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    Age 82 Suggestions Races & Personalities

    Races

    Undead
    -25% Military Casualties
    Does Not Need Food
    Permanent Animate Undead
    Convert Specs to Elites
    Spreads and is Immune to Plague

    Basic Thievery (Intel Ops Only)
    Cannot train Elites
    -35% Science Effectiveness

    Elite 9/2 Cost: - NW: 9.5
    Spells: Bloodlust, Ghostworkers

    Orc
    +10% Battle Gains
    +10% Enemy Casualties
    -50% Draft Costs
    Double Dungeon Capacity

    +10% losses to Sorcery and Sabotage Ops
    Cannot use Mercs
    -10% WPA & TPA

    Elite: 8/1 Cost: 950 NW: 9
    Spells: Bloodlust, Fanaticism, Aggression

    Avian
    -25% Attack Speed
    -50% losses when Ambushed
    +20% Birth Rates

    Cannot Use Stables, Horses, or Steal War Horses
    -10% Gains
    +10% Military Casualties

    Elite: 8/3 Cost: 850 NW: 8.5
    Spells: Fanaticism, Clearsight

    Elf
    +25% WPA
    +1 Defensive Specialist

    +20% Explore Costs

    Elite: 7/4 Cost: 850 NW: 9.0
    Spells: Inspire Army, Greater Protection, Mage's Fury

    Dwarf
    +20% Building Efficiency
    Free Building Construction
    Casting Spells Trains Small amount of Elites

    +100% Food Consumption
    Cannot Accelerate Construction

    Elite: 7/5 Cost: 900 NW: 10.0
    Spells: Mystic Aura, Reflect Magic, Clear Sight

    Human
    +15% Science Effectiveness
    -20% Losses from Learns
    +10% Specialist and Building Credits in Combat
    +1 War Horse Strength
    Double Stable Capacity

    -1 Mana per tick
    +10% Rune Cost

    Elite: 6/5 Cost: 900 NW: 9.0
    Spells: Revelation, Quick Feet, Inspire Army, Greater Protection

    Halfling
    +25% TPA
    -50% Thief Losses
    Can use Spec Credits to train Thieves & Elites
    Homes hold 20 Population

    Cannot Use Hospitals

    Elite: 5/6 Cost: 500 NW: 8.5
    Spells: Quick Feet, Town Watch

    Dark Elf
    +20% Instant Op Damage
    -50% Rune Cost
    +1 Offensive Specialist Strength


    Elite: 5/7 Cost: 950 NW: 9.5
    Spells: Mage's Fury, Fanaticism, Mystic Aura

    Faery
    +20% Spell Duration
    All Racial Spells

    -5% Population
    -1 General

    Elite: 4/8 Cost: 1000 NW: 10
    Spells: Tree of Gold

    Personalities

    Artisan
    +30% Income
    -25% Building Construction Time
    -25% Construction Cost
    Immune to Income Penalties
    -20% Losses when Razed, Greater Arson, Arson, Tornado

    Starts with +800 Soldiers and +800 Spec Credits

    Cleric
    -35% Military Casualties
    Immune to Plague
    Can cast support spells on KD members
    Support Spells cost 1 mana during war
    Access to Animate Dead, Greater Protection, Illuminate Shadows, Scientific Insight, Wrathful Smite
    Starts with +400 Soldiers, +400 spec credits, and +400 wizards

    Herectic
    +50% Guild Effectiveness
    +25% Thieves' Dens Effectiveness
    +20% TPA & WPA
    +35% Cunning and Channeling Science Effectiveness
    Wizards don't die on failed spells
    Access to Steal War Horses
    Access to all Barrier of Integrity, Fool's Gold, Nightmare, Paradise, Expose Thieves
    Starts with +400 Wizards and +400 Thieves

    Mystic
    +100% Guild Effectiveness
    +1 Wizard trained per 400 acres per day
    +20% Rune Production
    +1 Mana Per tick
    Access to Chastity, Mage's Fury, Meteor Showers, Blizzard, and Paradise
    Starts with +800 wizards

    Rogue
    +75% Thieves' Dens Effectiveness
    -50% Thieves lost on failed ops
    +50% Crime Science Effectiveness
    +1 Stealth per tick
    Access to all thievery operations including: Assasinate Wizards, Greater Arson, Propaganda, Steal War Horses
    Access to Expose Thieves, Invisibility, and Paradise

    Tactician
    -15% Attack Time
    +20% Spec and Building Credits gained in Combat
    +15% Siege Science Effectiveness
    Accurate Espionage
    Access to Town Watch and War Spoils
    Starts with +800 Soldiers and +800 Specialist credits

    War Hero
    +50% Honor Bonuses
    -20% Honor Losses (does not effect attackers gains)
    +30% Damage to Dragons
    -20% Training Time & -20% Training Costs
    Immune to Dragons
    Convert Specs to Elites
    Access to Pitfalls
    Start with +800 Elites

    Warrior
    +10% Offensive Military Efficiency
    +10% Battle Gains
    +10% Enemy Casualties
    Full Conquest Access (regardless of Net Worth Range)
    Starts with +800 Soldiers and +800 Specialist Credits




    *Reduce Sorcery Spell Duration by 10%
    *Allow Forced CF only for KD outside 5% rnw (If kingdoms are within 5% Networth, forced CF can't be done)

    ***Revision***
    Undead Eilte 10/2 to 9/2
    Orc -20% WPA & TPA to -10%, Free Draft to -50% Draft Costs, Elite 9/2 to 8/1
    Human Science buildings effectiveness to +15% Science Effectiveness
    Halfer pop bonus to Homes bonus
    Dark Elf No Rune Cost to -50% Rune Cost, reduced ME penalty from -15% to -10%, elite 5/6 to 5/7
    Faery spell duration reduced from +30% to +20%

    Heretic TD bonus to +25% from +50%
    Cleric removed self spells costing 1 mana
    Warrior removed "massacre" effect on successful traditional marches

    Sorcery Spell Duration reduced to 10% from 30%

    ***Revision 2***
    Avian changed Peons gained on traditional marches to +Birth Rate (accomplishes practically same thing but already existing mechanic)
    Dwarf BE increased to +20% (from +15%), removed -10% wages penalty, elite changed to 7/5 (from 6/6)
    Human Added credit bonus, -WPA changed to -1 mana/tick, added double stable capacity, Elite change to 6/5 (from 6/4)
    Halfer TPA effectiveness increased to +25% (from +20%, now matches current age)
    Dark Elf removed all negatives

    Artisan building protection reduced to 20% (from 30%)
    Tactician removed +10% Ambush Gains, reduced Siege Science Effectiveness to +15% (from +25%)
    War Hero reduced training time to -20% (from 30%) and added reduced training costs -20%
    Warrior added +10% Enemy Casualties, removed -20% Training Costs
    Last edited by BigShotFancyMan; 13-07-2019 at 22:53.

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