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Thread: Age 53 Changes

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    Age 53 Changes

    Hi all - here are the finalised changes for Age 53. You can comment on them in this thread.

    A new theme and front page update will be applied. This new theme will be set as default but players can revert to a more classically styled theme via the account settings option.

    Purchasable game items, such as invites and taunts, have been moved to their own area within the game.

    Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.

    Explore costs will increase more drastically the more you explore.

    Construction and raze costs will be reduced significantly at larger acres.

    A war win chart has been introduced.

    Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%, up from 10%.


    Race

    Avians
    Bonuses:
    * - 30% attack times
    * Defensive Specialist Strength +1

    Penalty:
    * - 10% attack gains
    * No access to stables

    Other Information:
    * Offensive Specialist: Griffins (5/0)
    * Defensive Specialist: Harpies (0/6)
    * Elite Unit: Drake (7/4, $650, 6.5 nw)
    * Spell book: Clear Sight, Town Watch, Fanaticism

    Dwarves
    Bonuses:
    * + 20% BE
    * Free Building Construction
    * Can use credits to raze buildings

    Penalty:
    * Accelerated Construction not available
    * - 25% thievery effectiveness
    * + 50% food consumption

    Other Information:
    * Offensive Specialist: Warriors (5/0)
    * Defensive Specialist: Axemen (0/5)
    * Elite Unit: Berserker (6/5, $700, 6 nw)
    * Spell book: Vermin, Quick feet

    Elves
    Bonuses:
    * + 2 mana per tick in war
    * Defensive Specialist Strength +1
    * +30% damage on instant offensive spells.

    Penalty:
    * None

    Other Information:
    * Offensive Specialist: Rangers (5/0)
    * Defensive Specialist: Archers (0/6)
    * Elite Unit: Elf Lord (7/3, $600, 6 nw)
    * Spellbook: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mage's Fury

    Faery
    Bonuses:
    * + 50% magic effectiveness
    * + 50% thievery effectiveness

    Penalty:
    * - 10% population
    * Offensive Specialist Strength -1

    Other Information:
    * Offensive Specialist: Magicians (4/0)
    * Defensive Specialist: Druids (0/5)
    * Elite Unit: Beastmasters (3/8, $1000, 8.0 nw)
    * Spellbook: All spells

    Halflings
    Bonuses:
    * + 1 extra stealth per tick
    * - 50% thief cost
    * + 10% Population
    * Espionage operations are 100% accurate in war

    Penalty:
    * -20% birthrate

    Other Information:
    * Soldiers: 2/2
    * Offensive Specialist: Strongarms (5/0)
    * Defensive Specialist: Slingers (0/5)
    * Elite Unit: Brutes (5/6, $500, 6.25 nw)
    * Spellbook: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression

    Humans
    Bonuses:
    * + 30% income
    * + 40% Damage on Sabotage Operations

    Penalty:
    * - 20% magic effectiveness
    * Offensive Specialist Strength -1

    Other Information:
    * Offensive Specialist: Swordsmen (4/0)
    * Defensive Specialist: Archers (0/5)
    * Elite Unit: Knight (8/3, $800, 6.5 nw)
    * Spell Book: Greater Protection, Fountain of Knowledge

    Orcs
    Bonuses:
    * + 25% gains
    * Trains elites with credits

    Penalty:
    * - 10% building efficiency
    * - 50% thievery and magic damage (on offensive operations)

    Other Information:
    * Offensive Specialist: Goblins (5/0)
    * Defensive Specialist: Trolls (0/5)
    * Elite Unit: Ogre (9/2, $800, 6.75 nw)
    * Spellbook: Fanaticism, Aggression, Bloodlust

    The Undead
    Bonuses:
    * -50% Offensive losses on attacks you make
    * Successful land attacks convert specialists to elites
    * Spreads and is immune to The Plague
    * No Food required

    Penalty:
    * - 20% science effectiveness
    * Access to basic thievery operations only (neutral relations ops)

    Other Information:
    * Offensive Specialist: Skeletons (5/0)
    * Defensive Specialist: Zombies (0/5)
    * Elite Unit: Ghoul (9/3, $1000, 7.0 nw)
    * Spellbook: War Spoils, Nightmares, Chastity


    Personalities

    The Merchant
    * +40% Income
    * -50% Money Losses on Plunder Attacks
    * Immunity to all Income Penalties (Riots, Plagues, etc.)

    The Shepherd
    * Land generates 4 bushels of food per acre daily
    * Immune to Droughts, Storms, the Plague and Dragons.
    * -30% Explore time and costs
    * -30% Building Construction Time and costs

    The Sage
    * + 20% Science effectiveness
    * - 20% Book Costs
    * -20% Research Time
    * -75% Losses on Learn Attacks

    * Every 4 Acres of land produces 1 Science Book per Hour

    The Rogue
    * +1 Stealth recovery per tick
    * Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
    * Thieves Dens are twice as effective (subject to DBE)

    The Mystic
    * Meteor Showers spell
    * All Guilds and Towers are twice as effective
    * +30% Spell Duration (For Duration Spells Only)

    The Warrior
    * +15% Enemy Casualties (on attack or defense)
    * -15% Your Military Casualties (on attack or defense)
    * 10% more OME in war
    * + 50% bonuses from honor

    The Tactician
    * Gain 30% more Specialist and Building Credits
    * -15% Attack Time
    * -30% Military Training Time
    * -50% Land Losses when Ambushed

    The Cleric
    * - 50% Your Military Casualties (on attack or defense)
    * 1 extra General
    Lost "Troops losses on attacks or defense converted to soldiers"
    Last edited by Bishop; 08-02-2012 at 11:18.
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