Difference between revisions of "Ritual"
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| align="left" | Affluent | | align="left" | Affluent | ||
| align="left" | | | align="left" | | ||
− | *+20% Income, +25% Draft Speed | + | * +20% Income, +25% Draft Speed |
|- bgcolor="#f9fafb" | |- bgcolor="#f9fafb" | ||
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| align="left" | | | align="left" | | ||
* -20% Damage from Enemy Instant Magic & Thievery Operations, +20% Defensive WPA & TPA | * -20% Damage from Enemy Instant Magic & Thievery Operations, +20% Defensive WPA & TPA | ||
+ | |||
+ | |- bgcolor="#f9fafb" | ||
+ | | align="left" | Benediction | ||
+ | | align="left" | | ||
+ | * +10% Building Efficiency, -20% Military Wages, +40% Birth Rate | ||
|- bgcolor="#f9fafb" | |- bgcolor="#f9fafb" | ||
| align="left" | Expedient | | align="left" | Expedient | ||
| align="left" | | | align="left" | | ||
− | *-20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction | + | * -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Time, -25% Construction Cost |
|- bgcolor="#f9fafb" | |- bgcolor="#f9fafb" | ||
| align="left" | Expropriation | | align="left" | Expropriation | ||
| align="left" | | | align="left" | | ||
− | *+10% Combat Gains, +20% Honor Gains on Attacks, +20% Credits gained in Combat | + | * +10% Combat Gains, +20% Honor Gains on Attacks, +20% Credits gained in Combat |
|- bgcolor="#f9fafb" | |- bgcolor="#f9fafb" | ||
− | | align="left" | | + | | align="left" | Godspeed |
| align="left" | | | align="left" | | ||
− | * | + | * -10% Attack Time, -15% Military Casualties |
|- bgcolor="#f9fafb" | |- bgcolor="#f9fafb" | ||
| align="left" | Havoc | | align="left" | Havoc | ||
| align="left" | | | align="left" | | ||
− | *+30% Offensive WPA & TPA, +20% Instant Spell & Sabotage Operation Damage | + | * +30% Offensive WPA & TPA, +20% Instant Spell & Sabotage Operation Damage |
|- bgcolor="#f9fafb" | |- bgcolor="#f9fafb" | ||
| align="left" | Onslaught | | align="left" | Onslaught | ||
| align="left" | | | align="left" | | ||
− | *+10% Offensive Military Efficiency, +20% Enemy Casualties on Attacks | + | * +10% Offensive Military Efficiency, +20% Enemy Casualties on Attacks |
+ | |||
+ | |- bgcolor="#f9fafb" | ||
+ | | align="left" | Stalwart | ||
+ | | align="left" | | ||
+ | * +10% Defensive Military Efficiency, -10% Enemy Combat Gains | ||
|} | |} |
Revision as of 23:03, 19 September 2020
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.
Contents
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 seven kinds of Kingdom Rituals:
Kingdom Rituals | |
---|---|
Ritual | Description |
Affluent |
|
Barrier |
|
Benediction |
|
Expedient |
|
Expropriation |
|
Godspeed |
|
Havoc |
|
Onslaught |
|
Stalwart |
|
Completing A Ritual
To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 40 times within 48 hours of the ritual being started. A ritual's full strength is reached at 80 casts.
A Ritual can be overcasted, for increased effects.
Ritual Effectiveness = 1+(2*SQRT(X-80))/100
where X = number of ritual casts when X ≥ 80
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 48-120 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.
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