Difference between revisions of "Age 68"

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|name= Heresy
 
|name= Heresy
 
|number= 68
 
|number= 68
|status= online
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|status= finished
 
|owner= [[Arcadia Games]]
 
|owner= [[Arcadia Games]]
 
|start= 19 Apr 2016
 
|start= 19 Apr 2016
|end=  
+
|end= 5 Aug 2016
|duration=  
+
|duration= 15 weeks
 
}}
 
}}
'''The Age of Heresy''' (Age 68) - current [[Age]] on [[World of Legends]] server.
+
'''The Age of Heresy''' (Age 68) - finished [[Age]] on [[World of Legends]] server.
  
  
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  Avian
 
  Avian
 
  -25% Attack Time
 
  -25% Attack Time
  +60% Birth Rate
+
  +30% Birth Rate
 
  Ambush Immunity
 
  Ambush Immunity
 
  + 1 General
 
  + 1 General

Latest revision as of 19:02, 5 August 2016

Age 68
Name:

Heresy

Number:

68

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

19 Apr 2016

End:

5 Aug 2016

Duration (in days):

15 weeks

The Age of Heresy (Age 68) - finished Age on World of Legends server.


Changes in brief

Race Changes

Avian
-25% Attack Time
+30% Birth Rate
Ambush Immunity
+ 1 General
Elite: 9/3, 725gc, 8.75NW
Spellbook: Fanaticism, Greater Protection
Dwarf
Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
-50% food consumption
Can’t use Accelerated Construction

Spellbook: Mystic Aura, Clear Sight
Elite: 7/7, 700gc, 10NW
Elf
+ 30% Spell Success (WPA)
+2 defensive specialist strength
-30% defensive losses
+100% land effect from Towers
Spellbook: Fools Gold, Pitfalls, Invisibility
Elite: 7/6, 750gc, 8.5NW
Faery
+ 20% Combat Instant Spell Damage
+ 20% Sabotage Operation Damage
+ 20% Spell Duration
+1 mana per tick in war
+1 stealth per tick
Spellbook: All racial spells and Tree of Gold
Elite: 5/9, 1200gc, 11NW
Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+12% population
+2 offensive specialist strength
Spellbook: Aggression, Mages Fury
Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW
Human
+ 30% Income
Immune to income penalties
- 15% Spell success
Spellbook: Fountain of Knowledge, Quick Feet
Elite: 9/4, 750, 9.25NW
Orc
+20% Battle Gains
Free draft
+25% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic
Elite: 12/2, 800gc, 10.5NW
Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead
Elite: 11/3, 950gc, 10NW


Personality Changes

The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
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 50% of rune cost refunded
+30% Magic and Thievery Science Effectiveness.
Access to Nightmares
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds are twice as effective
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
Starts with +200 Wizards
The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Gluttony
Starts with +400 thieves
The Sage
Protects 75% of science on attacks
Every 2 acres generates 1 book of science
Access to Amnesia
Starts with 40000 science books
The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Warrior
+15% Offensive Military Efficiency
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits
The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon effects and Income Penalties
Access to War Spoils
Starts with 400 elites 


Mechanics Changes

  • Unit Strength: Buffing unit strengths as below
    • Specialists to 6
    • Mercs/prisoners to 5
    • Horses to 2
    • Soldiers to 2
  • The Wall:
    • New monarch option to block randoms provinces from joining a kingdom. Causes kingdoms wages to increase by 20%.
  • War win reward:
    • Not granted if the kingdoms are out of range at war start.
  • War declaration:
    • Requires 2 different people from each kingdom to have attacked (in such a way that the meter is moved) before war can be declared.
  • Fortified:
    • Reduced to 48 hours max duration.
  • End of War ceasefire:
    • Maximum time reduced to 72 hours. Double wizards removed.
  • Aggressive stance:
    • Attack time buffed to -15%.
  • Draft locked and timer message:
    • Will be displayed on the military page around age start.
  • Aid page:
    • Will inform you that sending aid counts as an aggressive action.
  • In-game target finder:
    • Additional filters and sorting added for stance and war status.
  • War room:
    • Will default to the kingdom you are at war with, if any.
  • Anonymity:
    • This spell will case the target to lose honor, but the attacker will not gain it.
  • Tree of Gold:
    • Reduced amount gained from this spell by 33.333333%, recurring of course.
  • Vermin:
    • Removed.
  • Gluttony:
    • New - Increases food required by 25%.
  • Guilds:
    • Unaffected by BE for the purposes of calculating spell duration.
  • War:
    • Timer will tick during war for stances and war will override any stance. You can change stances during war so as to exit war in your desired stance.
  • Empty kingdoms:
    • I'll be able to create new empty kingdoms to move people into should they wish to start a new kingdom. Minimum 3 people to create a kingdom, 7 free invites provided.

Races

 Avians  Dwarves  Elves  Faeries
  • - 25% Attack Time
  • + 30% Birth Rate
  • Ambush Immunity
  • + 1 General
  • Free Building Construction
  • Can use credits to raze buildings
  • -50% Building Construction Time
  • -50% food consumption
  • + 30% Spell success
  • + 2 Defensive Specialist strength
  • - 30% defensive losses
  • +100% land effect from Towers
  • + 20% Combat Instant Spell damage
  • + 20% Sabotage Operation damage
  • + 20% Spell duration
  • + 1 mana per tick in War
  • + 1 stealth per tick

Fanaticism, Greater Protection

Clear Sight, Mystic Aura

Fools gold, Pitfalls, Invisibility

Access to All Racial Spells and Tree of Gold

  • Can't use Accelerated Construction

Elite: 9/3, 750gc, 8.75NW

Elite: 7/7, 700gc, 10NW

7/6, 750gc, 8.5NW

Elite: 5/9, 1200gc, 11NW

 
 Halflings  Humans  Orcs  Undead
  • + 50% TPA
  • + 2 offensive specialist strength
  • - 50% thief cost
  • + 12% population
  • + 30% income
  • Immune to income penalties
  • + 20 % Battle Gains
  • Free draft
  • + 25% Enemy casualties when attacking
  • - 75% Offensive losses on attacks you make
  • Spreads and is Immune to The Plague
  • No Food Required

Mage's Fury, Aggression

Fountain of Knowledge, Quick Feet

Reflect Magic

Town Watch, Animate Dead

  • - 15% Spell success
  • - 10% science effectiveness
  • Basic Thievery (Intel operations only)

Soldiers 3/3, Elite: 6/6, 550gc, 8.5NW

Elite: 9/4, 750gc, 9.25NW

Elite: 12/2, 800gc, 10.5NW

Elite: 11/3, 950gc, 10NW


Personalities

 Heretic  Sage  Rogue  Mystic
  • Wizards do not die on failed spells
  • Thieves do not die on failed operations
  • Successful spell casts get 50% of rune cost refunded
  • +30% Magic and Thievery Science Effectiveness.
  • Access to Nightmares
  • Starts with +100 Wizards and +200 thieves
  • Protect 75% of science on attacks
  • Every 2 acres generates 1 book of science
  • Access to Amnesia
  • Starts with 40000 science books
  • + 1 Stealth recovery per tick
  • + 100% land effect from Thieves Dens
  • Access to all Thievery Operations
  • +75% Thievery Science Effectiveness
  • Access to Gluttony
  • Starts with +400 thieves
  • All Guilds are twice as effective
  • + 50% Magic Science Effectiveness
  • Access to Meteor Showers, Chastity
  • Starts with +200 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • + 15% OME
  • Enhanced Conquest range
  • Access to Bloodlust
  • Starts with +800 soldiers and +800 specialist credits
  • - 15% Attack Time
  • Accurate Espionage
  • Access to Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
  • - 30% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Access to Pitfalls
  • Starts with +800 soldiers and +800 specialist credits
  • + 100% Honor Effects
  • Converts some Specialists into Elites on successful land attacks
  • Immune to all Dragon effects and Income Penalties
  • Access to War Spoils
  • Starts with 400 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


  • 48 hours maximum duration
  • -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

  • -20% 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