Unique Abilities

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Unique Racial Abilities

Each race and personality have a unique ability that reflects its core strengths and theme. These abilities are categorized as either passive bonuses or active abilities:

Passive Bonuses

These are always in effect and provide consistent benefits without requiring activation.

Active Abilities

Must be activated by the player and grant powerful effects for a limited duration. Once the duration expires, a cooldown timer begins, during which the ability cannot be used again.

Currently all cooldowns are listed as "24 Utopian Days". This means if you activate Jan 5th at 20 min, the ability will be able to be reactivated Feb 5th at 20 min.

Racial

Activated Ability

Skybound Strike

(Usable in War or Hostile) Next attack automatically succeeds with –50% losses. Gains scale based on offense sent vs. target’s defense. Cooldown: 23 Hours.

Shadow Surge

Activated: all offensive spells (excluding Ritual) cost –60% runes for 2 ticks. Cooldown: 23 Hours.

Molten Anvil

Activated: for the next 6 ticks gain +15% Building Efficiency, +15% Income, +25% Draft Speed. Cooldown: 23 Utopian Days.

First Aid

Activated: removes all negative status effects (Bribed Generals, Riots, Bribed Thieves, Plague, hostile “red” spells). Cooldown: 23 Hours.

Ethereal Mirage

Activated: for 2 ticks, successful casts of Mystic Vortex remove all active spells from the target enemy province. Cooldown: 23 Hours.

Sneak Attack

Activated: for 2 ticks, Thievery operations incur –50% losses. Cooldown: 23 Hours.

Necrotic Burst

Activated: for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. Cooldown: 23 Hours.

Passive Ability

Arcane Surge

Whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 30%.

Carnage

Each time an Orc makes a successful attack, a random bonus effect is applied to that attack: +20% Enemy Casualties, +10% Gains, –25% Military Losses.

Cunning Assault

Each successful attack has a chance to grant for 6 days: +20% Thievery Effectiveness (TPA), –30% Thief Losses, +25% Sabotage Damage. All can be active simultaneously.

Warlords Fury

Successful attacks plunder an additional 25% resources (gold, runes, food) and return 25% of military casualties (soldiers, specialists, elites) home instantly.

Personality

Activated Ability

Chaotic Affliction

Activated: for 2 ticks, all offensive spells and sabotage operations deal a random +10–30% damage. Cooldown: 23 Hours.

Mana Well

Activated: instantly regain 15% Mana. Cooldown: 23 Hours.

General’s Command

Activated: for 2 ticks, all attacks gain +60% Honour (War only). Cooldown: 23 Hours.

Smite

Activated: for 2 ticks (War/Hostile only), your next Traditional March either: destroy 25% of the target’s Guilds, Towers, and Thieves’ Dens, or if the target has <10% land in those buildings, trigger a Holy Massacre: kills 15% of peasants and increases specialist military casualties by 15%. Cooldown: 23 Hours.

Passive Ability

Demolition Mastery

In War, Raze attacks destroy 40% of target buildings instead of the base 30%.

Divine Favour

When casting self-spells, Clerics have a 50% chance to double the spell's duration.

Shadows in the Night

Rogues deal +25% Sabotage damage if the operation is performed when a Rogue has ≥50% Stealth.

Dragon’s Wrath

3% of your raw offense also deals damage to the dragon in addition to your target.

Battle Cry

Upon each successful attack, the attack destroys 0.5% of the target’s total population.

Grave Harvest

Successful attacks increase your instant spell damage by 20% for 2 days (in War; does not stack).