Difference between revisions of "Ritual"

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(Types of Kingdom Rituals: Updated for Age 75)
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==Types of Kingdom Rituals==
 
==Types of Kingdom Rituals==
  
As of Age 74, there are seven kinds of Kingdom Rituals:
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As of Age 75, there are seven kinds of Kingdom Rituals:
# Affluent - Increases income by 20%, Birth Rate by 35%, and draft speed by 35%
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# Affluent - Income +20%, Draft Speed +35%, Birth Rate +35%
# Barrier - Reduces spell/op damage by 20%, increases DME by 10%, and increases defensive TPA and WPA by 15%
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# Barrier - +10% Defensive Military Efficiency, -20% Spell/Thief Defensive damage, +15% Defensive TPA/WPA
# Expedient - Reduces military training time by 20%, reduces building and training costs (including thieves) by 25%, and reduces build times by 20%
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# Expedient - -30% Military Train time, -25% Training Costs (including Thieves), -20% Construction Time, -25% Construction Costs
# Godspeed - Reduces attack times and offensive military casualties by 15%; increases battle gains by 10%
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# Godspeed - -15% attack speed, +10% Battle Gains, 15% Less Military Casualties on Offense
# Havoc - Increases offensive TPA and WPA by 25%; increases spell/op damage by 10%
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# Havoc - Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 25% as well as their damage by 10%
# Onslaught - Increases OME by 10%, honor gains by 20%, and enemy casualties on your offensive attacks by 15%
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# Onslaught - Increases Offensive Military Efficiency (OME) by 10% and enemy casualties on your offensive attacks by 15%; Increase honor gains by 20%
# Resilient - Reduces battle gains on incoming attacks by 25%, gains on outgoing attacks by 40%, and reduces defensive military casualties by 25%
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# Resilient - -40% gains out, -25% Gains in, -25% Military Casualties on defense
  
 
==Completing A Ritual==
 
==Completing A Ritual==

Revision as of 21:32, 27 March 2018

Kingdom Rituals (KR) are a new mechanic introduced in Age 72 that serves as a kingdom-wide bonus. The Monarch or Steward can begin a ritual.

Kingdom Ritual Page

The Kingdom Ritual page will also display various information such as:

  • current KR status (type and strength)
  • whether a new ritual is being cast
  • how many more successful casts are necessary

For enemies: an active Kingdom Ritual will be displayed via Spy on Throne, where you will see which KR is active and current strength

Types of Kingdom Rituals

As of Age 75, there are seven kinds of Kingdom Rituals:

  1. Affluent - Income +20%, Draft Speed +35%, Birth Rate +35%
  2. Barrier - +10% Defensive Military Efficiency, -20% Spell/Thief Defensive damage, +15% Defensive TPA/WPA
  3. Expedient - -30% Military Train time, -25% Training Costs (including Thieves), -20% Construction Time, -25% Construction Costs
  4. Godspeed - -15% attack speed, +10% Battle Gains, 15% Less Military Casualties on Offense
  5. Havoc - Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 25% as well as their damage by 10%
  6. Onslaught - Increases Offensive Military Efficiency (OME) by 10% and enemy casualties on your offensive attacks by 15%; Increase honor gains by 20%
  7. Resilient - -40% gains out, -25% Gains in, -25% Military Casualties on defense

Completing A Ritual

To complete the ritual the Kingdom must cast the ritual spell (found on the Ritual tab) 80 times within 48 hours of the ritual being started. The ritual spell has a difficulty similar to the most difficult self spell, a very expensive rune cost (Cost Multiplier = 6)and costs 2% mana per cast.

A successful Kingdom Ritual will last for 48-120 hours. While only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced. All users will have a KR page; only on this page you will have the KR spell available to help initiate the KR.

Destroying A Ritual

As of Age 73, rituals are destroyable via the Abolish Ritual spell. This spell reduces the strength of the Ritual by a flat rate of 2%. Abolish Ritual can only be cast on a single province a maximum of 10 times such that, in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10x on 5 different provinces.

Once a Ritual reaches 0% strength it will be removed, unless it has not reached it's minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.