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Thread: Age 81 race/personality suggestions

  1. #1
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    Age 81 race/personality suggestions

    Changelog:
    Toned down human income and merchant sci bonus
    Changed DE elite to offensive
    Gave avian elite 1 def

    Made bocan elite offensive as well

    Halfling elite -> 6/5 and more expensive
    Reduced DE wiz conversion rate
    Slight nerf to warrior sci bonus
    War hero 5% ME -> +1 ospec

    =====
    Races
    =====

    Dark Elf
    +20% Spell Damage
    25% of peasants gained on TMs are converted to wizards

    +20% enemy sabotage damage

    8/3 elite 9.5nw 950gc
    Spellbook: GP

    Bocan
    +20% sabotage damage
    Can train thieves with credits
    +20% spec credits

    -10% income

    7/3 elite 8.5nw 850gc
    Spellbook: BL

    Elf
    +15% WPA
    +30% rune production
    +1 dspec

    +20% wages

    7/4 elite 9nw 900gc
    Spellbook: MF, GP


    Halfling
    +15% TPA
    +10% population
    -50% thief cost
    2/2 soldiers

    -1 ospec

    6/5 elite 9nw 900gc
    Spellbook: MA, Invis, Aggression

    Human
    +20% income
    +20% spec and building credits from attacks
    +15% economy science

    +20% enemy spell damage

    8/4 elite 10nw 1000gc
    Spellbook: IA, QF, Rev

    Orc
    +15% Battle gains
    +10% enemy casualties
    Free draft

    -25% arcane arts science effectiveness

    8/2 elite 9nw 950gc
    Spellbook: Aggression, BL (reverts to its previous values)

    Avian
    -25% attack time
    +35% birth rate
    -35% military training time
    +5% ME

    cannot use stables or horses

    8/1 elite 8nw 850gc
    Spellbook: TW

    Dwarf
    +20% BE
    -50% construction time
    Free construction

    +75% food needed
    Cannot accelerate construction

    7/5 elite 10nw 1000gc
    Spellbook: RM, CS, TW

    Faery
    +25% self spell duration
    can cast spells on mates
    self spells cost 2 mana

    -1 general

    4/8 elite 10.5nw 1100gc
    Spellbook: MA, SI

    Undead
    -25% casualties
    no food needed
    spreads and is immune to plague
    +1 horses

    +15% attack time

    10/3 elite 10.5nw 1100gc
    Spellbook: AD

    =============
    Personalities
    =============

    Mystic
    +150% guild land effect
    +50% channeling science
    +1 mana/tick

    Spellbook: MS, Chastity, Blizzard, Rev, Paradise
    Starts with: 800 wiz

    Rogue
    +50% TD land effect
    +50% guild land effect
    +50% crime science
    +1 stealth/tick
    Access to rogue thief ops

    Spellbook: Rev, Paradise
    Starts with: 800 thieves

    Heretic
    +75% guild land effect
    wiz don't die on failed spells
    -75% losses on failed thief ops
    +30% channeling, crime, and cunning sci

    Spellbook: NM, FG, Amnesia, Rev, Paradise
    Starts with: 400 wiz, 400 thieves

    Paladin
    -25% casualties
    Immune to plague
    +30% strategy and shielding sci

    Spellbook: GP, DS, Wrathful Smite, IS, Pitfalls
    Starts with: 800 solds and creds

    Tactician
    -15% attack time
    +50% siege sci

    Spellbook: War Spoils
    Sarts with: 800 solds and credits

    Merchant
    Immune to income penalties
    +25% gains on robs and plunders
    -25% losses on enemy robs and plunders
    +25% income, production, and thievery sci
    -25% TB from aid, both incoming and outgoing

    Spellbook: ToG, Gluttony
    Starts with: 400 thieves, 400 solds and creds

    Warrior
    +10% OME
    +20% tactics sci
    -25% casualties on conquest attacks
    improved conquest range

    Spellbook: fanat
    Starts with: 800 solds and creds

    War Hero
    +1 ospec
    Convert specs to elites
    Accurate intel
    +30% dragon slaying strength
    +30% valor and heroism sci

    Spellbook: Hero's inspiration (PI renamed)
    Starts with: 800 elites
    Last edited by AmrasArFeiniel; 09-04-2019 at 17:14.

  2. #2
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    peasant to wizard conversion is WAY too powerful. 40% is ridiculous, they could gain .5 WPA in a single hit. 5% would be more reasonable.


    +15% attack time on undead is a bad idea. Take that away and give them the -15% science effect again. The other nerfs look good for them.

    Just two things I noticed right off, I didn't go through the whole list in detail.

  3. #3
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    I posted some of these on the Discord server, but I figured this may be a better spot for them.


    Global

    All specs dropped to 5pts
    Rename war horses to something different for each race (cosmetic but fun)
    Self spells on others should be guild based not wpa
    Consider reducing total amount of provs per kd over time (not sure how this would be achieved, but kds seem too large now)


    Races

    Orcs
    Convert specialists into elites with successful trads
    +20% enemy casualties when attacking and defending.
    Free draft
    +25% draft speed
    Elite: 9/3
    Racial spells: Bloodlust, Aggression

    Avians
    Cannot be ambushed
    -20% attack time
    +20% birth rate
    +10% max pop
    Elite: 7/2
    Racial spells: Fanaticism, Clear Sight

    Elves
    Guilds and TGs are combined into one building
    +1 attack ospec (6/0)
    -25% rune costs
    -50% military wages
    Elite: 5/5
    Racial spells: Mage's Fury, Quick Feet

    Halflings
    Trad marches also plunder gc (half strength of regular plunder)
    Mercenaries and prisoners are twice as strong and cost half as much (10/0)
    +25% thievery effectiveness
    Thieves and elites can be trained by spec credits
    Elite: 3/6
    Racial spells: Town Watch, Reflect Magic

    Dwarves
    Free building costs, cannot speed build
    +10% defensive military effectiveness
    +25% building effectiveness
    +20% resistance to offensive spells (20% flat failure rate)
    Elite: 4/6
    Racial Spells: Patriotism, Revelation

    Humans
    All incoming thief ops are only 50% effective
    +20% income, rune, and food generation
    +1 dspec (0/6)
    +1 attack from war horses
    Elite: 5/5
    Racial Spells: Tree of Gold, Crystal Ball*
    *Crystal Ball: Combination of SoT and SoM

    Faeries
    Access to all non-racial spells (except paladin spellbook)
    Duration spells last 25% longer (both buffs and debuffs)
    +25% sabotage dmg
    +25% spell dmg
    Elite: 2/8
    Racial Spells: Paradise, Landlust

    Undead
    No food needed
    No specs, soldiers are 4/4
    -50% ritual rune cost
    +25% towers effectiveness
    Elite: 4/7
    Racial Spells: Nightmares, Plague*
    *Plague: -10% military effectiveness, -10% tpa and wpa, no longer spreads on attacks, 10% chance to spread via aid packets, cannot be cleared by NB


    Personalities

    Paladin (Eliminate Cleric)
    -25% casualties when attacking and defending
    May cast self spells on others
    Access to paladin specific spells
    +50% science effectiveness (valor)
    +1000 starting soldiers
    Spellbook: All current paladin spells

    War Hero (Eliminate Warrior)
    Dragon immunity
    +25% spec and building credits
    +15% offensive military effectiveness
    +50% science effectiveness (heroism)
    +500 starting elites
    Spellbook: War Spoils, Inspire Army

    Tactician
    Access to conquest regardless of size
    Accurate espionage
    +15% greater gains vs targets with higher NW
    +50% science effectiveness (siege)
    +500 starting spec credits
    Spellbook: Pitfalls, Explosions

    Rogue (Eliminate Heretic)
    +1% stealth per tick
    50% thief losses
    Access to rogue specific ops
    +50% science effectiveness (crime)
    +500 starting thieves
    Spellbook: Gluttony, Chastity

    Mystic
    +1% mana per tick
    Wizards do not die on casts
    +100% guild effectiveness
    +50% science effectiveness (channeling)
    +500 starting wizards
    Spellbook: Meteor Showers, Blizzard

    Scholar
    +25% science generation
    -25% exploration costs (gc and soldiers)
    Aid sent to others only impacts TB half as much
    +50% science effectiveness (strategy)
    +1 starting scientist
    Spellbook: Greater Protection, Expose Thieves
    Last edited by elmatus; 11-04-2019 at 11:57.

  4. #4
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    @LuckySports that's kind of the point to make it strong for DE. I tuned it down some, but .5wpa per hit doesn't seem crazy to me when you think that a typical a/m hybrid will have 4-5wpa and a typical in-range hit gives about 12% land. 0.5wpa gained would let them evenly sustain that if they made in-range hits.

  5. #5
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    Why move accurate intel from tactician? It seems like tactician thing and lives the personality quite vanilla and lackluster.

  6. #6
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    Mainly because my goal was to push WH into more of an "attacker support" role with dragonslaying and accurate intel, and have tact focused on speed and gains. I agree it feels vanilla though and perhaps a bit underpowered. Are there other things that you can think of that would slot well into that? I'm fine with keeping accurate intel there but I did kind of want to hone WH identity more with it.

  7. #7
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    Every time I consider something, it’s on another personality. WH and Wa are both very beefy.

    My suggestions were gonna be bring PFs to the spell list because strategist. Or increased spec credits, but not sure how that balances with Orcs already having it. Um, Heroism was another idea but on WH. I wondered how broken aiding soldiers without imposing TB changes would be. Also, merchant is exploring this idea already.

    Just seems many of the ideas are already on the other personalities and this would need something new. Maybe introduce those stable buffs some people have mentioned. i.e. science effects horses too, or a bonus separate from science that increases horse production and capacity. A super dead skill for avian but might deter Avian/Tact combos. (?)

    Hands feel tied to make Tact less vanilla with others having so many. Reduced attack time is fairly strong on its own though.

  8. #8
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    I just saw on Discord someone pointed out +50% for siege science. I may be able to for go the vanilla-ness due to strong perks.

  9. #9
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    Here's an alternate proposal for these with 5pt specs and 1pt horses!

    General:

    specs -> 5pt
    ospec -> 1nw / strength
    dspec -> 1.2nw / strength
    horse -> 1 strength, 0.4nw
    stables -> 100 capacity, 3 horses / tick (to make up for horses being a lot weaker)
    BL -> 15% OME, 15% enemy casualties when attacking, 15% own casualties

    =====
    Races
    =====

    Dark Elf
    +20% Spell Damage
    25% of peasants gained on TMs are converted to wizards

    +20% enemy sabotage damage

    7/3 elite 9nw 900gc
    Spellbook: GP

    Bocan
    +20% sabotage damage
    Can train thieves with credits
    +20% spec credits

    -10% income

    6/3 elite 8.5nw 850gc
    Spellbook: BL

    Elf
    +20% WPA
    +25% rune production
    +1 dspec

    +20% wages

    6/4 elite 9nw 900gc
    Spellbook: MF, GP


    Halfling
    +20% TPA
    +15% population
    -50% thief cost
    2/2 soldiers

    -1 ospec

    5/4 elite 8nw 600gc
    Spellbook: MA, Invis, Aggression

    Human
    +20% income
    +20% spec and building credits from attacks
    +15% economy science

    +20% enemy spell damage

    7/4 elite 10nw 1000gc
    Spellbook: IA, QF, Rev

    Orc
    +10% Battle gains
    +10% enemy casualties
    Free draft

    -25% arcane arts science effectiveness

    7/2 elite 9nw 900gc
    Spellbook: Aggression, BL

    Avian
    -25% attack time
    +35% birth rate
    -35% military training time

    cannot use stables or horses

    7/1 elite 8nw 850gc
    Spellbook: TW

    Dwarf
    +20% BE
    -50% construction time
    Free construction

    +75% food needed
    Cannot accelerate construction

    6/5 elite 10nw 1000gc
    Spellbook: RM, CS, TW

    Faery
    +25% self spell duration
    can cast spells on mates
    self spells cost 2 mana

    -1 general

    4/7 elite 10.5nw 1100gc
    Spellbook: MA, SI

    Undead
    -25% casualties
    no food needed
    spreads and is immune to plague

    +10% attack time

    9/2 elite 10.5nw 1100gc
    Spellbook: AD

    =============
    Personalities
    =============

    Mystic
    +150% guild land effect
    +50% channeling science
    +1 mana/tick

    Spellbook: MS, Chastity, Blizzard, Rev, Paradise
    Starts with: 800 wiz

    Rogue
    +50% TD land effect
    +50% guild land effect
    +50% crime science
    +1 stealth/tick
    Access to rogue thief ops

    Spellbook: Rev, Paradise
    Starts with: 800 thieves

    Heretic
    +75% guild land effect
    wiz don't die on failed spells
    -75% losses on failed thief ops
    +30% channeling, crime, and cunning sci

    Spellbook: NM, FG, Amnesia, Rev, Paradise
    Starts with: 400 wiz, 400 thieves

    Paladin
    -25% casualties
    Immune to plague
    +30% strategy and shielding sci

    Spellbook: GP, DS, Wrathful Smite, IS, Pitfalls
    Starts with: 800 solds and creds

    Tactician
    -15% attack time
    +50% siege sci
    accurate intel

    Spellbook: War Spoils
    Sarts with: 800 solds and credits

    Merchant
    Immune to income penalties
    +25% gains on robs and plunders
    -25% losses on enemy robs and plunders
    +25% income, production, and thievery sci
    -25% TB from aid, both incoming and outgoing

    Spellbook: ToG, Gluttony
    Starts with: 400 thieves, 400 solds and creds

    Warrior
    +10% OME
    +30% tactics sci
    -25% casualties on conquest attacks
    improved conquest range

    Spellbook: fanat
    Starts with: 800 solds and creds

    War Hero
    +1 ospec
    Convert specs to elites
    +30% dragon slaying strength
    +30% valor and heroism sci

    Spellbook: Hero's inspiration (PI renamed)
    Starts with: 800 elites

  10. #10
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    Amras, I really do like most of your suggestions. However, I am one of those who feel tact vs wh is a no brainer. Personally if these went live I think we would see WH chosen as much for attacker next age as we saw UD this age. The siege bonus is excellent, but science really only starts to kick ass mid-late game. Early game that bonus is close to pointless imo, and UTO is all about starting fast. At the very least they need accurate intel back, even then WH is going to be the main choice for attackers I think.

    Also, I mentioned it in discord but would like to toss it in here as well and get your opinion. New mechanic HATRED. It provides +5% ome & dme vs any single race you choose (cannot choose your own race. I.E, UD cannot hate UD). One thing this does is for example if you think UD are op going into an age, you could choose hatred for UD and help balance things out.

    It gives the player a little more flexibility to choose a race they might be fond of but would opt to not play (w/o HATRED) because its a poor choice for whatever reason.
    Last edited by Oni; 20-04-2019 at 12:40.

  11. #11
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    Oni, hatred idea is interesting, but difficult to implement. And a leadership nightmare trying to keep track of who has hatred toward what when wave planning. In general intel and planning get very difficult with an idea like that.

  12. #12
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    As promised in discord, here’s a proposal that puts casting on mates back on Paladin and reworks some stuff with that in mind. Still 5pt specs and 1pt horses in this one!

    General:

    specs -> 5pt
    ospec -> 1nw / strength
    dspec -> 1.2nw / strength
    horse -> 1 strength, 0.4nw
    stables -> 100 capacity, 3 horses / tick (to make up for horses being a lot weaker)
    BL -> last age numbers

    =====
    Races
    =====

    Dark Elf
    +20% Spell Damage
    30% of peasants gained on TMs are converted to wizards

    +20% enemy sabotage damage

    7/3 elite 9nw 900gc
    Spellbook: GP

    Bocan
    +20% sabotage damage
    Can train thieves with credits
    +30% spec credits
    +1 ospec

    -10% income

    3/6 elite 9nw 900gc
    Spellbook: fanat

    Elf
    +30% WPA
    +30% rune production
    +1 dspec

    +20% wages

    6/4 elite 9nw 900gc
    Spellbook: GP


    Halfling
    +30% TPA
    +15% population
    -50% thief cost
    2/2 soldiers

    -1 ospec

    5/4 elite 8nw 600gc
    Spellbook: MA, Aggression

    Human
    +20% income
    +20% spec and building credits from attacks

    +20% enemy spell damage

    7/4 elite 10nw 1000gc
    Spellbook: QF, Rev, SI, IA

    Orc
    +15% Battle gains
    +15% enemy casualties
    Free draft

    -25% arcane arts science effectiveness

    8/2 elite 9.5 950gc
    Spellbook: Aggression

    Avian
    -25% attack time
    +30% birth rate
    -25% military training time

    cannot use stables or horses

    7/2 elite 8nw 850gc
    Spellbook: TW

    Dwarf
    +20% BE
    -50% construction time
    Free construction

    +75% food needed
    Cannot accelerate construction

    6/5 elite 10nw 1000gc
    Spellbook: MA, IA, TW

    Faery
    +25% self spell duration
    self spells cost 2 mana
    +25% arcane arts sci
    All racial spells

    -1 general

    4/6 elite 10nw 1000gc
    Spellbook: all racial spells

    Undead
    -35% casualties
    no food needed
    spreads and is immune to plague

    9/2 elite 10.5nw 1100gc
    Spellbook: AD

    =============
    Personalities
    =============

    Mystic
    +150% guild land effect
    +50% channeling science
    +1 mana/tick

    Spellbook: MF, MS, Chastity, Blizzard, Rev, Paradise
    Starts with: 800 wiz

    Rogue
    +50% TD land effect
    +50% guild land effect
    +50% crime science
    +1 stealth/tick
    Access to rogue thief ops

    Spellbook: Invis, Rev, Paradise
    Starts with: 800 thieves

    Heretic
    +75% guild land effect
    wiz don't die on failed spells
    -75% losses on failed thief ops
    +30% channeling, crime, and cunning sci

    Spellbook: NM, FG, Amnesia, Rev, Paradise
    Starts with: 400 wiz, 400 thieves

    Paladin
    -25% casualties
    Immune to plague
    +75% guild land effect
    Can cast spells on mates

    Spellbook: DS, Wrathful Smite, IS, Pitfalls
    Starts with: 400 solds and creds, 400 wiz

    Tactician
    -15% attack time
    +40% siege sci
    accurate intel

    Spellbook: War Spoils, CS
    Sarts with: 800 solds and credits

    Merchant
    Immune to income penalties
    +25% gains on robs and plunders
    -25% losses on enemy robs and plunders
    +25% income, production, and thievery sci
    -25% TB from aid, both incoming and outgoing

    Spellbook: ToG, Gluttony, RM
    Starts with: 400 thieves, 400 solds and creds

    Warrior
    +10% OME
    +20% tactics sci
    -25% casualties on conquest attacks
    improved conquest range

    Spellbook: BL
    Starts with: 800 solds and creds

    War Hero
    +1 ospec
    Convert specs to elites
    +30% dragon slaying strength
    +30% valor and heroism sci

    Spellbook: Hero's inspiration (PI renamed)
    Starts with: 800 elites

  13. #13
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    Would be nice if Merchant had increased WT effectiveness and some protection from Fool's Gold or just immunity to Fool's Gold.

    I'd like to have Dwarf removed for an age and move over their free building construction to Avian. Remove the faster military training + ME on avian, reduce faster attack and birth rates to 20%. No faster build time, but let them use builder's boon.

    Paladins toss in +20% spell duration on beneficial spells cast on KD mates and +35% WPA when casting beneficial spells on KD mates.

    Rogues, maybe add a random chance to do 1 random rogue op (steal gold, steal runes, steal food or NS) when successfully attacking a target since Rogues haven't changed much in forever.

    I'd like to see Orcs get something passive like "Horses cannot be stolen (because they are big ugly beasts, not horses)" and maybe Stables having 10%-20% more capacity.

    If you want to add something unique to Elves, maybe make elites count as 0.1 or 0.2 wizards each for WPA to encourage A/M more. Not sure if that was done in a previous age, but would be nice.

  14. #14
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    Here’s a version with 10pt specs and support spells as their own concept as was discussed on discord.

    General:

    Solds -> 2/2, aggression -> +2/-2
    specs -> 10pt
    ospec -> 0.5nw / strength
    dspec -> 0.6nw / strength
    horse -> 2 strength, 0.4nw / strength
    stables -> 100 capacity, 3 horses / tick (to make up for horses being a lot weaker comparatively)
    BL -> last age numbers
    Dragon hp +66% to account for raw army strength bump

    New concept: support spells. The spells that can be cast on mates by those with such ability.
    Support spells: MP, GP, MSh, DS, IA, L+P, fanat, Wrathful Smite, Rev, SI, TW, Aggression (open to revision!)

    =====
    Races
    =====

    Dark Elf
    +20% Spell Damage
    30% of peasants gained on TMs are converted to wizards

    +20% enemy sabotage damage

    14/6 elite 9nw 900gc
    Spellbook: GP, fanat

    Bocan
    +20% sabotage damage
    Can train thieves with credits
    +30% spec credits
    +2ospec

    -10% income

    7/12 elite 9nw 900gc
    Spellbook: BL

    Elf
    +30% WPA
    +30% rune production
    +1 dspec

    +20% wages

    12/8 elite 9nw 900gc
    Spellbook: GP


    Halfling
    +30% TPA
    +15% population
    -50% thief cost
    3/3 soldiers

    -2 ospec

    10/8 elite 8nw 600gc
    Spellbook: MA, Aggression

    Human
    +20% income
    +20% spec and building credits from attacks

    +20% enemy spell damage

    14/7 elite 10nw 1000gc
    Spellbook: QF, Rev, SI, IA

    Orc
    +15% Battle gains
    +15% enemy casualties
    Free draft

    -25% arcane arts science effectiveness

    15/4 elite 9.5 950gc
    Spellbook: Aggression, BL

    Avian
    -25% attack time
    +30% birth rate
    -25% military training time

    cannot use stables or horses

    13/5 elite 8nw 850gc
    Spellbook: TW

    Dwarf
    +20% BE
    -50% construction time
    Free construction

    +75% food needed
    Cannot accelerate construction

    12/9 elite 10nw 1000gc
    Spellbook: MA, IA, TW

    Faery
    +25% self spell duration
    self spells cost 2 mana
    +25% arcane arts sci
    All racial spells

    -1 general

    8/13 elite 10nw 1000gc
    Spellbook: all racial spells

    Undead
    -35% casualties
    no food needed
    spreads and is immune to plague
    +1 horse strength

    +10% attack time

    18/5 elite 10.5nw 1100gc
    Spellbook: AD

    =============
    Personalities
    =============

    Mystic
    +150% guild land effect
    +50% channeling science
    +1 mana/tick

    Spellbook: MF, MS, Chastity, Blizzard, Rev, Paradise
    Starts with: 800 wiz

    Rogue
    +50% TD land effect
    +50% guild land effect
    +50% crime science
    +1 stealth/tick
    Access to rogue thief ops

    Spellbook: Invis, Rev, Paradise
    Starts with: 800 thieves

    Heretic
    +75% guild land effect
    wiz don't die on failed spells
    -75% losses on failed thief ops
    +35% channeling, crime, and cunning sci

    Spellbook: NM, FG, Amnesia, Rev, Paradise
    Starts with: 400 wiz, 400 thieves

    Paladin
    -25% casualties
    Immune to plague
    +75% guild land effect
    Can cast spells on mates

    Spellbook: DS, Wrathful Smite, IS, Pitfalls
    Starts with: 400 solds and creds, 400 wiz

    Tactician
    -15% attack time
    +40% siege sci
    accurate intel

    Spellbook: War Spoils, CS
    Sarts with: 800 solds and credits

    Merchant
    Immune to income penalties
    +25% gains on robs and plunders
    -25% losses on enemy robs and plunders
    +25% income, production, and thievery sci
    -25% TB from aid, both incoming and outgoing

    Spellbook: ToG, Gluttony, RM
    Starts with: 400 thieves, 400 solds and creds

    Warrior
    +10% OME
    +30% tactics sci
    -25% casualties on conquest attacks
    improved conquest range

    Spellbook: Fanat
    Starts with: 800 solds and creds

    War Hero
    +2 ospec
    Convert specs to elites
    +30% dragon slaying strength
    +30% valor and heroism sci

    Spellbook: Hero's inspiration (PI renamed)
    Starts with: 800 elites

  15. #15
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    Paladins should have +20% selfie duration to encourage the gameplay. Also, success rate should be based on guild % and not WPA so that paladins can cast on t/ms.

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