Difference between revisions of "Age 85"

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(Mechanics Changes)
(Races: updated for age 85)
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{{rtt 8
+
{{rtt 9
 
| 1a = Avian
 
| 1a = Avian
 
| 1b =  
 
| 1b =  
* -20% Attack Time
+
* -15% Attack Time
* +1 Defensive Specialist Strength
+
* +40% Birth Rate
* -50% Ambush Land Losses
+
* -25% Military Train Time
* +10% birth rates
 
 
| 1c =  
 
| 1c =  
* -10% Combat Gains
+
* Can't use Stables
* +10% Military Casualties
 
* Cannot Use War Horses or Stables
 
  
| 1d = Bloodlust, Greater Protection
+
| 1d = Greater Protection, Fanaticism
| 1e = Elite: 8/3, 850gc, 8.5 NW
+
| 1e = Elite: 16/6, 975gc, 8.5 NW
  
| 2a = Dwarf
+
| 2a = Dark Elf
 
| 2b =  
 
| 2b =  
* +20% Building Efficiency
+
* +2 Offensive Specialist Strength
* -50% Construction Cost
+
* +50% Runes Refunded on Spell Success
* +25% Building Credits from attacks
+
* +20% Sabotage Damage
 
| 2c =  
 
| 2c =  
* +100% Food consumption
+
* -10 Building Efficiency
  
| 2d = Clear Sight, Inspire Army, Mystic Aura
+
| 2d = Pitfalls, Reflect Magic
| 2e = Elite: 7/5, 950gc, 10.5 NW
+
| 2e = Elite: 9/12, 1100gc, 8.75 NW
  
| 3a = Elf
+
| 3a = Dwarf
 
| 3b =  
 
| 3b =  
* +1% Mana per tick
+
* +30% Building Efficiency
* +10% Military Efficiency
+
* -75% Construction Cost
* Can Cast Self Spells on Kingdom Members
+
* +5% Military Efficiency
 
| 3c =  
 
| 3c =  
* +20% Explore Costs
+
* +100% Food consumption
  
| 3d = Inspire Army, Mage's Fury, Mystic Aura
+
| 3d = Gluttony
| 3e = Elite: 7/3, 800gc, 8.5 NW
+
| 3e = Elite: 12/8, 1050gc, 8.0 NW
  
| 4a = Faery
+
| 4a = Elf
 
| 4b =  
 
| 4b =  
* Access to All Racial Spells
+
* +2 Defensive Specialist Strength
* +25% Wizardry Effectiveness (WPA)
+
* +20% Combat Instant Spell Damage
 +
* -1 Mana Self Spell Cost
 
| 4c =  
 
| 4c =  
* -10% Population
+
* +20% Explore Costs
* -1 General
+
* Can't use Dungeons
  
| 4d = All Racial Spells, Reflect Magic, Tree of Gold
+
| 4d = Mystic Aura, Chastity
| 4e = Elite: 3/8, 1100gc, 10.0 NW
+
| 4e = Elite: 13/7, 1000gc, 7.75 NW
  
| 5a = Halfling
+
| 5a = Faery
 
| 5b =  
 
| 5b =  
* Homes hold 20 population
+
* +25% Magic Effectiveness (WPA)
* +25% Thievery Effectiveness (TPA)
+
* +50% Self-Spell Duration
* -50% Thief Losses
+
* +20% Rune Production
* Mercenaries and Prisoners fight with 10 strength
+
* Access to All Racial Spells
* Can use Specialist credits to train Thieves
 
* +1 Offense/Defense Soldiers
 
 
| 5c =  
 
| 5c =  
* Cannot use Hospitals
+
* -10% Maximum Population
  
| 5d = Aggression, Gluttony, Town Watch
+
| 5d = All Racial Spells, Tree of Gold
| 5e = Elite: 5/6, 500gc, 8.0 NW
+
| 5e = Elite: 6/13, 1200gc, 8.0 NW
  
| 6a = Human
+
| 6a = Halfling
 
| 6b =  
 
| 6b =  
* +15% Science Effectiveness
+
* Homes hold 20 population
* +1 Offensive Specialist Strength
+
* +25% Thievery Effectiveness (TPA)
* -25% Military Wages
+
* -20% Military Training Cost
 
| 6c =  
 
| 6c =  
* -1% Mana Recovery Per Tick
 
  
| 6d = Quick Feet, Revelation
+
| 6d = Town Watch, Vermin
| 6e = Elite: 5/7, 1050gc, 9.5 NW
+
| 6e = Elite: 10/8, 850gc, 7.25 NW
  
| 7a = Orc
+
| 7a = Human
 
| 7b =  
 
| 7b =  
* +10% Combat Gains
+
* +25% Income
* -50% Draft Costs
+
* +20% Science Effectiveness
* +15% Enemy Military Casualties
+
* +2 War Horse Strength
 
| 7c =  
 
| 7c =  
* 20% of Spells Fail
+
* -20% Magic Effectiveness (WPA)
* 20% of Thievery Operations Fail
+
* +25% Rune Cost
* +10% Damage taken from Sabotage Operations
+
 
| 7d = Inspire Army
+
| 7d = Quick Feet, Fountain of Knowledge
| 7e = Elite: 9/3, 1000gc, 9.0 NW
+
| 7e = Elite: 8/12, 1250gc, 8.25 NW
  
| 8a = Undead
+
| 8a = Orc
 
| 8b =  
 
| 8b =  
 +
* +20% Combat Gains
 +
* +2/+2 Soldier Strength
 +
* -50% Draft Costs
 +
| 8c =
 +
* +15% Damage taken from Instant Spells & Sabotage Operations
 +
* -50% Honor Bonus
 +
| 8d = Aggression, Bloodlust
 +
| 8e = Elite: 14/6, 1000gc, 7.75 NW
 +
 +
| 9a = Undead
 +
| 9b =
 
* +10% Population
 
* +10% Population
* -30% Military Casualties
+
* -50% Offensive Military Casualties
 +
* No Food required
 +
* Spreads and is immune to the Plague
 
* Converts some Specialists to Elites on Successful Traditional Marches
 
* Converts some Specialists to Elites on Successful Traditional Marches
* No food needed
+
| 9c =  
* Spreads and is immune to the Plague
 
| 8c =  
 
 
* -35% Science Effectiveness
 
* -35% Science Effectiveness
* -1 Offense Specialist Strength
 
* -1 Defensive Specialist Strength
 
* Only Basic Thievery Intel Operations available
 
 
* Cannot train Elites
 
* Cannot train Elites
| 8d = Animate Dead, Chastity
+
* No Access to Hospitals
| 8e = Elite: 10/2, -gc, 10.0 NW
+
| 9d = Animate Dead, Chastity
 +
| 9e = Elite: 16/7, -gc, 9.0 NW
 
}}
 
}}
  

Revision as of 17:29, 2 March 2020

Age 85
Name:

Intuition

Number:

85

Official Information
Server:

World of Legends

Status:

Current

Owner:

Muga Gaming

Dates
Start:

4 Mar 2020

End:
Duration (in days):

11 weeks

Intuition - current Age on World of Legends server.

Mechanics Changes

Attacks & Relations

  • Dragons
    • Food production will be reduced by 10% while a dragon is ravaging your lands
  • War
    • Gains going into or out of war are being reduced from -75% to -85%
    • While in War income will be reduced by 10%
  • Science
    • Recruit Scientists will produce 100 books per tick
    • Novice Scientists will produce 120 books per tick
    • Graduate Scientists will produce 140 books per tick
    • Professor Scientists will produce 160 books per tick
  • Buildings
    • Stables will produce 2 horses per tick (down from 3)
    • Forts will increase defense by 1.5% (reduced from current amount of 2%)

Spells

  • New (or revised) Spells:
    • Sacred Mist - 10% reduced gains on the next attack made against you (will be triggered on fails)
    • Invisibility - TPA bonus increased to 20%
    • Mage's Fury - WPA bonus and penalty increased to 30%
  • Spells Categories (restated):
    • Currently there are:
      • Fading (duration)
      • Instant (one time effect)
    • Support Category will include only the spells that are castable onto Kingdom Mates
    • Support Spells will include (only available if your race/personality has access to them, i.e. having the ability to cast Support spells on Kingdom mates will not grant access to all of these spells)
      • Minor Protection
      • Greater Protection
      • Fertile Lands
      • Magic Shield
      • Nature's Blessing
      • Love and Peace
      • Builder's Boon
      • Inspire Army
      • Patriotism
      • Scientific Insight
      • Illuminate Shadows
      • Wrathful Smite
      • Fanaticism

Game Administration Kingdom

  • Kingdom 1:1 will be dedicated to Game Administration and 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 the Utopia Support e-mail or for reporting violations of the Game Rules.

Miscellaneous

  • Employed peasants will produce 3.0 gc per job (up from 2.75)
  • Daily acre bonus of 5 acres will be moved to the 1st of each month and increased to 10 acres

Gold Status

  • Benefits of a Gold Account (15 credits for 1 month or 35 credits for 3 months)
  • Ad-Block Active
  • Hostile Meter Active
  • Free Sitting Credits (3 for 1 month and 9 for 3 months)
  • Ability to mentor another Province for 4 hours with a 24-hour cooldown (in the same Kingdom and can't be combined with regular sitting)

Rituals

Stats listed here considered 'base effectiveness'

  • Affluent: Income +20% & Draft Speed +25%
  • Barrier: +10% DME & -15% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
  • Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
  • Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks & +20% Credits gained in combat
  • Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties
  • Havoc: +30% Offensive TPA & +30% Offensive WPA & +15% Spell/Thief damage
  • Onslaught: +10% OME & +15% enemy casualties on attacks

Races

 Avian  Dark Elf  Dwarf
  • -15% Attack Time
  • +40% Birth Rate
  • -25% Military Train Time
  • +2 Offensive Specialist Strength
  • +50% Runes Refunded on Spell Success
  • +20% Sabotage Damage
  • +30% Building Efficiency
  • -75% Construction Cost
  • +5% Military Efficiency


Greater Protection, Fanaticism


Pitfalls, Reflect Magic


Gluttony

  • Can't use Stables
  • -10 Building Efficiency
  • +100% Food consumption

Elite: 16/6, 975gc, 8.5 NW

Elite: 9/12, 1100gc, 8.75 NW

Elite: 12/8, 1050gc, 8.0 NW

 
 Elf  Faery  Halfling
  • +2 Defensive Specialist Strength
  • +20% Combat Instant Spell Damage
  • -1 Mana Self Spell Cost
  • +25% Magic Effectiveness (WPA)
  • +50% Self-Spell Duration
  • +20% Rune Production
  • Access to All Racial Spells
  • Homes hold 20 population
  • +25% Thievery Effectiveness (TPA)
  • -20% Military Training Cost


Mystic Aura, Chastity


All Racial Spells, Tree of Gold


Town Watch, Vermin

  • +20% Explore Costs
  • Can't use Dungeons
  • -10% Maximum Population

Elite: 13/7, 1000gc, 7.75 NW

Elite: 6/13, 1200gc, 8.0 NW

Elite: 10/8, 850gc, 7.25 NW

 
 Human  Orc  Undead
  • +25% Income
  • +20% Science Effectiveness
  • +2 War Horse Strength
  • +20% Combat Gains
  • +2/+2 Soldier Strength
  • -50% Draft Costs
  • +10% Population
  • -50% Offensive Military Casualties
  • No Food required
  • Spreads and is immune to the Plague
  • Converts some Specialists to Elites on Successful Traditional Marches


Quick Feet, Fountain of Knowledge


Aggression, Bloodlust


Animate Dead, Chastity

  • -20% Magic Effectiveness (WPA)
  • +25% Rune Cost
  • +15% Damage taken from Instant Spells & Sabotage Operations
  • -50% Honor Bonus
  • -35% Science Effectiveness
  • Cannot train Elites
  • No Access to Hospitals

Elite: 8/12, 1250gc, 8.25 NW

Elite: 14/6, 1000gc, 7.75 NW

Elite: 16/7, -gc, 9.0 NW


Personalities

 Artisan  Cleric  Heretic  Mystic
  • +30% Income
  • -25% Building Construction Time
  • -25% Construction Cost
  • Access to Ghost Workers

Starts with +800 soldiers and +800 specialist credits

  • -30% Military Casualties in Combat
  • Immune to The Plague
  • Can Cast Support Spells on Kingdom Members
  • Access to Animate Dead, Greater Protection, Illuminate Shadows, Scientific Insight and Wrathful Smite
  • Starts with +400 soldiers, +400 specialist credits and +400 wizards
  • +50% Guilds Effectiveness
  • -50% Thieves lost on failed Ops
  • +20% Wizardry Effectiveness (WPA)
  • +20% Thievery Effectiveness (TPA)
  • +35% Cunning Science Effectiveness
  • Access to Barrier of Integrity, Blizzard, Fool's Gold, Gluttony, Nightmare and Barrier of Integrity
  • Starts with +400 wizards and +400 thieves
  • +100% Guilds Effectiveness
  • +50% Channeling Science Effectiveness
  • +30% Rune Production
  • Access to Chastity, Expose Thieves, Mage's Fury, Meteor Showers and Paradise
  • Starts with +800 wizards
 
 Rogue  Tactician  War Hero  Warrior
  • +50% Guilds Effectiveness
  • +75% Thieves' Dens Effectiveness
  • +50% Crime Science Effectiveness
  • +1 Stealth per Tick
  • Access to all thievery operations, including 4 unique to Rogues: Assassinate Wizards, Greater Arson, Propaganda and Steal War Horses
  • Access to Expose Thieves, Invisibility and Paradise
  • Starts with +800 thieves
  • -15% Attack Time
  • +20% Specialist and Building Credits gained in Combat
  • +25% Siege Science Effectiveness
  • Accurate Espionage
  • Access to Fanaticism
  • Starts with +800 soldiers and +800 specialist credits
  • +100% Honor Bonuses
  • +5% Military Efficiency in War
  • -25% Train Time
  • Immune to Dragons
  • Converts Specialists into Elites on successful Traditional Marches
  • Access to Pitfalls and War Spoils
  • Starts with 800 elites
  • +10% Offensive Military Efficiency
  • +1 Offensive Specialist Strength
  • -25% Military Wages
  • Full Conquest Access (Regardless of Networth Range)
  • Starts with +800 soldiers and +800 specialist credits

Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +20% Income, +25% Draft Speed
Barrier
  • +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
Expedient
  • -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs
Expropriation
  • -10% Combat Gains, +20% Honor Gains on Attacks
Godspeed
  • -10% Attack Time, -15% Offensive Casualties
Havoc
  • +30% Offensive WPA/TPA, +10% Spell/Op Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Offensive Enemy 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