From The Utopian Encyclopedia
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| + | Reformation. |
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| + | = Mechanical Changes = |
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| + | In progress. |
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Revision as of 05:08, 27 December 2020
Reformation.
Mechanical Changes
In progress.
Races
Avian |
Dark Elf |
Dwarf
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- -15% Attack Time
- -25% Train Time
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- -100% Offensive Spell Rune Cost
- -75% Self Spell Rune Cost (excluding Ritual)
- Wizards do not die on Failed Spell Casts
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- +25% Building Efficiency
- -50% Building Construction and Raze Cost
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Bloodlust, Mage's Fury, Reflect Magic
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- No Access to Stables and War Horses
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- Soldier - 3/3, 1.5nw
- Offensive Specialist - 12/0, 4.8nw
- Defensive Specialist - 0/11, 5.5nw
- Elite Unit - 13/5, 1400gc, 7.75nw
- Mercenary/Prisoner - 6/0, 0.6nw
- War Horse - N/A, 0.0nw
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- Soldier - 2/2, 1.0nw
- Offensive Specialist - 10/0, 4.0nw
- Defensive Specialist - 0/10, 5.0nw
- Elite Unit - 9/10, 1500gc, 8.75nw
- Prisoner/Mercenary - 6/0, 0.6nw
- War Horse - 3/0, 0.9nw
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- Soldier - 2/2, 1.0nw
- Offensive Specialist - 10/0, 4.0nw
- Defensive Specialist - 0/10, 5.0nw
- Elite Unit - 12/7, 1500gc, 8.25nw
- Prisoner/Mercenary - 6/0, 0.6nw
- War Horse - 3/0, 0.9nw
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Elf |
Faery |
Gnome
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- +25% Magic Effectiveness (WPA)
- +100% Rune Production
- -1 Self Spell Mana Cost
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- +30% Thievery Effectiveness (TPA)
- -30% Defensive Military Casualties
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- +15% Population
- +40% Birth Rate
- -50% Food Consumption
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Magic Ward, Mystic Aura, Pitfalls, Sloth
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All Racial Spells, Tree of Gold
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- Soldier - 2/3, 1.25nw
- Offensive Specialist - 10/0, 4.0nw
- Defensive Specialist - 0/12, 6.0nw
- Elite Unit - 11/7, 1400gc, 7.75nw
- Prisoner/Mercenary - 6/0, 0.6nw
- War Horse - 3/0, 0.9nw
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- Soldier - 2/2, 1.0nw
- Offensive Specialist - 10/0, 4.0nw
- Defensive Specialist - 0/10, 5.0nw
- Elite Unit - 7/11, 1750gc, 8.25nw
- Prisoner/Mercenary - 6/0, 0.6nw
- War Horse - 3/0, 0.9nw
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- Soldier - 2/2, 1.0nw
- Offensive Specialist - 8/0, 3.2nw
- Defensive Specialist - 0/10, 5.0nw
- Elite Unit - 9/5, 1100gc, 6.25nw
- Prisoner/Mercenary - 6/0, 0.6nw
- War Horse - 3/0, 0.9nw
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Human |
Orc |
Undead
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- +25% Income
- +30% Credits Gained in Combat
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- +15% Enemy Military Casualties
- +10% Dragon Slaying Strength
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- -30% Offensive Military Casualties
- 50% of Military Casualties are Revived as Soldiers
- Prisoners Covert to Elites over time (3% per Tick)
- Spreads and is Immune to the Plague
- No Food Needed
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Fountain of Knowledge, Quick Feet, Scientific Insights
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- +15% Damage Taken from Instant Spells
- +15% Damage Taken from Sabotage Operations
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- No Access to Homes
- No Access to Hospitals
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- Soldier - 2/2, 1.0nw
- Offensive Specialist - 10/0, 4.0nw
- Defensive Specialist - 0/10, 5.0nw
- Elite Unit - 12/6, 1750gc, 7.75nw
- Prisoner/Mercenary - 6/0, 0.6nw
- War Horse - 4/0, 1.2nw
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- Soldier - 3/2, 1.25nw
- Offensive Specialist - 10/0, 4.0nw
- Defensive Specialist - 0/10, 5.0nw
- Elite Unit - 14/5, 1450gc, 8.0nw
- Prisoner/Mercenary - 6/0, 0.6nw
- War Horse - 3/0, 0.9nw
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- Soldier - 1/1, 0.5nw
- Offensive Specialist - 11/0, 4.4nw
- Defensive Specialist - 0/9, 4.5nw
- Elite Unit - 13/6, 1450gc, 8.0nw
- Mercenary/Prisoner - 6/0, 0.6nw
- War Horse - 3/0, 0.9nw
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Personalities
The Cleric |
The Heretic |
The Mystic |
The Raider
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- -30% Military Casualties
- Immune to the Plague
- Can Cast Support Spells on Kingdom Members
- Access to Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows and Wrathful Smite
- +25% Economy Book Production
- Elite unit gains +1 Offensive Strength and +1 Defensive Strength
- Starts with +800 soldiers and +800 specialist credits
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- +75% Wizard Production
- -75% Thieves Lost on Operations
- +20% Instant Spell Damage
- +20% Sabotage Operation Damage
- Access to Amnesia, Fool's Gold, Nightmare and Revelation
- +25% Arcane Arts Science Book Production
- Elite unit gains +2 Defensive Strength
- Starts with +400 wizards and +400 thieves
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- +100% Guilds Effectiveness
- +1 Mana Recovery per Tick
- +50% Self Spell Duration
- +25% Arcane Science Book Production
- Access to Blizzard, Mage's Fury, Meteor Showers and Revelation
- Elite unit gains +2 Defensive Strength
- Starts with +800 Wizards
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- +40% Plunder Gains
- Each Acre can house 6 War Horses and 2 Prisoners
- Can use Specialist Credits to Train Thieves
- Access to Steal War Horses
- +25% Economy Science Book Production
- Elite unit gains +1 Offensive Strength and +1 Defensive Strength
- Starts with +600 soldiers, +600 specialist credits and +200 thieves
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The Rogue |
The Tactician |
The War Hero |
The Warrior
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- +100% Thieves' Dens Effectiveness
- +1 Stealth Recovery per Tick
- -30% Thief Cost
- Access to All Thievery Operations
- Access to Invisibility and Revelation
- +25% Arcane Arts Science Book Production
- Elite unit gains +2 Defensive Strength
- Starts with +800 thieves
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- -15% Attack Time
- +50% Ambush Protection
- Accurate Espionage
- Access to Clear Sight and War Spoils
- +25% Military Science Book Production
- Elite unit gains +2 Offensive Strength
- Starts with +800 soldiers and +800 specialist credits
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- +10% Combat Gains
- +50% Elite Conversions in Combat
- -50% Honor Loss in Combat
- +25% Military Science Book Production
- Elite unit gains +2 Offensive Strength and +1 Defensive Strength
- Starts with +800 Soldiers and +800 Specialist Credits
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- +15% Offensive Military Efficiency
- +2 Prisoner and Mercenary Strength
- -75% Mercenary Cost
- +25% Military Science Book Production
- Elite unit gains +2 Offensive Strength
- Starts with +800 soldiers and +800 specialist credits
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