Difference between revisions of "Age 75"

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|number= 75
 
|number= 75
 
|status= Current
 
|status= Current
|owner= [[MUGA Gaming]]
+
|owner= [[Muga Gaming]]
 
|start= 30 Jan 2018
 
|start= 30 Jan 2018
 
|end= 20 Apr 2018
 
|end= 20 Apr 2018
 
|duration= 12 weeks
 
|duration= 12 weeks
 
}}
 
}}
'''The Age of Empowering Enchantments''' (Age 75) - current [[Age]] on [[World of Legends]] server.
+
'''The Age of Empowering Enchantments''' (Age 75) - finished [[Age]] on [[World of Legends]] server.
  
 
= Mechanics Changes =
 
= Mechanics Changes =
*New Features
 
**Multi-Attack Protection (MAP) - The rate at which this metric increases for abducts has been adjusted to be a more adequate representation of the resources lost. Additionally, this metric has been revised slightly in other areas to be a better representation of damage that occurs in an attack.
 
**Meter Throttling - Adjusted to reduce operation damage against Kingdoms that have gains throttled on you. Also there will be a reduction to throttling that occurs within declare range.
 
**Ceasefires - There is a new feature with Cease-Fires that allows you to choose a date until which the Cease-Fire cannot be broken. The farthest date in the future that can be chosen is 3 Utopian Years.
 
**Stances - Removed
 
  
*Rituals
+
=== New Features ===
**New rituals added and adjustments made to existing rituals to balance the effects
+
*Force Cease-Fire (overhauled) - An aggressor KD in a conflict can force both parties into an unbreakable 7 [[Utopia Time|Utopian-month]] (RL = 7 days) cease-fire.
***Affluent - +20% Income, +25% Draft Speed, +30% BR
+
**The aggressor must have at least 100 more meter than the defending KD on the 1st of each Month for 3 consecutive Months
***Barrier - +10% DME & -15% Spell/Thief damage & +10% Defensive TPA & +10% Defensive WPA
+
**The 'Force Cease-Fire" button will become available to the aggressor on the 12th of the 3rd Month
***Havoc - +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
+
**The defending KD can halt the forced cease-fire in several ways:
***Onslaught - +10% OME, +15% enemy casualties on attacks & +20% honor gains
+
***a) Reduce the meter disparity to < 100
***Resilient - -25% Gains in and out & -20% Military Casualties on defense
+
***b) Make at least 5 successful attacks during the Month of which the aggressor is capable of forcing a cease-fire'
***Godspeed - -10% attack speed & +10% Battle Gains & 10% Less Military Casualties on Offense
+
**If the defending KD prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, they will have the same task of prevention on the following day
***Expedient - -25% Military Train time & -20% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
+
**The only way to reset the 3-day counter is to reduce the meter disparity below 100, at which point the aggressor must once again reach 3 consecutive days of 100 more meter than the defending KD
**Reduced to 80 casts
+
**The aggressor can press the "Force Cease-Fire" button at anytime once it becomes available
**Mana cost will actually be 2% instead of 3% (this was left out of Age 73 code but is now in place for Age 74)
+
**Additional clarity will be provided by the devs in due time
  
*Other bits and pieces
+
*Ritual Effectiveness is now active (affects ritual bonus)
**Spells and Thief Operational changes
+
**Rituals no longer require 80 casts to complete (80 casts are still required for max strength)
***Night Strike - Damage dealt by night strike will be reduced by approximately 20%.
+
**Rituals can be completed at any time by the monarch via a new button to cast immediately (based on # of successful casts at the time)
***Inspire Army/Paladin's Inspiration - Both of these spells are capable of being cast on a Province, however, while PI is cast it's effects will prevail until it wears off. Therefore, the bonuses from each of these spells will not stack, only 1 will be applied if both are present.
+
**Rituals will automatically cast 48 hours after being started; effects will be based on # of successful casts at that time
***Some Paladin Only spell durations tweaked slightly higher
+
**Ritual effectiveness will scale based on # of casts. See [[Ritual|Rituals]] for more information.**
***Nature's Blessing - The chance to cure plague will be increased to 1/3 up from 1/5
+
**The Abolish Ritual spell is unchanged (50 casts required to destroy enemy ritual)
**Train/Build Credits
+
**Ritual Casts will be displayed on the Throne to inform the player of the base effectiveness
***Can use building credits to raze acres will be a standard ability
+
 
***There will be an option on all pages to provide use of building credits that will allow the option to NOT use your credits for your current purchase. For example: You would like to train 1000 specialists and have 500 specialist credits but you would prefer not to use your credits, there will be a checkbox that will designate the option to NOT use the credits.
+
=== Attacks & Relations ===
***Immediately upon exit of End of War Cease-Fire all Credits will decay by 1/3 instantly
+
*Abduct - Gains reduced
***Building Credits will decay at a rate of 20% per Month if Credits > Land * 15%
+
*Massacre - Damage reduced by ~10%
***Training Credits will now decay at a rate of 20% per Month
+
*Conquest - Gains increased. No change to offense required.
**Buildings
+
*Meter Throttling - Adjusted to be based more accurately on relative enemy size versus purely on networth
***Watchtower rate at which protection is granted has been reduced. Maximum effect will remain the same.
+
*Relative KD Networth - Changed to be based on the average province size of your kingdom (more accurately represents overall KD strength)
***Allow Cancel of buildings under construction (no gc refunded)
+
*War Win Bonus - Minimum acres bonus reduced to 4000 (from 5000)
**Scientists
+
*War Range - Ranges will be determined by either land OR networth (i.e. you will be in range if EITHER value is within range of your target)
***You can now choose which category your next scientist will spawn into (random is also an option)
+
 
***Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.
+
=== Buildings ===
**War Proposals - Limit of 3 proposals that can be outstanding at any given time
+
*Watch Towers - Protection rate slightly increased (max effect unchanged)
**Dragons
+
*Universities - Protection rate slightly increased
***All Dragon costs reduced by 25%. Additionally, you will now have the ability to name your dragon! Is yours Sophia? That's Dave's!
+
*Dungeons - Adjusted to hold more prisoners. Prisoners will generate slightly more GC. Fill rate increased (2/3 casualties from 1/2 casualties)
**EoWCF Duration - Increased to 96 hours from 72 hours.
+
*Guard Stations - Now ONLY protects land (no longer protects scientists or resources)
**War Win Points - Point calculations will no longer be boosted based on rankings during YR 0.
+
 
**IP Restrictions - We have overhauled the anti-cheat system. IP restrictions have been modified to rely more on heuristic methods than automated prevention. The effectiveness of these efforts will be carefully and extensively monitored and adjusted accordingly.
+
=== Thievery & Magic ===
**Abduct Military Casualties - Defensive military casualties on abducts has been reduced by 50%
+
*Some Paladin-Only spell durations increased slightly
**Support Spell History - There will be a new area in the History section of your province that records your casts and successful casts of spells on Kingdom mates
+
*Damage on ALL Instant Sorcery Spells reduced by 5%
**Self Kingdom Espionage - There will be an Espionage Page added that will show your own Kingdom's Support Spells. This page will only show Support spells that have been cast by others, it will not show spells you've cast on yourself.
+
*Assassinate Wizards - Damage reduced by roughly 10%
**Merging of Kingdoms - Kingdoms will merge weekly starting after Yr 1. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration. Kingdoms will have the option not to merge if they so choose as we test the effectiveness of this feature.
+
*Spells/Ops - Slight reduction in damage on operations performed the farther out of range you are (works in both directions)
**Game Administration Kingdom - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.
+
*Spells Attempted/Successful - More stats will be added to the History page detailing attempts/success for self spells and sorcery
 +
 
 +
=== Science ===
 +
*Scientists - Max networth adjusted
 +
 
 +
 
 +
=== Miscellaneous ===
 +
*Aiding Explorable Acres - Acres lost reduced from 75% to 50%
 +
*The Dragon page will now be available at all times and will display the stats of each dragon (similar to how the Rituals page works)
 +
*Merging of Kingdoms - Kingdoms will merge weekly after [[Utopia Time|Utopian Year 1]]. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration.
 +
*Game Admin Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.
 +
*
  
 
= Races =
 
= Races =
Line 87: Line 93:
 
* +30% Birth Rate
 
* +30% Birth Rate
 
| 1c =  
 
| 1c =  
* -5% Combat Gains
+
* Cannot Use War Horses or Stables
* Cannot Use War Horses
 
  
| 1d = Fanaticism, Greater Protection
+
| 1d = Fanaticism, Greater Protection, Aggression
| 1e = Elite: 9/2, 775gc, 10.0 NW
+
| 1e = Elite: 9/2, 775gc, 9.0 NW
  
 
| 2a = Bocans
 
| 2a = Bocans
 
| 2b =  
 
| 2b =  
* +30% Sabotage Damage
+
* +20% Banks Effectiveness
* +1 Stealth per tick
+
* +50% Honor Bonuses
* +50% Effects from Honor
+
* +20% Sabotage Damage
 
| 2c =  
 
| 2c =  
*  -1 Army Generals
 
  
| 2d = Invisibility, Town Watch, Inspire Army
+
| 2d = Invisibility, Inspire Army, Town Watch, Nightmare
 
| 2e = Elite: 4/7, 500gc, 7.0 NW
 
| 2e = Elite: 4/7, 500gc, 7.0 NW
  
 
| 3a = Dark Elves
 
| 3a = Dark Elves
 
| 3b =  
 
| 3b =  
* +25% Spell Damage
+
* +25% Instant Spell Damage
 
* +2 Offensive Specialist strength
 
* +2 Offensive Specialist strength
* Converts Specialists into Elites on successful Traditional March
+
* Converts Specialists into Elites on successful [[War Room|Traditional Marches]]
 
| 3c =  
 
| 3c =  
 
* +20% Wages
 
* +20% Wages
  
 
| 3d = Nightmare
 
| 3d = Nightmare
| 3e = 5/7, 790gc, 9.0 NW
+
| 3e = 5/7, 700gc, 9.0 NW
  
 
| 4a = Dryads
 
| 4a = Dryads
Line 120: Line 124:
 
* -35% Military Train Time
 
* -35% Military Train Time
 
* Mercenaries & Prisoners 7/0
 
* Mercenaries & Prisoners 7/0
* War Horses 3/0
+
* War Horses 4/0
 
| 4c =  
 
| 4c =  
* +20% Attack Travel Time
+
* +15% Attack Travel Time
 
* -15% Enemy Military Casualties
 
* -15% Enemy Military Casualties
  
| 4d = Aggression, Quick Feet
+
| 4d = Quick Feet
| 4e = Elite: 12/2, 900gc, 10.5 NW
+
| 4e = Elite: 12/2, 900gc, 11 NW
  
 
| 5a = Dwarves
 
| 5a = Dwarves
 
| 5b =  
 
| 5b =  
* +20% Building Efficiency
+
* +15% Building Efficiency
 
* Free Building Construction
 
* Free Building Construction
 
* -50% Building Construction Time
 
* -50% Building Construction Time
Line 143: Line 147:
 
| 6b =  
 
| 6b =  
 
* +35% WPA
 
* +35% WPA
* +15% Tower Efficiency
+
* +20% Tower Effectiveness
 
* +1 Defensive Specialist Strength
 
* +1 Defensive Specialist Strength
 
| 6c =  
 
| 6c =  
  
| 6d = Mage's Fury, Chastity, Inspire Army
+
| 6d = Inspire Army, Mage's Fury, Chastity,
 
| 6e = Elite: 7/6, 700gc, 8.5 NW
 
| 6e = Elite: 7/6, 700gc, 8.5 NW
  
Line 157: Line 161:
 
* -10% Income
 
* -10% Income
  
| 7d = Greater Protection, Invisibility, Reflect Magic, Tree of Gold, War Spoils, Animate Dead, Fool's Gold, Mystic Aura
+
| 7d = Fool's Gold, Greater Protection, Invisibility, Mystic Aura, Reflect Magic, Tree of Gold, Animate Dead
 
| 7e = Elite: 4/9, 900gc, 10.5 NW
 
| 7e = Elite: 4/9, 900gc, 10.5 NW
  
Line 163: Line 167:
 
| 8b =  
 
| 8b =  
 
* +30% Income
 
* +30% Income
* +15% Credts (Building & Military)
+
* +15% Credits (Building & Training)
* +25% Increase Sci Spawn
+
* +25% Scientist Spawn Rate
 
| 8c =  
 
| 8c =  
* -15% Spell Success (WPA)
+
* -10% WPA
* +25% Rune Costs
+
* +20% Rune Costs
  
 
| 8d = Greater Protection, Inspire Army
 
| 8d = Greater Protection, Inspire Army
Line 174: Line 178:
 
| 9a = Orcs
 
| 9a = Orcs
 
| 9b =  
 
| 9b =  
* +20% Battle Gains
+
* +15% Battle Gains
 
* Free draft
 
* Free draft
 
* +15% Enemy casualties when attacking
 
* +15% Enemy casualties when attacking
 
| 9c =  
 
| 9c =  
 
* +10% Military Casualties
 
* +10% Military Casualties
* -15% Thievery Effectiveness (TPA)
+
* -15% TPA
| 9d = Reflect Magic, Blood Lust
+
| 9d = Reflect Magic
 
| 9e = Elite: 10/1, 900gc, 9.5 NW
 
| 9e = Elite: 10/1, 900gc, 9.5 NW
 
}}
 
}}
Line 210: Line 214:
 
| 1b =   
 
| 1b =   
 
* Wizards do not die on failed spells
 
* Wizards do not die on failed spells
* Reduced thief losses on failed operations (-66%)
+
* -66% Thieves lost on failed ops
* +30% Magic and Thievery Science Effectiveness
+
* +40% Magic and Thievery Science Effectiveness
* Spell and Operation Damage +15%
+
* 15% Sabotage and Instant Spell Damage
* +1 Mana
+
* +1 Mana per Tick
 +
* +100% Guilds Effectiveness
 
* Access to Blizzard and Revelation
 
* Access to Blizzard and Revelation
  
* Starts with +200 Wizards and +400 thieves
+
* Starts with +400 wizards and +400 thieves
  
 
| 2a = Mystic
 
| 2a = Mystic
 
| 2b =  
 
| 2b =  
* All Guilds are 100% more effective
+
* +200% Guilds Effectiveness
* +75% Magic Science Effectiveness
+
* +100% Magic Science Effectiveness
* +25% Spell Damage
+
* +25% Instant Spell Damage
* Spell Book: Meteor Showers, Chastity, Revelation and Paradise
+
* Access to Meteor Showers, Chastity, Revelation and Paradise
  
* Starts with +800 Wizards
+
* Starts with +800 wizards
  
 
| 3a = Paladin
 
| 3a = Paladin
 
| 3b =  
 
| 3b =  
* Troops attack dragon with +35% increased power
+
* +35% Dragon-slaying strength
* -25% Defensive Losses
+
* -25% Defensive Casualties
 +
* +100% Guilds Effectiveness
 
* Immune to the Plague
 
* Immune to the Plague
* Spell Book: All Paladin Only Spells & Fool's Gold
+
* Access to all Paladin-Only Spells, Fool's Gold, Town Watch
 
   
 
   
 
* Starts with +400 soldiers, +400 specialist credits and +400 wizards
 
* Starts with +400 soldiers, +400 specialist credits and +400 wizards
Line 238: Line 244:
 
| 4a = Rogue
 
| 4a = Rogue
 
| 4b =  
 
| 4b =  
* +1 Stealth recovery per tick
+
* +1 Stealth per Tick
* Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+
* Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
* Thieves Dens are 50% more effective
+
* +50% Thieves' Dens Effectiveness
* +75% Thievery Science Effectiveness
+
* +50% Thievery Science Effectiveness
 
* Spell Book: Gluttony, Paradise and Revelation
 
* Spell Book: Gluttony, Paradise and Revelation
  
Line 248: Line 254:
 
| 5a = Sage
 
| 5a = Sage
 
| 5b =  
 
| 5b =  
* Protect 20% of scientists on abduct attack
+
* -25% Losses from Abducts
* Scientists are 35% more effective
+
* +35% Science Effectiveness
* Spell Book: Amnesia
+
* Access to Amnesia
  
* Starts with 50% extra scientists
+
* Starts with +50% scientists
  
 
| 6a = Tactician
 
| 6a = Tactician
Line 258: Line 264:
 
* -15% Attack Time
 
* -15% Attack Time
 
* Accurate Espionage
 
* Accurate Espionage
* Spell Book: Clear Sight, Town Watch
+
* Access to Clear Sight
  
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
Line 265: Line 271:
 
| 7b =  
 
| 7b =  
 
* Spreads and is Immune to The Plague
 
* Spreads and is Immune to The Plague
* -40% Offensive Losses
+
* -33% Offensive Casualties
* Spell Book: Greater Protection, Animate Dead
+
* Access to Greater Protection, Animate Dead
  
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
  
| 8a = Warrior
+
| 8a = War Hero
 
| 8b =  
 
| 8b =  
 +
* Immune to Dragons
 +
* Immune to Income Penalty effects
 +
* +100% Honor Bonuses
 +
* Access to War Spoils, Pitfalls
 +
 +
* Starts with 800 elites
 +
 +
| 9a = Warrior
 +
| 9b =
 
* +15% Offensive Military Efficiency
 
* +15% Offensive Military Efficiency
* +15% Military Science Effectiveness
+
* +20% Military Science Effectiveness
 
* Full Conquest Access (Regardless of NW range)
 
* Full Conquest Access (Regardless of NW range)
* Spell Book: Fanaticism
+
* Access to Fanaticism, Bloodlust
  
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
 
| 9a = War Hero
 
| 9b =
 
* Immune to Dragon
 
* Income penalty effects
 
* +5% Battle Gains
 
* +100% Honor Bonuses
 
* Spell Book: War Spoils, Pitfalls
 
 
* Starts with 800 elites
 
 
}}
 
}}
  
 
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
 
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
  
= Relations =
+
= Rituals =
  
 
{| {{GreenTable}}  
 
{| {{GreenTable}}  
 
|- {{DarkGreenRow}}  
 
|- {{DarkGreenRow}}  
! width="100%" colspan="5" | Inter-Kingdoms' Relations
+
! width="100%" colspan="2" | Kingdom Rituals
  
 
|- {{LightGreenCell}}
 
|- {{LightGreenCell}}
! width="15%" | Ceasefire
+
! width="5%" align="left"| Ritual
! width="10%" | Normal
+
! width="95%" align="left"| Description
! width="20%" | Unfriendly
 
! width="25%" | Hostile
 
! width="30%" | War
 
  
|- bgcolor="#f9fafb" style="vertical-align: top; text-align:left"
+
|- bgcolor="#f9fafb"
|
+
| align="right" | Affluent
* Prohibits any Attacks
+
| align="left" |
* Prohibits any Spells
+
*+20% Income, +35% Draft Speed, +35% Birth Rate
* Prohibits any Thievery Operations
 
* Annul Hostile Meter
 
<br /><br />
 
'''End Of War Ceasefire'''
 
  
+
+
|- bgcolor="#f9fafb"
* Min 12 U-Days
+
| align="right" | Barrier
* Max 72 U-Days
+
| align="left" |
* +500% birth rate
+
*+10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
* 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
 
  
 +
|- bgcolor="#f9fafb"
 +
| align="right" | Expedient
 +
| align="left" |
 +
*-30% Military Training Time, -25% Training Costs (includes Thieves), -20% Build Times, -25% Build Costs
  
 +
|- bgcolor="#f9fafb"
 +
| align="right" | Godspeed
 +
| align="left" |
 +
*-15% Attack Time, +10% Battle Gains, -15% Offensive Casualties
  
 +
|- bgcolor="#f9fafb"
 +
| align="right" | Havoc
 +
| align="left" |
 +
*+25% Offensive WPA/TPA, +10% Spell/Op Damage
  
|
+
|- bgcolor="#f9fafb"
* No Effects
+
| align="right" | Onslaught
|
+
| align="left" |
To opposite Kingdom :
+
*+10% Offensive Military Efficiency, +15% Offensive Enemy Casualties, +20% Honor Gains
* 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%  
 
  
|
+
|- bgcolor="#f9fafb"
<p style="text-align:center;">'''Immediate Effects'''</p>
+
| align="right" | Resilient
* Annul Hostile Meter with everyone
+
| align="left" |
----
+
*-25% Losses, -40% Battle Gains, -25% Defensive Casualties
''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"
 
<br />
 
<p style="text-align:center;">'''After 12 Hours (12 Utopian Days)'''</p>
 
''Benefits''
 
*-25% Attack Time
 
<br />
 
<p style="text-align:center;">'''After 24 Hours (1 [[Utopia_Time|Utopian Month]])'''</p>
 
''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)
 
 
|}
 
|}
  
 
+
= Dragons =
== Dragon's Table ==
 
  
 
{| {{GreenTable}}
 
{| {{GreenTable}}

Latest revision as of 16:07, 26 April 2018

Age 75
Name:

The Age of Empowering Enchantments

Number:

75

Official Information
Server:

World of Legends

Status:

Current

Owner:

Muga Gaming

Dates
Start:

30 Jan 2018

End:

20 Apr 2018

Duration (in days):

12 weeks

The Age of Empowering Enchantments (Age 75) - finished Age on World of Legends server.

Mechanics Changes

New Features

  • Force Cease-Fire (overhauled) - An aggressor KD in a conflict can force both parties into an unbreakable 7 Utopian-month (RL = 7 days) cease-fire.
    • The aggressor must have at least 100 more meter than the defending KD on the 1st of each Month for 3 consecutive Months
    • The 'Force Cease-Fire" button will become available to the aggressor on the 12th of the 3rd Month
    • The defending KD can halt the forced cease-fire in several ways:
      • a) Reduce the meter disparity to < 100
      • b) Make at least 5 successful attacks during the Month of which the aggressor is capable of forcing a cease-fire'
    • If the defending KD prevents a button on the 3rd consecutive day of 100+ meter by making 5 attacks, they will have the same task of prevention on the following day
    • The only way to reset the 3-day counter is to reduce the meter disparity below 100, at which point the aggressor must once again reach 3 consecutive days of 100 more meter than the defending KD
    • The aggressor can press the "Force Cease-Fire" button at anytime once it becomes available
    • Additional clarity will be provided by the devs in due time
  • Ritual Effectiveness is now active (affects ritual bonus)
    • Rituals no longer require 80 casts to complete (80 casts are still required for max strength)
    • Rituals can be completed at any time by the monarch via a new button to cast immediately (based on # of successful casts at the time)
    • Rituals will automatically cast 48 hours after being started; effects will be based on # of successful casts at that time
    • Ritual effectiveness will scale based on # of casts. See Rituals for more information.**
    • The Abolish Ritual spell is unchanged (50 casts required to destroy enemy ritual)
    • Ritual Casts will be displayed on the Throne to inform the player of the base effectiveness

Attacks & Relations

  • Abduct - Gains reduced
  • Massacre - Damage reduced by ~10%
  • Conquest - Gains increased. No change to offense required.
  • Meter Throttling - Adjusted to be based more accurately on relative enemy size versus purely on networth
  • Relative KD Networth - Changed to be based on the average province size of your kingdom (more accurately represents overall KD strength)
  • War Win Bonus - Minimum acres bonus reduced to 4000 (from 5000)
  • War Range - Ranges will be determined by either land OR networth (i.e. you will be in range if EITHER value is within range of your target)

Buildings

  • Watch Towers - Protection rate slightly increased (max effect unchanged)
  • Universities - Protection rate slightly increased
  • Dungeons - Adjusted to hold more prisoners. Prisoners will generate slightly more GC. Fill rate increased (2/3 casualties from 1/2 casualties)
  • Guard Stations - Now ONLY protects land (no longer protects scientists or resources)

Thievery & Magic

  • Some Paladin-Only spell durations increased slightly
  • Damage on ALL Instant Sorcery Spells reduced by 5%
  • Assassinate Wizards - Damage reduced by roughly 10%
  • Spells/Ops - Slight reduction in damage on operations performed the farther out of range you are (works in both directions)
  • Spells Attempted/Successful - More stats will be added to the History page detailing attempts/success for self spells and sorcery

Science

  • Scientists - Max networth adjusted


Miscellaneous

  • Aiding Explorable Acres - Acres lost reduced from 75% to 50%
  • The Dragon page will now be available at all times and will display the stats of each dragon (similar to how the Rituals page works)
  • Merging of Kingdoms - Kingdoms will merge weekly after Utopian Year 1. Eligible Kingdoms to merge will be in the lowest 1/3 of the server and will merge similarly as is performed during the end of age reset such that Kingdoms with very few provinces will have a chance to play with other active players in a normal size Kingdom. Kingdoms that will be merged will be handled on a case by case basis and contacted directly via Game Administration.
  • Game Admin Kingdom (restated) - Kingdom 1:1 will be dedicated to Game Administration and Utopia News Reporters. The provinces in this Kingdom will remain in protection for the duration of the age. These provinces should not be messaged to replace the use of Utopia Support e-mail or for reporting violations of the Game Rules. Utopia News Reporters will have a dedicated province in this Kingdom to enable them a safe and secure place to message Kingdoms with privacy for their in-game accounts and Forum accounts. Kingdoms or players that receive messages from these Reporter accounts can be assured the person they are speaking with is who they say they are and not some random person scamming for information.

Races

 Avians  Bocans  Dark Elves
  • -30% Attack travel time
  • +30% Birth Rate
  • +20% Banks Effectiveness
  • +50% Honor Bonuses
  • +20% Sabotage Damage
  • +25% Instant Spell Damage
  • +2 Offensive Specialist strength
  • Converts Specialists into Elites on successful Traditional Marches


Fanaticism, Greater Protection, Aggression


Invisibility, Inspire Army, Town Watch, Nightmare


Nightmare

  • Cannot Use War Horses or Stables
  • +20% Wages

Elite: 9/2, 775gc, 9.0 NW

Elite: 4/7, 500gc, 7.0 NW

5/7, 700gc, 9.0 NW

 
 Dryads  Dwarves  Elves
  • All land produces food
  • -35% Military Train Time
  • Mercenaries & Prisoners 7/0
  • War Horses 4/0
  • +15% Building Efficiency
  • Free Building Construction
  • -50% Building Construction Time
  • +35% WPA
  • +20% Tower Effectiveness
  • +1 Defensive Specialist Strength


Quick Feet


Mystic Aura, Inspire Army


Inspire Army, Mage's Fury, Chastity,

  • +15% Attack Travel Time
  • -15% Enemy Military Casualties
  • Can't use Accelerated Construction
  • +100% Food consumption

Elite: 12/2, 900gc, 11 NW

Elite: 8/5, 900gc, 10.0 NW

Elite: 7/6, 700gc, 8.5 NW

 
 Faeries  Humans  Orcs
  • +35% Self Spell Duration (will not affect spells on others)
  • Can Cast Fading Spells on Kingdom Mates
  • +30% Income
  • +15% Credits (Building & Training)
  • +25% Scientist Spawn Rate
  • +15% Battle Gains
  • Free draft
  • +15% Enemy casualties when attacking


Fool's Gold, Greater Protection, Invisibility, Mystic Aura, Reflect Magic, Tree of Gold, Animate Dead


Greater Protection, Inspire Army


Reflect Magic

  • -10% Income
  • -10% WPA
  • +20% Rune Costs
  • +10% Military Casualties
  • -15% TPA

Elite: 4/9, 900gc, 10.5 NW

Elite: 9/4, 900gc, 10.0 NW

Elite: 10/1, 900gc, 9.5 NW


Personalities

 Heretic  Mystic  Paladin
  • Wizards do not die on failed spells
  • -66% Thieves lost on failed ops
  • +40% Magic and Thievery Science Effectiveness
  • 15% Sabotage and Instant Spell Damage
  • +1 Mana per Tick
  • +100% Guilds Effectiveness
  • Access to Blizzard and Revelation
  • Starts with +400 wizards and +400 thieves
  • +200% Guilds Effectiveness
  • +100% Magic Science Effectiveness
  • +25% Instant Spell Damage
  • Access to Meteor Showers, Chastity, Revelation and Paradise
  • Starts with +800 wizards
  • +35% Dragon-slaying strength
  • -25% Defensive Casualties
  • +100% Guilds Effectiveness
  • Immune to the Plague
  • Access to all Paladin-Only Spells, Fool's Gold, Town Watch
  • Starts with +400 soldiers, +400 specialist credits and +400 wizards
 
 Rogue  Sage  Tactician
  • +1 Stealth per Tick
  • Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
  • +50% Thieves' Dens Effectiveness
  • +50% Thievery Science Effectiveness
  • Spell Book: Gluttony, Paradise and Revelation
  • Starts with +800 thieves
  • -25% Losses from Abducts
  • +35% Science Effectiveness
  • Access to Amnesia
  • Starts with +50% scientists
  • -15% Attack Time
  • Accurate Espionage
  • Access to Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
 
 Undead  War Hero  Warrior
  • Spreads and is Immune to The Plague
  • -33% Offensive Casualties
  • Access to Greater Protection, Animate Dead
  • Starts with +800 soldiers and +800 specialist credits
  • Immune to Dragons
  • Immune to Income Penalty effects
  • +100% Honor Bonuses
  • Access to War Spoils, Pitfalls
  • Starts with 800 elites
  • +15% Offensive Military Efficiency
  • +20% Military Science Effectiveness
  • Full Conquest Access (Regardless of NW range)
  • Access to Fanaticism, Bloodlust
  • Starts with +800 soldiers and +800 specialist credits


Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +20% Income, +35% Draft Speed, +35% Birth Rate
Barrier
  • +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
Expedient
  • -30% Military Training Time, -25% Training Costs (includes Thieves), -20% Build Times, -25% Build Costs
Godspeed
  • -15% Attack Time, +10% Battle Gains, -15% Offensive Casualties
Havoc
  • +25% Offensive WPA/TPA, +10% Spell/Op Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties, +20% Honor Gains
Resilient
  • -25% Losses, -40% Battle Gains, -25% Defensive Casualties

Dragons

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