Difference between revisions of "Age 71"

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(Updated with final age 71 changes)
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  Train Elites with Credits
 
  Train Elites with Credits
  
  110% Battle Gains
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  10% Battle Gains
 
  Cannot Use War Horses
 
  Cannot Use War Horses
  

Revision as of 20:45, 10 March 2017

Age 71
Name:

The Metamorphosis

Number:

71

Official Information
Server:

World of Legends

Status:

Current

Owner:

Arcadia Games

Dates
Start:

11 Mar 2017

End:
Duration (in days):

The The Metamorphosis (Age 71) - upcoming Age on World of Legends server.


Changes in brief

Race Changes

Avian
-30% Attack travel time
Cannot be ambushed
+40% Birth Rate
Train Elites with Credits
10% Battle Gains
Cannot Use War Horses
Elite: 11/4, 775gc, 10.5NW
Spellbook: Fanaticism, Greater Protection, Blood Lust
Dwarf
+25% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
Can't use Accelerated Construction
+100% Food consumption

Spellbook: Mystic Aura
Elite: 8/8, 900gc, 10NW
Elf
+25% Combat Instant Spell Damage
+35% Spell Success (WPA)
-35% Own casualties when attacking
-35% Own casualties when defending
+50% Land Effect - Towers
+50% Military Wages
Spellbook: Pitfalls, Invisibility, Fool's Gold
Elite: 8/7, 900gc, 9.5NW
Faery
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
-5% Max Population
-10% Income
Spellbook: Aggression, Fanaticism, Fools Gold, Greater Protection, Invisibility, Mage's Fury, Mystic Aura, Pitfalls, Quick Feet, Reflect Magic, Town Watch, Tree of Gold and Bloodlust
Elite: 5/10, 1050gc, 11NW
Halfling
+15% Max Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist Strength
-5% Building Efficiency
-10% Birth Rate
Spellbook: Aggression, Mage's Fury
Elite: 6/8, 700gc, 9NW
Human
+30% Income
Immune to Income Penalties
-10% Spell Success (WPA)
+50% Rune Cost
Spellbook: Greater Protection, Quick Feet
Elite: 11/5, 1050gc, 11NW
Orc
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
+15% Battle Losses
+10% Own casualties when attacking
+10% Own casualties when defending
-10% Thievery Operation Success (TPA
Spellbook: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11.5NW
Undead
+570% Plague Contagiousness
-100% Food Consumption
-50% Own casualties when attacking
-50% Troop deaths (converted to soldiers)
Convert Specialists into Elites
Always Carries and is Immune to the Plague
+3 Offensive Specialist strength
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Spellbook: Town Watch
Elite: 15/1, 10.5NW


Personality Changes

The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead, Greater Protection
Starts with +800 soldiers and +800 specialist credits
The Heretic
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success (WPA)
+20% Magic and Thievery Science Effectiveness
Access to Nightmares, Blizzard, Revelation
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +600 Wizards
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony, Revelation
Starts with +400 thieves
The Sage
Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Increase base Scientist spawn rate by 35%
Starts with 25% extra scientists
The Tactician
-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
+1 General
Starts with +800 soldiers and +800 specialist credits
The War Hero
+120% Honor Effects
Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
Immune to Dragon effects and Income Penalties
+5% Battle Gains
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites

Mechanics Changes

  • Science
    • Scientist Recruit rank from 6 hours to 3 hours
    • Scientist Spawn rate lowered slightly
    • Food Science will now be Food and Rune Production
    • Food and Rune Production Science maximum will be 120% from 200%
    • Magic Science will no longer increase Wizard Production
    • The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
    • Revelation will increase scientist spawn rate by 35%, down from 100%
    • Revelation duration will be lowered
  • Other bits and pieces
    • Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
    • Anonymity will no longer destroy honor during war
    • The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain. This attack would now produce an acre gain.
    • The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
    • The War Win bonus choice of 'Land' or 'Honor' 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.

Races

 Avians  Dwarves  Elves  Faeries
  • -30% Attack travel time
  • Cannot be ambushed
  • +40% Birth Rate
  • Train Elites with Credits
  • +25% Building Efficiency
  • Free Building Construction and Can Use Credits to Raze Buildings
  • -50% Building Construction Time
  • +1 Offensive specialist strength
  • +1 Defensive specialist strength
  • +2 Defensive Specialist strength
  • +35% Spell Success (WPA)
  • +25% Combat Instant Spell Damage
  • +50% Rune Generation
  • -35% Military Casualties (on both offense and defence)
  • +40% Combat Instant Spell Damage
  • +40% Sabotage Operation Damage
  • +1 mana per tick in war

Fanaticism, Greater Protection, Blood Lust

Mystic Aura

Fool's Gold, Pitfalls, Invisibility

Aggression, Fanaticism, Fools Gold, Greater Protection, Invisibility, Mage's Fury, Mystic Aura, Pitfalls, Quick Feet, Reflect Magic, Town Watch, Tree of Gold and Bloodlust

  • -10% Battle Gains

Cannot Use War Horses

  • Can't use Accelerated Construction
  • +100% food consumption
  • +50% Military Wages
  • -10% Income
  • -5% Max Population

Elite: 11/4, 775gc, 10.5NW

Elite: 8/8, 900gc, 10NW

8/7, 900gc, 9.5NW

Elite: 5/10, 1050gc, 11NW

 
 Halflings  Humans  Orcs  Undeads
  • +15% Max Population
  • +50% Thievery Operation Success (TPA)
  • -50% Thief cost
  • +1 Stealth per tick
  • +2 Offensive Specialist Strength
  • +30% income
  • Immune to Income Penalties
  • +25% Battle Gains
  • Free draft
  • +20% Enemy casualties when attacking
  • +570% Plague Contagiousness
  • -100% Food Consumption
  • -50% Own casualties when attacking
  • -50% Troop deaths (converted to soldiers)
  • Convert Specialists into Elites
  • Always Carries and is Immune to the Plague
  • +3 Offensive Specialist strength

Mage's Fury, Aggression

Greater Protection, Quick Feet

Reflect Magic, Blood Lust

Town Watch

  • -5% Building Efficiency
  • -10% Birth Rate
  • -10% Spell Success (WPA)
  • +50% Rune Cost
  • +15% Battle Losses
  • +10% Own casualties when attacking
  • +10% Own casualties when defending
  • -10% Thievery Operation Success (TPA)
  • Basic Thievery (Intel Operations Only)
  • No Elite Training
  • -35% Science Effectiveness

Elite: 6/8, 700gc, 10NW

Elite: 10/4, 1000gc, 9.5NW

Elite: 13/2, 1000gc, 11.5NW

Elite: 15/1, 11.5NW


Personalities

 Heretic  Sage  Rogue  Mystic
  • +20% Magic Science Effectiveness
  • +20% Spell Success (WPA)
  • +35% Runes Refunded on Spell Success
  • +20% Thievery Science Effectiveness
  • No wizards killed from failed spells
  • No thieves lost on failed ops
  • Spell Book: Nightmare, Blizzard and Revelation
  • Starts with +100 Wizards and +200 thieves
  • Protect 30% of scientists on abduct attack
  • Scientists are 25% more effective
  • Increase base Scientist spawn rate by 25%
  • Spell Book: Amnesia
  • Starts with 25% extra scientists
  • +1 Stealth recovery per tick
  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Thieves Dens are 50% more effective
  • +75% Thievery Science Effectiveness
  • Spell Book: Gluttony and Revelation
  • Starts with +400 thieves
  • All Guilds are 100% more effective
  • +75% Magic Science Effectiveness
  • Spell Book: Meteor Showers, Chastity, Revelation
  • Starts with +600 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • +10% Offensive Military Efficiency
  • Enhanced Conquest range
  • +1 General
  • Starts with +800 soldiers and +800 specialist credits
  • -20% Attack Time
  • Accurate Espionage
  • Spell Book: Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
  • -35% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Spell Book: Animate Dead, Greater Protection
  • Starts with +800 soldiers and +800 specialist credits
  • +120% Honor Effects
  • Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
  • Immune to Dragon and Income penalty effects
  • +5% Battle Gains
  • Increase honor gains by generating honor in all land attacks (in or out of war)
  • Spell Book: War Spoils, Pitfalls and Fanaticism
  • Starts with 800 elites


Stances

Stances
Normal Aggressive Fortified
  • No Effects
  • +10% Combat Gains
  • -15% Lower Attack Time


  • +30% Military Wages
  • +10% Military losses
  • -50% gains hitting in (slides in over a period of 24 hours)
  • -50% gains on magic and thievery ops in(slides in over a period of 24 hours)
  • -40% Military training time and cost
  • +40% draft speed
  • -50% Construction time and cost
  • +200% Birth Rate


  • 72 hours maximum duration, 96 hour cooldown
  • -50% gains hitting out
  • -50% gains on magic and thievery ops out
  • +500% Explore costs
  • No Paradise spell available
  • Science limited to "Active"

Relations

Inter-Kingdoms' Relations
Ceasefire Normal Unfriendly Hostile War
  • Prohibits any Attacks
  • Prohibits any Spells
  • Prohibits any Thievery Operations
  • Annul Hostile Meter



End Of War Ceasefire

+

  • Min 12 U-Days
  • Max 72 U-Days
  • +500% birth rate
  • 30% reduction in training costs of all troops.
  • Draft cost reduced 50%
  • Combined with War Relations
  • Separate annul the Relations (War and CF)
  • All land currently out with armies at war end returns home immediately.
  • Instant population growth of 20% of your max pop if you are under 50% of your max pop



  • No Effects

To opposite Kingdom :

  • Unlocks (Unfriendly/Hostile/War) spells
  • Unlocks (Unfriendly/Hostile/War) thievery operations
  • +10% Combat Gains
  • Increases the Networth Range of the Conquest Attack
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Immediate Effects

  • Annul Hostile Meter with everyone

Benefits

  • -10% Attack Time
  • Enhanced Massacre Destroys Buildings
  • +10% Combat Gains
  • Mana costs for offensive spells reduced to 2%
  • Stealth costs for offensive ops reduced to 2%

Penalties

  • +500% Exploration Costs
  • No Paradise spell available
  • Science limited to "Active"


After 12 Hours (12 Utopian Days)

Benefits

  • -25% Attack Time


After 24 Hours (1 Utopian Month)

Benefits

  • -25% Military Losses
  • -25% Military Training Time
  • No Distance Penalties for Attacks
  • -75% Gains and Effectiveness for operations to and from other Kingdoms (this fades in from war start)


Dragon's Table

Dragon Type
Emerald Sapphire* Gold Ruby

+20% Military losses in combat & -15% Attack gains

-25% Thievery & Magic Effectiveness

-25% from Building Efficiency

-10% from Military Efficiency

All dragons result in 10% lower income and the loss of 20% of new draftees.


Ages
Ages 1998 - 1999 : The first generation of Utopia (1)  • The Second Age of Utopia (2)  • The Third Age of Utopia (3)  • The Fourth Age of Utopia (4)  • The Fifth Age of Utopia (5)  • The Sixth Age of Utopia (6)  •

2000 - 2001 : The Seventh Age of Utopia (7)  • The Age of Chaos (8)  • The Renaissance Age (9)  • The Age of Conflict (10)  • The Age of Nobility (11)  • The Era of Magic (12)  • The Era of Mystery (13)  • The Era of Strife (14)  •

2002 - 2003 : The Age of Valour (15)  • The Age of Discovery (16)  • The Age of the People (17)  • The Age of Heroes (18)  • An Era of Hope (19)  • An Age of Dreams (20)  • An Age of Wonders (21)  • An Age of Conquerors (22)  • The Revolution (23)  •

2004 - 2005 : An Age of Glory (24)  • An Age of Tranquility (25)  • An Age of Turmoil (26)  • An Age of Courage (27)  • An Age of Intrigue (28)  • An Age of War (29)  • An Age of Unity (30)  •

2006 - 2007 : An Age of Reason (31)  • An Age of Kings (32)  • An Age of Prosperity (33)  • The Age of the Dragon (34)  • An Age of Triumph (35)  • An Age of Bravery (36)  • The Age of Darkness (37)  •

2008 - 2009 : The Age of Angels (38)  • The Age of the Scholar (39)  • The Awakening (40)  • The Age of Renewal (41)  • The Age of Hope (42)  • The Age of Rebirth (43)  • The Age of Change (44)  • The Age of Light (45)  •

2010 - 2011 : The Age of Distinction (46)  • The Age of Justice (47)  • The Age of Peril (48)  • The Age of Conspiracy (49)  • The Age of Resurrection (50)  • The Age of Domination (51)  • An Era of Supremacy (52)  •

2012 - 2013 : The Age of Havoc (53)  • A Call to Arms (54)  • Veil of Shadows (55)  • Strength in Union (56)  • Relentless Onslaught (57)  • Art of War (58)  • An Honorable Proposition (59)  • A Battle Joined (60)  •

2014 - 2015 : Age of Destruction (61)  • Books of War (62)  • Iron Walls, Iron Heart (63)  • The Spoils of War (64)  • The Isles of Legion (65)  • Thunder and Bedlam (66)  •

2016 - 2017 : The Age of Perception (67)  • The Age of Heresy (68)  • The Age of Scholars and Scoundrels (69)  • The Age of Daunting Judgement (70)  • The Metamorphosis (71)  • The Era of Venerated Bastions (72)  • The Age of Tricksters and Mischief (73)  • The Age of Affinity (74)  •

2017 - 2018 : The Age of Empowering Enchantments (75)  • The Age of the Empyrean Advent (76)  • The Age of Accession and Abrogation (77)  • The Age of Insight (78)  • The Age of Vanguards Acquiescence (79)  •

2019 - 2020 : The Age of Reconnaissance (80)  • The Emergence (81)  • The Grimoires of Glory (82)  • Age of Adjudication (83)  • Bethink the Fray (84)  • Intuition (85)  • Global Viction (86)  • Age of the Sword (87)  • Swift Strife (88)  • Reformation (89)

2021 - 2022 : Age of Exile 90  • Age of Remembrance 91  • Age of Ancestry 92  • Occult Ordination 93  • Ascent 94  • Age of the Omen 95  • The Eternal Rift 96  • Dominance 97  • Keen Transformation 98  •

2023 - 2024 : Crossing Boundaries 99  • Equilibrium 100  • Crusades 101  • Godsend 102  • Unbound Dominion 103  • Renascence 104  • Devout Fervor 105