Age 70

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Age 70
Name:

Daunting Judgement

Number:

70

Official Information
Server:

World of Legends

Status:

finished

Owner:

Arcadia Games

Dates
Start:

9 Dec 2016

End:

10 Mar 2017

Duration (in days):

14 weeks

The Age of Daunting Judgement (Age 70) - finished Age on World of Legends server.


Changes in brief

Race Changes

Avian
-30% Attack Time
+50% Birth Rate
Ambush Immunity
Elite: 9/3, 625gc, 8.5NW
Spellbook: Fanaticism, Greater Protection
Dwarf
Free Building Construction and Can Use Credits To Raze Buildings
+15% Building Efficiency
-50% Building Construction Time
+1 offensive specialist strength
+1 defensive specialist strength
Can’t use Accelerated Construction
+75% food consumption

Spellbook: Mystic Aura, Clear Sight
Elite: 9/5, 800gc, 8NW
Elf
+50% Spell Success
+2 defensive specialist strength
-50% military wages
Spellbook: Fools Gold, Pitfalls, Invisibility
Elite: 7/6, 800gc, 8.5NW
Faery
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick in war
+2 Offensive specialist strength
Spellbook: All racial spells and Tree of Gold
Elite: 5/9, 900gc, 11NW
Halfling
+10% population
+50% Thievery Operation Success (TPA)
-50% thief cost
+1 stealth per tick
Spellbook: Aggression, Mages Fury
Elite: 6/8, 700gc, 10NW
Human
+40% Income
Immune to income penalties
-66% defensive losses
-10% Spell success
Spellbook: Revelation, Quick Feet
Elite: 10/3, 950gc, 9NW
Orc
+20% Battle Gains
Free draft
+20% Enemy casualties when attacking
-10% science effectiveness
Spellbook: Reflect Magic
Elite: 12/2, 950gc, 10.5NW
Undead
-66% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead
Elite: 11/3, 1150gc, 9.5NW


Personality Changes

The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Animate Dead
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
Starts with +100 Wizards and +200 thieves
The Mystic
All Guilds and Towers are 50% more effective
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
Starts with +200 Wizards
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Double effect from Thieves Dens
+50% Thievery Science Effectiveness
Access to Gluttony
Starts with +400 thieves
The Sage
Protect 50% of scientists on abduct attack
Scientists are 40% more effective
Access to Amnesia
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
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon effects and Income Penalties
Access to War Spoils, Pitfalls and Fanaticism
Starts with 800 elites

Mechanics Changes

  • Science
    • Higher initial scientists
    • Abduct rate boosted
    • Spawn rate boosted
    • Spawn rate increases each tick you do not get a scientist
    • Laboratories boosted
    • Revelate will double spawn rate
    • Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice
    • Professors will not accumulate experience past 72 hours
    • Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.
    • Caps on some science categories modified along with impact of professors etc.
      • Alchemy: 30%
      • Tools: 20%
      • Population: 15%
      • Food: 200%
      • Military: 15%
      • Channeling: 125%
      • Crime: 100%
  • Other bits and pieces
    • Updated Vacation Mode messaging around war and exiting VM
    • Blizzard duration increased
    • Intra-kd robbing of runes will incur a resource loss
    • Starving will have a province news event
    • Messaging on science page when you are in fortified and so not gaining scientists
    • Embarrassing invitation text modified.

Races

 Avians  Dwarves  Elves  Faeries
  • -30% Attack travel time
  • Cannot be ambushed
  • +50% Birth rates
  • Free Building Construction and Can Use Credits To Raze Buildings
  • +15% Building Efficiency
  • -50% Building Construction Time
  • +1 offensive specialist strength
  • +1 defensive specialist strength
  • +2 defensive specialist strength
  • +50% Spell Success
  • -50% military wages
  • +40% Combat Instant Spell Damage
  • +40% Sabotage Operation Damage
  • +1 mana per tick in war
  • +2 Offensive specialist strength


Fanaticism, Greater Protection


Clear Sight, Mystic Aura


Fool's Gold, Pitfalls, Invisibility


Access to All Racial Spells and Tree of Gold

  • Can't use Accelerated Construction
  • +75% food consumption

Elite: 9/3, 625gc, 8.5 NW

Elite: 9/5, 800gc, 8NW

7/6, 800gc, 8.5NW

Elite: 5/9, 900gc, 11NW

 
 Halflings  Humans  Orcs  Undeads
  • +10% population
  • +50% Thievery Operation Success (TPA)
  • -50% thief cost
  • +1 stealth per tick
  • +40% income
  • Immune to Income Penalties
  • -66% defensive losses
  • +20% Battle Gains
  • Free draft
  • +20% Enemy casualties when attacking
  • -66% Offensive losses on attacks you make
  • Spreads and is Immune to The Plague
  • No Food Required


Mage's Fury, Aggression


Revelation, Quick Feet


Reflect Magic


Town Watch, Animate Dead

  • -10% Spell Success
  • -10% science effectiveness
  • Basic Thievery (Intel operations only)

Elite: 7/5, 700gc, 10NW

Elite: 10/3, 950gc, 9NW

Elite: 12/2, 950gc, 10.5NW

Elite: 11/3, 1050gc, 9.5NW


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
  • Starts with +100 Wizards and +200 thieves
  • Protect 50% of scientists on abduct attack
  • Scientists are 40% more effective
  • Access to Amnesia
  • 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
  • Double effect from Thieves Dens
  • +50% Thievery Science Effectiveness
  • Access to Gluttony
  • Starts with +400 thieves
  • All Guilds and Towers are 50% more effective
  • +50% Magic Science Effectiveness
  • Access to Meteor Showers, Chastity
  • Starts with +200 Wizards
 
 Warrior  Tactician  Cleric  War Hero
  • +10% OME
  • Enhanced Conquest range
  • Access to Bloodlust
  • +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
  • -30% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Access to Animate Dead
  • Starts with +800 soldiers and +800 specialist credits
  • +100% Honor Effects
  • Converts some Specialists into Elites on successful land attacks
  • Immune to all Dragon effects and Income Penalties
  • 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)