moi the artist/weightlifter mancaver ; ) *a few with 115 lbs
seen from United States

seen from Norway

seen from Malaysia

seen from Italy

seen from Malaysia
seen from China
seen from Denmark
seen from Malaysia

seen from Norway

seen from Brunei
seen from China
seen from Russia

seen from United States

seen from Germany
seen from United States
seen from United States

seen from Ukraine
seen from United Kingdom
seen from Indonesia

seen from Germany
moi the artist/weightlifter mancaver ; ) *a few with 115 lbs
testing myself with 130 lbs, some heavy curls for my age ( 72 ) ; ))
the artist/weightlifter ; )
Age 72 Final Changes
Welcome Utopians! The Age 71: The Metamorphosis has come to an end, and Age 72: The Era of Venerated Bastions will begin shortly.
We would like to thank everyone for their feedback and help devising what are now the final changes for Age 72.
Schedule
Age 72 Freeze Start: Saturday 20th May at 12:00 GMT
Age 72 Protection Start: Tuesday 23rd May at 18:00 GMT
Age 72 Protection End: Wednesday 24th May at 18:00 GMT
Mechanics
NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.
SOT change - we are considering adding a 'last seen' line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual
Scientists - generated on a flat ratio similar to wizards instead of via RNG.
Explore pool - remove kingdom wide explore pool and replace it with province level exploration pools.
Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)
Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.
Networth Protection - Significantly reduced for spells and sabotage operations.
Op success rate - Success rates made significantly easier to achieve
OOW honor gains - Significantly reduced.
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.
WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdom page based on the number of WW points they achieve. Each additional 'tier' 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.
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.
The War Win bonus will also include a provision of additional land to every province'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.
WAR - Exploration during End Of War Cease-Fire will have reduced cost penalties (from 500% to 250% of normal cost).
Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.
Several New Spells dedicated to the Paladin Personality Only
Kingdom Rituals
Kingdom Rituals (KR) are a new mechanic that serve as a kingdom-wide bonus.
- The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)
- To complete the ritual the Kingdom must cast a new 'ritual spell' 100 times within 48 hours of the ritual being started
- The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell
- A successful KR will last for 120 hours
- 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
- All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR
- 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
- For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength
There are three kinds of KRs, we do not yet have names for them, and the numbers are likely to change drastically:
1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME
2) Affluent (WAR ONLY) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%
3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%
Note: The Prosperity 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.
Spells
Self Spells
Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin's Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)
New Spells:
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)
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)
Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)
Sorcery
Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 25% for duration (moderate difficulty)
Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)
Races
Avian
Attack time -25%
Birth Rate +40%
Can Train Elites with Credits
Penalties
Battle Gains -10%
Can't Use Stables
Minus 2000 Starting Spec Training Credits
20% fewer credits generated
Spell book: Fanaticism, Greater Protection, Bloodlust
Elite: 11/4, 775 gc, 10.5 NW
Dwarf
Bonuses
Building Efficiency +25%
Construction Cost -100%
Construction Time -50%
Use Credits to Raze
Access to Greater Arson
Penalties
Food Consumption +100%
Can't Accelerate Construction
Spell book: Mystic Aura
Elite: 8/9, 900 gc, 10 NW
Elf
Bonuses
Instant Spell Damage +25%
WPA +35%
Towers Efficiency +20%
+2 dspec strength
Penalties
Wages +50%
Spell book: Clear Sight
Elite: 9/7, 1000 gc, 10 NW
Faery
Bonuses
All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
Penalties
-10% income
-5% population
Spell book: All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)
Elite: 5/10, 1050 GC, 11 NW
Halfling
Bonuses
Max Population +10%
Thief Cost -50%
TPA + 40%
Extra Stealth +1
+1 ospec strength
Penalties
Birth Rate -10%
BE - 5%
Spell book: Aggression, Mage's Fury
Elite: 6/8, 700 gc, 9 nw
Human
Bonuses
Income +30%
Immune to Income Penalties
Increase Scientist Generation Rate +25%
+1 general
Penalties
WPA -10%
Spell Cost +50% Runes
Spell book: Greater Protection, Quick Feet
Elite: 11/5, 1050 gc, 11 NW
Orc
Bonuses
Battle Gains +20%
Draft Cost -100%
Enemy Casualties on Attack +15%
Penalties
Military Casualties +10%
TPA -10%
Spell book: Bloodlust, Reflect Magic
Elite: 12/1, 1000 gc, 11.5
Undead
Bonuses
Carries & Immune to Plague
No Food Required
Offensive Casualties -50%
Def Troop Losses 50% to solds
Convert Specs to Elites
Ospec strength +2
Mana +1
Penalties
Science Effectiveness -15%
Can't Train Elites
Basic Thievery Only
Spell book: Town Watch, Nightmares
Elite: 11/3, 11.5 NW
New Race - Dryad Bonuses Double Strength War Horses Mercenaries fight with 7 strength Each acre produces food Penalties +25% attack time -15% opponent kills Elite (Will O' The Wisp) 14/2, 1100 GC, 12.5 NW Offensive Specialist (Huldra) 6/0, 350 GC Defensive Specialist (Nymph) 0/6, 350 GC Spellbook Aggression
Personalities
Cleric
Bonuses
Military Casualties -35%
Plague Immunity
Starting Bonus
Soldiers +800
Spec Credits +800
Spellbook
Animate Dead
Greater Protection
Heretic
Bonuses
Magic & Crime Science Effectiveness +20%
WPA +20%
Runes Refunded 35%
No Wiz Killed on Failed Spells
No Thieves lost on Failed Ops
Spell and Op Damage +10%
Starting Bonus
Starting Wizards +100
Starting Thieves +200
Spellbook
Nightmare
Blizzard
Revelation
Mystic
Bonuses
Guild Effect +100%
Magic Sci Eff +75%
Spell Damage +15%
Starting Bonus
Starting Wizards +600
Spellbook
Chastity
Meteor Showers
Revelation
Rogue
Bonuses
Thievery Sci Eff +50%
Thieves' Dens Eff +50%
Extra Stealth / Tick +1
Access to ALL Thief Ops
Starting Bonus
Starting Thieves +400
Spellbook
Gluttony
Revelation
Sage
Bonuses
Abduct Protection +30%
Science Effectiveness +25%
Starting Bonus
Starting Scientists +25%
Spellbook
Amnesia
Tactician
Bonuses
Attack Time -20%
Accurate Espionage
Starting Bonus
Starting Soldiers +800
Spec Credits +800
Spellbook
Clear Sight
Warrior
Bonuses
Off Military Eff +5%
Full Conquest Access
OME in war +10%
Starting Bonus
Starting Soldiers +800
Spec Credits +800
Spellbook
Fanaticism
War Hero
Bonuses
Battle Gains +5%
Honor Bonuses +100%
Income Penalty Protection
Dragon Immunity
Convert Specs into Elites
Starting Bonus
Starting Elites +800
Spellbook
War Spoils
Pitfalls
Paladin
Bonuses
Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)
Troops attacks dragon with 20% more strength
Spellbook
Fool's Gold
Paladin's Inspiration
Scientific Insights
Illuminate Shadows
Wrathful Smite
Divine Shield
Magic Ward
Barrier of Integrity