Age 40 - The Age of Celebration - Preliminary Changes

Game Announcements and Updates.

Age 40 - The Age of Celebration - Preliminary Changes

Postby Fogtopia » 05 Dec 2018, 07:27

Age 40 - The Age of Celebration - Preliminary Changes

These changes are however nearly final and will be made final in around 24 hours when the server will reset.

The Age will begin all going well, on Sunday the 9th of December.

As some of you know I have been out of action for a while now, this is mainly due to a serious operation in August which has taken me longer than I had hoped to recover from. I have never been through such a thing before in my life but I am well on the way to recovery now and so this is the Age of Celebration!

The Arena at has already been updated with most of these changes and will continue to be updated as I fix bugs and make a few changes.

Orange bold texts are new changes for Age 40.

Cyan bold texts are updated changes for Age 40.

Item Updates

The Potion of Curing: Cures Plagues and Scourge on use.

New Legendary:
Flame Lance

Immunity From Fog
+25% Wizard Recruitment
+10% Magic Effectiveness
Gain +50% extra prisoners from attacks
+35% Enemy Casualties
+20% Combat Deaths
35% Resistance to incoming Nightmares
+10% Building Efficiency

Frozen Orb: +10% Wizard Recruitment, +5% Magic Effectiveness (Year 3)
Chains of Krampus: Gain +30% extra prisoners from attacks. (Year 1)
Long Lance: +25% Enemy Casualties (Available at age start)
The Gauntlets of Iron Will: +15% Combat Deaths, 25% Resistance to incoming Nightmares (Year 1)
Molten Core: +6% Building Efficiency (Year 2)

The StormBringer : Removed Immunity From Fog
+19% (was +15%) Offensive Military Bonus

Spell Updates

*NEW exclusive to Orc*
Scourge: -75% Food Production, -15% Building Efficiency, -40% Magic Effectiveness

Scourge will naturally be purged from your province given enough time, a maximum of one Mythea month. However, you may not want to wait this long, Hospitals as well as the Nature's Blessing spell, each have a chance to cure the Scourge daily.

Nature's Blessing: will protect your lands from any future droughts and storms the world may see fit to place on you. This spell also has a 20% chance on each cast of curing the Plague and Scourge if your lands are affected by it.

Restoration: Removes effects from bribed generals and pitfalls on the target, and has a 50% chance of curing Plague and Scourge.

Game Mechanic Updates

Hospitals: % * 3 Daily Chance of Curing the Plague and Scourge
Decrease Military Losses by % * 3.5

EMERALD DRAGON: +50% (was +25%) Casualties
RUBY DRAGON: +25% Build Time
SAPPHIRE DRAGON: +50% Spell Rune Cost
COPPER DRAGON: -35% (was -10%) Income



+85% (was +50%) Wages
+35% (was +25%) Income
+25% Science Effects

Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)
5/8 Elite, cost 1250gc, 9.5nw
+1 Offensive Specialist Bonus, cost 425gc, 5nw


Witch finder:+60% Arcane Library Coverage,Spell: Clearsight
Outrider: Horses have 2 offensive points, +20% Thievery Power, Aggression,-75% losses from horse stealing
Chamberlain: +50% Hospital Coverage, Spell: Minor Restoration
Ambassador: Mercenaries fight for half cost,+30% Draft Rate, Aggression Double Strength (3-0) Soldiers ,+1 Stealth per hour
Bailiff: Prisoners make 2gc, Work Prisoners to death (Kill prisoners to increase BE (prisoners/acres*3) (option is on military page),BE lowers at half rate). Dungeons generate 10gc day,+50% Dungeon Capacity. Spell: Quickfeet
Seer: Lose 10% books books when recycling science, -75% science learning time. Spell: Nullify


+35% (was +25%) Combat Deaths
-25% (was-20%) Attack Time
Cannot use horses
Aerial Annihilation (No attacking losses on massacres, learns or plunders against unfriendly or hostile kingdoms)
9/1 Elite, cost 825gc, 7.5nw
+1 Defensive Specialist Bonus, cost 350gc, 6nw
+2 (was +1) Offensive Specialist Bonus, cost 525gc (was 450gc), 5.6nw (was 4.9nw)


Watchman: +75% (was +60%) Watch Tower Coverage, Town Watch, Ghostworkers
Envoy: Spells: Greater Protection, Fog, -20% Honour Loss
Wingrider: -10% Attack Time, Elites use their offense not their defense when ambushed.
Scout: -20% Explore Cost, +25 Credits on Attacks ,-20% offensive losses
Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (25% of gains) buildings. For example - trad for 40 acres will destroy 10 additional buildings. +%15 Increased Raze Results
Sheriff: Gain 35% thieves on failed operations from your war opponent. +40% Enemy Thief Casualties,+15% Catch Thieves. Life Sentence. (Prisoners fight as 5-0), +5% Income Modifier


-10% Combat Gains
-35% Honour Effects
-15% Honour Gains
-100% food consumption
Immune to plague
Spreads plague +50%
+25% enemy thief casualties
Malevolent Dominion (enemy wizards can explode on failed spells)
8/4 Elite, cost 1000gc, 8nw
+2 Offensive Specialist Bonus, cost 600gc, 6nw


Reanimator:-75% offensive losses and -35% defensive losses, Greater Animate Dead Aura - Animate Dead is recast every day. Greater Animate Dead: Slain Elites are put back into training
Necromancer: Nightmares, Warspoils, Ghostworkers, Quickfeet, Amnesia, +15% Magic Effectiveness
Mortician: Each day 5% of prisoners are trained into elites.-25% Training Time
Gravedigger: Gain 30% enemy troops killed due to nightmares,+50% success chance on Nightmares.
Revenant: 50% Resistance to incoming Nightmares, Spreads plague +15%, +35% Magic Effectiveness, Spell: Rune Harvest, +1 Mana per hour
Corpsemaster: Gain +50% extra prisoners from attacks, -25% science cost.


-35% Magic Effectiveness
-15% Attack Time
Dragon Immunity
6/6 Elite, cost 800gc, 7nw
-35% Building construction and Raze costs


Baker: -30% food consumption, +20% Mills Coverage, Operations:Torch Farms
Chef: +25% food production, Spell:Second Breakfast, Operations:Propaganda, +15% Thief Den Coverage
Ringbearer: Failed attacks are not sent (but generals are away for 1% of attack time), Ghostworkers spell,+5% offensive military bonus, -20% Ambush acre losses.
Shadowthief: steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) 25% Thievery Power, Spell: Invisibility. +30% Stealing Results, +2 Stealth per hour
Smith: -75% Defensive casualties, +25% defiance,+25% Guard Station Coverage
Mayor: +15% (was +25%) Defensive military bonus, Townwatch spell, +5% Building Efficiency, +15% Building Flat effect bonus


Each land provides +5 food
-50% Thievery Power
+100% Building Construction and Raze costs
Cannot use horses.
15% Slower Attack
Elites and Specialists take up double population space (not including queued)
16/9 Elite, cost 1500 gc, 15nw
+6 Offensive Specialist Bonus, cost 800gc, 10nw
+6 Defensive Specialist Bonus, cost 800gc, 12nw


Irontrunk: 50% Resistance to Nightstrike, Spell: Gloom, Clearsight, Tree of Gold
Pinebellow: Elites and specialists at home do 1 job
Firbeard:+50% enemy attacking casualties, +15% Combat Gains, Town Watch with double effect (Each peasant defends with 2 strength)
Gentlebeech: 50% Resistance to incoming Nightmares, immune to plague. Each home provides +30 food
Summerwillow:Larger acre provinces take -50% honour, +25% Honour Effects, +40% food production
Cleverwood:, Spell: Mind Focus,+50% Operation or Spell Duration Bonus

Dark Elves

-75% (was -35%) Birth Rate
-10% Defensive Military Bonus
+20% Magic Effectiveness
+15% Thievery Power
Evil Enthrall (20% of enemy troops slain on attacks join province)
1/6 Elite, cost 750gc, 5.75nw
+4 Offensive Specialist Bonus, cost 700gc, 7 nw


Runesmith: +100% rune production, Eldritch Absorption (50% Gold from Fools Gold and Runes from Lightning are added to your province)
Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Clearsight, +5% Magic Effectiveness
Oracle: +50% success chance on intel ops. No runes lost on any failed spell.
Warlock: +20% Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia,Fools Gold, Mind Focus, Pitfalls
Templar: Claim Territory (- 15% of acres taken on traditional march are transferred to your explore pool from enemy pool.) +5% Magic Effectiveness,-20% Wages Cost
Slaver: Gains 75% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain +75% extra prisoners from attacks, +75% Dungeon Capacity, Spell: Bloodlust


+80% (was +60%) Food Consumption
+40% (was +30%) Spell Rune Cost
+15% (was +25%) Building Efficiency
Dragon Lore (+30% gold value with dragon payment)
7/2, cost 800gc, 6.75nw
+1 Defensive Specialist Bonus, cost 450gc, 6nw


Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% Offensive Military Bonus,-15% Ambush acre losses.
Miner: Spells: Miners Mystique, Dwarven Ambush (Can ambush any province in opposing kingdom in war, requires 3 generals) Dwarven Ambush has no 25% ambush speed reduction, each bank provides 3 runes. 15% Resistance to Night Strikes
Crafter: Ghostworkers spell, +25% Training Grounds Coverage Bonus
Loremaster: +35% (was +30%) damage to dragon with military, Spell: Fools Gold, Spell: Holy Vortex, Double Effects from Fools Gold & Inspire Army. (+50% success chance on Inspire Army and Fools Gold, Inspire Army +50% duration and Fools Gold +%50 Damage.)
Mason: -75% Building construction and Raze costs, +15% Fort Coverage, +5% Population Bonus
Berzerker: +25% Enemy Casualties, Berzerk Rage +3% Military Efficiency when successfully hit by trad march) Spell: Bloodlust


-5% Population
-5% Building Efficiency
-10% Offensive Military Bonus
+15% Magic Effectiveness
8/2 elite, 1050 gc, 8.25 nw
+3 Defensive Specialist Bonus, cost 950gc, 8.25nw


Healer: Spells: **Elven Healing (Major Restoration - if cast during war (half effect on larger acre provinces) this spell also restores 2% of targets slain troops, thieves and wizards back to the military queues if applicable. This cannot exceed the totals the target had on entry to the war. This is an instant spell that is cast on others in your kingdom, success is based on your guild coverage, Clear Sight
Bard: +15% Birth Rate, peasants work 1.5 jobs. Spell: Invisibility
Wizard:+15% Magic effectiveness, +15% Honour Gains, Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch
Noble: Double Peasants taken on attacks. Elven Healing/Restoration takes only 2 mana Spell: Warspoils, Quickfeet.
Farmer: +75% food production, No food decay, Spell: Second Breakfast
Guildmaster: +25% Wizard Recruitment, +50% random events


-25% gold income
+20% Training Cost
Reflect Magic Aura
2/9 Elite, cost 1250gc, 9nw
+1 Offensive Specialist Bonus, cost 500gc, 4.8 nw


Alchemist: Spells: Mind focus, Tree of Gold, Miners Mystique, +20% Spell Effect
Agent: +1 Stealth per hour, -25% thief cost, +25% Thief Den Coverage, +15% Catch Thieves
Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance
Tinker: +15% gold income, +20% Home Coverage
Diviner: -50% honour loss against provinces with more honour,Spell: Blessing, +10% Science Effects, +35% Honour Effects
Enchantress: +25% Operation or Spell Duration Bonus, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, Clearsight, War Spoils, Town Watch, Reflect Magic, Meteor Showers, Pitfalls, Amnesia, Nightmares


Immune to Scourge
Spreads Scourge +50%
-40% Learn Results
-25% Science Effectiveness
+20% Build Time
+15% Combat Gains
Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)
11/2 Elite, cost 1100 gc, 11 nw
-1 Deffensive Specialist, cost 300 gc, 4.5nw
+3 Offensive Specialist Bonus, cost 550gc, 6.2nw


Slaughterer: Gain 100 food from each battle casualty, +40% Enemy Casualties, +35% (was +15%) Massacre Results
Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties. +35% Dungeon Capacity, Spreads Scourge +15%
Destroyer: -50% Draft costs and wages,+5% Combat Gains
Overseer: Peasants produce 4gc,+50% Birth Rate, 35% Resistance to incoming Nightmares
Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance, -25% offensive losses
Tactician: -15% (was -10%) Attack Time in WAR, Trade Balance Decay +50%


+35% Population Bonus
+50% Explore Cost
+10% Attack Time
REMOVED* Quell Riots (Intra kingdom incite riots cancels existing riots)
-1 Mana per hour, -1 Stealth per hour
3/7 Elite, cost 700gc, 7.25nw


Prophet: +20% Thievery Power, Spells: Vermin, Town Watch, War Spoils, Mystic Aura
Hermit: -90% food consumption,-90% Birth Rate, -25% Honour Loss
Artificer: -60% accelerated training cost, can send thieves against a dragon (5 damage per thief sent) 10% Magic Resistance,-25% Build Time, Spell: Greater Protection
Trickster: +20% Thievery Power, Spell: Fog,Pitfalls, Bloodlust,+10% Combat Gains
Brigand: Operations: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties
Benefactor: -10% explore cost, Failed attacks return 75% quicker. +25% Bank Coverage, Spell: Miners Mystique



Stoneworks (Enemies have half success with Tornadoes on you.)
+15 % (was +10%) Building Efficiency
Kingdom Influence: +5% Building Efficiency


Builder: +25% Build speed, +15% Build Credits
Artificer: +40% Building Flat effect bonus
Architect: Buildings only employ 20 peasants.
Inventor: Each home provides +25 food, +25% Home Coverage, 0.1 books generated per acre per tick
Judge: -15% Training Time, 10% Honour Gains, +10% Catch Thieves
Engineer: +20% Armoury coverage, -30% Building construction and Raze costs


Rampage (Ignores Minor and Greater Protection.)
+7% (was +6%) population
Kingdom Influence: +3% population


Cavalier: +3% Defensive Military Bonus, +3% Offensive Military Bonus, -3% Attack time, +20% Enemy Casualties
Defender: -35% damage from enemy raze attacks, 20% (was 50%) of troops killed from Nightstrike go back into training queue, Spell: Greater Protection
Knight: Can increase wage rate to 250%, -30% honour loss from attacks and ops, +10% Plunder Results,+25% Enemy Casualties
Expert: -20% Combat Deaths, +25% Enemy Casualties
Master: Alms for the Poor (- 15% of land gained from attacks goes to the smallest province in the kingdom, province gains the remaining 85%),+15% Defiance Bonus
Stabler: +300% Stable Production, +35% Stable Capacity, Double speed bonus from horses,-5% Attack time


Lunatic (Deal and Take %50 Fireball Damage)
25% Resistance to incoming Nightmares
25% Resistance to incoming Amnesia
Double chance of random event (normal have 1% chance, freak have 2% chance each tick)
Kingdom Influence: 50% more chance of random events


Gambler: Daily Income has a 10% chance of being 300% more and a 10% chance of being nothing, -25% Thief Cost, +15% Income Modifier
Zealot: Immune to Plague, +10% defensive military bonus, Fanaticism has double effect (+8% OME, -6% DME), -20% Combat Deaths, -35% losses from overpopulation
Speculator: Explore, Build and Train have a 10% chance of being done for free (out of protection)
Wanderer: Attacks have a 35% chance of taking 1-100% less time, 10% chance of a random event when you successfully attack
Oddball: 20% chance of not losing stealth with an operation, +25% Magic Effectiveness
Fanatic: 20% chance of not losing mana when casting a spell, +25% Thievery Power


Trade Convoy (Enemy Plunders take %200 Casualties)
+30% (was +20%) Income Modifier
Kingdom Influence: +10% Income Modifier


Trafficker: Can aid horses - Target cannot exceed max pop. +175% dungeon capacity, +50% Stable Capacity.
Banker: +10% Income, +25% Banks Coverage
Accountant: -30% stealing losses +5% income, +20% Catch Thieves
Marketer: 50% Economy Resistance. (Enemies have half success with Riot and Greed on you.) Spell: Gloom
1% Interest on food/runes and gold interest added on runes/food/gold up to a maximum of 10% of current stockpile (rune or food or gold) income. For example, if you had 100k income and a minimum 1 million gold, you would gain 10k extra each tick.
Auditor: +100% faster trade balance decay.
Economist: Gain 150 gc per enemy slain,+30% Army Credits on attacks


+25% (was +5%) Magic Effectiveness
+1 Mana per hour
Kingdom Influence:All provinces gain +15% wizard power


Magician: Double Guild Coverage
Illusionist: -35% enemy arcane libraries effect, +30% Wizard Recruitment
Conjurer: +50% Rune production , no rune decay
Archmage: -35% rune cost, +5% Science Effectiveness
Sorceror: +35% Spell Effect, Lightning takes only 1 mana.
Elementalist: Meteor Shower, +25% Magic Effectiveness


+30% (was +10%) Thievery power
+1 Stealth per hour
Kingdom Influence: All provinces gain +20% thievery power


Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility, +10% Thief Dens Coverage
Bandit: -35% Effect for enemy Watch Towers, +1 Stealth per hour.
Swindler: +15% Thief Stealing Results, +15% Thief Den Coverage
Embezzler: -40% thief cost
Cheat: -40% Thief Casualties, Quell Riots (Intra kingdom incite riots cancels existing riots)
Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +20% Thievery Power


Gifted Child (Start with extra 1350 (was 950) Honour.)
+30% Learn Protection
-10% Science Cost
Kingdom Influence: -15% Science Cost


Scientist: Double School Effectiveness (Can not conduct learn attacks while advisor is active.)
Instructor: Spells:Mind Focus, Reflect Magic
Scholar:: +15% Increased Learn Results, +50% Enemy Thief Casualties, +15% Catch Thieves.
Professor: +10% Science Effects, Operations: Propaganda, +75% random events, Random events give +50% results
Librarian: 0.6 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available:, +20% Arcane Library Coverage, +1 Mana per hour
Researcher: -20% Science Cost,-50% science learning time, +75% success chance on intel ops

War Hero

+75%Honour Effects
+25% (was +10%) Honour Gains
Kingdom Influence: Gain 15% more honour


Guardian: 35% Resistance to Night Strike, +50% Guard Station Coverage
Pilgrim: Spells:Mystic Aura, Clearsight, Mystic Vortex takes only 1 mana, +15% Honour Gains
Swashbuckler: +15% offensive military bonus +15% Massacre Results
Fortune Hunter:+50% Credits on attacks, Random events give +60% results, +30% Random Events.
Adventurer: Can encounter random events when exploring. (Chance is equal to percentage of extra land explored, and does not occur in protection. If you are 1000 acres and explore 200 acres the chance is 20%), +15% gains when hitting larger acre provinces, -35% Defensive Combat Deaths
Traveller: -35% Exploration time, +45% Barracks Coverage, +30% Random Events.


Logistics (-1% Attack Time in Unfriendly, -3% Attack Time in Hostile, -%5 Attack Time in War)
-10% Attack time
+5% Combat Gains
Kingdom Influence: +5% Combat Gains


Soldier: +50% Draft Rate, -25% Food Consumption
Militant: -30% Ambush acre losses, -25% offensive losses, +25% Birth Rate
Warlord: -50% Draft Cost, -50% Wages Cost
Duelist:+15% gains on the last province that successfully attacked you, -30% Ambush Attack Time
Captain: +%25 Increased Raze Results, -5% Attack Time
Jouster: Gain honour from conquest attacks (about a quarter of traditonal march),Conquest is 15% quicker,+5% Combat Gains, -10% Attack Time


Harmony (In Peace+5% Building Efficiency, in War -5% Building Efficiency)
-10% Enemy Gains from combat
+5% Defensive Military Bonus
Kingdom Influence: -5% Enemy Gains from combat


Cardinal: Spell: Blessing,+100% (double) success for guild based spells (self spells and bless/restore),+15% Magic Effectiveness
Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, -25% Ambush Attack Time, -15% Training Cost,+20% Watch Tower Coverage
Preacher: -25% Magic Resistance, -25% science learning time, Spell: Mind Focus, -20% Draft costs and wages, Immune to Scourge
Monk: -1 stealth, +2 mana per hour, +50% Guild Coverage, +5% Defensive Military Bonus.
Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% Birth Rate
Priestess: Spell: Restoration, Holy Vortex, +30% Rune Production, +35% Operation or Spell Duration Bonus, -5% Enemy Gains from combat


Each land provides +2 food
-35% Combat Deaths
+25% damage to dragon with military
Kingdom Influence:-20% Combat Deaths


Elder: Spells:Nullify, Mystic Aura, Meteor Showers, +25% Building Flat Effects,+25% Spell Effect
Ranger: -50% Exploration time, -25% explore soldier cost, +2 Stealth, -1 Mana per hour, +25% Training Grounds Coverage, -%5 Attack Time
Soothsayer: +50% success on Tornado and +50% damage,+50% success on Lightning and +50% damage,+50% success on Drought or Storms and +50% duration,+35% success on Meteor Showers and +35% duration.
Shepherd : +400% Stable Capacity, capture 25% enemy horses when attacked, +35% food production
Ovate:Rune Harvest Spell, 25% minimum success on spells and thief ops.
Shapeshifter: 0.5% specialists trained into elites each day, +10% Catch Thieves
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Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby bliz1984 » 05 Dec 2018, 08:19

Dark Elves

-75% (was -35%) Birth Rate
This is too heavy a nerf and not required given the -10% DME nerf


+40% food production
Negligible buff on a useless advisor on a relatively weak race


+20% Training Cost
Is this on top of the $1250 elite cost or is $1250 already factored in?

+25% (was +5%) Magic Effectiveness
why cant mystic get the same buff as rogue? +30%!

Gifted Child (Start with extra 1350 (was 950) Honour.)
Useless buff. Can we remove this totally and add something more useful?
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Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby rowrow » 05 Dec 2018, 10:13

The Necronomicon appears too late for a mediocre legendary.
Flame Lance appears too early for a pretty strong legendary.


Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby zim312 » 05 Dec 2018, 13:34

on the flame lance legendary you have
+35% Enemy Casualties
+10% Combat Deaths

is the +10% you take extra casualties also, if not, whats the difference in combat deaths and enemy casualties?
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Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby Chbs » 05 Dec 2018, 13:56

The 10% is self casualties. Like the avians racial trait so its like a twin edged sword. Hurts you too.


Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby zim312 » 05 Dec 2018, 16:12

its probably just a swapped sign.. -10% combat deaths would mean the lance holder takes 10% lower losses on offense and defense.. while 'cursed' items could be interesting in that they had 1 good stat and 1 bad stat, I don't think we have any -stat items right now do we?

could be an interesting feature admin could work on for later ages.
items could have an 'affix' kind of like a title. create a spell called curse, and give it and blessing to another race or another class or two besides just cleric..
landing curse or blessing has a (2% * # of perm items in inventory) (10% max) chance of adding an affix to any perm item in targets inventory including legendary for remainder of current day.
(all affixes remove on 1st of month tick)
blessing landing on a blessed item just replaces the affix
same w/ cursing a cursed item.
blessing a cursed or cursing a blessed removes the affix
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Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby zim312 » 05 Dec 2018, 19:23

maybe make one of orcs advisers (or racial stat) that makes current build science effect also work as build time reduction.. they already have -science effect too don't they? so not going to eliminate the penalty easily.
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Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby Fogtopia » 05 Dec 2018, 23:42

The Prelims have been updated
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Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby zim312 » 06 Dec 2018, 03:33

How about dragon immunity on that flame lance since it has huge negative for an attacker, it would make it interesting for a mage
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Re: Age 40 - The Age of Celebration - Preliminary Changes

Postby Gaahwaah » 06 Dec 2018, 07:58

Please remove -75 food on scourge, Otherwise people need to be hyperactive at all times not to starve..


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