
Originally Posted by
kisame35
Changes:
1. Fix bugs and glitches
2. Merge 'Wizards' and 'Mystics' together
3. The guide is on wikipedia ... come on, that's just really crap. Make a guide on utopia and use wiki for strats and formulas
4. Even out the dragons, I've posted my suggestions before and so have others
5. Make SoT 100% accurate for all. All other intel can maintain their % error (gnome exclusive)
6. To accommodate the undead, I propose these race changes:
Human - unchanged [decent economy, tanky]
Same as current age
Dwarf - remove (merged with Avians)
Avian [stronger economy, attackers stronger in long wars]
Benefits
Immunity to ambush
Free building contruction
+ 20% Building Efficiency
Immunity to fog
- 20% Attack Time
Limitations
Accelerated Construction only available with building credits
Unable to use stables
Specific Spell Book
Fog
Clearsight
Townwatch
Def Spec - Harpie
Off Spec - Griffin
Elite - Drake (8/4) ($600, 6.0NW)
With addition of the powerful undead and stronger orcs both races need a big boost, so I merged them instead.
Orc [Remain as the strongest attackers]
Benefits
+ 50% Gains on attacks
Train elites with credits
+ 25% Enemy casualties on attacks
- 30% Military Wages
Limitations
+10% Food consumption
-50% Honour effects
-1 Defensive Specialist
Specific Spellbook
Aggression
Bloodlust (new - self spell)
Units
Offensive Specialist – Goblin (5/0)
Defensive Specialist – Troll (0/4)
Elite Unit – Ogre (10/2, $850, 6.75 nw)
Orc's the suicidal heavy attackers. These monsters are war mongers and so should to help their economy reduce wages and been the brutes they are also get the extra gains and more casualties. Though costly with the reduced defensive capabilities.
Bloodlust: Increases casualties on both sides by 10% (Single - use, rune consumption similiar to nature's blessing)
Undead (great for warring KD's)
Benefits
No Food needed
No Offensive Combat losses
Small portion of specs converted to elites on successful attacks
Spreads and Immune to Plague
Limitations
-50% sci effectivness
-30% thievery effectiveness (sabotage)
Limited access to thief ops (No NS or Arson, though with rogue all ops are available)
Specific Spell book
Animate Dead
Nightmare
Units
Offensive Specialist - Skeleton
Defensive Specialist - Zombie
Elite Unit - Ghoul (9/3 nw) Cannot be trained
These guys have been over-powered most ages they participated, so added an extra limitation and boosted every other race.
Now these guys are tougher towards the end with their powerful elite.
Halfling
Same as previous age
-20% Losses on thievery operations
Elite value (6/6)
The sabotage kings + a decent ability to attack
Gnome
Benefits
+10% Population
+15% Magic Effectiveness
100% Accurate "Espionage-Type" Intel
All 'Espionage' Intel consume 1 stealth
-50% Cost of Training Thieves
Offensive Specialist Strength +1
Limitations
No Access to Hospitals
Specific Spellbook
Chastity
Vermin
Town Watch
Units
Offensive Specialist – Quickblades
Defensive Specialist – Pikeman
Elite Unit – Golem (5/6, $400, 5.5nw)
With removal of 100% accurate SoT, these guys needed a big boost, especially with their large military losses. I gave them an extra 10% pop (since their soo tiny) and Golems have been strengthened to cope with the boosts of the attackers
Elves
Benefits
+30% Magic Effectiveness
+1 Mana Recovery per Tick
-50% Rune consumption of all self spells
Can cast self spells on KD members (Rune consumption is 100%, instead of 50%. Results in no honour gain)
-10% Defensive Military Losses
Limitations
No Access to Dungeons
-15% Effects when Performing "Sabotage-Type" Thief Ops
Specific Spellbook
Mystic Aura
Clear Sight
Fountain of Knowledge
Pitfalls
Amnesia
Quick Feet
Reflect Magic
Units
Offensive Specialist – Ranger
Defensive Specialist – Archer
Elite Unit – Elf Lord (7/6, $700, 6.5 nw)
The fairest race of them all. So it'd make sense that they're supportive and more defense oriented. So reintroduce self spells Really supportive and reduced defensive losses, and improved rune economy.
Dark Elf - unchanged
Elite: (5/6)
Remain most preferred magic race.
Most of my changes have been increase the offensive power of attackers.
So to cope with the increased power, the defensive elites have been boosted.
Probably not well thought out since, the elites are now soo much more powerful than the specs, but I can't be bothered making another one