Difference between revisions of "Unique Abilities"

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=== Active Abilities ===
 
=== 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.
 
* 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.
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* 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 =
 
= Racial =
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== Activated Ability ==
 
== Activated Ability ==
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=== Cursed Plague ===
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 +
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* Once activated, until end of tick, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 24 Utopian Days.
  
 
=== Skybound Strike ===
 
=== 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
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* (Usable in War and Hostile Relations) Once activated, 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. Cooldown: 24 Utopian Day
---sending over 100% does not increase gains
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** (note : sending over 100% does not increase gains)
  
 
=== Shadow Surge ===
 
=== 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
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* Once activated, offensive spells have a 20% chance to cast again at no mana cost for 8 Utopian Days. Cooldown: 24 Utopian Days
  
 
=== Earthshaker ===
 
=== 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.
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* Once 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 ===
 
=== Mana Well ===
  
  
* When activated, fully restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
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* Once activated, restores the caster's mana by 50%. Cooldown: 24 Utopian Days.
  
 
=== Sneak Attack ===
 
=== Sneak Attack ===
  
  
* When activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.
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* Once activated, Thievery operation incur no losses for 1 Utopian Day. Cooldown: 24 Utopian Days.
  
 
=== Interest ===
 
=== Interest ===
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* When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days.
 
* When activated, the next successful attack depletes the target’s food reserves to zero. Cooldown: 24 Utopian Days.
  
== Passive Ability ==
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=== Ethereal Mirage ===
  
=== Ethereal Mirage ===
 
  
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* Once activated until end of tick a successful cast of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.
  
* Mystic Vortex removes all active spells from the target province when successfully cast.
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== Passive Ability ==
  
 
=== Warlord’s Fury ===
 
=== 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.
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* 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 ===
 
=== Roots of Ruin ===
  
  
* Upon successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1% of their entire population
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* Upon a successful attack, the attack will destroy 1.5% of the enemies 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
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** Peasants, Thieves, and Wizards
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** Military
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*** Home, Away, And Training
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=== Scholar's Wrath ===
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 +
 
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* War
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** All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 ticks).
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* Out of War
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** Book Generation is increased by 10%.
  
 
= Personality =
 
= Personality =
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== Activated Ability ==
 
== Activated Ability ==
  
=== War Trophies ===
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=== Chaotic Affliction ===
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* Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%. Cooldown: 24 Utopian Days
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=== Direct Conscription ===  
  
  
* Once activated, War Hero grants double honour bonuses for 12 ticks. Cooldown: 24 Utopian Days.
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* For the next 6 ticks
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** Specialist Credits train units without Soldiers
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*** Cost 1 Peasant, 3 Credits per unit. Cooldown 24 hours.
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**** Will not reduce population below 1 peasant per acre or 100 (whichever is higher)
  
 
=== Indomitable Spirit ===
 
=== Indomitable Spirit ===
  
  
* Once activated Warriors gain 5% Military Efficiency for 6 ticks. Cooldown: 24 Utopian Days.
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* Once activated, +5% Military Efficiency for 6 ticks. Cooldown: 24 Utopian Days.
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 +
=== Siege Warfare ===
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 +
 
 +
* Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days
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=== War Trophies ===
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 +
 
 +
* Once activated, Double honour bonuses for 12 ticks. Cooldown: 24 Utopian Days.
  
 
== Passive Ability ==
 
== Passive Ability ==
  
=== Masterful Craftsmanship ===
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=== Arcane Overflow ===
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 +
 
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* WAR Only
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* Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
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** Note: this is not abolish ritual, this lowers the effectiveness of the enemy ritual
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**(Is a multiplicative effect. Say you have 108% effective ritual, and get casted on 50 times. 108 *0.9975^50= 95.29% ritual)
 +
**(Example power: 4 mystics at declare have 180 casts of mana, they could AT BEST drop 100% ritual to 63.7%)
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=== Blasphemous Might ===
 
   
 
   
  
* Artisans have a 25% chance to receive 50% of a building's cost back as building credits upon construction
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* After a failed offensive spell cast, the heretic recovers 5% Stealth.
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=== Blood and Glory ===
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* 35% of Military Casualties return as Soldiers
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** Re-animates on offense and defense
  
 
=== Dark pact ===
 
=== Dark pact ===
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* When casting self-spells, Clerics have a 50% chance to double the spell's duration, symbolizing their deep connection to divine powers
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* When casting self-spells, Clerics have a 50% chance to double the spell's duration.
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=== Dragons Wrath ===
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* When attacking, 10% of your raw offense will also deal damage to the dragon as well as attack your target
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**(i.e. if you attack someone with 10,000 soldiers the dragon will also take 3000 points of damage).
  
=== Blasphemous Might ===
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=== Masterful Craftsmanship ===
 
   
 
   
  
* After a failed offensive spell cast, the heretic recovers 5% Stealth.
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* +25% chance to receive 75% of a building's cost back as building credits upon construction.
  
 
=== Righteousness Fury ===
 
=== Righteousness Fury ===
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* Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth
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* +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
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''//w1nd''

Latest revision as of 06:05, 20 March 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

Cursed Plague

  • Once activated, until end of tick, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 24 Utopian Days.

Skybound Strike

  • (Usable in War and Hostile Relations) Once activated, 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. Cooldown: 24 Utopian Day
    • (note : sending over 100% does not increase gains)

Shadow Surge

  • Once activated, offensive spells have a 20% chance to cast again at no mana cost for 8 Utopian Days. Cooldown: 24 Utopian Days

Earthshaker

  • Once 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

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

Sneak Attack

  • Once 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.

Ethereal Mirage

  • Once activated until end of tick a successful cast of Mystic Vortex will remove all active spells from the target province. Cooldown: 24 Utopian Days.

Passive Ability

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.

Roots of Ruin

  • Upon a successful attack, the attack will destroy 1.5% of the enemies entire population.
    • Peasants, Thieves, and Wizards
    • Military
      • Home, Away, And Training

Scholar's Wrath

  • War
    • All successful attacks remove 2% of the target’s allocated Science Books (returns over 48 ticks).
  • Out of War
    • Book Generation is increased by 10%.

Personality

Activated Ability

Chaotic Affliction

  • Until the next tick, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%. Cooldown: 24 Utopian Days

Direct Conscription

  • For the next 6 ticks
    • Specialist Credits train units without Soldiers
      • Cost 1 Peasant, 3 Credits per unit. Cooldown 24 hours.
        • Will not reduce population below 1 peasant per acre or 100 (whichever is higher)

Indomitable Spirit

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

Siege Warfare

  • Once activated, for the next 6 ticks Massacre Attacks destroy 15% of enemy Farms, Towers, and Homes. Cooldown: 24 Utopian Days

War Trophies

  • Once activated, Double honour bonuses for 12 ticks. Cooldown: 24 Utopian Days.

Passive Ability

Arcane Overflow

  • WAR Only
  • Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
    • Note: this is not abolish ritual, this lowers the effectiveness of the enemy ritual
    • (Is a multiplicative effect. Say you have 108% effective ritual, and get casted on 50 times. 108 *0.9975^50= 95.29% ritual)
    • (Example power: 4 mystics at declare have 180 casts of mana, they could AT BEST drop 100% ritual to 63.7%)

Blasphemous Might

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

Blood and Glory

  • 35% of Military Casualties return as Soldiers
    • Re-animates on offense and defense

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.

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).

Masterful Craftsmanship

  • +25% chance to receive 75% of a building's cost back as building credits upon construction.

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

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


//w1nd