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- Age 65 potential changes
- 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.
- Schedule
- Age 64 End: Friday 8th May at Noon GMT
- Age 65 Freeze Start: Friday 8th Mayat 6PM GMT
- Age 66 Protection Start: Monday 11th May at 6PM GMT
- Age 66 Protection End: Tuesday 12th May at 6PM GMT
- Race
- Avians
- -25% Attack Time
- +30% Birth Rate
- -30% Building Construction Time
- -30% Military training time
- Cannot Use Stables
- Spellbook: Fanaticism, Greater Protection
- Elite: 6/1, 700gc, 4.75NW
- Dwarves
- +30% Building Efficiency
- Free Building Construction and Can Use Credits To Raze Buildings
- Can't use Accelerated Construction
- + 50% food consumption
- Spellbook: Fools Gold, Mystic Aura, Clear Sight, Pitfalls
- Elite: 6/3, 700gc, 5.25NW
- Elf
- + 30% Combat Instant Spell Damage
- + 30% Sabotage Operation Damage
- + 30% Spell Duration
- +1 mana per tick in war
- +1 defensive specialist strength
- Spellbook: Nightmares, Pitfalls, Mages Fury
- Elite: 5/4, 750gc, 5.75NW
- Faery
- +30% WPA
- +30% TPA
- +1 offensive specialist strength
- Spellbook: All racial spells
- Elite: 3/5, 800gc, 5.25NW
- Halflings
- + 1 Stealth
- - 50% thief cost
- + 15% population
- -10% Gains
- Spellbook: Invisibility, Aggression
- Soldiers 2:2 Elite: 4/4, 400gc, 5NW
- Human
- + 15% Offensive Military Efficiency In War
- - 50% defensive losses
- Every 3 acres generates 1 book of science
- + 30% Cost of Science
- Spellbook: Tree of Gold, Fountain of Knowledge
- Elite: 6/3, 900, 6.5NW
- Orcs
- +30% Attack Gains
- Free draft
- +25% Enemy casualties when attacking
- -10% science effectiveness
- Spellbook: Reflect Magic, Clear Sight
- Elite: 7/1, 800gc, 5.75NW
- Undead
- -75% Offensive losses on attacks you make
- Spreads and is Immune to The Plague
- No Food Required
- Basic Thievery (Intel operations only)
- Spellbook: Town Watch, Animate Dead
- Elite: 7/2, 900 gc, 6.25NW
- Personality
- The Merchant
- Gain 75% more Specialist and Building Credits
- Immune to Income Penalties
- Starts with +1600 specialist credits
- The Sage
- +40% Science Effectiveness
- Access to Amnesia
- Starts with 40000 science books
- The Rogue
- +1 Stealth recovery per tick
- + 100% land effect from Thieves Dens
- Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
- +75% Thievery Science Effectiveness
- Access to Vermin
- Starts with +400 thieves
- The Mystic
- All Guilds are twice as effective
- +1 mana per tick in War
- +50% Magic Science Effectiveness
- Access to Meteor Showers, Chastity, Nightmares
- Starts with +200 Wizards
- The Warrior
- +1 General
- +10% Offensive Military Efficiency
- Enhanced Conquest range
- Access to Bloodlust
- Starts with +800 soldiers and +800 specialist credits
- The Tactician
- -15% Attack Time
- Accurate Espionage
- Access to Clear Sight
- Starts with +800 soldiers and +800 specialist credits
- The Cleric
- -40% Your Military Casualties (on attack or defense)
- Immune to The Plague
- Access to Pitfalls
- Starts with +800 soldiers and +800 specialist credits
- The War Hero
- +100% Honor Effects
- Converts some Specialists into Elites on successful land attacks
- Access to War Spoils
- Starts with 400 elites
- Mechanics/Other
- Kingdom and Islands
- Kingdoms will fill to 22 players, rather than 20
- Kingdom allocation per island will increase
- Discovery of islands will be every 2 hours after OOP, rather than every 3 hours
- Vacation Mode
- Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM.
- Admin
- Lots of admin interface improvements and fixes
- Protection duration for invited provs
- Fixed a subtle bug causing the duration to be incorrect for certain provs.
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