Difference between revisions of "Ritual"

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==Types of Kingdom Rituals==
 
==Types of Kingdom Rituals==
  
There are nine kinds of Kingdom Rituals:
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There are 6 kinds of Kingdom Rituals:
  
 
{| {{GreenTable}}  
 
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| align="left" | Barrier
 
| align="left" | Barrier
 
| align="left" |
 
| align="left" |
* -20% Damage from Enemy Instant Magic & Thievery Operations
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* -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
 
| align="left" | Expedient
 
| align="left" | Expedient
 
| align="left" |
 
| align="left" |
* -25% Training Time, -25% Construction Time, +20% Draft Rate
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* +10% Building Efficiency, -20% Military Wages, -20% Construction Cost
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
| align="left" | Godspeed
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| align="left" | Haste
 
| align="left" |
 
| align="left" |
* -10% Attack Time, +10% Combat Gains
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* -10% Attack Time, -25% Training Time, -25% Construction Time
  
 
|- bgcolor="#f9fafb"
 
|- bgcolor="#f9fafb"
 
| align="left" | Havoc
 
| align="left" | Havoc
 
| align="left" |
 
| align="left" |
* +15% Offensive WPA, +15% Offensive TPA, +10% Instant Spell Damage, +10% Sabotage Damage
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* +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
  
 
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| align="left" | Stalwart
 
| align="left" | Stalwart
 
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* +10% Defensive Military Efficiency, -15% Defensive Military Casualties
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* +5% Defensive Military Efficiency, -20% Military Casualties
  
 
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* +20% Honor Gains on Attacks, +20% Credits gained in Combat and +20% Enemy Military Casualties on Attacks
 
* +20% Honor Gains on Attacks, +20% Credits gained in Combat and +20% Enemy Military Casualties on Attacks
  
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|- bgcolor="#f9fafb"
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| align="left" | Godspeed
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| align="left" |
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* -10% Attack Time, +10% Combat Gains
 
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Once a Ritual reaches 0% strength it will be removed, unless it has not reached it's minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
 
Once a Ritual reaches 0% strength it will be removed, unless it has not reached it's minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
  
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===Changelog===
 +
* Age 106: Rituals updated to reflect forum changes on 6 May 2024.
 +
* Age 107: Expedient ritual updated.
 +
 +
 +
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== Stances (Retired)==
 
== Stances (Retired)==
 
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: '''[[Stances]]'''.
 
As of [[Age 74]], stances have been removed from the game and have been replaced by [[Ritual|Rituals]]. This information, though outdated, will be retained for historical purposes here: '''[[Stances]]'''.
 
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-->
{{PreviousNext| [[Dragons]] | [[Ingame|Mail & Forum]]}}
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{{PreviousNext| [[Dragons]] | [[Stances]]}}
 
{{Guide navigation}}
 
{{Guide navigation}}
  
 
[[Category:Guide]]
 
[[Category:Guide]]

Latest revision as of 18:38, 24 July 2024

Kingdom Rituals (KR) are a new mechanic introduced in Age 72 that serves as a kingdom-wide bonus. The Monarch or Steward can begin a ritual.

Kingdom Ritual Page

The Kingdom Ritual page will also display various information such as:

  • current active KR type and strength
  • current mana level and the rune cost to cast on the ritual
  • the activation efficiency of the ritual currently being cast

For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength

Types of Kingdom Rituals

There are 6 kinds of Kingdom Rituals:

Kingdom Rituals
Ritual Description
Barrier
  • -20% Damage from Enemy Instant Magic & Thievery Operations, -10% Battle (Resource) Losses
Expedient
  • +10% Building Efficiency, -20% Military Wages, -20% Construction Cost
Haste
  • -10% Attack Time, -25% Training Time, -25% Construction Time
Havoc
  • +20% Offensive WPA, +20% Offensive TPA, +10% Spell Damage, +10% Sabotage Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Enemy Military Casualties on Attacks
Stalwart
  • +5% Defensive Military Efficiency, -20% Military Casualties

Retired Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +15% Income, +20% Draft Rate
Benediction
  • +10% Building Efficiency, -20% Military Wages, +40% Birth Rate
Expropriation
  • +20% Honor Gains on Attacks, +20% Credits gained in Combat and +20% Enemy Military Casualties on Attacks
Godspeed
  • -10% Attack Time, +10% Combat Gains

Completing A Ritual

To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started.

A Ritual can be overcasted, for increased effects.

Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100

where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom

A ritual's strength diminishes by .25% per tick.

The ritual spell has a difficulty similar to the most difficult self-spell, a very expensive rune cost (Cost Multiplier 6) and costs 2% Mana per cast.
A successful ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.

Destroying A Ritual

Rituals are destroyable via the Abolish Ritual spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times on 5 different provinces.

Once a Ritual reaches 0% strength it will be removed, unless it has not reached it's minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.


Changelog

  • Age 106: Rituals updated to reflect forum changes on 6 May 2024.
  • Age 107: Expedient ritual updated.


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