Difference between revisions of "Age 80"

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{{rtt 8
 
{{rtt 8
| 1a = Avians
+
| 1a = Avian
 
| 1b =  
 
| 1b =  
* -20% Attack travel time
+
* -20% Attack Time
 
* +1 Defensive Specialist Strength
 
* +1 Defensive Specialist Strength
 
* -50% Ambush Land Losses
 
* -50% Ambush Land Losses
 +
* +10% birth rates
 
| 1c =  
 
| 1c =  
 +
* -10% Combat Gains
 +
* +10% Military Casualties
 
* Cannot Use War Horses or Stables
 
* Cannot Use War Horses or Stables
*  +10% Military Casualties
 
  
| 1d = Fanaticism, Greater Protection, Aggression, Bloodlust
+
| 1d = Bloodlust, Greater Protection
| 1e = Elite: 7/3, 750gc, 8 NW
+
| 1e = Elite: 8/3, 850gc, 8.5 NW
  
| 2a = Dwarves
+
| 2a = Dwarf
 
| 2b =  
 
| 2b =  
 
* +20% Building Efficiency
 
* +20% Building Efficiency
 +
* -50% Construction Cost
 
* +25% Building Credits from attacks
 
* +25% Building Credits from attacks
* -40% Building Construction Time
 
 
 
| 2c =  
 
| 2c =  
 
* +100% Food consumption
 
* +100% Food consumption
  
| 2d = Mystic Aura, Inspire Army, Clear Sight, Reflect Magic
+
| 2d = Clear Sight, Inspire Army, Mystic Aura
| 2e = Elite: 6/6, 925gc, 8.5 NW
+
| 2e = Elite: 7/5, 950gc, 10.5 NW
  
| 3a = Elves
+
| 3a = Elf
 
| 3b =  
 
| 3b =  
* -25% Rune Costs
+
* +1% Mana per tick
* Can Cast Self Spells on Others
+
* +10% Military Efficiency
* -25% Military Train Time
+
* Can Cast Self Spells on Kingdom Members
* +10% Military Efficiency
 
 
| 3c =  
 
| 3c =  
* +15% Explore Cost
+
* +20% Explore Costs
  
| 3d = Inspire Army, Mage's Fury
+
| 3d = Inspire Army, Mage's Fury, Mystic Aura
| 3e = Elite: 7/4, 950gc, 9.5 NW
+
| 3e = Elite: 7/3, 800gc, 8.5 NW
  
| 4a = Faeries
+
| 4a = Faery
 
| 4b =  
 
| 4b =  
* Access to All Racial Spells
+
* Access to All Racial Spells
* +20% Wizards Per Acre
+
* +25% Wizardry Effectiveness (WPA)
 
| 4c =  
 
| 4c =  
 +
* -10% Population
 
* -1 General
 
* -1 General
* -5% Maximum Population
 
  
| 4d = All racial spells plus Tree of Gold
+
| 4d = All Racial Spells, Reflect Magic, Tree of Gold
| 4e = Elite: 4/8, 1200gc, 10.0 NW
+
| 4e = Elite: 3/8, 1100gc, 10.0 NW
  
| 5a = Halflings
+
| 5a = Halfling
 
| 5b =  
 
| 5b =  
* +50% Thievery Effectiveness (TPA)
+
* Homes hold 20 population
 +
* +25% Thievery Effectiveness (TPA)
 
* -50% Thief Losses
 
* -50% Thief Losses
 
* Mercenaries and Prisoners fight with 10 strength
 
* Mercenaries and Prisoners fight with 10 strength
 
* Can use Specialist credits to train Thieves
 
* Can use Specialist credits to train Thieves
* Can use Specialist credits to train Elites
+
* +1 Offense/Defense Soldiers
 
| 5c =  
 
| 5c =  
* Cannot use hospitals
+
* Cannot use Hospitals
  
| 5d = Aggression, Town Watch
+
| 5d = Aggression, Gluttony, Town Watch
| 5e = Elite: 5/5, 200gc, 6.5 NW
+
| 5e = Elite: 5/6, 500gc, 8.0 NW
  
| 6a = Humans
+
| 6a = Human
 
| 6b =  
 
| 6b =  
 
* +15% Science Effectiveness
 
* +15% Science Effectiveness
* +1 Offense Specialist Strength
+
* +1 Offensive Specialist Strength
 +
* -25% Military Wages
 
| 6c =  
 
| 6c =  
* -1% Mana Recovery Per Tick
+
* -1% Mana Recovery Per Tick
  
| 6d = Greater Protection, Inspire Army, Quick Feet, Revelation
+
| 6d = Quick Feet, Revelation
| 6e = Elite: 5/7, 1100gc, 10 NW
+
| 6e = Elite: 5/7, 1050gc, 9.5 NW
  
| 7a = Orcs
+
| 7a = Orc
 
| 7b =  
 
| 7b =  
* +5% Maximum Population
+
* +10% Combat Gains
 
* -50% Draft Costs
 
* -50% Draft Costs
* +10% Enemy military casualties
+
* +15% Enemy Military Casualties
 
| 7c =  
 
| 7c =  
 
* 20% of Spells Fail
 
* 20% of Spells Fail
 
* 20% of Thievery Operations Fail
 
* 20% of Thievery Operations Fail
 +
* +10% Damage taken from Sabotage Operations
 
| 7d = Inspire Army
 
| 7d = Inspire Army
| 7e = Elite: 9/2, 1050gc, 8.75 NW
+
| 7e = Elite: 9/3, 1000gc, 9.0 NW
  
 
| 8a = Undead
 
| 8a = Undead
 
| 8b =  
 
| 8b =  
* +15% Maximum Population
+
* +10% Population
* -40% Military casualties
+
* -30% Military Casualties
* Some specialists convert to elites on Traditional Marches
+
* Converts some Specialists to Elites on Successful Traditional Marches
 
* No food needed
 
* No food needed
 
* Spreads and is immune to the Plague
 
* Spreads and is immune to the Plague
 
| 8c =  
 
| 8c =  
* Only Basic Thievery Intel Operations available
+
* -35% Science Effectiveness
* -25% Science Effectiveness
 
 
* -1 Offense Specialist Strength
 
* -1 Offense Specialist Strength
 
* -1 Defensive Specialist Strength
 
* -1 Defensive Specialist Strength
| 8d = Animate Dead
+
* Only Basic Thievery Intel Operations available
| 8e = Elite: 11/3, 2050gc, 10.5 NW
+
* Cannot train Elites
 +
| 8d = Animate Dead, Chastity
 +
| 8e = Elite: 10/2, -gc, 10.0 NW
 
}}
 
}}
  

Revision as of 20:23, 21 July 2019

Age 80
Name:

Age of Reconnaissance

Number:

80

Official Information
Server:

World of Legends

Status:

Finished

Owner:

Muga Gaming

Dates
Start:

6 Feb 2019

End:

27 Apr 2019

Duration (in days):

11 weeks

Age of Reconnaissance - completed Age on World of Legends server.

Mechanics Changes

Attacks & Relations

  • Hostile Meter
    • Unfriendly will begin at 10 points
    • Hostile will begin at 25 points
    • Sending a Dragon will move the Hostile meter
    • Traditional March, Massacre and Learn will add 3 points to the meter
    • Ambush will add 1.5 meter points
    • Failed attack meter movement will also be increased by ~25%
    • The meter will decrease by 1/6 on the 1st of each Month
  • Dragons
    • Sapphire HP will be increased

Spells

  • Bloodlust effects are now:
    • +20% Offensive Military Efficiency
    • +15% Enemy Military Casualties
    • +30% Own Military Casualties

Science

  • Science effects will be adjusted (more detailed information will be provided in graphs)
  • Book generation rate will be reduced
  • Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive

Rituals

Stats listed here considered 'base effectiveness'

  • Affluent: Income +20% & Draft Speed +25%
  • Barrier: +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
  • Expedient: -20% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
  • Expropriation: +10% Combat Gains & +20% Honor Gains on Attacks
  • Godspeed: 10% Reduced Attack Time & 15% Less Military Casualties on Offense
  • Havoc: +30% Offensive TPA & +30% Offensive WPA & +10% Spell/Thief damage
  • Onslaught: +10% OME & +15% enemy casualties on attacks

Miscellaneous

  • Overpopulation
    • Peasant desertions will increase (roughly +50%)
    • The rate at which troops desert from armies away will be reduced by 25%
  • Sitting days per Province will be increased from 21 to 30
  • Minimum sitting time used by using a sitting credit will reduce from 24 to 12 (for example, if using sitting for less than 24 hours in the past you would use a full 24 hours. Now, if you use less than 12 hours it will remove 12 hours and anything over 12 hours will remove the exact amount of time used)

Bug Fixes

  • We believe we have fixed a significant bug affecting Kingdoms causing ticks to skip on day change for some Kingdoms

Races

 Avian  Dwarf  Elf  Faery
  • -20% Attack Time
  • +1 Defensive Specialist Strength
  • -50% Ambush Land Losses
  • +10% birth rates
  • +20% Building Efficiency
  • -50% Construction Cost
  • +25% Building Credits from attacks
  • +1% Mana per tick
  • +10% Military Efficiency
  • Can Cast Self Spells on Kingdom Members
  • Access to All Racial Spells
  • +25% Wizardry Effectiveness (WPA)

Bloodlust, Greater Protection

Clear Sight, Inspire Army, Mystic Aura

Inspire Army, Mage's Fury, Mystic Aura

All Racial Spells, Reflect Magic, Tree of Gold

  • -10% Combat Gains
  • +10% Military Casualties
  • Cannot Use War Horses or Stables
  • +100% Food consumption
  • +20% Explore Costs
  • -10% Population
  • -1 General

Elite: 8/3, 850gc, 8.5 NW

Elite: 7/5, 950gc, 10.5 NW

Elite: 7/3, 800gc, 8.5 NW

Elite: 3/8, 1100gc, 10.0 NW

 
 Halfling  Human  Orc  Undead
  • Homes hold 20 population
  • +25% Thievery Effectiveness (TPA)
  • -50% Thief Losses
  • Mercenaries and Prisoners fight with 10 strength
  • Can use Specialist credits to train Thieves
  • +1 Offense/Defense Soldiers
  • +15% Science Effectiveness
  • +1 Offensive Specialist Strength
  • -25% Military Wages
  • +10% Combat Gains
  • -50% Draft Costs
  • +15% Enemy Military Casualties
  • +10% Population
  • -30% Military Casualties
  • Converts some Specialists to Elites on Successful Traditional Marches
  • No food needed
  • Spreads and is immune to the Plague

Aggression, Gluttony, Town Watch

Quick Feet, Revelation

Inspire Army

Animate Dead, Chastity

  • Cannot use Hospitals
  • -1% Mana Recovery Per Tick
  • 20% of Spells Fail
  • 20% of Thievery Operations Fail
  • +10% Damage taken from Sabotage Operations
  • -35% Science Effectiveness
  • -1 Offense Specialist Strength
  • -1 Defensive Specialist Strength
  • Only Basic Thievery Intel Operations available
  • Cannot train Elites

Elite: 5/6, 500gc, 8.0 NW

Elite: 5/7, 1050gc, 9.5 NW

Elite: 9/3, 1000gc, 9.0 NW

Elite: 10/2, -gc, 10.0 NW


Personalities

 Heretic  Mystic  Paladin  Rogue
  • +75% Guilds Effectiveness
  • -75% Thieves lost on failed ops
  • +25% WPA and TPA
  • +25% Cunning Science Effectiveness
  • Access to Blizzard, Fool's Gold, Nightmare and Gluttony
  • Starts with +400 wizards and +400 thieves
  • +150% Guilds Effectiveness
  • +60% Channeling Science Effectiveness
  • +1 Mana per tick
  • Access to Meteor Showers, Chastity, Mage's Fury and Paradise
  • Starts with +800 wizards
  • +35% Dragon-slaying Unit Strength
  • +50% Valor Science Effectiveness
  • Access to all Paladin-Only Spells
  • Starts with +600 soldiers and +600 specialist credits
  • +50% Guilds Effectiveness
  • +50% Crime Science Effectiveness
  • +1 Stealth per Tick
  • Access to all thievery operations, including 3 unique to Rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Spell Book: Invisibility and Paradise
  • Starts with +800 thieves
 
 Tactician  Cleric  War Hero  Warrior
  • -15% Attack Time
  • +20% Specialist and Building credits gained in combat
  • +20% Siege Science Effectiveness
  • Accurate Espionage
  • Access to Fanaticism
  • Starts with +800 soldiers and +800 specialist credits
  • Immune to The Plague
  • -35% Military Casualties
  • Access to Greater Protection
  • Starts with +800 soldiers and +800 specialist credits
  • +100% Honor Bonuses
  • +5% Military Efficiency In War
  • +25% Heroism Science Effectiveness
  • Immune to Dragons
  • Converts Specialists into Elites on successful Traditional Marches
  • Access to Pitfalls and War Spoils
  • Starts with 800 elites
  • +15% Offensive Military Efficiency
  • +10% Tactics Science Effectiveness
  • -25% Military Wages
  • Full Conquest Access (Regardless of Networth range)
  • Starts with +800 soldiers and +800 specialist credits

Rituals

Kingdom Rituals
Ritual Description
Affluent
  • +20% Income, +25% Draft Speed
Barrier
  • +10% Defensive Military Efficiency, -20% Enemy Spell/Op Damage, +15% Defensive WPA/TPA
Expedient
  • -20% Military Training Time, -25% Training Costs (includes Thieves), -20% Construction Times, -25% Construction Costs
Expropriation
  • -10% Combat Gains, +20% Honor Gains on Attacks
Godspeed
  • -10% Attack Time, -15% Offensive Casualties
Havoc
  • +30% Offensive WPA/TPA, +10% Spell/Op Damage
Onslaught
  • +10% Offensive Military Efficiency, +15% Offensive Enemy Casualties

Dragons

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