Sabtu, 29 Oktober 2011

Boss Raids

Here is an expanded Boss Raid Requirement Chart by Troop Type. These are the troop numbers needed to get ALL loot.

If you find any errors please comment and I will update.

Berserker
Boss
1: 60
2: 350
3: 2200
4: 4400
5: 11000
6: 16000
7: 21500
8: 32000
9: 47000
10: 65000

~~~~~~~~~~~~~~~~~~~~~~~

Mage
Boss
1: 120
2: 700
3: 4400
4: 8800
5: 22000
6: 32000
7: 43000
8: 64000
9: 94000
10: 110000

*1/3 of these numbers is enough to kill the boss and get the artifact. Go to 1/2 for lvl's 8 - 10

~~~~~~~~~~~~~~~~~~~~~~~

Ranger/Templars
Boss
1: 80
2: 450
3: 3000
4: 6000
5: 15000
6: 22500
7: 30000
8: 45000
9: 67500
10: 90000

~~~~~~~~~~~~~~~~~~~~~~~

Guardian
Boss
1: 250
2: 1500
3: 10000
4: 20000
5: 50000
6: 75000
7: 100000
8: 150000
9: 225000
10: 300000
*Guardians should not be used for raiding, not cost effective
~~~~~~~~~~~~~~~~~~~~~~~

Knight
Boss
1: 40
2: 220
3: 210_______1200
4: 900_______2400
5: 2100______6000
6: 3900______9000
7: 8400______12000
8: 11400_____18000
9: 21000_____27000
10: 36000_____36000

~~~~~~~~~~~~~~~~~~~~~~

Warlock
Dungeon______Boss
1: 7.5________25
2: 50________150
3: 175_______1000
4: 750_______2000
5: 1750______5000
6: 3250______7500
7: 7000______10000
8: 9500______15000
9: 17500_____22500
10: 30000_____30000

~~~~~~~~~~~~~~~~~~~~~~

Crossbowman
Dungeon______Boss
1: 18________60
2: 120_______360
3: 420_______2400
4: 1800______4800
5: 4200______12000
6: 7800______18000
7: 16800_____24000
8: 22800_____36000
9: 42000_____54000
10: 72000_____72000

~~~~~~~~~~~~~~~~~~~~~~

Paladin
Dungeon______Boss
1: 15________50
2: 100_______300
3: 350_______2000
4: 1500______4000
5: 3500______10000
6: 6500______15000
7: 14000_____20000
8: 19000_____30000
9: 35000_____45000
10: 60000_____60000

Boss Lvl.------ Sloops ------ Frigates ------ War Galleons
==============================
1: 1------1------1
2: 2------3------1
3: 14------20------7
4: 27------40------14
5: 67------100------34
6: 100------150------50
7: 134------200------67
8: 200------300------100
9: 300------450------150
10: 400------600------20

Best Troop Type for Dungeon/Boss
Cavalry>Forest>Dragon
Magic>Hill>Moloch
Infantry>Mountain>Hydra
Artillery>Sea>Octopus

Jumat, 28 Oktober 2011

Lord Of Ultima: Advance Warning

There are a few things you need to know before being succesful at war:
1. How to build a good Defence City
2. How to build a good Castle

There, now you can start killing peeps.

Now say you have 2 castles of 200k. If the guy your attacking has 3 castles,for the sake of this their called Castle 1, Castle 2, and Castle 3. And 400k defence. Lets say you want Castle 2. Heres the WRONG thing to do.

Send 400k troops at Castle 2.

Why?

He puts his 400k defence in there, defender has walls, he kicks your ass.

Heres the RIGHT way to do it:

Send a fake (2k TS?) Castle 1 and Castle 3 from each castle.

Send real attacks at Castle 2.

So what ends up happening is the enemy has 2 attacks incomming on each city, so he'll put ~130k TS per castle. 2 of the castles you arnt attacking, and your 400k troops overpower his 130k. You win :)

Theres more to it then that, but theres only so much you can explain. Experiance helps more than words :)

Kamis, 27 Oktober 2011

A Rough Guide

The amount of TS you need to defeat a Dungeon or Boss and to carry all the goods back home.
Dungeon-------------Boss
==============================
1: 15-----------------1: 50
2: 100----------------2: 300
3: 350--------------- 3: 2000
4: 1500--------------4: 4000
5: 3500--------------5: 10.000
6: 6500--------------6: 15.000
7: 14.000------------7: 20.000
8: 19.000------------8: 30.000
9: 35.000------------9: 45.000
10: 60.000----------10: 60.000

Best Troop Type for Dungeon/Boss
Cavalry>Forest>Dragon
Magic>Hill>Moloch
Infantry>Mountain>Hydra
Artillery>Sea>Octopus


Here is an expanded Dungeon/Boss Raid Requirement Chart by Troop Type. These are minimum requirements for success although you may need to increase the quantity to get all of the loot.

If you find any errors please comment and I will update.

Berserker
Dungeon______Boss
1: 15________50
2: 100_______300
3: 350_______2000
4: 1500______4000
5: 3500______10000
6: 6500______15000
7: 14000_____20000
8: 19000_____30000
9: 35000_____45000
10: 60000_____60000

~~~~~~~~~~~~~~~~~~~~~~~

Mage
Dungeon______Boss
1: 10.5_______35
2: 70________210
3: 245_______1400
4: 1050______2800
5: 2450______7000
6: 4550______10500
7: 9800______14000
8: 13300_____21000
9: 24500_____31500
10: 42000 _____42000

Need x3 for loot

~~~~~~~~~~~~~~~~~~~~~~~

Ranger
Dungeon______Boss
1: 22.5_______75
2: 150_______450
3: 525_______3000
4: 2250______6000
5: 5250______15000
6: 9750______22500
7: 21000_____30000
8: 28500_____45000
9: 52500_____67500
10: 90000_____90000

~~~~~~~~~~~~~~~~~~~~~~~

Guardian
Dungeon______Boss
1: 75________250
2: 500_______1500
3: 1750______10000
4: 7500______20000
5: 17500_____50000
6: 32500_____75000
7: 70000_____100000
8: 95000_____150000
9: 175000____225000
10: 300000____300000

~~~~~~~~~~~~~~~~~~~~~~~

Templar
Dungeon______Boss
1: 30________100
2: 200_______600
3: 700_______4000
4: 3000______8000
5: 7000______20000
6: 13000_____30000
7: 28000_____40000
8: 38000_____60000
9: 70000_____90000
10: 120000____120000

~~~~~~~~~~~~~~~~~~~~~~

Knight
Dungeon______Boss
1: 9_________30
2: 60________180
3: 210_______1200
4: 900_______2400
5: 2100______6000
6: 3900______9000
7: 8400______12000
8: 11400_____18000
9: 21000_____27000
10: 36000_____36000

~~~~~~~~~~~~~~~~~~~~~~

Warlock
Dungeon______Boss
1: 7.5________25
2: 50________150
3: 175_______1000
4: 750_______2000
5: 1750______5000
6: 3250______7500
7: 7000______10000
8: 9500______15000
9: 17500_____22500
10: 30000_____30000

~~~~~~~~~~~~~~~~~~~~~~

Crossbowman
Dungeon______Boss
1: 18________60
2: 120_______360
3: 420_______2400
4: 1800______4800
5: 4200______12000
6: 7800______18000
7: 16800_____24000
8: 22800_____36000
9: 42000_____54000
10: 72000_____72000

~~~~~~~~~~~~~~~~~~~~~~

Paladin
Dungeon______Boss
1: 15________50
2: 100_______300
3: 350_______2000
4: 1500______4000
5: 3500______10000
6: 6500______15000
7: 14000_____20000
8: 19000_____30000
9: 35000_____45000
10: 60000_____60000
26.06. 18:16:27opratic
thanks! it's a useful information.

Jumat, 29 Juli 2011

Lawless city - Abandoned City

The cities that appear in gray on the map are ghost towns.
example:

  

A city becomes a lawless city after 2 weeks of inactivity (4 weeks for players withat least the title Earl).
The buildings of the lawless city decay level every hour until it disappearsaltogether.
It 'can win a lawless city by sending a baron with the resources necessary to establish the same demands another city (100k wood, stone, 100k, 25k iron,25k food). The advantage is to get the buildings built by the previouspossessore.Non only the castle but also the normal city can take possession of alawless city.

If it is an abandoned castle:
 
  

need to make a regular siege from our castle.

Minggu, 24 Juli 2011

CITY SHAPES AND OTHER PLACES IN REGION VIEW

CITY SHAPES

Cities have different shapes if castled or uncastled and shape also changes as city score increases.

CITY

CityLawless CityPoints
01010-9
020210-99
0303100-299
0404300-999
05051000-2500
06062500-4999
07075000-7999
08088000 and over

CASTLES

City with castleLawless city with castlePoints
01010-499
0202500-1000
03031000-2499
04042500-4999
05055000-7999
06068000 and over

RUINS

Cities just before they disappear.
Ruins

DUNGEONS

Different types of dungeons. You can send raids to active dungeons.
Active dungeonAbandoned dungeonName
Forest DungeonForest DungeonForest Dungeon
Hill DungeonHill DungeonHill Dungeon
Mountain DungeonMountain DungeonMountain Dungeon
Sea DungeonSea DungeonSea Dungeon


Sabtu, 23 Juli 2011

SHRINES AND MOONGATES

SHRINE

ShrineDecal

SHRINE IMAGES

CompassionHonestyHonorHumilityJusticeSacrificeSpiritualityValor

SHRINE COSTS

LevelCost in millionsRequired alliance faith
110 wood & 10 stone0%
230 wood & 30 stone1%
360 wood & 60 stone2%
4100 wood & 100 stone5%
5250 wood & 250 stone10%
6350 wood & 350 stone20%
7500 wood & 500 stone35%
8800 wood & 800 stone50%
91,000 wood & 1,000 stone70%
101,500 wood & 1,500 stone96%

SHRINES

The circles of monoliths placed on each continent in Lord of Ultima will activate over time and become Shrines dedicated to one of the eight Virtues.
  • The 8 Virtues are: Honor, Compassion, Valor, Sacrifice, Spirituality, Justice, Humility and Honesty.
  • Once a world has been live for a few weeks, Shrines will begin to spawn at ruinous locations which look somewhat like Stonehenge.
  • Each continent has 8 Shrines and will own a Shrine of each type (once all Shrines become active).
  • All continents, active or inactive, will have 1 Shrine before the first continent receives its second (this practice continues until all continents have 8 Shrines).
  • All continents activate their 2nd shrine roughly at the same date, but expect a few days variation.
  • The Virtues are chosen in a random order on each continent.
  • The gap between shrine activations will be about 25 days for older servers and up to 40 days on new servers. Finally, there is a slight random factor in it, which can cause the shrine to activate a few days sooner or later.
  • Shrines will not activate on unpopulated continents. To allow continents with relatively new populations to compete with continents that have been active from day 1 on any given world, the delay between Shrine activations will be reduced.
  • Once a Shrine becomes active, it will enlighten nearby cities. A countdown will be displayed detailing when the next city will be enlightened.

ENLIGHTENMENT

Active Shrines will regularly enlighten nearby cities for a limited time. Only while a city is enlightened can the owner build or upgrade a Palace.
  • Only cities with a Castle can become enlightened. The owner needs to be a member of an alliance.
  • The chance for a city to become enlightened primarily depends on the distance to the Shrine. The closer the city is to the Shrine, the greater the likelihood that it will become enlightened.
  • A city will only be enlightened for a certain amount of time. While the common delay between enlightenments will start with 3 days and reduce over time, the first enlightenment will take place within 24 hours of the shrine becoming active.
  • Because there is some variability in when a Shrine activates, it is possible for two cities on a continent to be enlightened by the same Shrine while one enlightenment ends and the next begins.

ENLIGHTENMENT CHANCE

  • If the city is right next to the shrine, the chance for enlightenment is twice as great compared to a city which is 4 fields away and four times as great compared to a city which is 10 fields away. Don’t be surprised if a more distant city becomes enlightened first; the cities close to the shrine will be enlightened more often over time.
  • The score of the city also matters, but since most finished cities have a somewhat similar score, it has much less impact. The palace building itself has high score value, therefore it will somewhat increase the chance for the city to become enlightened again.
  • For those who want to calculate it in detail: EnlightenmentScore = CityScore / (DistanceToShrine + 2).
  • Considering the chances for enlightenment, one of the 16 closest cities with castles which are not excluded will get enlightened. The radius is limited to 20 fields distance.
  • The rate that a shrine enlightens cities is not dependent on the number of castles near it.
  • Since some castle cities are excluded (e.g. the city which was enlightened last, cities which do not belong to an alliance, cities with a palace level 10, cities currently upgrading a palace, cities with a palace from a different shrine, and cities currently enlightened by a different shrine), more than 16 different cities around a shrine can be enlightened over time.
    Please keep in mind that those rules may be tuned at some point in the future.
Q: What is the schedule for activating the 2nd, 3rd, etc, shrines on each continent? How is it determined? 
A: If you just look at a single continent, the shrines will become active with a gap of up to 40 days on new servers. On old servers, this gap will be a lot shorter, about 25 days. On newer servers and those which start in the future, the gap will also decrease if the continent was populated later to “catch up” with the early populated continents over time (Since the first shrine activation will not happen until the continent was populated). Finally, there is a slight random factor in it, which can cause the shrine to activate a few days sooner or later.

PALACES

Building or upgrading a Palace requires preparation and a combined effort from an alliance.
  • Building or upgrading a Palace takes vast amounts of wood and stone, becoming more expensive with each level. Common storage buildings will not be able to hold anywhere near enough resources to upgrade a higher level Palace.
  • During the initial enlightenment, the city will gain a permanent and unlimited amount of storage for resources dedicated to build or upgrade its Palace.
  • Every trade transport heading to the city while it is enlightened can choose to dedicate its resources to Palace construction. Those resources will not use the common storage space and cannot be used for anything else once they arrived.
  • A ranking table only visible to alliance members will show which members (and other players) are supporting your alliance by sending resources dedicated to Palace construction.
  • Once enough resources become available (both dedicated resources and standard resources count), the player can build or upgrade a Palace if the city is still enlightened.
  • The Palace will be of the same type as the Shrine which enlightened the city. Only one Palace can be built per city and it requires 3 * 3 tiles of unused land.
  • In the event that an enlightened city cannot acquire enough resources to begin production prior to losing its enlightenment, the resources dedicated for the Palace will remain in the previously enlightened city until it becomes enlightened once again.
  • To upgrade a Palace beyond a certain level, the alliance must have a minimum amount of faith (see below) in the same Virtue.
  • A Palace can only be built or upgraded once during an enlightenment. Further upgrades will have to wait until the next enlightenment.

FAITH

Each Palace will increase the faith of the alliance for that Virtue, granting multiple beneficial effects which are similar to those of research (they will stack) to every member of the alliance.
  • Depending on its level, a single Palace will grant up to 20% “faith” for the Virtue of its type. All Palaces within an alliance contribute to the 8 different collective “faith” values for the alliance.
  • The amount of “faith” in a Virtue will grant multiple beneficial effects to every member of the alliance. Those effects are similar to the research topics, and they will stack.
  • An alliance can have more than 100% faith in a Virtue, but the bonus effect will reach a cap at 100% faith.
  • A new public ranking table will show the current highest Palace level and faith values for each alliance and Virtue.
  • Cities with a Palace look different in the region view, and the level of the Palace is public, available for all to see, as is the level of damage sustained by the Palace.

WAR

Palaces can be damaged or destroyed by enemies. The Palace will be removed if the city moves from one alliance or player to another since they are built as a team effort of the alliance, but the palace can be rebuilt since the refunded resources stay with the city.
  • Catapults and war galleons can damage or destroy Palaces. The Palace is the only building where the highest level can be damaged partially. It is not possible to repair a Palace, but of course a level lost can be rebuilt at the next enlightenment.
  • If a city with a Palace is taken over by another player or becomes lawless, the Palace will be removed. All resources contributed towards the construction of the Palace will be refunded as dedicated palace resources of that city. If the Palace was damaged, the refund will be lowered accordingly.
  • In general, that means the new owner will be able to rebuild the Palace to its previous level (or one level less, depending on damage) without the need for any additional resources, but it will take time since the player has to wait for one enlightenment per level to rebuild the Palace.
  • If a player leaves his alliance or gets removed from it, all his Palaces will also be removed, but all resources are refunded and he will be able to rebuild the Palaces over time as mentioned above. If that player betrayed his previous alliance: We hope his new friends “have his back”.

VICTORY

If an alliance manages to own a level 10 Palace of each Virtue, the alliance has won and every member of the alliance will become a “Lord of Ultima”
  • As soon as an alliance manages to own a level 10 Palace of each of the eight Virtues, the alliance has won.
  • The World will not reset! The World will remain online without any stat resetting after an alliance has won. If we plan to take a World offline for good, we guarantee an announcement time of at least 3 months.
  • The winning alliance gets the first position permanently in the Lord-of-Ultima rankings for that server. Other alliances can continue to fight for the second position and so on.
  • Every member of the winning alliance gets a permanent “Lord of Ultima”-achievement displayed in the player profile, which is visible on every server. The achievement will show additional information about the contribution and effort of that player.

MOONGATES

Moongates have not been activated in Lord of Ultima yet nor have developers announced how they will function. Volker Wertich, the Creative Director of Phenomic, said in December 2010 that moongates will offer intercontinental transportation for land-based units. How Moongates have operated in previous Ultima games may provide hints…

INACTIVE MOONGATE

Moongate InactiveDecal

ACTIVE MOONGATE

Moongate activeDecal