mind Focus spell is active, your guilds work harder and will produce more wizards than they would otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 38]], [[Age 93]] ... [[Age 99]], [[Age 102]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf, Necromancer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Wizard Production by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your guilds will produce extra wizards for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Miner&#039;s Mystique===&lt;br /&gt;
Peasants generate a stable, supplemental source of income thru mining. By casting this unique spell, you can increase the money you collect for a period lasting several weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 21 ... [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases Income by 0.3 per Peasant.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Minor Protection ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell lasts for a few weeks.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military efficiency by 5%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 24 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our realm is now under a sphere of protection for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mist ===&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion. &lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 85]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Lowers enemy Gains by 10% on defensive battles for a duration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are protected by a sacred mist for X days from attacks against us!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nature&#039;s Blessing ===&lt;br /&gt;
Nature&#039;s Blessing will protect your lands from any droughts and storms the world may see fit to place on you. This spell also has a chance of curing [[the Plague]] if your lands are affected by it.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Protects your land against Storms and Drought. Has a 33% chance of curing [[The_Plague|Plague]] (per cast).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 36 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands have been blessed by nature for X days, and will be protected from drought and storms.  &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our land is blessed by nature (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paradise ===&lt;br /&gt;
Arguably one of the most powerful -- and difficult -- spells known, Paradise simply creates several acres of new land for your people to populate. Similar in concept to exploring, this Spells gives you instant access to new lands to build upon and grow your province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Creates a small amount of land per cast, this land comes directly from your explore pool. Between 1-10 acres per cast.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages created X acres more land for us to use.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Note: Paradise is not available during [[Relations#War|War]] and Protection. This spell utilizes acres from the explore pool. If the explore pool is empty, it will return 0 acres.&lt;br /&gt;
&lt;br /&gt;
=== Patriotism ===&lt;br /&gt;
Giving your population life and an innate desire to defend your lands, this spell increases the rate that you can draft peasants for several weeks, and offers partial protection against the Propaganda thievery operation. Excellent in emergencies and other strategic situations, this spell is difficult to cast and will more quickly weaken your economy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 11 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military draft speed by 30%. Lowers Propaganda Damage received by 30%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 20 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our people are excited about the military and will signup more quickly for x days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Quick Feet === &lt;br /&gt;
By giving your men magical speed, they can go to battle and return more quickly than usual, leaving your land without defense for a shorter period. &amp;lt;!--This spell affects only your next battle.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 86]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases your Attack Time by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our armies have been blessed with excellent speed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our armies are blessed with incredible speed.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reflect Magic ===&lt;br /&gt;
Reflect magic places a magical barrier around your lands for several days. During this period, successful spells cast upon your province may randomly be reflected upon the caster, doing unto them as they would have done to you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 98]], [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Has a 25% chance of reflecting offensive spells cast upon your province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Some of the spells cast upon our lands will be reflected back upon their creators for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Revelation ===&lt;br /&gt;
Science is a fundamental building block for any and all of the other parts of your province. While the Revelation spell is active, it increases the rate of a new scientist emerging.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... [[Age 103]], [[Age 107]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases the rate of a new scientist emerging on by 20% while the spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max duration unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our students are blessed with excellent concentration for X Days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our students are blessed with excellent concentration for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Righteous Aggressor===&lt;br /&gt;
Convert offensive specialist to elites on successful attack (Trad, learns, massacres, and plunders).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|War Hero]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Convert offensive specialist to elites on successful attack.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Convinced of their righteous cause, our warriors strike with ever-increasing might for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Salvation ===&lt;br /&gt;
Salvation protects Military in Combat, reducing all Military Casualties by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 97]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Paladin]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decrease Military Casualties of target province by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shadowlight ===&lt;br /&gt;
Shadowlight places a face upon a shadow, revealing the province associated with the next thievery operation against your lands. It will also prevent the next operation from being successful.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reveals the name of the next province performing a successful thievery operation upon your province. Deflects the next operation.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Expires on enemy thievery attempt&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are blessed with Shadowlight. The next time thieves enter our lands their identities will be revealed.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Town Watch ===&lt;br /&gt;
Town Watch will create a peasant watch upon your town for several days. While the Town Watch is active, all of your peasants will help defend your province in combat. Unfortunately, this also means your peasants will be killed during [[Relations#War|war]] - and since they are not well-armed, they will suffer heavy losses.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 7 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Avian &amp;amp; Faery]], [[Races and Personalities|Avian, Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Every 5 of your peasants will defend your land with 1 point of defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 18 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our peasants will help defend our lands for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tree of Gold ===&lt;br /&gt;
If you&#039;re ever in need of extra cash, casting a Tree of Gold may be a potential solution. While it won&#039;t give you a great deal of gold, every little bit can help.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Faery &amp;amp; Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Magically creates a small amount of gold (from 26.66% to 53.33% of your daily income).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant cast&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: X gold coins have fallen from the trees! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: n/a&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== War Spoils ===&lt;br /&gt;
Ordinarily, any land captured in attacks require time to take control of and become available for your own use. War Spoils gives you the opportunity to get this land from combat immediately. The spell lasts just a few Utopian Days, but is more than enough to use on a couple of attacks. This allows you to begin the process of expanding much more quickly than otherwise.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... [[Age 58]], [[Age 60]] ... [[Age 101]], [[Age 104]]...Now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Makes the land gained from Traditional March immediately available.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 6 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our army has been blessed with immediate War Spoils for X days! &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: War Spoils give us quick returns on our attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wrath ===&lt;br /&gt;
Smite foes who dare to inflict harm upon the target. Enemy attackers suffer increased Military Casualties when attacking lands protected by this spell.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery &amp;amp; Orc, General]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy casualties when attacking the protected province by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Moderate, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your magic will smite attackers for XX days!&amp;lt;br&amp;gt; &lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== The Spell Book: Support Spells ==&lt;br /&gt;
Listed here is current ages active support spells.&lt;br /&gt;
&lt;br /&gt;
*Minor Protection&lt;br /&gt;
*Greater Protection&lt;br /&gt;
*Fertile Lands&lt;br /&gt;
*Magic Shield&lt;br /&gt;
*Natures Blessing&lt;br /&gt;
*Love and Peace&lt;br /&gt;
*Builders Boon&lt;br /&gt;
*Inspire Army&lt;br /&gt;
*Patriotism&lt;br /&gt;
*Divine Shield&lt;br /&gt;
*Illuminate Shadows&lt;br /&gt;
*Salvation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In order to cast a particular Support Spell, you must have access to it&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Successful Support Spells will now also remove 2 Mana from the target of the Spell. You can also choose to block support spells from the Wizard&#039;s Page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Spell Book: Offensive Spells ==&lt;br /&gt;
&lt;br /&gt;
Listed here is a short reference guide to each of the spells available that can be cast upon your enemies. Any restrictions on usage will be listed under the name.&lt;br /&gt;
&lt;br /&gt;
=== Abolish Ritual ===&lt;br /&gt;
&lt;br /&gt;
Reduces the strength of an enemy kingdom&#039;s province and has a high cost/difficulty&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 73]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces ritual strength by 2%. Limited to 10 casts on a single enemy province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your mages infest the guilds of X. Their ritual is now x% destroyed! This province can still be targeted X times!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Blizzard ===&lt;br /&gt;
&lt;br /&gt;
Reduces the building effectiveness of a province for a short duration.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 69]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces the Building Effectiveness of a province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your wizards gather n runes and begin casting, and the spell succeeds. Blizzards will beset the works of [province name] (#:#) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Blizzards are besetting our works, and our building efficiency will be crippled by 10% for for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chastity ===&lt;br /&gt;
&lt;br /&gt;
Introducing Chastity amongst the peasants of your opponents is an effective way to grind their population growth to a halt.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 47]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases Birth Rate by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Much to the chagrin of their men, the womenfolk of [Province Name] have taken a vow&amp;lt;br&amp;gt;&lt;br /&gt;
of chastity for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our womenfolk have taken a vow of chastity preventing population growth for&amp;lt;br&amp;gt;&lt;br /&gt;
X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Ball ===&lt;br /&gt;
&lt;br /&gt;
Knowing more about your friends and opponents is vital to your success as a leader. This spell gives you insight into the workings of any province of your choice.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 88]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crystal Eye ===&lt;br /&gt;
&lt;br /&gt;
Cast on a kingdom instead of an individual province, this option gives a bird&#039;s eye view of all that has happened across the Kingdom of the current and previous Months.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 47]], [[Age 105]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Displays the targeted provinces Kingdom Paper.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Droughts ===&lt;br /&gt;
&lt;br /&gt;
The opposite of storms, droughts can do significant damage as well. Without the rains necessary for fertile land, food production will be lower than usual, possibly resulting in starvation throughout the lands. In addition, the harsh conditions slow interest in the military and interferes with the soldier draft. Horses across the province may die as well due to lack of water and food. Droughts negate any Storms currently ravaging the target&#039;s land. Increases Arson damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Decreases food production by 25%, military draft rate by 15% and horses production by 50%.&amp;lt;br&amp;gt;&lt;br /&gt;
Some horses may also die as a result.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Arson damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A drought will reign over the lands of [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explosions ===&lt;br /&gt;
&lt;br /&gt;
Provinces work together by assisting each other in times of need. By casting Explosions, you can interrupt the flow of goods between provinces, creating explosions that destroy portions of shipments to and from a province at random.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 10 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: 50% chance to reduce an aid shipment to 55%-80% of original size.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Explosions will rock aid shipments to and from [Province Name] for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Explosions will rock aid shipments to and from our province for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Expose Thieves ===&lt;br /&gt;
&lt;br /&gt;
Thieves rely on stealth and surprise to be effective at their jobs. Casting this spell will expose an enemy&#039;s guild, leaving them less effective until they can recover.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces Stealth level by 5% of current level each Tick, before Stealth regeneration.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have illuminated the lands of our enemies and exposed the thieves that walk&amp;lt;br&amp;gt;&lt;br /&gt;
through their lands.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.36&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fireball ===&lt;br /&gt;
&lt;br /&gt;
If you want to directly go after an enemy, launching a fireball at their peasantry is an effective weapon. The fireball, if successful, will splash directly into the heart of your opponent&#039;s lands, exploding on impact, and killing instantly.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills a small and random portion of peasants (4.5-7.5%).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A fireball burns through the skies of [province name] (##:##). X peasants are killed&amp;lt;br&amp;gt;&lt;br /&gt;
in the destruction!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.24&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fool&#039;s Gold ===&lt;br /&gt;
&lt;br /&gt;
The art of turning lead into gold has always been a confusing mystery. Is it possible? No one knows. However, turning gold into lead can be done! This spell will convert a portion of your opponent&#039;s gold into worthless lead.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys up to 25% of target&#039;s gold.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have turned X gold coins in [Province Name] to worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X gold coins have been turned into worthless lead.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.42&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gluttony ===&lt;br /&gt;
&lt;br /&gt;
One of the seven deadly sins, your population will consume more food.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 68]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases food required by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: The gluttony of [target] has increased for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: A fit of gluttony has descended upon our people, and they will not be sated until for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.09&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Greed ===&lt;br /&gt;
&lt;br /&gt;
People are, by their very nature, greedy individuals. Soldiers have been trained to sacrifice themselves for the greater good. However, this spell reverts the natural greed back into soldiers for several days, causing your opponent to have to pay more in wages and to draft new troops.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases military wages and draft costs by 25%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our mages have caused our enemy&#039;s soldiers to turn greedy for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Enemies have convinced our soldiers to demand more money for upkeep.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lightning Strike ===&lt;br /&gt;
&lt;br /&gt;
The power of a direct Lightning Strike is arguably the most deadly force on the planet. Your Lightning Strikes will go directly at opponents rune stores and destroy everything in sight. This strike is the most effective way to cripple any opponent&#039;s ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a random portion of runes between 30-65%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Lightning strikes the Towers in [province name] (##:##) and incinerates X runes!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Lust ===&lt;br /&gt;
&lt;br /&gt;
Land is the defining strength of any province, and this spell is the Mage&#039;s way of simply stealing an opponent&#039;s land. This spell is a difficult alternative to attacking.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 15 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Captures a small and random (up to 1.25%) of the enemy land.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our Land Lust over Enemy Province (location) has given us X new acres of land!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: X acres of land have disappeared from our control!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.6&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meteor Showers ===&lt;br /&gt;
&lt;br /&gt;
This spell will rain Meteors across the lands of an opponent for several days, killing peasants, troops and more. Deadly and enduring, casting this spell is both difficult and costly. The damage done, however, can be just as great.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 12 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Hostile|Hostile]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills peasants and troops (soldiers, specialists and elites) at home each Utopian Day the&amp;lt;br&amp;gt;&lt;br /&gt;
spell is active.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short-moderate&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Meteors will rain across the lands of [province name] (##:##) for X days&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Meteors rain across our lands, and are not expected to stop for X days.&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Meteors rain across the lands and kill X peasants and X troops!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.75&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Vortex ===&lt;br /&gt;
&lt;br /&gt;
The Mystic Vortex is one of the more powerful spells in the Utopian World. A successful cast will cause approximately half of the spells currently active over a province to vanish. However, this spell does not discriminate and will nullify both positive and negative spells affecting their lands.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Nullifies spells on the enemy province (50% chance per spell).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A magic vortex overcomes the province of [province name] (##:##), negating X active&amp;lt;br&amp;gt;&lt;br /&gt;
spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: A magic vortex rendered many of our spells inactive!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Nightmares ===&lt;br /&gt;
&lt;br /&gt;
The effects fear can have on an individual are amazing. By causing nightmares within the soldiers of an opposing army, you may be able to cause them to quiver in fear. Troops having nightmares have to be rehabilitated and are unavailable for a period of time.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Heretic &amp;amp; Necromancer]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Instantly returns around 1.5% of the military troops (specialists, elites and thieves) under training for 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Will only affect the troops that are at home.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers simply quit the army.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Troops in training queue stretching 8 days (not affected by Train Time or Spell Duration).&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: During the night, X of the men in the armies and thieves&#039; guilds of [Province Name]&amp;lt;br&amp;gt;&lt;br /&gt;
had nightmares.&amp;lt;br&amp;gt;&lt;br /&gt;
Some were forced into rehabilitation, but the soldiers simply quit the army!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
This morning, X of our men from our armies and thieves&#039; guild turned up unfit.&amp;lt;br&amp;gt;&lt;br /&gt;
The Soldiers quit, while the rest are being retrained. They should be available again in 8 days.&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.45&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pitfalls ===&lt;br /&gt;
&lt;br /&gt;
Placing magical pitfalls throughout an enemy&#039;s lands will cause them to suffer higher Military Defensive Casualties in combat for several days. This is an effective way to frustrate attackers and strengthen your own position in the midst of [[Relations#War|war]].&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf &amp;amp; Elf &amp;amp; Faery, Mystic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases defensive military losses by 20%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Pitfalls will haunt the lands of [province name] (##:##) for X days. They will suffer&amp;lt;br&amp;gt;&lt;br /&gt;
increased defensive losses during battle.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storms ===&lt;br /&gt;
&lt;br /&gt;
The power of mother nature is amongst the most powerful in existence. Sending storms over another province will cause destruction and death across the lands for days. The Storm Spell will cancel any Droughts affecting the target province. Increases Tornado damage taken by 15%.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills 1.5% of peasant population per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Increases Tornado damage taken by 15%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Storms will ravage [province name] (##:##) for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Storms are ravaging our lands!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Necromancer]] &amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tornadoes ===&lt;br /&gt;
&lt;br /&gt;
One of the most dangerous and destructive offensive spells, casting this will rain a terror of tornadoes across an opponent&#039;s lands, laying waste to acres of buildings across the province.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 14 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys a small and random portion of buildings.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Tornadoes scour the lands of [province name] (##:##), laying waste to X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: Tornadoes scour the lands, causing the destruction of X acres of&amp;lt;br&amp;gt;&lt;br /&gt;
buildings!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
Sending vermin scurrying into the Food supplies of an opponent forces the destruction of a great deal of their reserves.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 67]], [[Age 82]] ... [[Age 86]], [[Age 90]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Elf &amp;amp; Faery, Heretic]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Destroys (on average) about 50% of target&#039;s Food supplies.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.00 (incorrect value)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forgotten Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Amnesia ===&lt;br /&gt;
&lt;br /&gt;
Knowledge is vital to the longterm survival of a province. The unique powers of magic allow you to strip a province of some of its long-sought science. Its effects are temporary. By casting Amnesia, you can cause an enemy province to lose effectiveness of their arts &amp;amp; sciences knowledge, opening a window to attack or further damage the enemy.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|All]] - with a minimum relationship of [[Relations#War|War]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Temporarily removes ~5% of target&#039;s current total allocated Science Books. These Books return over 48 ticks, not affected by EOWCF. &amp;lt;!--Successful Casts will display the target&#039;s current Science Effectiveness.--&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant with duration effect: 48Ticks&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0 (War Only)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Barrier of Integrity ===&lt;br /&gt;
&lt;br /&gt;
Stops all drafting that would normally take place in target province.&lt;br /&gt;
&lt;br /&gt;
Was upgraded to [[Mystics#Sloth|Sloth]]&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 72 ... [[Age 80]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Stops all drafting that would normally take place in target province.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fog ===&lt;br /&gt;
&lt;br /&gt;
Casting a sphere of protection over your province, this spell helps protect your province from invasion from others. This spell can last for a couple of days.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 50]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]], [[Races and Personalities|Faery]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases enemy attack times by 3 hours.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: max 22 hours&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Our lands are protected by dense fog (Estimated: X more Days).&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Our lands are filled with fog, slowing opposing armies for X days!&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Haste ===&lt;br /&gt;
&lt;br /&gt;
Haste makes your workers build faster and harder than otherwise. All buildings constructed while the Haste spell is active will be completed faster than otherwise would be expected.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 3 ... Age 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Illusionary ===&lt;br /&gt;
&lt;br /&gt;
By creating illusionary forces throughout your lands, it is possible to make an army of men look larger than life. Any crystal balls cast while this spell is active will show a larger-than-normal army.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... Age 11&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect:&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message:&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magic Ward ===&lt;br /&gt;
&lt;br /&gt;
Projects a magical ward into the skies above an enemy province, forcing the enemy to pour more resources into their spell casts.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 86]]... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]], [[Races and Personalities|Mystic]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increases target&#039;s rune costs by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: 0.15&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mystic Aura ===&lt;br /&gt;
&lt;br /&gt;
A defense spell, creating a Mystic Aura around your lands will repel the next evil spell cast upon you from abroad. Unfortunately, the effect focuses only on the first spell cast upon you.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 1 ... [[Age 58]], [[Age 60]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Repels the next offensive spell cast upon you (except own spells).&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Mystic Aura has been placed around our province, protecting us from the next evil&amp;lt;br&amp;gt;&lt;br /&gt;
spell from abroad.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as Cast Message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that Mystic Aura does not activate on intel spells like Crystal Ball.&lt;br /&gt;
&lt;br /&gt;
=== Nightfall ===&lt;br /&gt;
&lt;br /&gt;
Darkness falls on the land and it is a darker night than most, the minds of mages are clouded by the psychic fog and the magical energies within the towers dims.&lt;br /&gt;
&lt;br /&gt;
Is Known: Age 110 ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Undead]] - with a minimum relationship of [[Relations#Unfriendly|Unfriendly]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Instant damage spell, with duration effect: Reduce enemy Guild and Tower Effectiveness by 50%, Effects last for 8 ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Throne Room Notification:&amp;lt;br&amp;gt;&lt;br /&gt;
TBD&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement: TBD&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scientific Insights ===&lt;br /&gt;
&lt;br /&gt;
This spell clears the minds of your scientists, allowing them to think more clearly and increasing the effectiveness of their research.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 92]], [[Age 96]] ... [[Age 98]], [[Age 100]] ... [[Age 103]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Sage]]&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Increase the science effectiveness of target province by 10%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Medium, max time unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Your scientists have been imbued with mental energy, making them work harder for XX days!&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Same as cast message&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sloth ===&lt;br /&gt;
&lt;br /&gt;
This spell enchants the enemy&#039;s peasantry, calling upon their deep-rooted morals to family and preventing them from signing up for military service.&lt;br /&gt;
&lt;br /&gt;
Is Known: [[Age 72]] ... [[Age 81]], [[Age 87]] ... now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to: [[Races and Personalities|Dark Elf]] - with minimum relationship of [[Relations#Unfriendly|Unfriendly]].&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Reduces drafting within a target province by 50%. Also increases Draft Cost by 100%.&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Short&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Genesis Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Soul Blight ===&lt;br /&gt;
&lt;br /&gt;
Causes death among the peasants of an enemy, turning some into the caster&#039;s soldiers&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Available to:&amp;lt;br&amp;gt;&lt;br /&gt;
Effect: Kills x% of peasants and then adds x% of those killed to the caster&#039;s soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: N/A&amp;lt;br&amp;gt;&lt;br /&gt;
Cast Message: A Pall of death descends upon enemy (x:x), taking xxx peasent&#039;s lives. Your legion is reinforced by xx of their fallen.&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Advisor Message: Unknown&amp;lt;br&amp;gt;&lt;br /&gt;
Meter Movement:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changelog ==&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Magic&lt;br /&gt;
**Meteor Shower spell available to all players&lt;br /&gt;
**Paradised Land now comes from the Explore Pool&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Magic (clarification)&lt;br /&gt;
**If Explore Pool has 0 acres, you will only receive 50% acres from Paradise&lt;br /&gt;
[[Age 48]]&lt;br /&gt;
*Paradise:&lt;br /&gt;
**Base number of acres is randomised between 2 &amp;amp; 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply.&lt;br /&gt;
[[Age 49]]&lt;br /&gt;
*NEW SPELLS&lt;br /&gt;
**Bloodlust&lt;br /&gt;
***Type: Self spell&lt;br /&gt;
***Cost: 2000 runes&lt;br /&gt;
***Difficulty: Similar to shadowlight and animate dead.&lt;br /&gt;
***Effect: A province under Bloodlust will inflict 15% more kills and suffer 5% more kills on their next attack.&lt;br /&gt;
**Mage&#039;s Fury.&lt;br /&gt;
***Type: Duration self-spell.&lt;br /&gt;
***Cost: 1400 runes.&lt;br /&gt;
***Difficulty: Similar to Fanaticism.&lt;br /&gt;
***Duration: Max 12 days.&lt;br /&gt;
***Effect: This spell increases the province&#039;s WPA by 10% for offensive purposes while decreasing it by 10% for defensive purposes. No effect on self-spells.&lt;br /&gt;
[[Age 50]]&lt;br /&gt;
*Fog will not affect an ambush&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*Chastity will cost twice the runes it does currently&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Fog is removed from the game.&lt;br /&gt;
[[Age 53]]&lt;br /&gt;
*Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.&lt;br /&gt;
*The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Mystic Vortex: Rune cost and difficulty reduced.&lt;br /&gt;
*Builders Boon: Time reduction buffed from 90% to 75%&lt;br /&gt;
*Greater Protection: Now stacks with Minor Protection&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*Anonymity: This spell will case the target to lose honor, but the attacker will not gain it.&lt;br /&gt;
*Tree of Gold: Reduced amount gained from this spell by 33.333333%, recurring of course.&lt;br /&gt;
*Vermin: Removed.&lt;br /&gt;
*Gluttony: New - Increases food required by 25%.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
*Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
*New spell: Blizzard&lt;br /&gt;
**Reduces the building effectiveness of a province by 10%, does not stack, medium cost and difficulty, short duration.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
*Blizzard duration increased&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Revelation will increase scientist spawn rate by 30%, down from 100%&lt;br /&gt;
*Revelation duration will be lowered&lt;br /&gt;
*Blood Lust will provide +10% Offensive Military Efficiency &amp;amp; +15% Higher Military Losses for the caster &amp;amp; +10% Military Losses for the enemy&lt;br /&gt;
*Anonymity will no longer destroy honor during war&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)&lt;br /&gt;
*Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin&#039;s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)&lt;br /&gt;
*New Spells:&lt;br /&gt;
**Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)&lt;br /&gt;
**Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)&lt;br /&gt;
**Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)&lt;br /&gt;
**Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)&lt;br /&gt;
*Sorcery&lt;br /&gt;
**Magic Ward (Unf Only) (Paladin Only) - Increase target&#039;s spell cost in runes by 25% for duration (moderate difficulty)&lt;br /&gt;
**Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) &amp;amp; 2% flat rate for all Paladin self spells on others &amp;amp; Ritual Spell casts will also be a flat cost of 2%&lt;br /&gt;
*Paladin Spells - Increase all Paladin only spell durations&lt;br /&gt;
*Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier. A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins. In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won&#039;t be as significant a part of the formula as previously.&lt;br /&gt;
*There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces. Once a Ritual reaches 0% strength it will be removed, unless it has not reached it&#039;s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.&lt;br /&gt;
*Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now. Elites that go into retraining from Nightmare will also increase closer to that of specialists. Propaganda has also seen an increase to elite damage closer to that of Specialists. Military Casualties will be unchanged&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Inspire Army/Paladin&#039;s Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it&#039;s effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.&lt;br /&gt;
*Some Paladin Only spell durations tweaked slightly higher&lt;br /&gt;
*Nature&#039;s Blessing - The chance to cure plague will be increased to 1/3 up from 1/5&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Some Paladin Only spell durations adjusted slightly higher&lt;br /&gt;
*All Instant Sorcery Spells will have damage reduced by 5%&lt;br /&gt;
*A slight reduction in damage will be made on the effectiveness of operations performed the farther out of range a province is (this will be affected in both directions, small vs large and large vs small)&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Support spells will no longer have the possibility of exploding wizards&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Expose Thieves will only become available with Unfriendly relations&lt;br /&gt;
*Support Spells - Success formula will be tweaked slightly to be more difficult in extreme range scenarios&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Amnesia&lt;br /&gt;
**Will be WAR only&lt;br /&gt;
**Will reduce the effectiveness of target science, base reduction per cast is currently planned ~.5-.9% further affected by RNG and other factors, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Amnesia - The minimum effectiveness reduction from this spell will be increased&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
* Meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 107]]&lt;br /&gt;
* Revelation bonus reduced from 30% to 20%&lt;br /&gt;
[[Age 108]]&lt;br /&gt;
* Assassinate Wizards damage has been increased by ~17.5%&lt;br /&gt;
* Spells and Sabotage operations Meter Point values have been reduced slightly&lt;br /&gt;
[[Age 110]]&lt;br /&gt;
* Pitfalls - Increased Damage from 15% to 20%&lt;br /&gt;
* Bribe Generals - Increased Damage from 15% to 20%&lt;br /&gt;
* Greater Arson difficulty reduced from High to Medium&lt;br /&gt;
* New Spell: &amp;quot;Nightfall&amp;quot; – Reduces enemy Guild and Tower effectiveness by 50% for 8 ticks. (High Difficulty/High Rune Cost)&lt;br /&gt;
[[Age 112]]&lt;br /&gt;
* Magic Ward → Removed.&lt;br /&gt;
* Tornado → Rune cost –20%, Difficulty –35%.&lt;br /&gt;
* Moved to Hostile: Nightmares, Land Lust, Abolish Ritual, Fireball, Fool’s Gold, Lightning Strike, Mystic Vortex, Nightfall, Sloth, Steal War Horses, Assassinate Wizards, Greater Arson, Nightstrike&lt;br /&gt;
[[Age 113]]&lt;br /&gt;
* Amnesia - Not accessible next age&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
* Soulblight - Genesis spell added to WoL&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1295</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1295"/>
		<updated>2026-07-12T06:03:02Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**Base amount of stolen allocated books will be reduced by about 50%&lt;br /&gt;
**Troop losses on Learn defense will be reduced by 50%&lt;br /&gt;
**In WAR base (effectiveness reduction) will be increased by roughly 50%&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Multi-Attack_Protection_(MAP)&amp;diff=1294</id>
		<title>Multi-Attack Protection (MAP)</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Multi-Attack_Protection_(MAP)&amp;diff=1294"/>
		<updated>2026-07-12T06:02:36Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multi-Attack Protection (&#039;&#039;&#039;MAP&#039;&#039;&#039;) (formerly known as Gangbang Protection &#039;&#039;&#039;GBP&#039;&#039;&#039;) is a game mechanism introduced which aims to increase the protection conferred to Provinces which have been recently hit.&amp;lt;br&amp;gt;&lt;br /&gt;
Current MAP Status/Level can bee seen under Affairs of the State.&amp;lt;br&amp;gt;&lt;br /&gt;
Failed Attacks also increase the MAP of the defender, based on relative Offense sent/Defense, linearly scaling from 0 to half the amount of MAP generated on a successful Traditional March.&lt;br /&gt;
&lt;br /&gt;
==Effects of MAP==&lt;br /&gt;
* The more MAP on your Province, the less an Attack will gain from you - all other variables being equal.&lt;br /&gt;
* Increases Military Efficiency.&lt;br /&gt;
* Reduced Military Casualties equal to Gains reduction&lt;br /&gt;
* MAP rounds off to the nearest percentage (eg. it can be 20% or 21% but not 20.5%)&lt;br /&gt;
* MAP is almost negligible in War.&lt;br /&gt;
&amp;lt;!--* Aid Tax is capped at 15% (vs a max of 99%) once above 25% MAP.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! MAP Status (Level)&lt;br /&gt;
! MAP rating&lt;br /&gt;
! Gains Out of War&lt;br /&gt;
! Gains in War&lt;br /&gt;
! Increase in ME&lt;br /&gt;
! MAP Decay&lt;br /&gt;
|-&lt;br /&gt;
| Not Hit&lt;br /&gt;
| 0%&lt;br /&gt;
| 100%&lt;br /&gt;
| 100%&lt;br /&gt;
| N/A&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Couple&lt;br /&gt;
| 1-20%&lt;br /&gt;
| 80-99%&lt;br /&gt;
| 80-99%&lt;br /&gt;
| +0.13-2.67%&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Moderately Hit&lt;br /&gt;
| 21-40%&lt;br /&gt;
| 60-79%&lt;br /&gt;
| 80%&lt;br /&gt;
| +2.80-5.33%&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Heavily Hit&lt;br /&gt;
| 41-60%&lt;br /&gt;
| 40-59%&lt;br /&gt;
| 80%&lt;br /&gt;
| +5.47-8.00%&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Extremely Heavily Hit&lt;br /&gt;
| 61-90%&lt;br /&gt;
| 10-39%&lt;br /&gt;
| 80%&lt;br /&gt;
| +8.13-12.00%&lt;br /&gt;
| 3 or 4 if above 79%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attacking MAP Change==&lt;br /&gt;
&lt;br /&gt;
===Land Attacks===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
A land attack (Traditional March, Raze or Conquest) increases the MAP rating by 2.75 * Percent of Targets land taken. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if a target is attacked for 120 of its 1000 acres (12%) its MAP/GBP rating will increase by(12% * 2.75 = 33%) 33 points, taking it from 0% to 33% if previously un hit - enough to put it into the &#039;moderately hit&#039; section.&lt;br /&gt;
&lt;br /&gt;
===Non-Land Attacks===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Non-Land Attacks (Plunder  or Massacre) increase the MAP/GBP rating by 0.06 * Current Gains OOW&amp;lt;p&amp;gt;&lt;br /&gt;
Learn increases the MAP/GBP rating by 0.12 * Current Gains OOW&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if a target with a MAP rating of 20% (and thus Gains OOW of 80%) which is hit for a Plunder, it will boost its GBP by (0.06 * 80% = 4.8% rounded off) 5% to 25%.&lt;br /&gt;
&amp;lt;!--&#039;&#039;&#039;Note:&#039;&#039;&#039; Bounced Attacks generate MAP/GBP based on relative Offense/Defense, up to 1/4 of the normal MAP/GBP generated on a successful Raze Attack.--&amp;gt;&lt;br /&gt;
&amp;lt;!--===Thief/Mystic Operations MAP===&lt;br /&gt;
*THIS IS RESERVED FOR FUTURE THIEF/MYSTIC OPERATIONS MAP*--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==MAP Decay==&lt;br /&gt;
*MAP rating naturally decreases every Tick by an amount dependent on the current MAP rating as shown in the above table. For example if the MAP rating is currently 59% (heavily hit), on the next hour change it will decrease by 2% to 57%. &lt;br /&gt;
&lt;br /&gt;
*MAP also decays whenever the province with MAP makes an attack. &amp;lt;!--by the same amount as if it had made the attack on itself - except that it decreases the MAP rating rather than increasing it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military Effectiveness==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
MAP gives a bonus to Military Effectiveness equal to the MAP rating / 7.5 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if the MAP rating of a province is 59% (heavily hit) their ME is boosted by (59 / 7.5 = 7.9%) 7.9% - ie. 1.079 times it&#039;s current rating.&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Multi-Attack Protection (MAP) - Will no longer increase from failed attacks&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
* MAP change in war will be adjusted to roughly be in the middle of where it was in Age 77 and Age 78&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Relations&amp;diff=1293</id>
		<title>Relations</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Relations&amp;diff=1293"/>
		<updated>2026-07-12T06:01:34Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Military#Understanding_Attacks|Attacking]] another kingdom affects the relations between the two kingdoms. &lt;br /&gt;
&lt;br /&gt;
By continually attacking, your kingdom&#039;s conflict level against the opposing kingdom will the hostile meter, thereby changing the relation type; first from &#039;&#039;&#039;Normal&#039;&#039;&#039; to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;, and then &#039;&#039;&#039;Hostile&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There are five relation types, each of which have various benefits and penalties.&lt;br /&gt;
* Note: The hostile relations decay after 96h without war &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Relation Types =&lt;br /&gt;
Each kingdom will have differing relations amongst one another in the world of Utopia. How these relations evolve (or fall apart) will be dependent on the history, conflict level, and diplomatic abilities of the Monarchs and their Stewards. You can see your relation with any given kingdom by viewing their respective [[Kingdom]] page. It is indicated as such:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
Their Attitude Towards Us : XX&amp;lt;br&amp;gt;&lt;br /&gt;
Our Attitude Towards Them : YY&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Normal ==&lt;br /&gt;
*No effects, except:&lt;br /&gt;
*When out of war &amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;, targeting a kingdom that is less than 85% your Land and Net Worth, the following penalties apply:&lt;br /&gt;
**Battle Gains: -10%&lt;br /&gt;
**Military Casualties: +10%&lt;br /&gt;
**Honor Gains: -25% &lt;br /&gt;
**Attack Time: +20% &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the default relation between all kingdoms from the start of the [[Age]]. &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume after a &#039;&#039;&#039;War&#039;&#039;&#039; or &#039;&#039;&#039;Ceasefire&#039;&#039;&#039; ends.&lt;br /&gt;
&lt;br /&gt;
== Unfriendly &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Unfriendly&#039;&#039; is the first elevated stage of diplomatic tension between kingdoms, granting access to additional hostile actions.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter|Hostility Meter]] reaches &#039;&#039;&#039;15 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance changes to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; toward the target kingdom. This unlocks stronger offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]].  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Unfriendly Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +4% || –5% || +5% || –2.5% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Unfriendly Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +1.5% || –2.5% || +2.5% || –1% || +1%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile &amp;lt;sup&amp;gt;[[Age 112]]&amp;lt;/sup&amp;gt;==  &lt;br /&gt;
&#039;&#039;Hostile&#039;&#039; is the second level of diplomatic tension between kingdoms, marking a major escalation in aggression.  &lt;br /&gt;
&lt;br /&gt;
When the [[Hostile Meter]] reaches &#039;&#039;&#039;30 hostility points&#039;&#039;&#039;, the aggressor kingdom’s stance becomes &#039;&#039;&#039;Hostile&#039;&#039;&#039; toward the target kingdom. Dropping below this threshold returns relations to &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. Hostile status unlocks powerful offensive [[Mystics#The Spell Book: Offensive Spells|Spells]] and [[Thievery]], including [[Mystics#Meteor_Showers|Meteor Showers]], and reduces mana and stealth costs for hostile actions to **2%**.  &lt;br /&gt;
&lt;br /&gt;
=== Effects ===  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Your Kingdom is Hostile Towards Another&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +10% || –12% || +15% || –6% || +5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Effects When Another Kingdom is Hostile Towards You&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gains !! Military Casualties !! WPA/TPA !! Attack Time !! OME&lt;br /&gt;
|-&lt;br /&gt;
| +3% || –4% || +5% || –2% || +2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Summary ===  &lt;br /&gt;
Hostile relations represent a significant step toward open conflict, offering access to devastating hostile operations and spells. This stage is often a precursor to full-scale War.&lt;br /&gt;
&lt;br /&gt;
== Ceasefire ==&lt;br /&gt;
==== Agreed Ceasefire ====&lt;br /&gt;
Also known as a &#039;&#039;&#039;Non Aggression Pact&#039;&#039;&#039; (as seen on the opposing kingdom page and when targeting with spells/ops).&lt;br /&gt;
* Prohibits any [[Attacking &amp;amp; Defending|Attacks]], Spells, or Ops between opposing kingdoms&lt;br /&gt;
* Annuls [[Hostile Meter|Hostility Meter]]&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time| Utopian Month]]&lt;br /&gt;
* Can be enforced for a max of 3 [[Utopia Time|Utopian Years]]&lt;br /&gt;
&lt;br /&gt;
Both Monarchs and Stewards can send, accept, and break Ceasefires. Once accepted, the Ceasefire agreement cannot be broken for the next 24 hours, though the Monarch or Steward can choose to extend this date no further than 3 weeks.&amp;lt;br&amp;gt; While a Ceasefire is in effect, no hostile actions will be allowed between the two Kingdoms.&lt;br /&gt;
&lt;br /&gt;
==== Forced Ceasefire ====&lt;br /&gt;
Defensive Force Ceasefire reintroduced with the following changes: &lt;br /&gt;
* DFCF becomes available when all of the following are met: &lt;br /&gt;
** The kingdom is 45 points (in-range) or 30 points (out-of-range) below the aggressor on the hostility meter &lt;br /&gt;
** The aggressor has not been given Hostile status &lt;br /&gt;
** No attacks have been made against the aggressor for 3 ticks &lt;br /&gt;
** The kingdom is lower in both Land and Networth than the aggressor&lt;br /&gt;
** &#039;&#039;&#039;Cannot FCF until 3 ticks of Hostile have occurred&#039;&#039;&#039; &amp;lt;sup&amp;gt; NEW* &amp;lt;/sup&amp;gt;&lt;br /&gt;
* DFCF will incur a penalty if within War Range of the aggressor (15% NW or Land) &lt;br /&gt;
** Penalty will be a loss of 1.75% Honor and 1.75% Science.  &lt;br /&gt;
** There is no penalty incurred for DCFC if out of War Range of the aggressor &lt;br /&gt;
** Penalty will have a warning popup, as to not be done accidentally &lt;br /&gt;
* DFCFd duration will be for 48 hours before it can be cancelled by either kingdom&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
Hostile meter will now decay after 48 hours of going hostile, decay rate will ramp with meter points &lt;br /&gt;
&amp;lt;!---* Also known as an &#039;&#039;&#039;Auto-Ceasefire&#039;&#039;&#039;&lt;br /&gt;
* Minimum duration of 1 [[Utopia Time|Utopian Year]]&lt;br /&gt;
* Becomes available once the following conditions are met:&lt;br /&gt;
** A 100-point difference on the [[Hostile Meter]] (option is given to the kingdom with fewer points)&lt;br /&gt;
** Surrendering kingdom is out of [[Relations|war]] declaration range&lt;br /&gt;
** Surrendering kingdom has not made any attacks for at least 12 [[Utopia Time|Utopian Days]]&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom (the Kingdom with the higher Meter Points), they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
This will enforce an automatic (forced) Ceasefire agreement that cannot be broken for 96 hours.&amp;lt;br&amp;gt; &lt;br /&gt;
This option is available only if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile relations with the Aggressor Kingdom &lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); hostile Sorcery or Thievery Ops will not reset this timer; this timer does not apply if the Defending Kingdom is at War&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Defensive FCF is used in War Range, the Defending Kingdom will pay (to the Aggressor Kingdom) up to 3% of the Defender’s total Kingdom Honor based on Relative Kingdom Networth, and the Aggressor Kingdom will receive War Win points (the Defending Kingdom will not lose any War Win points).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the event that a Defending Kingdom is unable to withstand the might of an Aggressor Kingdom, they will be given the option to Surrender.&amp;lt;br&amp;gt;&lt;br /&gt;
A Defending Kingdom can enter into a 96 Ticks unbreakable Ceasefire with an Aggressor Kingdom if:&lt;br /&gt;
* the Aggressor Kingdom has reached Hostile Relations with the Defending Kingdom&lt;br /&gt;
* the Defending Kingdom has not reached Hostile Relations with the Aggressor Kingdom&lt;br /&gt;
* the Defending Kingdom is out of War Range (85%-117.64%)&lt;br /&gt;
* the Defending Kingdom has not committed any Attacks within the past 3 hours (similar to the 2-hour restriction on [[Relations#Withdrawal|withdrawing]] from War); this timer does not apply if the Defending Kingdom is at War, hostile Sorcery or Thievery Ops will not reset this timer&lt;br /&gt;
* the Defending has not sent any Dragons for at least 3 ticks&lt;br /&gt;
* the Aggressor has been Hostile towards the Defender thru at least 4 ticks (for example: Aggressor reaches Hostile on the 9th. The 10th is tick 1, 11th is tick 2, 12th is tick 3, 13th is tick 4; the Defender could Surrender on the 13th if all other conditions are met)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An Aggressor Kingdom can enter into a 96 Ticks unbreakable Ceasefire with a Defending Kingdom if:&lt;br /&gt;
* the Aggressor has not made military Attacks against the Defending Kingdom for at least 24 Ticks&lt;br /&gt;
* the Aggressor has not sent any Dragons for at least 24 Ticks&lt;br /&gt;
* the Aggressor is not at War (including EoWCF)&lt;br /&gt;
* the Defender is not at War (including EoWCF; timer starts when the Defender leaves War)&lt;br /&gt;
(the 24 Ticks waiting period will not begin until EoWCF concludes)--&amp;gt;&lt;br /&gt;
&amp;lt;!--&#039;&#039;If Aggressive FCF is used in while the Defender is in War Range, the Aggressor Kingdom will receive War Win points.&#039;&#039;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--War Win points awarded by Forced Ceasefire in Range are based on a percentage of a War Win by the Aggressor against the Defender.  If the two Kingdoms are equal in Net Worth and War Win points, the Aggressor would receive 10% of what they would receive from a War Win.  This will scale as high as 40% against a Kingdom at max relative Networth and significantly higher War Win points, or as low as 0% against a Kingdom that is below 50% of the Aggressor’s War Win points.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Relations#End-of-War_Ceasefire|End-of-War Ceasefire]] has slightly different effects and conditions.&lt;br /&gt;
&lt;br /&gt;
== War ==&lt;br /&gt;
War begins when a kingdom &#039;&#039;declares War&#039;&#039; on a Hostile kingdom &#039;&#039;&#039;OR&#039;&#039;&#039; if the maximum hostility level is reached by both Kingdoms. &lt;br /&gt;
&lt;br /&gt;
In order to declare War, a Kingdom must:&lt;br /&gt;
* have received Attacks from at least three unique provinces on either side (except if Monarch/Stewards grant Hostile Operations)&lt;br /&gt;
* be in Range (more than 85% and less than 117.64% of its Net Worth or Land when declaring up, but must be in range for BOTH LAND and NET WORTH when declaring down.)&amp;lt;sup&amp;gt;[[Age 113]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
* be &#039;&#039;at least&#039;&#039; &#039;&#039;&#039;Unfriendly&#039;&#039;&#039; with the opposing Kingdom, &#039;&#039;&#039;AND&#039;&#039;&#039; that Kingdom must be &#039;&#039;&#039;Hostile&#039;&#039;&#039; with your Kingdom &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In instances where both kingdoms are &#039;&#039;&#039;Hostile&#039;&#039;&#039;, the Kingdom with fewer meter points will receive the [[Relations#Starting_a_War|&amp;quot;button&amp;quot;]] and be able to declare while. When 60 points are reached by both Kingdoms, either one can declare&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If 180 points are reached by both Kingdoms, War automatically starts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wars last a minimum of 2 [[Utopia Time|Utopian Months]] (48 hours) after declaration.&lt;br /&gt;
&lt;br /&gt;
A Kingdom can only War one other Kingdom at a time.&lt;br /&gt;
&lt;br /&gt;
Honor and Land gains are higher in War than out of War.&lt;br /&gt;
&lt;br /&gt;
=== Immediate Effects ===&lt;br /&gt;
* War overrides relations with all other kingdoms. Upon leaving War, &#039;&#039;&#039;Normal&#039;&#039;&#039; relations will resume. While in War, there is a decay of two hostility points per [[Time_in_Utopia|Utopian Month]] or 1/5th of the Meter, whichever is greater.&lt;br /&gt;
* Provinces created in War will be in [[Protection]] for 72 days and start with zero soldiers and zero credits.&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
&amp;lt;!-- *Attacks generate new honor --&amp;gt;&lt;br /&gt;
* Mana &amp;amp; Stealth costs for offensive spells/ops reduced to 2%&lt;br /&gt;
&amp;lt;!--* -25% Build Time&lt;br /&gt;
* +25% Draft Speed&lt;br /&gt;
*-25% Military Training Time--&amp;gt;&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] and [[Thievery#Sabotage_Wizards|Sabotage Wizards]] Operations&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] and [[Mystics#Expose_Thives|Expose Thieves]] Spells&lt;br /&gt;
&lt;br /&gt;
{{H3|Penalties}}&lt;br /&gt;
*[[Mystics#Paradise|Paradise]] cannot be cast (except during EoWCF)&lt;br /&gt;
*600% Exploration Costs&lt;br /&gt;
&lt;br /&gt;
=== After 12 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-15% Attack Time&lt;br /&gt;
&lt;br /&gt;
=== After 24 Hours ===&lt;br /&gt;
{{H3|Benefits}}&lt;br /&gt;
*-80% Gains, Military Casualties and Effectiveness for Spells and Operations to and from other Kingdoms (this fades in from War start)&lt;br /&gt;
&lt;br /&gt;
=== Fake War ===&lt;br /&gt;
Any informal or formal agreements made between kingdoms in regards to warring must abide by the Code of Conduct. Violations may cause the war to be deemed a Fake War. Fake Wars are subject to actions by the game operators. As the determination for a Fake War is made on a case-by-case basis by the game operators, the exact punishment may vary.&lt;br /&gt;
&lt;br /&gt;
Ways a War can be faked (Please note, this is just an idea and not a comprehensive list):&lt;br /&gt;
*Requesting specific people be targeted by opposing Kingdom or accepting to action a request from the opposing Monarch&lt;br /&gt;
*Non-aggression pact during War of any duration and at any time&lt;br /&gt;
*Attempts to manipulate War-Win rankings using friends to initiate multiple Wars&lt;br /&gt;
*Agreement to trading Acres for a War Win&lt;br /&gt;
*&amp;quot;Ending&amp;quot; a war before minimum war duration&lt;br /&gt;
&lt;br /&gt;
Punishments may include (Again, not a comprehensive list):&lt;br /&gt;
*Removal from the End of Age rankings for both kingdoms&lt;br /&gt;
*Deletion and temporary ban of players making the agreement&lt;br /&gt;
*Removal of war wins&lt;br /&gt;
*Monarchs of both Kingdoms deleted&lt;br /&gt;
*Removal of any gains of the Fake War from all Kingdom members (even if they were unaware of the Fake War)&lt;br /&gt;
&lt;br /&gt;
=== Province Creation ===&lt;br /&gt;
Provinces created/reset during War will start without Soldiers, Military &amp;amp; Building Credits.&lt;br /&gt;
&lt;br /&gt;
= Starting a War =&lt;br /&gt;
Once the &#039;&#039;&#039;Hostile&#039;&#039;&#039; relation status has been reached by one kingdom, the Monarch of the least hostile Kingdom will receive the option to Declare War as long as their own relations with that Kingdom are at a minimum of &#039;&#039;&#039;Unfriendly&#039;&#039;&#039;. This &amp;quot;War Button&amp;quot; appears on the Relations Page under the War tab. If both kingdoms have reached &#039;&#039;&#039;Hostile&#039;&#039;&#039; relations status, the kingdom with fewer points (while under 60 points) will have a &amp;quot;Declare War&amp;quot; button. When both kingdoms reach 60 points, the button will be available to both. Once the button is pressed certain effects are immediately applied; others slowly take effect, rising to their maximum potential over a 24 hour period.&lt;br /&gt;
&amp;lt;!--==== Propose War ====&lt;br /&gt;
In addition to starting a war via raising the [[Hostile Meter]], a Monarch also has the option to send a War Proposal to another kingdom within warring range (regardless of relations). This invitation expires at the end of the [[Utopia Time|Tick]] (Utopian Day) and, once accepted, will begin war &#039;&#039;&#039;instantly&#039;&#039;&#039;. If you are currently in a ceasefire with the kingdom you wish to propose a war with, you must first cancel that in order to be able to propose a war.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Relation Table =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Ceasefire&lt;br /&gt;
! Normal (0-14.99)&lt;br /&gt;
! Unfriendly (15-29.99)&lt;br /&gt;
! Hostile (30-180)&lt;br /&gt;
! War&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Prohibits any Attacks&lt;br /&gt;
* Prohibits any Spells&lt;br /&gt;
* Prohibits any Thievery Operations&lt;br /&gt;
* Annul Hostile Meter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;End Of War Ceasefire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Min 24 U-Days&lt;br /&gt;
* Max 96 U-Days&lt;br /&gt;
* +1000% birth rate (minimum 500) for the first 24 U-Days&lt;br /&gt;
* Explore penalty reduced to 300% for provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
* Combined with War Relations&lt;br /&gt;
* Separate annul the Relations (War and CF)&lt;br /&gt;
* All Land currently out with armies at War end returns home immediately&lt;br /&gt;
* All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
* Negative Spell effects and Riots removed&lt;br /&gt;
* Dragon project is automatically canceled&lt;br /&gt;
* Instant Population growth of 20% of your max population if you are under 50% of your max Population&lt;br /&gt;
|&lt;br /&gt;
* No Effects&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Unfriendly Spells&lt;br /&gt;
* Unlocks Unfriendly Thievery Operations&lt;br /&gt;
|&lt;br /&gt;
To opposing Kingdom:&lt;br /&gt;
* Unlocks Hostile Spells&lt;br /&gt;
* Unlocks Hostile Thievery Operations&lt;br /&gt;
* Mana cost for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth cost for Offensive Ops reduced to 2%&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Immediate Effects&#039;&#039;&#039;&lt;br /&gt;
* Annul Hostility Meter with everyone&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* +10% Combat Gains&lt;br /&gt;
* Unlocks [[Thievery#Propaganda|Propaganda]] thievery operation&lt;br /&gt;
* Unlocks [[Mystics#Amnesia|Amnesia]] spell&lt;br /&gt;
* Mana costs for Offensive Spells reduced to 2%&lt;br /&gt;
* Stealth costs for Offensive Ops reduced to 2%&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;Penalties&#039;&#039;&lt;br /&gt;
* 600% Exploration Costs&lt;br /&gt;
* [[Mystics#Paradise|Paradise]] unavailable&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 12 Hours (12 Utopian Days)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After 24 Hours (1 [[Utopia_Time|Utopian Month]])&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Benefits&#039;&#039;&lt;br /&gt;
* -80% Gains and Effectiveness for operations to and from other Kingdoms (this phases in from War start)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Ending a War =&lt;br /&gt;
Only the Kingdom&#039;s Monarch (or Steward) is able to end a war. This is accomplished in one of two ways: Mutual Peace or Withdrawal. Either choice results in an end-of-war ceasefire.&lt;br /&gt;
&lt;br /&gt;
=== Mutual Peace ===&lt;br /&gt;
This option requires consent by both parties and simply settles the war with no winner. This is an excellent option when both kingdoms simply lose interest in the war or find it more beneficial to simply move on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Both kingdoms receive:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median province total Land at the end of the War&lt;br /&gt;
 * A provision of additional land to each province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
 * 1 additional War Score point&lt;br /&gt;
&lt;br /&gt;
=== Withdrawal ===&lt;br /&gt;
Once the Minimum Time limit is reached (48 Ticks), either Kingdom can Withdraw from War. Withdrawals can occur if the Withdrawing Kingdom has not committed any Attacks within the past 2 Ticks. &lt;br /&gt;
&lt;br /&gt;
War will also automatically end (a Kingdom will automatically Withdraw) if their Net Worth drops below 66% of the opponent&#039;s Net Worth on the first Tick this condition is satisfied. This will only occur after a minimum of 48 Ticks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 24 Ticks of production&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Withdrawing Kingdom incurs the following &#039;&#039;&#039;penalties&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 5% of the Kingdom&#039;s Land will be lost and transferred to the Winning Kingdom&lt;br /&gt;
 * 5% of the Kingdom&#039;s Honor will be lost and transferred to the Winning Kingdom&lt;br /&gt;
&lt;br /&gt;
=== Victory ===&lt;br /&gt;
A Kingdom is victorious when its opponent withdraws from War. This is also called Surrendering. A Kingdom can only Withdraw if it makes no Attacks for 2 consecutive Ticks. It can then Withdraw on the 3rd Tick. Dragons, Aid, Thievery Operations and Magic Spells do not affect a Kingdom&#039;s ability to Withdraw.  &lt;br /&gt;
&amp;lt;!--War will also end automatically when a Kingdom&#039;s Net Worth drops below 67% of its opponent&#039;s Net Worth. This will cause the smaller Kingdom to automatically Withdraw and can only occur after a minimum of 48 Ticks.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After War, the winning kingdom receives the following &#039;&#039;&#039;benefits&#039;&#039;&#039;:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * 3 times your median Provinces Acres in Specialist Credits&lt;br /&gt;
 * Free Building Credits to the total of 200% of Median Province total Land at the end of the War&lt;br /&gt;
 * A provision of additional Land to each Province&#039;s individual Explore Pool&lt;br /&gt;
 * Science Books bonus equal to 36 ticks of Production&lt;br /&gt;
 * +50% advancement towards the next Scientist&lt;br /&gt;
 * Land bonus equal to 5% of the losing Kingdom&#039;s total Land at the end of the War, subtracted from each Province then transferred and distributed evenly&lt;br /&gt;
 * Land bonus equal to 10% of the losing Kingdom&#039;s total Land at the end of the War, distributed prioritizing smallest Provinces in the Winning Kingdom&lt;br /&gt;
 * Honor bonus equal to 5% of the losing Kingdom&#039;s total Honor at the end of the War (subtracted from each province then transferred and distributed evenly), plus 200 Honor per Province&lt;br /&gt;
 * &amp;lt;!--[[Kingdom_Recognition|Recognition]]--&amp;gt;Recognition on Kingdom Page based on the number of Wars achieved&lt;br /&gt;
 * 2 additional War Score points&lt;br /&gt;
 * War rewards are scaled by Kingdom&#039;s province count at the beginning of war.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Provinces in Winning Kingdom&lt;br /&gt;
! Victory Reward Kept&lt;br /&gt;
! War Points Awarded&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 100%&lt;br /&gt;
| 2.25&lt;br /&gt;
|-&lt;br /&gt;
| 24&lt;br /&gt;
| 80%&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| 65%&lt;br /&gt;
| 0.75&lt;br /&gt;
|-&lt;br /&gt;
| 20–22&lt;br /&gt;
| 50%&lt;br /&gt;
| 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Under 20&lt;br /&gt;
| 40%&lt;br /&gt;
| 0.25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Each additional &amp;lt;!--&#039;[[Kingdom_Recognition|Tier]]&#039;--&amp;gt;War Win achieved will increase War Win bonuses (that are not transferred) by 5%, capped at 50% larger than baseline bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
* War Win bonus will incur a 5% stacking penalty for each Province below 25, calculated at War start - max 25% reduction.&lt;br /&gt;
* At the conclusion of the age, Kingdoms will be awarded bonus War Score points for every Kingdom that they defeated in War, based on the defeated Kingdoms&#039; total War Wins (if any). An additional provision of points will be granted for every Kingdom warred but not defeated, based on the total War Wins of those Kingdoms (if any), a Mutual peace counts as a loss in this instance.&lt;br /&gt;
* War Score will incur a 4% stacking penalty for each missing Province below maximum, calculated for each individual War, this penalty carries over to EoA adjustment, full points only awarded full Kingdoms.&lt;br /&gt;
* Defeating a kingdom 10% bigger in Net Worth at declaration awards the victor with an additional 30% Honor and 10% Science Books&lt;br /&gt;
&lt;br /&gt;
=== End-of-War Ceasefire ===&lt;br /&gt;
After a War ends, neither Kingdom may have any Relations for an [[Utopia Time|Utopian Month]] and are automatically placed in a 24 hour End-of-War Ceasefire. During the ceasefire both Kingdoms remain in War relations, thus retaining the protection benefits while rebuilding. After 24 hours, the Kingdoms have the choice either to end the Ceasefire or to wait up to an additional 72 hours (96 hours total). This choice is independent of the other Kingdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During this ceasefire, both sides benefit from:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 * Building Efficiency automatically restored to 100% if below 100%&lt;br /&gt;
 * All Land currently out with armies at War end returns home immediately&lt;br /&gt;
 * All Military Units currently out on Attacks against the War opponent return home immediately&lt;br /&gt;
 * Negative Spell effects and Riots are removed&lt;br /&gt;
 * Any Provinces affected by Plague it removed instantly&lt;br /&gt;
 * Instant Population growth of 20% of maximum if you are under 50% of your maximum Population&lt;br /&gt;
 * +1000% Birth Rate (minimum 500) for the first 24 Ticks&lt;br /&gt;
 * Explore penalty reduced to 300% and explore time reduced by 50% for Provinces below Kingdom Median (including incoming explored Acres)&lt;br /&gt;
 * Access to Paradise spell&lt;br /&gt;
 * Dragons that have already begun will be automatically canceled upon entering EoWCF&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
* All Credits (Specialist or Building) will be lost upon exit of End of War Ceasefire&lt;br /&gt;
* Learn and Amnesia will return books over 48hrs, even if war ends.&lt;br /&gt;
&lt;br /&gt;
= Out-Of-Range War Benefits = &lt;br /&gt;
There are no benefits for a War that was conducted outside of War Range (85%-117.64%). Neither winner or loser will gain Training or Building Credits and their Land and Troops will not instantly return (they will return at normal time).&lt;br /&gt;
&lt;br /&gt;
= War Forum =&lt;br /&gt;
Shortly after declaring War, a temporary Forum is created. This is known as the War Forum.&lt;br /&gt;
&lt;br /&gt;
In the War Forum Provinces from either Kingdom can interact by starting new threads or posting in existing ones. &lt;br /&gt;
&lt;br /&gt;
Provinces are expected to interact respectfully and obey the Code of Conduct. Any offending material can be removed by either Kingdom&#039;s Monarch or Steward.&lt;br /&gt;
&lt;br /&gt;
=Changelog=&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*War&lt;br /&gt;
**Removing NW based attack times in war (as in genesis)&lt;br /&gt;
**On war declaration, attack time reduction will jump to -10% immediately, then phase to -20% (previously 0% then -15%)&lt;br /&gt;
**War phasing will be reduced to 12 hours (from 24 hours, this does not apply to protection which is still 24h)&lt;br /&gt;
*War Recovery&lt;br /&gt;
**In CF, +200% increase in birth rates (from +50%)&lt;br /&gt;
**Extending post war CF to 48 hours, monarch can opt out of the CF at any point after 24 hours have passed (each monarch can decide on his own - both kingdoms don&#039;t have to stay)&lt;br /&gt;
[[Age 51]]&lt;br /&gt;
*The End Of War Ceasefire period is extended to 72 hours but can now be exited after 12 hours with no daily honor loss in war&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*End of War Ceasefire period can be extended up to 4 days&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*The war declaration range for kingdoms will be changed to 25% smaller or 33% larger&lt;br /&gt;
*War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.&lt;br /&gt;
*A war ending will grant, for both kds:&lt;br /&gt;
**All land currently out with armies at war end returns home immediately.&lt;br /&gt;
**Instant population growth of 20% of your max pop if you are under 50% of your max pop&lt;br /&gt;
**+500% Birthrate&lt;br /&gt;
**30% reduction in training costs of all troops.&lt;br /&gt;
**Draft cost reduced 50%&lt;br /&gt;
*Winning a war will grant the following:&lt;br /&gt;
**+10% honor taken from the opponents honor pool&lt;br /&gt;
**100 books of science per acre based on your median province&lt;br /&gt;
**3 times your median provinces acres in spec credits&lt;br /&gt;
**Free building credits to the total of your current unbuilt acres&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.&lt;br /&gt;
*Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.&lt;br /&gt;
[[Age 56]]&lt;br /&gt;
*Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*War wins&lt;br /&gt;
**Acre reward capped at 20k&lt;br /&gt;
**Selecting land as a bonus will also result in a smaller honor bonus and vice versa.&lt;br /&gt;
[[Age 67]]&lt;br /&gt;
*50 books per acre of science (based on median province size) granted to both kingdoms&lt;br /&gt;
*An additional 150 BPA added to the winner&lt;br /&gt;
*Wizard training doubled in end of war ceasefire&lt;br /&gt;
[[Age 68]]&lt;br /&gt;
*War win reward: Not granted if the kingdoms are out of range at war start.&lt;br /&gt;
*War declaration: Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.&lt;br /&gt;
*End of War ceasefire: Maximum time reduced to 72 hours. Double wizards removed.&lt;br /&gt;
*War: Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The War Win bonus choice of &#039;Land&#039; or &#039;Honor&#039; will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.&lt;br /&gt;
*Immediately upon entering End of War Cease-Fire any provinces affected by plague will have it removed instantly.&lt;br /&gt;
*Additionally, upon entering End of War Cease-Fire, the losing kingdom will receive 50% of their land as free building credits, while the winning kingdom will receive 150% of their land as free building credits. We would like to stimulate the ability for both kingdoms to recover from war such that both the losing kingdom has a better chance at coming out of war recovered and ready to fight again and more importantly, the winning kingdom has an opportunity to defend their land better upon exiting war.&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.&lt;br /&gt;
*WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdompage based on the number of WW points they achieve. Each additional &#039;tier&#039; that they obtain will also increase their WW bonus -- land, honor, credits, etc -- by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.&lt;br /&gt;
*Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.&lt;br /&gt;
*The War Win bonus will also include a provision of additional land to every province&#039;s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.&lt;br /&gt;
*WAR - Exploration during eowcf will have reduced cost penalties (from 500% to 250% of normal cost).&lt;br /&gt;
*Propose War - Kingdoms will have the diplomatic option to Propose War to enemies in range and start war instantly instead of via attacks&lt;br /&gt;
[[Age73]]&lt;br /&gt;
*Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom. This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days. The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War. You must also be OUT of war declaration range in order to have this button available to you.&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.&lt;br /&gt;
*War Proposals - Limit of 3 proposals that can be oustanding at any given time&lt;br /&gt;
*EoWCF Duration - Increased to 96 hours from 72 hours.&lt;br /&gt;
*Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*War Win Bonus - The minimum war win acres bonus will be reduced to 4000 acres (from 5000)&lt;br /&gt;
*War Range - War Ranges will be determined by either land or networth, for example you will be IN war range if either land or Networth is within range of your target&lt;br /&gt;
*Force Cease-Fire - There will be an option for an aggressor Kingdom in a conflict to force both parties into a binding 7 Utopian Month cease-fire period. We are still working on the best method by which to implement the functionality on this, but the currently designed way for it to work has several components to it:&lt;br /&gt;
**The aggressor Kingdom (the KD looking to Force Cease-Fire) will need to have 100 or more meter disparity on the 1st of each Utopian Month for 3 consecutive Months&lt;br /&gt;
**The &#039;Force Cease-Fire&#039; button for the aggressor Kingdom will be available beginning on the 12th of the 3rd Month&lt;br /&gt;
**The defending Kingdom will be able to stop the forced cease-fire in several ways: a) Reduce the meter disparity between Kingdoms to under 100; or b) make at least 5 successful attacks during the Month of which the aggressor is capable of forcing the cease-fire (example: if you are the defending Kingdom and don&#039;t want the aggressor to receive the button at all, you must make 5 successful attacks between the 1st and 12th otherwise the aggressor will have the force cease-fire button until 5 attacks are successfully completed)&lt;br /&gt;
**If the defending Kingdom prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, the defending Kingdom will have the same task of prevention on the following day: either reduce the disparity to less than 100 or make 5 attacks on the 1st - 12th&lt;br /&gt;
**The only way to reset the 3 day counter is to reduce the meter disparity below 100, at that point the aggressor must satisfy the first requirement which is 3 consecutive days of 100 or more meter disparity&lt;br /&gt;
**There is no wait period for the aggressor to press the button, once it becomes available on the 12th it can be pressed at any time&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*During ANY Cease-Fire espionage operations will be allowed (including End of War Cease-Fire) on the Kingdom you are in Cease-Fire with&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Auto Cease-Fire - The mechanic that allows a smaller Kingdom to automatically enter into a 7 day cease-fire with a larger Kingdom that has a large meter disparity will be removed&lt;br /&gt;
*War&lt;br /&gt;
**The amount of unique provinces required to attack from each Kingdom will be increased from 2 to 3 in order to declare war&lt;br /&gt;
**MAP reduction from War will be reduced by ~25%, this means that gains on a province with max MAP will be lower than they currently are&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Population growth will be increase from +500% to +1000%&lt;br /&gt;
**There will be a minimum peasant growth per tick of 500&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*There will remain a requirement of at least 3 provinces within a Kingdom to perform operations on the opposing Kingdom for War to be declared&lt;br /&gt;
*An aggressor Kingdom can enter into a 72 hour unbreakable Cease-Fire with a defending Kingdom if the aggressor has not made military attacks for at least 24 ticks&lt;br /&gt;
*To remove confusion, the definition of aggressor Kingdom shall mean the Kingdom with higher hostility meter points&lt;br /&gt;
*A defending Kingdom may enter into a 72 hour unbreakable Cease-Fire with an aggressor Kingdom if:&lt;br /&gt;
**a) Defender has not made any military attacks for at least 3 ticks, AND;&lt;br /&gt;
**b) Defender relations toward Aggressor are not Hostile&lt;br /&gt;
**c) Aggressor is Hostile with Defender&lt;br /&gt;
**d) Aggressor has been Hostile with defender for at least 3 ticks.&lt;br /&gt;
*If both Kingdoms are Hostile, either Kingdom may declare War (normal Unfriendly v Hostile declares are available)&lt;br /&gt;
*War Win rewards will only be provided if Kingdoms are in range at declare (range moved to 80% - 125%)&lt;br /&gt;
*If Kingdoms enter war while out of range, Surrender will be available much sooner than traditionally (i.e. 16 hours after start of war, these wars will have adjusted EoWCF length based on the amount of hours of war i.e. for each tick of war there will be 2 ticks of EoWCF)&lt;br /&gt;
*End of War Cease-Fire&lt;br /&gt;
**Birth Rate will be increased by current effects only for the first 36 hours&lt;br /&gt;
**Troop/Thief cost reduction will be removed&lt;br /&gt;
**All credits (Specialist/Build) will be lost upon exit of End of War Cease-Fire&lt;br /&gt;
**A small amount of science will be awarded to the winner&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*DFCF Updated&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--=Stances (retired)=&lt;br /&gt;
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: &#039;&#039;&#039;[[Stances]]&#039;&#039;&#039;.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1292</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1292"/>
		<updated>2026-07-12T05:59:17Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
[[File:Sorcery &amp;amp; Sabotage Meter Points A79.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
*Thief/Sorcery operations that increase the meter will be shown in a new area that Monarch and Stewards only have access to&lt;br /&gt;
*There is a new display on the War Room, Thievery and Sorcery page that provides information on Meter Movement and Status&lt;br /&gt;
*Bounces will affect the meter based on offense vs defense sent (i.e. a failed attack with greater than 75% offense sent would move the meter equivalent to 50% of a successful Traditional March)&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=File:Sorcery_%26_Sabotage_Meter_Points_A79.png&amp;diff=1291</id>
		<title>File:Sorcery &amp; Sabotage Meter Points A79.png</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=File:Sorcery_%26_Sabotage_Meter_Points_A79.png&amp;diff=1291"/>
		<updated>2026-07-12T05:57:08Z</updated>

		<summary type="html">&lt;p&gt;Revival: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1290</id>
		<title>Attacking &amp; Defending</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Attacking_%26_Defending&amp;diff=1290"/>
		<updated>2026-07-12T05:52:47Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Military Efficiency==&lt;br /&gt;
===Base Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Base Military Efficiency =&amp;lt;/b&amp;gt; ( 33 + 67 * ( Effective Wage Rate / 100 ) &amp;lt;sup&amp;gt;0.25&amp;lt;/sup&amp;gt; ) * [[Dragons#Ruby|Ruby Dragon]] * [[Multi-Attack Protection (MAP)|Multi-Attack Protection Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Rounded to one decimal point, it should return the most accurate values. Effective Wage Rate lies between 20% (77.8% Efficiency) to 200% (112.7% Efficiency).&lt;br /&gt;
* While wages can be changed instantly, the effective wage rate used for base military efficiency changes slowly per tick. It takes approximately 96hrs to go from 20% wages to max at 200% wages.&lt;br /&gt;
* &#039;&#039;&#039;Effective Wage Rate Formula&#039;&#039;&#039; = (Final Wage Rate - Previous Wage Rate)* 0.05 - Previous Wage Rate&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;96 Hour Wage Rate Chart&#039;&#039;&#039;: [https://upload.wikimedia.org/wikipedia/commons/c/cb/ME_Chart.png ME Chart]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Change in Effective Wage Rate = &amp;lt;/b&amp;gt; 0.05 * (Wage Rate Paid - Effective Wage Rate)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* If wages were not fully paid in the previous tick, Wage Rate Paid will be set at minimum regardless of the amount of wages actually paid.&lt;br /&gt;
&lt;br /&gt;
===Offensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;OME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Training Grounds Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Fanaticism|Fanaticism]] * [[Mystics#Bloodlust|Bloodlust]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defensive Military Efficiency===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;DME =&amp;lt;/b&amp;gt; (Base Military Efficiency + [[Growth|Forts Bonus]] + [[Honor]] Bonus) * [[Science|Science Bonus]] * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality Bonus]] * [[Mystics#Minor_Protection|Minor Protection]] * [[Mystics#Greater_Protection|Greater Protection]] * [[Mystics#Fanaticism|Fanaticism]] * [[The Plague|Plague]] * [[Ritual|Ritual]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attacking==&lt;br /&gt;
===Raw Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Off =&amp;lt;/b&amp;gt; (Soldiers * (Soldier Off value + Aggression)) + (Offensive Specs * Off Spec Attack value) + (Elites * Elite Attack value) + (Horses * War Horse Attack value) + [(Mercs * Attack Value + Prisoners * Attack Value)]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Offense===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Off =&amp;lt;/b&amp;gt; Raw Offense * (OME + General Bonus)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Condition&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OME&#039;&#039;&#039; || &#039;&#039;check your Military Advisor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;General Bonus&#039;&#039;&#039; || +5% per additional general over 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Times===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Attack Time =&amp;lt;/b&amp;gt; Base Attack Time * [[Races and Personalities|Race]] Bonus * [[Races and Personalities|Personality]] Bonus * [[Growth|Barracks]] Bonus * [[Mystics#Quick_Feet|Quick Feet]] * Attack Type * [[Relations|War]] * NW Mod * [[Ritual|Ritual Bonus]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Note: War Attack Speed phases in to -15%, after 12 hours of War have passed.&lt;br /&gt;
* There is a net worth value adjustment for attack times. This adjustment compares your net worth to the net worth of the province you are planning to attack. If these are close to each other the base attack times as given below are used. If the net worth differs, then the base attack time is multiplied, so your attack time is longer. This does not affect intra-KD attacks or in War.&lt;br /&gt;
&lt;br /&gt;
====Base Attack Time====&lt;br /&gt;
The base attack time is 14 hours. This is the value all calculations are based upon.&lt;br /&gt;
&lt;br /&gt;
====Minimum Offense to Win====&lt;br /&gt;
To guarantee a win, you must send Mod Offense that is at least 1 greater than the defender&#039;s Mod Defense.&lt;br /&gt;
&lt;br /&gt;
On Conquest attacks, the minimum Offense to win is 51% of the opponents Defense.&lt;br /&gt;
&lt;br /&gt;
==Attack Gains==&lt;br /&gt;
For Attacks that target and capture Resources (Traditional March, Conquest, Plunder, Learn), the Gains are calculated as follows:&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;Gains&amp;lt;/b&amp;gt; = Target Resource * Attack Type * [[Attacking_%26_Defending#Province_Networth_Factor|RPNW]] * [[Attacking_%26_Defending#Kingdom_Networth_Factor|RKNW]] * [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] * Race Modifier * Personality Modifier * Castles Protection * Relations Modifier * Stance Modifier * Siege Science * Emerald Dragon * Attack Time Adjustment Factor * [[Ritual|Ritual Bonus]] * [[Mystics#Anonymity|Anonymity]] * [[Mystics#Anonymity|Mist]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* Resources are defined as: Land, Gold Coins, Food, Runes, Science Books&lt;br /&gt;
* Land attacks (except Ambush) also reward Military Credits (target&#039;s Defense Points *.008 * relative NW * Military Credits mod) and Building Credits (Acres captured * 0.4 * relative NW * Building Credits mod).&lt;br /&gt;
* Raze ignores all modifiers except Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor.&lt;br /&gt;
* Massacre ignores most Resource Gains modifiers, except RPNW, RKNW, Relations, [[Multi-Attack_Protection_(MAP)|Multi-Attack Protection]] and the Attack Time Adjustment Factor; Massacre is affected by Massacre Damage mod.&lt;br /&gt;
* Ambush ignores all modifiers except increased/decreased Ambush Battle Losses mod.&lt;br /&gt;
&lt;br /&gt;
===Province Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Province Networth &amp;lt;/b&amp;gt;(rpnw) = Targets Networth / Self Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Province Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rpnw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;lt; 0.567 = 0&amp;lt;br&amp;gt;&lt;br /&gt;
0.567 &amp;amp;lt; rpnw &amp;amp;lt; 0.9 = 3 * rpnw - 1.7&amp;lt;br&amp;gt;&lt;br /&gt;
0.9 &amp;amp;lt; rpnw &amp;amp;lt; 1.1 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
1.1 &amp;amp;lt; rpnw &amp;amp;lt; 1.6 = -2 * rpnw + 3.2&amp;lt;br&amp;gt;&lt;br /&gt;
rpnw &amp;amp;gt; 1.6 = 0&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kingdom Networth Factor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Relative Kingdom Networth &amp;lt;/b&amp;gt;(rknw) = Target Kingdom Average Prov. Networth / Self Kingdom Average Prov. Networth&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Kingdom Networth Factor =&amp;lt;/b&amp;gt; &#039;&#039;DEPEND&#039;&#039; ( rknw ) :&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;lt; 0.5 = 0.8&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 &amp;amp;lt; rknw &amp;amp;lt; 0.9 = rknw / 2 + 0.55&amp;lt;br&amp;gt;&lt;br /&gt;
rknw &amp;amp;gt; 0.9 = 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW is based on the Average Province size of the Kingdom.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: RKNW factor protection slightly increased in [[Age 112]].&lt;br /&gt;
&lt;br /&gt;
===Attack Time Adjustment Factor===&lt;br /&gt;
Adding or subtracting hours modifies the Gains (based on your Attack Time), as follows:&lt;br /&gt;
&lt;br /&gt;
===Attack Type===&lt;br /&gt;
====Traditional March====&lt;br /&gt;
Base gains are 12% and are capped at 20% of your Acres or your opponent&#039;s Acres, whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Will return 50% of the Acres lost in the attack. Unaffected by Gains modifiers. Inflicts 15% increased Military Casualties.&lt;br /&gt;
&lt;br /&gt;
====Plunder====&lt;br /&gt;
Base gains are 50% gold, 60% food and 60% runes. Max gains is 1.75x base (67.5% gold, 81% runes/food). Military Casualties on Plunder defense are reduced by 50%.&lt;br /&gt;
&lt;br /&gt;
====Learn====&lt;br /&gt;
Steals ~2.5% &amp;lt;sup&amp;gt;[[Age 111]]&amp;lt;/sup&amp;gt; of target&#039;s allocated Books. Out of War Learns will no longer capture unallocated books at a greater rate. &amp;lt;sup&amp;gt;[[Age 110]]&amp;lt;/sup&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During War, Learn temporarily removes ~35% &amp;lt;sup&amp;gt;[[Age 109]]&amp;lt;/sup&amp;gt; of total allocated Science Books, these return over 48 Ticks.&amp;lt;br&amp;gt;&lt;br /&gt;
Military Casualties on Learn defense are reduced by 50%, except during war. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raze====&lt;br /&gt;
Destroys a portion (~5%) of the target&#039;s Land. In War, this attack only destroys ~30% Buildings.&lt;br /&gt;
&lt;br /&gt;
====Conquest====&lt;br /&gt;
Base gains are 6.8% land for a full hit, Gains are decreased in proportion to the relative Offense sent vs. target&#039;s Defense.&amp;lt;br&amp;gt;&lt;br /&gt;
Available only within 5% Net Worth range outside Hostile/War, unless attacker has access to Enhanced Conquest.&lt;br /&gt;
&lt;br /&gt;
====Massacre====&lt;br /&gt;
Base gains are 9.5% peasants, 7.5% Thieves and 5% Wizards. Efficiency increased roughly 2x during War. &amp;lt;sup&amp;gt;[[Age 114]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defending==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raw Defense =&amp;lt;/b&amp;gt; (Defense Specs * Def Spec Points) + (Elites at Home * Elite&#039;s Defense) + (Soldiers * Sold Def Points * [[Mystics#Aggression|Aggression]]) + [[Mystics#Town_Watch|Townwatch]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mod Defense =&amp;lt;/b&amp;gt; &#039;&#039;MAX&#039;&#039; ( Raw Defense * Defensive Military Efficiency , Land )&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minimum Defense===&lt;br /&gt;
All land is protected by a minimum of 1 defense per Acre.&amp;lt;br&amp;gt;&lt;br /&gt;
Opponent needs one offense to break your defense&amp;lt;br&amp;gt;&lt;br /&gt;
This &#039;&#039;&#039;does not apply&#039;&#039;&#039; to Intra-Kingdom attacks.&lt;br /&gt;
&lt;br /&gt;
==Military Casualties==&lt;br /&gt;
Base Military Casualties are 6.5%-8.5% on Offense, 5%-6.5% on Defense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 42]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**+25% gains on Learn Attacks (as in genesis)&lt;br /&gt;
[[Age 43]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze now destroys acres in war, too - razes after 200 acres do nothing in war&lt;br /&gt;
[[Age 44]]&lt;br /&gt;
*Attacks&lt;br /&gt;
**Raze destroys all acres in war&lt;br /&gt;
[[Age 54]]&lt;br /&gt;
*Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.&lt;br /&gt;
*Plunder, Learn, Massacre and Raze are now worth 2 points on the meter&lt;br /&gt;
[[Age 55]]&lt;br /&gt;
*The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.&lt;br /&gt;
*Intra kingdom hits will remove some honor from the attacked province.&lt;br /&gt;
*Attacks in war will not take extra acres from the exploration pool.&lt;br /&gt;
[[Age 57]]&lt;br /&gt;
*In War the minimum gains will be reduced by 50%&lt;br /&gt;
*Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed.&lt;br /&gt;
[[Age 61]]&lt;br /&gt;
*Massacre: Raze element in war removed. Damage in war increased.&lt;br /&gt;
*Raze: Damage in war to buildings significantly increased.&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Learns&lt;br /&gt;
**Protection from subsequent hits will fire more aggressively when provinces are Learned&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Specialist Credits: These will decay while out of war at a rate of 10% per RL day.&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
*Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name&lt;br /&gt;
*Attack speed&lt;br /&gt;
**Reduction in war buffed from -20% to -25%.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*The Raze attack&#039;s damage while in war has been increased&lt;br /&gt;
*The attack gains formula has been adjusted slightly to discourage bottom-feeding and reduce the penalties for top-feeding&lt;br /&gt;
*The in war attack gains formula has also been adjusted to increase minimum gains in both directions, with a larger increase for attacking larger targets&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
*War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%&lt;br /&gt;
*Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Abduct - Gains reduced&lt;br /&gt;
*Relative Kingdom Networth - Currently this is a part of the gains formula and is based entirely on the overall size of your Kingdom vs the Opponent Kingdom. This will change to be based on the average province size of your Kingdom to be a more accurate representation of the Kingdom strength&lt;br /&gt;
*Massacre - The damage of massacre will be reduced by roughly 10%&lt;br /&gt;
*Conquest - Gains from Conquest attacks will be increased. The amount of offense required to break your opponent will remain the same but yield a higher gain&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*Intra-Island attacks will no longer have reduced attack times&lt;br /&gt;
*Base attack time will be recuded by 10%&lt;br /&gt;
*Attack Gains Formula - Land component of gains formula will be removed and revert to a Networth based gains formula only&lt;br /&gt;
*Conquest - Meter will work more consistently with attack mechanics&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Removal of abduct attack&lt;br /&gt;
*The 10% reduced attack time granted instantly on War Declare will be removed&lt;br /&gt;
*Attack speed reduction from war will slide in up to -25% over 12 ticks&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Kingdom vs Kingdom Gains Reduction - The Kingdom vs Kingdom gains reduction throttle formula will be adjusted slightly to reduce the throttle effectiveness for in-range Kingdoms&lt;br /&gt;
*Learn Attack&lt;br /&gt;
**While out of war, a Learn attack will be available, it will steal a portion of the target&#039;s unallocated books (base ~30%) and a portion of allocated books (base ~5%)&lt;br /&gt;
**A portion of the stolen allocated books will be destroyed&lt;br /&gt;
**A portion of the stolen allocated books will become unallocated for the source to re-allocate&lt;br /&gt;
**Unallocated books and stolen allocated books that become unallocated will be placed into the same Category (see definition below) as they were in from the target&lt;br /&gt;
**All other stolen books will remain in the same science Type (see definition below)&lt;br /&gt;
**IN WAR Learn will reduce the effectiveness of target science, base reduction is currently planned ~4%, reduced science effectiveness will be removed upon entering End of War Cease-Fire&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Attack Time&lt;br /&gt;
**Attack times will increase by ~10% (you may recall several ages ago the Island attack time reduction was expanded to the entire server, this is now being removed completely)&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1289</id>
		<title>Hostile Meter</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Hostile_Meter&amp;diff=1289"/>
		<updated>2026-07-12T05:52:13Z</updated>

		<summary type="html">&lt;p&gt;Revival: /* Changelog */ added a79&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Significance_of_the_Hostility_Meter&amp;quot;&amp;gt;Significance of the Hostility Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;When a party hits &amp;lt;b&amp;gt;15 points&amp;lt;/b&amp;gt; they become Unfriendly to the Kingdom which they hit/opped. Hostile status requires &amp;lt;b&amp;gt;30 points&amp;lt;/b&amp;gt; to achieve.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If both Kingdoms reach Hostile relations, the kingdom with fewer meter points may declare war. When &amp;lt;b&amp;gt;60 points&amp;lt;/b&amp;gt; are reached by both Kingdoms, either one can declare. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;On the first of each Utopian Month, both hostility meters decay by &amp;lt;b&amp;gt;one fifth (20%) or 3 points, whichever is greater&amp;lt;/b&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Attacks.2C_Spells.2C_Ops_and_How_they_Move_the_Meter&amp;quot;&amp;gt;Attacks, Spells, Ops and How they Move the Meter&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Different successful Attack types, Spells and Thievery Operations add to the Hostility Meter at varying levels of intensity. The Attacks add to the Meter according to the figures given below. The Meter is capped at 180 points.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Traditional_Marches.2C_Conquests.2C_Razes.2C_Plunders.2C_Massacres.2C_Learns&amp;quot;&amp;gt;Traditional Marches, Conquests, Razes, Plunders, Massacres, Learns&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;All these Attacks add 3 points to the Hostility Meter per hit.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Ambushes&amp;quot;&amp;gt;Ambushes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Ambushes add 1.5 points to the Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Bounces&amp;quot;&amp;gt;Bounces&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Bounces will affect the Meter based on Offense send / Defense. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Failed Raze Attack will generate 3 meter points ([[Age 109]])&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Dragons&amp;quot;&amp;gt;Dragons&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Dragons sent add 30 points to the Hostility Meter.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Spells_and_Thievery_Operations&amp;quot;&amp;gt;Spells and Thievery Operations&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Spell&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Storms&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Drought&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Gluttony&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Magic Ward&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Chastity&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sloth&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greed&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Vermin&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.00&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Abolish Ritual&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.15&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Lightning Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Pitfalls&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Explosions&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fireball&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Tornadoes&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Blizzard&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Expose Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fool&#039;s Gold&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.42&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Mystic Vortex&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Nightmares&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.45&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Land Lust&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.6&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Meteor Showers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Hostile &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.75&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr bgcolor=&amp;quot;#dedeff&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Thievery Operation&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Relations Required&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Free Prisoners&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.03&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Granaries&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.06&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Generals&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Bribe Thieves&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Towers&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.09&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Kidnap&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Rob the Vaults&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.12&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Steal War Horses&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Incite Riots&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.18&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Night Strike&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Sabotage Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Destabilize Guilds&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Normal &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.24&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Greater Arson&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.3&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Assassinate Wizards&amp;lt;/b&amp;gt; &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unfriendly &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; 0.36&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Detailed:_Effects_of_Moving_the_Meter_.26_Changing_Relations&amp;quot;&amp;gt;Detailed: Effects of Moving the Meter &amp;amp;amp; Changing Relations&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Normal&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;No Effects&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Unfriendly&amp;quot;&amp;gt;Unfriendly&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;A Dragon sent to an unfriendly Kingdom will only have 50% health points.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Expose Thieves&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fireball&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Lightning Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Chastity&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Fool&#039;s Gold&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Nightmares&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Mystic Vortex&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Tornadoes&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Land Lust&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Abolish Ritual&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Magic Ward&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sloth&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Night Strike&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Assassinate Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Greater Arson&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Sabotage Wizards&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Hostile&amp;quot;&amp;gt;Hostile&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Some Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon sent to a Hostile Kingdom will only have 75% health points.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Mana costs of Offensive Spells decreases to 2% &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Stealth costs of Offensive Operations decreases to 2%&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Access to Meteor Showers&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;War&amp;quot;&amp;gt;War&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Greatly increased Honor gains from Ops and Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A Dragon&amp;lt; sent in War has full health&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dragon Networth Range is removed when targeting a Kingdom you are at War with&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Greatly reduced Multi-Attack Protection&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; 80% Protection from hits and spell/op effects from Kingdoms outside the War (phasing in over 24h)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Decreased Attack Time (phasing in) by 15% after 12 Ticks&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Mystics:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Amnesia&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;War Spoils&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;i&amp;gt;Thievery:&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Propaganda&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
[[Age 52]]&lt;br /&gt;
*Meter changes&lt;br /&gt;
**Assumptions: We count trads as 2 points, all other hits as 1. The reduction factor is built into all attacks.&lt;br /&gt;
**Meter Cap 200 points:&lt;br /&gt;
***Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.&lt;br /&gt;
[[Age 59]]&lt;br /&gt;
*Hostile meter: Reduced to from 200 points to 150&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points. Max meter will remain at 150&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*KD vs KD Throttle&lt;br /&gt;
**The throttle that was put in place to deter continued attacks on the same Kingdom by reducing gains based on Meter variance will be removed&lt;br /&gt;
*Hostile Meter &amp;amp; War&lt;br /&gt;
**The Hostile Meter will now be affected by Thief and Sorcery Operations&lt;br /&gt;
**Thievery and Sorcery Operation Meter Values&lt;br /&gt;
&lt;br /&gt;
[[Age 106]]&lt;br /&gt;
*Thievery and magic meter movements updated to reflect forum changes of &amp;quot;all values have tripled&amp;quot; on 6 May 2024.&lt;br /&gt;
[[Age 109]]&lt;br /&gt;
*Failing a Raze Attack will generate 3 meter points&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Revival</name></author>
	</entry>
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