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Thread: Age 67 potential changes

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    Age 67 potential changes

    Hi all - here's what we are looking at for next ages changes. Please give feedback here.
    Race
    Avian
    -25% Attack Time [Was -30%]
    +66% Birth Rate [Was +50%]
    Ambush Immunity
    + 1 General

    Cannot use Stables

    Elite: 6/2, 650gc, 5.5 nw [Was 600gc]
    Spellbook: Fanaticism, Greater Protection

    Dwarf
    +20% Building Efficiency [Was +30%]
    Free Building Construction and Can Use Credits To Raze Buildings

    Can’t use Accelerated Construction
    + 100% food consumption [Was +50%]

    Spellbook: Fools Gold, Mystic Aura, Pitfalls
    Elite: 6/3, 600gc, 6.5NW [Was 750gc]

    Elf
    + 40% Spell Success (WPA)
    +1 defensive specialist strength
    -30% defensive losses

    Spellbook: Nightmares, Pitfalls, Invisibility
    Elite: 5/4, 700gc, 6NW

    Faery

    + 20% Combat Instant Spell Damage
    + 20% Sabotage Operation Damage
    + 20% Spell Duration
    +1 mana per tick in war
    +1 stealth per tick

    Spellbook: All racial spells
    Elite: 4/5, 800gc, 6.75NW [Was 3/5, 650gc, 6.25NW]

    Halfling
    +50% Thievery Operation Success (TPA)
    -50% thief cost
    +10% population
    +1 offensive specialist strength

    Cannot use hospitals

    Spellbook: Aggression, Mages Fury
    Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW

    Human
    + 20% Offensive Military Efficiency
    Can train elites with Specialist credits [Was every 3 acres produces 1 book]

    -10% battle gains [Was -20%]

    Spellbook: Fountain of Knowledge, Quick Feet
    Elite: 6/3, 750gc, 5.75NW


    Orc
    +20% Battle Gains [Was +30%]
    Free draft
    +25% Enemy casualties when attacking

    -10% science effectiveness [Was -20%]

    Spellbook: Reflect Magic, Clear Sight
    Elite: 7/1, 750gc, 6NW


    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, 800gc, 6.5NW

    Personality

    The Merchant
    Gain 20% more Specialist and Building Credits
    Immune to Income Penalties
    Access to Tree of Gold
    Starts with +1600 specialist credits

    The Mystic

    All Guilds are twice as effective
    +1 mana per tick
    +50% Magic Science Effectiveness
    Access to Meteor Showers, Chastity, Nightmares
    Starts with +200 Wizards

    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 Sage
    Protect 100% of science on attacks [New]
    Every 2 acres generates 1 book of science [New] [Lost +Sci Eff]
    Access to Amnesia
    Starts with 40000 science books

    The Tactician
    -10% Attack Time [Was -15%]
    Accurate Espionage
    Access to Clear Sight
    Starts with +800 soldiers and +800 specialist credits

    The Warrior
    +10% Offensive Military Efficiency in War [Was +20%]
    Enhanced Conquest range
    Access to Bloodlust
    Starts with +800 soldiers and +800 specialist credits

    The Cleric
    -30% 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
    Immune to Dragon effects
    Access to War Spoils
    Starts with 400 elites

    Mechanics - TBC, probably something with sitting, espionage pages and war win sci. Will update with more info later.
    Last edited by Palem; 30-12-2015 at 20:13. Reason: Included Changes
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