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Changelog: added a77
Line 189: Line 189:
*Godspeed -15% Attack Time & +10% Battle Gains & 15% Less Military Casualties on Offense
*Godspeed -15% Attack Time & +10% Battle Gains & 15% Less Military Casualties on Offense
*Expedient -30% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
*Expedient -30% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs
[[Age 77]]
*Affluent: Income +20% & Draft Speed +25%
*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
*Resilient: Removed


[[Age 106]]
[[Age 106]]

Revision as of 16:30, 11 July 2026

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 active KR type and strength
  • current mana level and the rune cost to cast on the ritual
  • the activation efficiency of the ritual currently being cast

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

There are 7 kinds of Kingdom Rituals:

Kingdom Rituals

Ritual Description
Ascendency
  • +50% Wizard Production
  • -50% Wizard Losses on Failed Spells
  • -25% Book Generation
Barrier
  • +20% Birth Rates
  • -25% Damage from Enemy Instant Magic & Thievery Ops
  • -20% Massacre Damage
  • -10% Battle (Resource) Losses
Benediction
  • +20% Building Efficiency
  • -20% Military Wages
  • -20% Construction Cost
  • -20% Draft Costs
Haste
  • -10% Attack Time
  • -25% Training Time
  • -25% Construction Time
Havoc
  • +25% WPA
  • +25% TPA
  • +20% Spell Damage
  • +20% Sabotage Damage
Onslaught
  • +10% Offensive Military Efficiency
  • +15% Enemy Military Casualties on Attacks
Stalwart
  • +5% Defensive Military Efficiency
  • -25% Military Casualties
  • -20% Raze Damage

Retired Rituals

Kingdom Rituals

Ritual Description
Affluent
  • +15% Income
  • +20% Draft Rate
Expedient
  • +20% Building Efficiency
  • -25% Construction Costs
  • -25% Construction Time
  • -25% Military Wages
Expropriation
  • +20% Honor Gains on Attacks
  • +20% Credits gained in Combat
  • +20% Enemy Military Casualties on Attacks
Godspeed
  • -10% Attack Time
  • +10% Combat Gains

Completing A Ritual

To complete the ritual, the Kingdom must successfully cast the ritual spell a minimum of 3 times the number of Provinces in the Kingdom (minimum 15 provinces for this calculation) within 48 hours of the ritual being started.

A Ritual can be overcasted, for increased effects.

Ritual Effectiveness = 1 + (2*SQRT( X - MAX(45,KD_provs*3) )) /100

where X = number of ritual casts, when X ≥ 3 times the number of Provinces in the Kingdom

A ritual's strength diminishes by .25% per tick.

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 ritual will last for a minimum of 48 (if destroyed by Abolish Ritual) and a maximum of 120 hours. While only one ritual can be active, another one can be started before the active ritual ends, very similar to Dragons. Once the ritual is completed, the previous ritual will be replaced.

Destroying A Ritual

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 — in order to destroy a Ritual from 100% to 0%, you would need to cast the spell 10 times 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.


Changelog

Age 72

  • Kingdom Rituals (KR) are a new mechanic that serves as a kingdom-wide bonus.
    • The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)
    • To complete the ritual the Kingdom must cast a new 'ritual spell' 100 times within 48 hours of the ritual being started
    • The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell
    • A successful KR will last for 120 hours
    • 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
    • The KR 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 KR will be displayed via Spy on Throne, where you will see which KR is active and current strength
    • There are three kinds of KRs:
      • Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME
      • Affluent (WAR ONLY, not EOWCF) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%
      • Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%
    • Note: The Affluent KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.

Age 73

  • Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
  • Ritual Life - Rituals will now be destroyable. There will be a new spell used specifically for Ritual destruction. The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%. A Ritual destruction spell 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.
  • Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
  • Barrier: +10% DME & Spell/Thief damage -10%
  • Affluent: Income +10%, Draft Speed +15%, BR +20%, +5% BE (not WAR only)
  • Havoc: +OTPA +15% & +OPWA +15% & +Spell/Thief damage +5%

Age 74

  • Reduced to 80 casts
  • Mana cost will actually be 2% instead of 3% (this was left out of Age 73 code but is now in place for Age 74)
  • Affluent - Income +20%, Draft Speed +25%, BR +30%
  • Barrier - +10% DME & -15% Spell/Thief damage & +10% Defensive TPA & +10% Defensive WPA
  • Havoc - +25% Offensive TPA & +25% Offensive WPA & +10% Spell/Thief damage
  • Onslaught - +10% OME, +15% enemy casualties on attacks & +20% honor gains
  • Resilient - -25% Gains in and out & -20% Military Casualties on defense
  • Godspeed - -10% attack speed & +10% Battle Gains & 10% Less Military Casualties on Offense
  • Expedient - -25% Military Train time & -20% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs

Age 75

  • Ritual Strength (will be renamed to Effectiveness for purposes of clarity) is active and affecting the bonuses received from the Ritual
  • Ritual will no longer 'require' 80 casts to complete (although 80 will provide the full strength of bonuses listed)
  • Once the Ritual is started it can be 'completed' at any time after 40 successful casts by the Monarch pressing a new button to Activate the Ritual immediately based on the number of successful casts at that time
  • The Monarch or Steward can see the effectiveness of the ritual as it is being cast
  • Ritual will automatically cast on the expiration of 48 hours and effects will be based on the number of successful casts at that time
  • Ritual strength(effectiveness) will scale based on the amount of casts: 40-80 casts is a linear growth from 40% to 100% effectiveness (accurate); over 80 casts will have diminishing returns.
  • Abolish Ritual will remain in its current state (50 casts overall required to destroy enemy ritual)
  • Ritual Casts will be displayed on the Throne so that you know how 'strong' the base effect of the Ritual is
  • Affluent Income +20%, Draft Speed +35%, Birth Rate +35%
  • Barrier +10% DME & -20% Spell/Thief damage & +15% Defensive TPA & +15% Defensive WPA
  • Resilient -25% Gains on attacks into your Kingdom & -40% Gains on attacks you make & -25% Military Casualties on defense
  • Godspeed -15% Attack Time & +10% Battle Gains & 15% Less Military Casualties on Offense
  • Expedient -30% Military Train time & -25% Training Costs (including Thieves) & -20% Construction Time & -25% Construction Costs

Age 77

  • Affluent: Income +20% & Draft Speed +25%
  • 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
  • Resilient: Removed

Age 106

  • Rituals updated to reflect forum changes on 6 May 2024.

Age 107

  • Expedient ritual updated.

Age 110

  • Ascendancy ritual added.

Age 115

  • Expedient replaced by Benediction. Havoc & Stalwart updated.