Age 71

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Age 71
Name:

New Beginnings

Number:

71

Official Information
Server:

World of Legends

Status:

upcoming

Owner:

Arcadia Games

Dates
Start:

11 Mar 2017

End:
Duration (in days):

The Age of New Beginnings (Age 71) - upcoming Age on World of Legends server.


Changes in brief

Race Changes

Avian
-25% Attack travel time
Cannot be ambushed
+40% Birth Rate
+1 Offensive Specialist strength
+15% Military Casualties
Cannot Use War Horses
Elite: 11/4, 775gc, 10NW
Spellbook: Fanaticism, Greater Protection, Blood Lust
Dwarf
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
+1 Offensive specialist strength
+1 Defensive specialist strength
Can't use Accelerated Construction
+100% Food consumption

Spellbook: Mystic Aura
Elite: 8/8, 850gc, 9.5NW
Elf
+2 Defensive Specialist strength
+35% Spell Success (WPA)
+25% Spell Damage
+50% Rune Generation
-35% Military Casualties
+50% Military Wages
Spellbook: Pitfalls, Invisibility, Fool's Gold
Elite: 8/7, 900gc, 9.5NW
Faery
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
-5% Population
-10% Birth Rate
Spellbook: All Racial Spells and Tree of Gold
Elite: 5/10, 1050gc, 11.5NW
Halfling
+10% Population
+50% Thievery Operation Success (TPA)
-50% Thief cost
+1 Stealth per tick
+2 Offensive Specialist Strength
-5% Building Efficiency
-10% Birth Rate
Spellbook: Aggression, Mage's Fury
Elite: 6/8, 700gc, 10NW
Human
+30% Income
Immune to Income Penalties
-10% Spell Success
+10% Military Casualties
Spellbook: Greater Protection, Quick Feet
Elite: 10/4, 1000gc, 9.5NW
Orc
+25% Battle Gains
Free draft
+20% Enemy casualties when attacking
-20% Science Effectiveness
-10% Thievery Effectiveness (TPA)
Spellbook: Reflect Magic, Blood Lust
Elite: 13/2, 1000gc, 11NW
Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+3 Offensive Specialist strength
Basic Thievery (Intel Operations Only)
No Elite Training
-35% Science Effectiveness
Spellbook: Town Watch
Elite: 15/1, 10.5NW


Personality Changes

The Cleric
-35% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
Access to Greater Protection
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 35% of rune cost refunded
+20% Spell Success
+20% Magic and Thievery Science Effectiveness
Access to Nightmares and Blizzard
Access to Revelation
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +400 Wizards
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+75% Thievery Science Effectiveness
Access to Gluttony
Access to Revelation
Starts with +400 thieves
The Sage
Protect 30% of scientists on abduct attack
Scientists are 25% more effective
Access to Amnesia
Increase base Scientist spawn rate by 25%
Starts with 20% extra scientists
The Tactician
-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
+1 General
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits
The War Hero
+125% Honor Effects
Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
Immune to Dragon effects and Income Penalties
+10% Battle Gains
Increase honor gains by generating honor in all land attacks (in or out of war)
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites

Mechanics Changes

  • Science
    • Scientist Recruit rank from 6 hours to 3 hours
    • Scientist Spawn rate lowered slightly
    • Food Science will now be Food and Rune Production
    • Food and Rune Production Science maximum will be 120% from 200%
    • Magic Science will no longer increase Wizard Production
    • The science effects produced by scientists will have a diminishing return (instead of the current linear system in place)
    • Revelation will increase scientist spawn rate by 35%, down from 100%
    • Revelation duration will be lowered
  • Other bits and pieces
    • Blood Lust will provide +10% Offensive Military Efficiency & +15% Higher Military Losses for the attacker & +10% Military Losses for the defender
    • Anonymity will no longer destroy honor during war
    • The Attack Gains formula will include a land factor such that attacks that may have previously yielded little to no gains will now yield gains, example: a 1000 acre province with 75,000 NW being attacked by a 1000 acre province with 250,000 NW would normally yield a 0 acre gain. This attack would now produce an acre gain.
    • The Attack Gains formula may also receive tweaks to adjust the scaling of how relative net worth affects gains in such a way that further discourages bottom-feeding and promotes protecting your own land.
    • The War Win bonus choice of 'Land' or 'Honor' will be removed. All War Wins will yield a single bonus, which will be an increased amount of both Land and Honor. Similar to the minimum land bonus, a minimum honor bonus will also be added.

Races

 Avians  Dwarves  Elves  Faeries
  • -25% Attack travel time

Cannot be ambushed +40% Birth Rate +1 Offensive Specialist strength

  • +20% Building Efficiency
  • Free Building Construction and Can Use Credits to Raze Buildings
  • -50% Building Construction Time
  • +1 Offensive specialist strength
  • +1 Defensive specialist strength
  • +2 Defensive Specialist strength
  • +35% Spell Success (WPA)
  • +25% Spell Damage
  • +50% Rune Generation
  • -35% Military Casualties
  • +40% Combat Instant Spell Damage
  • +40% Sabotage Operation Damage
  • +1 mana per tick in war

Fanaticism, Greater Protection, Blood Lust

Mystic Aura

Fool's Gold, Pitfalls, Invisibility

Access to All Racial Spells and Tree of Gold

+15% Military Casualties Cannot Use War Horses

  • Can't use Accelerated Construction
  • +100% food consumption
  • +50% Military Wages
  • -5% Population
  • -10% Birth Rate

Elite: 11/4, 775gc, 10NW

Elite: 8/8, 850gc, 9.5NW

8/7, 900gc, 9.5NW

Elite: 5/10, 1050gc, 11.5NW

 
 Halflings  Humans  Orcs  Undeads
  • +10% Population
  • +50% Thievery Operation Success (TPA)
  • -50% Thief cost
  • +1 Stealth per tick
  • +2 Offensive Specialist Strength
  • +30% income
  • Immune to Income Penalties
  • +25% Battle Gains
  • Free draft
  • +20% Enemy casualties when attacking
  • -75% Offensive losses on attacks you make
  • Spreads and is Immune to The Plague
  • No Food Required
  • Attacks convert Offensive Specialists into Elites
  • Defensive losses automatically convert to soldiers(Permanent Animate Dead)
  • +3 Offensive Specialist strength

Mage's Fury, Aggression

Greater Protection, Quick Feet

Reflect Magic, Blood Lust

Town Watch

  • -5% Building Efficiency
  • -10% Birth Rate
  • -10% Spell Success
  • +10% Military Casualties
  • -20% Science Effectiveness
  • -10% Thievery Effectiveness (TPA)
  • Basic Thievery (Intel Operations Only)
  • No Elite Training
  • -35% Science Effectiveness

Elite: 6/8, 700gc, 10NW

Elite: 10/4, 1000gc, 9.5NW

Elite: 13/2, 1000gc, 11NW

Elite: 15/1, 10.5NW


Personalities

 Heretic  Sage  Rogue  Mystic
  • Wizards do not die on failed spells
  • Thieves do not die on failed operations
  • Successful spell casts get 35% of rune cost refunded
  • +20% Spell Success
  • +20% Magic and Thievery Science Effectiveness.
  • Access to Nightmares and Blizzard
  • Access to Revelation
  • Starts with +100 Wizards and +200 thieves
  • Protect 30% of scientists on abduct attack
  • Scientists are 25% more effective
  • Access to Amnesia
  • Increase base Scientist spawn rate by 25%
  • Starts with 20% extra scientists
  • +1 Stealth recovery per tick
  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Thieves Dens are 50% more effective
  • +75% Thievery Science Effectiveness
  • Access to Gluttony
  • Access to Revelation
  • Starts with +400 thieves
  • All Guilds are 100% more effective
  • +75% Magic Science Effectiveness
  • Access to Meteor Showers, Chastity, Revelation
  • Starts with +400 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • +10% Offensive Military Efficiency
  • Enhanced Conquest range
  • +1 General
  • Starts with +800 soldiers and +800 specialist credits
  • -20% Attack Time
  • Accurate Espionage
  • Access to Clear Sight
  • Starts with +800 soldiers and +800 specialist credits
  • -35% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Access to Animate Dead
  • Access to Greater Protection
  • Starts with +800 soldiers and +800 specialist credits
  • +125% Honor Effects
  • Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
  • Immune to Dragon and Income penalty effects
  • +10% Battle Gains
  • Increase honor gains by generating honor in all land attacks (in or out of war)
  • Access to War Spoils, Pitfalls and Fanaticism
  • Starts with 800 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


  • 72 hours maximum duration, 96 hour cooldown
  • -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

  • -25% 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