Difference between revisions of "Unique Abilities"

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* Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
 
* Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
  
== Dragons Wrath ==
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=== Dragons Wrath ===
 
   
 
   
  

Revision as of 07:01, 22 February 2025

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.

Racial

Activated Ability

Skybound Strike

  • 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

  • When activated, offensive spells have a 20% chance to cast again at no mana cost for 6 Utopian Days. Cooldown: 24 Utopian Days

Earthshaker

  • 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

  • When activated, fully restores the caster's mana by 50%. Cooldown: 24 Utopian Days.

Sneak Attack

  • When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.

Interest

  • When activated, provides an additional extreme activity bonus for the province. Cooldown: 24 Utopian Days.

Natures Feast

  • When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days.

Passive Ability

Ethereal Mirage

  • Mystic Vortex removes all active spells from the target province when successfully cast.

Warlord’s Fury

  • 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

  • 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

Personality

Activated Ability

War Trophies

  • Once activated, War Hero grants double honour bonuses for 12 ticks. Cooldown: 24 Utopian Days.

Indomitable Spirit

  • Once activated Warriors gain 5% Military Efficiency for 6 ticks. Cooldown: 24 Utopian Days.

Passive Ability

Masterful Craftsmanship

  • Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction

Dark pact

  • After each successful attack, The Necromancer converts:
    • 10% of the enemy's casualties into Wizards for the Necromancers province. Minimum gain of 1 wizard per a successful attack.
    • 10% of the enemy's casualties into Soldiers for the Necromancers province. Minimum gain of 1 soldier per a successful attack.
    • 20% of the enemy's casualties into Peasants for the Necromancers province. Minimum gain of 1 Peasant per a successful attack.

Divine Favour

  • When casting self-spells, Clerics have a 50% chance to double the spell's duration, symbolizing their deep connection to divine powers

Blasphemous Might

  • After a failed offensive spell cast, the heretic recovers 5% Stealth.

Righteousness Fury

  • Gains access to the Spells Righteous Aggressor and Righteous Defender
    • These are 1-2 hour duration spells that were first introduced in genesis and when cast and active have the following effects:
      • Righteous aggressor will convert offensive specialist to elites on successful attack similar how offensive conversions have worked in past ages.
      • Righteous defender will convert defensive specialist to elites when you are attacked at roughly the same rate offensive conversions occur.

Shadows in the Night

  • Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth

Dragons Wrath

  • When attacking, 10% of your raw offense will also deal damage to the dragon as well as attack your target

(i.e. if you attack someone with 10,000 soldiers the dragon will also take 3000 points of damage) .

//w1nd