Difference between revisions of "Age 55"

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(Mechanic Changes)
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===Mechanic Changes===
+
==Game mechanic changes==
 
 
Specialists now defend and attack at 4 points respectively.
 
 
 
The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
 
 
 
The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
 
 
 
Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
 
 
 
Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
 
 
 
Intra kingdom hits will remove some honor from the attacked province.
 
 
 
Attacks in war will not take extra acres from the exploration pool.
 
 
 
Entering Fortified stance will result in -50% magic and thief operation effectiveness and gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
 
 
 
''*'' Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
 
 
 
''**'' halfling soldiers will be double networth (.ie 3NW) due to their higher power.
 
  
 +
* Specialists now defend and attack at 4 points respectively.
 +
* The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
 +
* The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
 +
* Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
 +
* Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
 +
* Intra kingdom hits will remove some honor from the attacked province.
 +
* Attacks in war will not take extra acres from the exploration pool.
 +
* Entering Fortified stance will result in -50% magic and thief operation effectiveness and gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
 +
* Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
  
 
=Races=
 
=Races=

Revision as of 18:38, 19 August 2012

Age 55
Name:

Veil of Shadows

Number:

55

Official Information
Server:

World of Legends

Status:

online

Owner:

Arcadia Games

Dates
Start:

10 August 2012

End:
Duration (in days):


Veil of Shadows - current Age on World of Legends server.


Changes in brief

Age 55 Final Changes and Start Times

For Age 55 the following changes will be implemented (use the Show Text button to see age 54 details). Many thanks to those that contributed, feel free to post your thoughts here

Schedule

Age due to end on 7th August.
End of age 54: Tuesday 7th August, 12.00 GMT
Start of Age 55 Freeze: Tuesday 7th August, 18.00 GMT
Start of Age 55 Protection: Friday 10th August, 18.00 GMT
End of Age 55 Protection: Monday 13th August, 18.00 GMT


Race

Avians

- 30% attack time
+20% Sabotage damage*
- 10% attack gains
No Access to Stables
Town Watch, Vermin, Mystic Aura
Elite: 6/3, 700gc, 5.25NW

Dwarves

+ 20% Building Efficiency
Free Building Construction
Can use credits to raze buildings
+ 30% Spell Damage (Instant Spells)
+50% Food Consumption
Can't use Accelerated Construction
Quick Feet, Fanaticism, Fools Gold, Clearsight
Elite: 6/2, 650gc, 5NW

Elves

+ 1 Mana Recovery / Tick in war
+ 50% WPA
+ 1 defence specialist strength
Pitfalls, Mages Fury, Amnesia, Nightmare
Elite: 5/3, 650gc, 4.75NW


Faeries

+ 30% Spell Damage (Instant Spells)
+ 20% Sabotage damage*
+ 30% WPA and TPA
- 3 generals
- 5% population
Access to All Racial Spells
Elite: 3/6, 800gc, 6NW


Halflings

+50% TPA
+1 stealth
- 50% thief cost
-15% birthrate
Invisibility, Town Watch
Soldiers: 2/2**; Elite: 4/5, 550gc, 5NW


Humans

+5% Population
+ 30% Sabotage damage*
+ 40% Spell Damage (Instant Spells)
+ 1 Offense specialist strength
Tree of Gold, Fountain of Knowledge, War Spoils
Elite: 4/4, 600gc, 4NW


Orcs

+ 20% Gains
Earns Elite Credits
-75% Combat Instant Spell Damage and Duration
-75% Sabotage Damage
Bloodlust, Fanaticism, Aggression, Reflect Magic
Elite: 7/1, 850gc, 5.75NW


Undead

-50% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
- 25% science effectiveness
Greater Protection, Town Watch, Animate Dead, Chastity
Elite: 7/2, 1000gc, 6NW


Personality Changes

The Merchant

+30% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)


The Sage

+ 30% Science effectiveness
-66% Losses on Learn Attacks
Immune to The Plague


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 twice as effective (subject to DBE)

The Mystic

Access to Meteor Showers
All Guilds and Towers are twice as effective
+50% Spell Duration (For Duration Spells Only)
+1 mana per tick in War

The Warrior

+1 General
+15% OME in war
Enhanced Conquest range

The Tactician

Gain 50% more Specialist and Building Credits
-15% Attack Time
Accurate Espionage (in war)

The Cleric

- 50% Your Military Casualties (on attack or defense)
Reawaken Casualties

The War Hero

+50% more bonuses from honor
-50% draft cost
-50% train time
-50% Land Losses on Ambush Attacks


Game mechanic changes

  • Specialists now defend and attack at 4 points respectively.
  • The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.
  • The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.
  • Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.
  • Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.
  • Intra kingdom hits will remove some honor from the attacked province.
  • Attacks in war will not take extra acres from the exploration pool.
  • Entering Fortified stance will result in -50% magic and thief operation effectiveness and gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.
  • Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.

Races

 Avians  Dwarves  Elves  Faeries
  • - 30% Attack Time
  • + 20% Sabotage Damage
  • + 20% Building Efficiency
  • Free Building Construction
  • Can use credits to raze buildings
  • + 30% Spell Damage (Instant Spells)
  • + 1 Mana Recovery / Tick in war
  • + 50 % WPA
  • + 1 Defence Specialist Strength
  • + 30 % Spell Damage (Instant Spells)
  • + 20 % Sabotage Damage
  • + 30 % WPA and TPA

Town Watch, Vermin, Mystic Aura

Quick Feet, Fanaticism, Fools Gold, Clearsight

Pitfalls, Mages Fury, Amnesia, Nightmare

Access to All Racial Spells

  • - 10% Attack Gains
  • No Access to Stables
  • + 50% Food Consumption
  • Can't use Accelerated Construction
  • - 5 % Population
  • - 3 Generals

Elite: 6/3, 700gc, 5.25NW

Elite: 6/2, 650gc, 5NW

Elite: 5/3, 650gc, 4.75NW

Elite: 3/6, 800gc, 6NW

 
 Halflings  Humans  Orcs  Undead
  • + 50 % TPA
  • + 1 Stealth Recovery / Tick
  • - 50 % Thief Cost
  • Soldiers: 2/2 (3NW)
  • + 5 % Population
  • + 30 % Sabotage Damage
  • + 40 % Spell Damage (Instant Spells)
  • + 1 Offense Specialist Strength
  • + 20 % Gains
  • Earns Elite Credits
  • - 50% Offensive losses on attacks you make
  • Converts some Specialists into Elites on successful land attacks
  • Spreads and is Immune to The Plague
  • No Food Required

Invisibility, Town Watch

Tree of Gold, Fountain of Knowledge, War Spoils

Bloodlust, Fanaticism, Aggression, Reflect Magic

Greater Protection, Town Watch, Animate Dead, Chastity

  • - 15 % Birthrate
  • - 75 % Combat Instant Spell Damage and Duration
  • - 75 % Sabotage Damage
  • - 25% science effectiveness

Elite: 4/5, 550gc, 5NW

Elite: 4/4, 600gc, 4NW

Elite: 7/1, 850gc, 5.75NW

Elite: 7/2, 1000gc, 6NW


Personalities

 Merchant  Sage  Rogue  Mystic
  • + 30 % Income
  • - 50 % Money Losses from Plunders
  • Immunity to Income Penalties
  • + 30 % Science Effectiveness
  • - 66 % Losses on Learn Attacks
  • Immune to the Plague
  • + 1 Stealth Recovery / Tick
  • Access to all Thievery Operations
  • Each Thieves' Den functions as Two
  • Access to Meteor Showers spell
  • All Guilds and Towers are twice as effective
  • + 50 % Spell Duration (For Duration Spells Only)
  • + 1 mana per tick in War
 
 Warrior  Tactician  Cleric  War Hero
  • + 1 General
  • + 15% OME in war
  • Enhanced Conquest range
  • Gain 50 % more Specialist and Building Credits
  • - 15% Attack Time
  • Accurate Espionage (in war)
  • - 50% Own Casualties
  • Animate Dead spell always active (reawakens all troops lost on defense/offense as soldiers)
  • + 50% more bonuses from honor
  • - 50% draft cost
  • - 50% train time
  • - 50% Land Losses on Ambush Attacks


Stances

Stances
Normal Aggressive Fortified
  • No Effects
  • +10% Combat Gains
  • 10% Lower Attack Time


  • +30% Military Wages
  • +10% Military losses
  • -50% gains hitting in (slides in over a period of 24 hours)
  • -50% gains and effectiveness on magic and thievery ops in (slides in over a period of 24 hours)
  • -25% Military training time and cost
  • +25% draft speed
  • -25% Construction time and cost


  • 4 days maximum duration
  • -50% gains hitting out
  • -50% gains and effectiveness on magic and thievery ops in
  • +100% 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 96 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%
  • Enables Monarch bonuses:
    • +10% defensive military strength
    • +10% defense magic
    • +10% defense thievery

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%
  • Enables Monarch bonuses:
    • +10% defensive military strength
    • +10% defense magic
    • +10% defense thievery

Penalties

  • +100% Exploration Costs
  • No Paradise spell available
  • Science limited to "Active"


After 12 Hours (12 Utopian Days)

Benefits

  • -20% 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

+15% Combat Losses -15% Gains

-30% Thievery & Magic Effectiveness

-25% from Building Efficiency

-8% 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