Difference between revisions of "Unique Abilities"
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== Abilities == | == Abilities == | ||
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+ | == Activated Ability == | ||
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− | + | Activated Ability : The next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target (examples: 75% break means 75% gains, 25% break means a 25% damage massacre ). Cooldown: 24 Utopian Days | |
---sending over 100% does not increase gains | ---sending over 100% does not increase gains | ||
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− | === | + | === Sneak Attack === |
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+ | Activated ability: When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days. | ||
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+ | === Interest === | ||
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+ | Activated ability: When activated, provides an additional extreme activity bonus for the province. Cooldown: 24 Utopian Days. | ||
− | + | === Natures Feast === | |
− | + | Activated ability: When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days. | |
− | + | == Passive Ability == | |
+ | === Ethereal Mirage === | ||
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+ | Passive: Mystic Vortex removes all active spells from the target province when successfully cast. | ||
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(the intent is that its kills 1% of enemy peasants, thieves, wizards, and military. army in-out-and in training---these have been tested to work | (the intent is that its kills 1% of enemy peasants, thieves, wizards, and military. army in-out-and in training---these have been tested to work | ||
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//w1nd | //w1nd |
Revision as of 04:42, 22 February 2025
Contents
[hide]Introducing Unique Racial Abilities
This age introduces powerful racial abilities, capturing the distinct essence of each race to provide strategic depth. Whether channelling the skies as an Avian, sowing sabotage as a Gnome, or wielding arcane potency as an Elf, players can master their chosen race's strengths.
Each race has a unique ability that reflects its core strengths and theme. These abilities are categorised as either passive bonuses or active abilities:
Passive Bonuses: These are always in effect and provide consistent benefits without requiring activation.
Active Abilities: Must be activated by the player and grant powerful effects for a limited duration. Once the duration expires, a cooldown timer begins, during which the ability cannot be used again. Currently all cooldowns are listed as "24 utopian days". This exact, that means if you activate Jan 5th at 20 min, the ability will be able to be reactivated Feb 5th at 20 min.
Abilities
Activated Ability
Skybound Strike
Activated Ability : The next attack will automatically succeed, and suffer no offensive losses. In addition, gains will be reduced based on offense sent compared to defense of the target (examples: 75% break means 75% gains, 25% break means a 25% damage massacre ). Cooldown: 24 Utopian Days ---sending over 100% does not increase gains
Shadow Surge
Activated Ability: When activated, offensive spells have a 20% chance to cast again at no mana cost for 6 Utopian Days. Cooldown: 24 Utopian Days
Earthshaker
Activated Ability: When activated, the next attack if successful will raze all Forts and 5% of all other buildings on the target province. Cooldown: 24 Utopian Days.
Mana Well
Activated ability: When activated, fully restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
Sneak Attack
Activated ability: When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.
Interest
Activated ability: When activated, provides an additional extreme activity bonus for the province. Cooldown: 24 Utopian Days.
Natures Feast
Activated ability: When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days.
Passive Ability
Ethereal Mirage
Passive: Mystic Vortex removes all active spells from the target province when successfully cast.
Warlord’s Fury
Passive: Successful attacks plunder an additional 15% resources (gold, runes, food) based on traditional plunder attack, and return 25% of military casualties(soldiers specialists, and elites) home instantly. (if you lost 100 troops when you attacked, 25 of those troops are home to attack with your next attack)
Roots of Ruin
Passive: Upon successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1% of their entire population (the intent is that its kills 1% of enemy peasants, thieves, wizards, and military. army in-out-and in training---these have been tested to work
//w1nd