Difference between revisions of "Age 56"
m |
|||
Line 15: | Line 15: | ||
=Changes in brief= | =Changes in brief= | ||
− | No | + | Start of Age 56 Freeze: Tuesday 13th November, 18.00 GMT |
+ | Start of Age 56 Protection: Friday 16th November, 18.00 GMT | ||
+ | End of Age 56 Protection: Monday 19th November, 18.00 GMT | ||
+ | |||
+ | |||
+ | Race | ||
+ | Avians - no change | ||
+ | - 30% attack time | ||
+ | +20% Sabotage damage | ||
+ | |||
+ | - 10% attack gains | ||
+ | No Access to Stables | ||
+ | |||
+ | Town Watch, Vermin, Mystic Aura | ||
+ | Elite: 6/3, 700gc, 5.25NW | ||
+ | |||
+ | Dwarves | ||
+ | + 20% Building Efficiency | ||
+ | Free Building Construction | ||
+ | Can use credits to raze buildings | ||
+ | + 30% Spell Damage (Instant Spells) | ||
+ | |||
+ | +50% Food Consumption | ||
+ | Can't use Accelerated Construction | ||
+ | |||
+ | Fanaticism, Fools Gold, Clearsight (removed QuickFeet) | ||
+ | Elite: 6/2, 650gc, 5NW | ||
+ | |||
+ | Elves | ||
+ | + 1 Mana Recovery in War | ||
+ | + 50% WPA | ||
+ | + 1 defence specialist strength | ||
+ | |||
+ | Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet | ||
+ | Elite: 5/3, 650gc, 4.75NW | ||
+ | |||
+ | |||
+ | Faeries | ||
+ | + 30% Spell Damage (Instant Spells) | ||
+ | + 20% Sabotage damage | ||
+ | + 20% WPA and TPA | ||
+ | |||
+ | - 3 generals | ||
+ | - 50% effects from honor | ||
+ | (lost population penalty) | ||
+ | |||
+ | Access to All Racial Spells | ||
+ | Elite: 3/6, 800gc, 6NW | ||
+ | |||
+ | |||
+ | Halflings | ||
+ | +50% TPA | ||
+ | +1 stealth | ||
+ | - 50% thief cost | ||
+ | |||
+ | -10% birthrate (down from -15%) | ||
+ | |||
+ | Invisibility, Town Watch, Aggression | ||
+ | Soldiers: 2/2**; Elite: 4/5, 400gc, 5NW | ||
+ | |||
+ | |||
+ | Humans | ||
+ | +10% Population (up from 5%) | ||
+ | + 30% Sabotage damage | ||
+ | + 40% Spell Damage (Instant Spells) | ||
+ | + 1 Offense specialist strength | ||
+ | |||
+ | Tree of Gold, Fountain of Knowledge, War Spoils | ||
+ | Elite: 4/4, 600gc, 4NW | ||
+ | |||
+ | |||
+ | Orcs | ||
+ | + 30% Gains (up from +20%) | ||
+ | Earns Elite Credits | ||
+ | |||
+ | -75% Combat Instant Spell Damage and Duration | ||
+ | -75% Sabotage Damage | ||
+ | |||
+ | Bloodlust, Fanaticism, Reflect Magic (lost Aggression) | ||
+ | Elite: 7/1, 800gc, 5.75NW | ||
+ | |||
+ | |||
+ | Undead | ||
+ | -50% Offensive losses on attacks you make | ||
+ | Converts some Specialists into Elites on successful land attacks | ||
+ | Spreads and is Immune to The Plague | ||
+ | No Food Required | ||
+ | |||
+ | - 20% science effectiveness (down from -25%) | ||
+ | |||
+ | Greater Protection, Town Watch, Animate Dead, Chastity | ||
+ | Elite: 7/2, 1000gc, 6NW | ||
+ | |||
+ | Personality Changes | ||
+ | |||
+ | The Merchant - no change | ||
+ | +30% Income | ||
+ | -50% Money Losses on Plunder Attacks | ||
+ | Immunity to all Income Penalties (Riots, Plagues, etc.) | ||
+ | |||
+ | |||
+ | The Sage | ||
+ | + 30% Science effectiveness | ||
+ | -66% Losses on Learn Attacks | ||
+ | Generates 1 point of science for every 4 acres | ||
+ | (Lost plague immunity) | ||
+ | |||
+ | |||
+ | The Rogue - no change | ||
+ | +1 Stealth recovery per tick | ||
+ | Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda | ||
+ | Thieves Dens are twice as effective (subject to DBE) | ||
+ | |||
+ | The Mystic - no change | ||
+ | Access to Meteor Showers | ||
+ | All Guilds and Towers are twice as effective | ||
+ | +50% Spell Duration (For Duration Spells Only) | ||
+ | +1 mana per tick in War | ||
+ | |||
+ | The Warrior - no change | ||
+ | +1 General | ||
+ | +15% OME in war | ||
+ | Enhanced Conquest range | ||
+ | |||
+ | The Tactician - no change | ||
+ | Gain 50% more Specialist and Building Credits | ||
+ | -15% Attack Time | ||
+ | Accurate Espionage (in war) | ||
+ | |||
+ | The Cleric | ||
+ | - 50% Your Military Casualties (on attack or defense) | ||
+ | (Lost revives dead troops) | ||
+ | |||
+ | |||
+ | The War Hero | ||
+ | +50% more bonuses from honor | ||
+ | -50% draft cost | ||
+ | -50% train time | ||
+ | Immune to dragon effects | ||
+ | (Lost ambush protection) | ||
+ | |||
+ | Mechanic Changes/Features | ||
+ | |||
+ | The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive. | ||
+ | |||
+ | Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire. | ||
+ | |||
+ | Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom. | ||
+ | |||
+ | Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left. | ||
+ | |||
+ | The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it. | ||
+ | |||
+ | Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available). | ||
+ | |||
+ | Espionage operations will be able to be conducted through in game ceasefires. | ||
+ | |||
+ | Monarch bonuses will be removed | ||
+ | |||
+ | Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options. | ||
+ | |||
+ | The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before. | ||
+ | |||
+ | Honor phase-in at age start has had the amount per tick doubled and the overall time halved. | ||
{{Ages}} | {{Ages}} |
Revision as of 00:13, 6 November 2012
Age 56 | |
Name: |
not named yet |
---|---|
Number: |
56 |
Official Information | |
Server: | |
Status: |
conceivable |
Owner: | |
Dates | |
Start: |
not yet |
End: | |
Duration (in days): | |
(Age 56) - next nearest Age on World of Legends server.
Changes in brief
Start of Age 56 Freeze: Tuesday 13th November, 18.00 GMT
Start of Age 56 Protection: Friday 16th November, 18.00 GMT End of Age 56 Protection: Monday 19th November, 18.00 GMT
Race
Avians - no change
- 30% attack time +20% Sabotage damage
- 10% attack gains No Access to Stables
Town Watch, Vermin, Mystic Aura Elite: 6/3, 700gc, 5.25NW
Dwarves
+ 20% Building Efficiency Free Building Construction Can use credits to raze buildings + 30% Spell Damage (Instant Spells)
+50% Food Consumption Can't use Accelerated Construction
Fanaticism, Fools Gold, Clearsight (removed QuickFeet) Elite: 6/2, 650gc, 5NW
Elves
+ 1 Mana Recovery in War + 50% WPA + 1 defence specialist strength
Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet Elite: 5/3, 650gc, 4.75NW
Faeries
+ 30% Spell Damage (Instant Spells) + 20% Sabotage damage + 20% WPA and TPA
- 3 generals - 50% effects from honor
(lost population penalty)
Access to All Racial Spells Elite: 3/6, 800gc, 6NW
Halflings
+50% TPA +1 stealth - 50% thief cost
-10% birthrate (down from -15%)
Invisibility, Town Watch, Aggression Soldiers: 2/2**; Elite: 4/5, 400gc, 5NW
Humans
+10% Population (up from 5%) + 30% Sabotage damage + 40% Spell Damage (Instant Spells) + 1 Offense specialist strength
Tree of Gold, Fountain of Knowledge, War Spoils Elite: 4/4, 600gc, 4NW
Orcs
+ 30% Gains (up from +20%) Earns Elite Credits
-75% Combat Instant Spell Damage and Duration -75% Sabotage Damage
Bloodlust, Fanaticism, Reflect Magic (lost Aggression) Elite: 7/1, 800gc, 5.75NW
Undead
-50% Offensive losses on attacks you make Converts some Specialists into Elites on successful land attacks Spreads and is Immune to The Plague No Food Required
- 20% science effectiveness (down from -25%)
Greater Protection, Town Watch, Animate Dead, Chastity Elite: 7/2, 1000gc, 6NW
Personality Changes
The Merchant - no change +30% Income -50% Money Losses on Plunder Attacks Immunity to all Income Penalties (Riots, Plagues, etc.)
The Sage
+ 30% Science effectiveness -66% Losses on Learn Attacks Generates 1 point of science for every 4 acres (Lost plague immunity)
The Rogue - no change
+1 Stealth recovery per tick Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda Thieves Dens are twice as effective (subject to DBE)
The Mystic - no change
Access to Meteor Showers All Guilds and Towers are twice as effective +50% Spell Duration (For Duration Spells Only) +1 mana per tick in War
The Warrior - no change
+1 General +15% OME in war Enhanced Conquest range
The Tactician - no change
Gain 50% more Specialist and Building Credits -15% Attack Time Accurate Espionage (in war)
The Cleric
- 50% Your Military Casualties (on attack or defense) (Lost revives dead troops)
The War Hero
+50% more bonuses from honor -50% draft cost -50% train time Immune to dragon effects (Lost ambush protection)
Mechanic Changes/Features
The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
Espionage operations will be able to be conducted through in game ceasefires.
Monarch bonuses will be removed
Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
Honor phase-in at age start has had the amount per tick doubled and the overall time halved.
Ages | |
---|---|
Ages | 1998 - 1999 : The first generation of Utopia (1) • The Second Age of Utopia (2) • The Third Age of Utopia (3) • The Fourth Age of Utopia (4) • The Fifth Age of Utopia (5) • The Sixth Age of Utopia (6) •
2000 - 2001 : The Seventh Age of Utopia (7) • The Age of Chaos (8) • The Renaissance Age (9) • The Age of Conflict (10) • The Age of Nobility (11) • The Era of Magic (12) • The Era of Mystery (13) • The Era of Strife (14) • 2002 - 2003 : The Age of Valour (15) • The Age of Discovery (16) • The Age of the People (17) • The Age of Heroes (18) • An Era of Hope (19) • An Age of Dreams (20) • An Age of Wonders (21) • An Age of Conquerors (22) • The Revolution (23) • 2004 - 2005 : An Age of Glory (24) • An Age of Tranquility (25) • An Age of Turmoil (26) • An Age of Courage (27) • An Age of Intrigue (28) • An Age of War (29) • An Age of Unity (30) • 2006 - 2007 : An Age of Reason (31) • An Age of Kings (32) • An Age of Prosperity (33) • The Age of the Dragon (34) • An Age of Triumph (35) • An Age of Bravery (36) • The Age of Darkness (37) • 2008 - 2009 : The Age of Angels (38) • The Age of the Scholar (39) • The Awakening (40) • The Age of Renewal (41) • The Age of Hope (42) • The Age of Rebirth (43) • The Age of Change (44) • The Age of Light (45) • 2010 - 2011 : The Age of Distinction (46) • The Age of Justice (47) • The Age of Peril (48) • The Age of Conspiracy (49) • The Age of Resurrection (50) • The Age of Domination (51) • An Era of Supremacy (52) • 2012 - 2013 : The Age of Havoc (53) • A Call to Arms (54) • Veil of Shadows (55) • Strength in Union (56) • Relentless Onslaught (57) • Art of War (58) • An Honorable Proposition (59) • A Battle Joined (60) • 2014 - 2015 : Age of Destruction (61) • Books of War (62) • Iron Walls, Iron Heart (63) • The Spoils of War (64) • The Isles of Legion (65) • Thunder and Bedlam (66) • 2016 - 2017 : The Age of Perception (67) • The Age of Heresy (68) • The Age of Scholars and Scoundrels (69) • The Age of Daunting Judgement (70) • The Metamorphosis (71) • The Era of Venerated Bastions (72) • The Age of Tricksters and Mischief (73) • The Age of Affinity (74) • 2017 - 2018 : The Age of Empowering Enchantments (75) • The Age of the Empyrean Advent (76) • The Age of Accession and Abrogation (77) • The Age of Insight (78) • The Age of Vanguards Acquiescence (79) • 2019 - 2020 : The Age of Reconnaissance (80) • The Emergence (81) • The Grimoires of Glory (82) • Age of Adjudication (83) • Bethink the Fray (84) • Intuition (85) • Global Viction (86) • Age of the Sword (87) • Swift Strife (88) • Reformation (89) 2021 - 2022 : Age of Exile 90 • Age of Remembrance 91 • Age of Ancestry 92 • Occult Ordination 93 • Ascent 94 • Age of the Omen 95 • The Eternal Rift 96 • Dominance 97 • Keen Transformation 98 • 2023 - 2024 : Crossing Boundaries 99 • Equilibrium 100 • Crusades 101 • Godsend 102 • Unbound Dominion 103 • Renascence 104 • Devout Fervor 105 |