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Thread: Personalities

  1. #1
    Forum Addict smercjd's Avatar
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    Oviedo, FL
    Posts
    1,163

    Personalities

    II. Personalities
    The Heretic
    Guilds +75% Effectiveness
    Wizards don’t die on failed spells
    -50% Thief Losses on failed sabotage
    +20% Arcane Arts Sciences Effectiveness
    +1 Mana
    Spells: Blizzard, Nightmare, Amnesia, Chastity
    Start: +200 Wizards, +400 Thieves

    The Mystic
    Guilds +150% Effectiveness
    +25% Offensive Spell Duration
    +50% Sorcery Science Effectiveness
    Spells: Meteor Showers, Amnesia, Paradise, Revelation
    Start: +400 Wizards
    The Paladin
    Guilds +50% Effectiveness
    Can cast support spells on Kingdom mates
    -1 Mana Cost to cast support spells
    +50% Valor Science Effectiveness
    Spells: Paladin Spells
    Start: +200 Wizards, +400 Soldiers, +200 Elites

    The Rogue
    Guilds +50% Effectiveness
    Thieve’s Dens +50% Effectiveness
    Access to all Thievery Operations Including Rogue Only
    +50% Crime Science Effectiveness
    +1 Stealth
    Spells: Gluttony, Paradise, Revelation
    Start: +800 Thieves

    The Sage

    +25% Scientist Spawn Rate
    +25% Books From Scientists
    +50% Laboratories, Schools, and Universities Effectiveness
    Immune to Amnesia
    Spells: Amnesia, Revelation
    Start: +100% Starting Scientists

    The Tactician
    -15% Attack Time
    Accurate Espionage
    +20% Warfare Sciences Effectiveness
    +10% Thievery Effectiveness (TPA)
    Spells: Invisibility, Greater Protection
    Start: +400 Soldiers, +400 Specialist Credits, +400 Thieves

    The Undead
    Spreads and is Immune to the Plague
    -50% Offensive Military Casualties
    -100% Food Consumption
    Spells: Animate Dead, Nightmares
    Start: +200 Wizards, +400 Soldiers. +400 Specialist Credits

    The War Hero
    +100% Honor Bonuses
    +1 Offense Specialist Strength
    +50% Bravery Science Effectiveness
    Convert Specialists into Elites
    Spells: War Spoils
    Start: +800 Elites

    The Cleric
    -50% Defensive Military Casualties
    +10% Magic Effectiveness (WPA)
    +33% Shielding and Divination Sciences Effectiveness
    Spells: Chastity, Fanaticism, Greater Protection, Divine Shield**
    Start: +200 Wizards, +400 Soldiers, +400 Specialist Credits
    The Warrior
    +10% Offensive Military Effectiveness
    Full Conquest Access
    +50% Siege Science Effectiveness
    Spells: Bloodlust
    Start: +800 Soldiers, +800 Specialist Credits

  2. #2
    Regular
    Join Date
    Sep 2018
    Location
    USA
    Posts
    60
    Looks pretty standard (not an insult). I really liked the -1 mana for pallys on mates, and I think the one everyone asks for each age, Undead requires no food!

  3. #3
    Regular
    Join Date
    Sep 2018
    Location
    USA
    Posts
    60
    Personalities

    The Marauder

    +50% Massacre, Raze, and Plunder gains
    +1 Offensive and Defensive Soldiers
    +100% Dungeon Capacity
    +50% Prisoners Captured
    +10% Enemy Casualties During Massacre, Raze, and Plunder
    Spells: Fanactism, Quick Feet, Bloodlust, Aggression
    Start: +800 Soldiers, +800 Specialist Credits

    The Mystic
    Guilds +150% Effectiveness
    +50% Sorcery Science Effectiveness
    +1 Mana Per Tick
    Wizards Don't Die on Failed Spells
    Spells: All Spells
    Start: +800 Wizards

    The Paladin
    Guilds +50% Effectiveness
    Can cast support spells on Kingdom mates
    +20% Duration for spells on Kingdom mates
    Ignore Reflect Magic and Mystic Aura when casting on Kingdom mates
    +50% Valor Science Effectiveness
    Spells: Paladin Spells
    Start: +400 Wizards, +400 Soldiers, +400 Specialist Credits

    The Rogue
    Thieve’s Dens +50% Effectiveness
    Access to all Thievery Operations Including Rogue Only
    +50% Crime Science Effectiveness
    -50% Thief Losses on Failed Sabotage
    +1 Stealth
    Spells: Invisibility, Paradise, Revelation
    Start: +800 Thieves

    The Tactician
    +1 Offensive Specialist
    -10% Casualties When Attacked
    Accurate Espionage
    +20% Warfare Sciences Effectiveness
    Spells: Invisibility, Clear Sight, Town Watch
    Start: +800 Soldiers, +800 Specialist Credits

    The Undead
    Spreads and is Immune to the Plague
    -30% Military Casualties
    -100% Food Consumption
    Spells: Animate Dead, Greater Protection, Nightmares
    Start: +800 Soldiers, +800 Specialist Credits

    The War Hero
    +100% Honor Bonuses
    Immune to Dragons
    +50% Heroism Science Effectiveness
    Convert Specialists into Elites
    3/0 War Horses
    Spells: War Spoils, Pitfalls
    Start: +800 Elites

    The Warrior
    -15% Attack Time
    +10% Offensive Military Effectiveness
    Full Conquest Access
    Spells: Bloodlust, Aggression
    Start: +800 Soldiers, +800 Specialist Credits

    I am not a fan of heretics so removing them is my proposal. I wanted tactician to be more than just a quick attacker, and the warrior to be fast efficient hitter. Marauder is just a pillager but has the dungeon, prisoner, and spell perks to hopefully be worthy during war.

  4. #4
    Newbie
    Join Date
    Apr 2013
    Posts
    6
    You guy's ever considerate d a bank province? As example:

    -Provides aid: GC, Runes, Soldiers, Food (Production, Income, Draft Bonus).
    -Helps fixing Trade balance faster, bonus %.
    -Pay's for dragon and has dragon slaying bonus (science).
    -Provides runes for ritual, ritual casting bonus (science).
    -Helps attackers with doing ops/spells on targets, the less dangerous ops/spells/intel.
    -Uses Land lust, paradise, conquest and exploring to grow.
    -As like paladin, doing also spells on KD mates (New Spell: Holy War!).
    -Does things so that others can focus more on their duty (attackers, mages, thieves).

    -----------------------------------------------------------------------------------------
    - +10% Income.
    - +10% Defensive %.
    - 25% extra Valor, Heroism, Invocation science.
    - When send to +25% on send aid for sender, when send from -25% for receiver.
    - Some self spells on KD mates (New Spell: Holy War> +10% Production/Income/BE).
    - +1 mana/stealth per tick.
    - 10% science bonus economy.
    - 50% less gains on attacks.
    - Access only to conquest.
    - Has no access to heavy spells/ops (except land lust).
    - Start with 800 elites. (or 300 elites, 300 wizards, 300 thieves)

    Extra Spells/Ops: Fools Gold, Magic Ward, Fountain of Knowledge, Mind Focus.

    No access to: Night Strike, Lightning Strike, Fireball and Tornadoes.
    -----------------------------------------------------------------------------------------

    -Just a thought, you can use, could mix it in, with some personality's, whatever!

    Personality:

    >>>The Anchorite
    >>>The Banker
    >>>The Templar

    Nice to have this in Strong Team KD's!!!
    Last edited by JOFKNIP; 28-01-2019 at 23:51.

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