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  1. Age 65 potential changes
  2. Hi all. Here's roughly what we have lined up for Age 65. There are several significant changes to races and personalities. As always please remember to comment constructively here and remember than numbers can easily be tweaked, we'd really like feedback on concepts.
  3.  
  4.  
  5. Schedule
  6. Age 64 End: Friday 8th May at Noon GMT
  7. Age 65 Freeze Start: Friday 8th Mayat 6PM GMT
  8. Age 66 Protection Start: Monday 11th May at 6PM GMT
  9. Age 66 Protection End: Tuesday 12th May at 6PM GMT
  10.  
  11. Race
  12.  
  13. Avians
  14. -25% Attack Time
  15. +30% Birth Rate
  16. -30% Building Construction Time
  17. -30% Military training time
  18.  
  19. Cannot Use Stables
  20.  
  21. Spellbook: Fanaticism, Greater Protection
  22. Elite: 6/1, 700gc, 4.75NW
  23.  
  24.  
  25. Dwarves
  26. +30% Building Efficiency
  27. Free Building Construction and Can Use Credits To Raze Buildings
  28.  
  29. Can't use Accelerated Construction
  30. + 50% food consumption
  31.  
  32. Spellbook: Fools Gold, Mystic Aura, Clear Sight, Pitfalls
  33. Elite: 6/3, 700gc, 5.25NW
  34.  
  35.  
  36. Elf
  37. + 30% Combat Instant Spell Damage
  38. + 30% Sabotage Operation Damage
  39. + 30% Spell Duration
  40. +1 mana per tick in war
  41.  
  42. +1 defensive specialist strength
  43.  
  44. Spellbook: Nightmares, Pitfalls, Mages Fury
  45. Elite: 5/4, 750gc, 5.75NW
  46.  
  47.  
  48. Faery
  49. +30% WPA
  50. +30% TPA
  51. +1 offensive specialist strength
  52.  
  53. Spellbook: All racial spells
  54. Elite: 3/5, 800gc, 5.25NW
  55.  
  56.  
  57. Halflings
  58. + 1 Stealth
  59. - 50% thief cost
  60. + 15% population
  61.  
  62. -10% Gains
  63.  
  64. Spellbook: Invisibility, Aggression
  65. Soldiers 2:2 Elite: 4/4, 400gc, 5NW
  66.  
  67.  
  68. Human
  69. + 15% Offensive Military Efficiency In War
  70. - 50% defensive losses
  71. Every 3 acres generates 1 book of science
  72.  
  73. + 30% Cost of Science
  74.  
  75. Spellbook: Tree of Gold, Fountain of Knowledge
  76. Elite: 6/3, 900, 6.5NW
  77.  
  78.  
  79. Orcs
  80. +30% Attack Gains
  81. Free draft
  82. +25% Enemy casualties when attacking
  83.  
  84. -10% science effectiveness
  85.  
  86. Spellbook: Reflect Magic, Clear Sight
  87. Elite: 7/1, 800gc, 5.75NW
  88.  
  89.  
  90. Undead
  91. -75% Offensive losses on attacks you make
  92. Spreads and is Immune to The Plague
  93. No Food Required
  94.  
  95. Basic Thievery (Intel operations only)
  96.  
  97. Spellbook: Town Watch, Animate Dead
  98. Elite: 7/2, 900 gc, 6.25NW
  99.  
  100.  
  101. Personality
  102. The Merchant
  103. Gain 75% more Specialist and Building Credits
  104. Immune to Income Penalties
  105. Starts with +1600 specialist credits
  106.  
  107.  
  108. The Sage
  109. +40% Science Effectiveness
  110. Access to Amnesia
  111. Starts with 40000 science books
  112.  
  113.  
  114. The Rogue
  115. +1 Stealth recovery per tick
  116. + 100% land effect from Thieves Dens
  117. Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  118. +75% Thievery Science Effectiveness
  119. Access to Vermin
  120. Starts with +400 thieves
  121.  
  122.  
  123. The Mystic
  124. All Guilds are twice as effective
  125. +1 mana per tick in War
  126. +50% Magic Science Effectiveness
  127. Access to Meteor Showers, Chastity, Nightmares
  128. Starts with +200 Wizards
  129.  
  130.  
  131. The Warrior
  132. +1 General
  133. +10% Offensive Military Efficiency
  134. Enhanced Conquest range
  135. Access to Bloodlust
  136. Starts with +800 soldiers and +800 specialist credits
  137.  
  138.  
  139. The Tactician
  140. -15% Attack Time
  141. Accurate Espionage
  142. Access to Clear Sight
  143. Starts with +800 soldiers and +800 specialist credits
  144.  
  145.  
  146. The Cleric
  147. -40% Your Military Casualties (on attack or defense)
  148. Immune to The Plague
  149. Access to Pitfalls
  150. Starts with +800 soldiers and +800 specialist credits
  151.  
  152.  
  153. The War Hero
  154.  
  155. +100% Honor Effects
  156. Converts some Specialists into Elites on successful land attacks
  157. Access to War Spoils
  158. Starts with 400 elites
  159.  
  160. Mechanics/Other
  161.  
  162. Kingdom and Islands
  163. Kingdoms will fill to 22 players, rather than 20
  164.  
  165. Kingdom allocation per island will increase
  166.  
  167. Discovery of islands will be every 2 hours after OOP, rather than every 3 hours
  168.  
  169. Vacation Mode
  170. Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.
  171.  
  172. Admin
  173. Lots of admin interface improvements and fixes
  174.  
  175. Protection duration for invited provs
  176. Fixed a subtle bug causing the duration to be incorrect for certain provs.
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