Age 89

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Reformation.

Mechanical Changes

In progress.


Races

 Avian  Dark Elf  Dwarf
  • -15% Attack Time
  • -25% Train Time
  • -100% Offensive Spell Rune Cost
  • -75% Self Spell Rune Cost (excluding Ritual)
  • Wizards do not die on Failed Spell Casts
  • +25% Building Efficiency
  • -50% Building Construction and Raze Cost


Town Watch


Bloodlust, Mage's Fury, Reflect Magic


Mist

  • No Access to Stables and War Horses
  • -5% Building Efficiency
  • -20% Birth Rate
  • 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
  • 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
  • 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
 
 Elf  Faery  Gnome
  • +25% Magic Effectiveness (WPA)
  • +100% Rune Production
  • -1 Self Spell Mana Cost
  • +30% Thievery Effectiveness (TPA)
  • -30% Defensive Military Casualties
  • +15% Population
  • +40% Birth Rate
  • -50% Food Consumption


Magic Ward, Mystic Aura, Pitfalls, Sloth


All Racial Spells, Tree of Gold


Chastity, Gluttony

  • +20% Military Wages
  • -10% Population
  • 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
  • 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
  • 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
 
 Human  Orc  Undead
  • +25% Income
  • +30% Credits Gained in Combat
  • +15% Enemy Military Casualties
  • +10% Dragon Slaying Strength
  • -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


Fountain of Knowledge, Quick Feet, Scientific Insights


Aggression


Ghost Workers

  • +20% Spell Rune Cost
  • +15% Damage Taken from Instant Spells
  • +15% Damage Taken from Sabotage Operations
  • No Access to Homes
  • No Access to Hospitals
  • 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
  • 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
  • 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


Personalities

 The Cleric  The Heretic  The Mystic  The Raider
  • -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
  • +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
  • +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
  • +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
 
 The Rogue  The Tactician  The War Hero  The Warrior
  • +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
  • -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
  • +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
  • +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