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PostPosted: Thu Apr 09, 2009 10:56 
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Round 1

The round will last for 3 weeks. Dwarf will return in round 2.

Each barren land holds 15 population instead of 10.

Gold mine +10g production from 60g to 70g.

Sylvan
Young Sapling -50l from 950g, 700l to 950g, 650l

Shinobi
Crescent Knight +25g from 1,450g to 1,475g

Coven
Maven +10% casualties from 100% to 110%
Maven +15g from 320g to 335g

Vampire
The Kissed +5g from 100g to 105g

Troll
Population bonus changes from -25% to -20%
Cave Troll -200g from 5,500g, 370fd to 5,300g, 370fd

Dark Dwarf
Spider Rider -50g from 1,050g, 75r to 1,000, 75r

Animator
Processor Tundra Increases food, lumber, iron ore, magic dust and diamond production by 2.7* Processor%
(2.7 changed from 2.5)

Flame Burst OFFENSIVE, INSTANT
Burns 5% of the enemys resources
(5% increased from 2%)

Land gained from questing will be reduced to 20 acres.

UPDATE 2
Spire Tundra Successful offensive, spyops and magical spells against kingdom, have a chance of getting reflected back 10 * Spire% (max 90%) of the times. Increases spy and magic power by 2.5 * Spire% (no max).

*Offensive spells is not spells giving informating about the kingdom.

Economy
Slave gold production increased to 3.5g

Elf
+2% Peasant growth rate

Sylvan
-5% population

Unique Heroes
Jenta, the Virtuous, Order
Popcorn, Nature

Relic changes
Hero's Sword and Engineer's Manual will be activated.
The Golden Buttocks and Inquisitors Hat will be deactivated.


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 Post subject: Changes Round 2
PostPosted: Mon May 11, 2009 19:14 
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Round 2

Gold Mine production down to 60g from 70g

Elf will be replaced by Dwarf

Correction - Update
Troll will be replaced by Elemental

Flame Burst OFFENSIVE, INSTANT
Burns 1% of the enemys resources, down from 5%
Cheaper to cast.

Land from quests reduced to 20 acres

Dwarf
IronBreakers 5/5

Terranoid
Land houses 25 citizens, buildings house additional 0. That is 5 more than before.
-10% experience gain

Shinobi
Crescent Knight to 7/7 from 6/7

Coven
Maven -10% casualties to 100% from 110%
Feykith -25g to 900g to 925g
Frost Sprite +20% casualties to 100% from 80%

Amazon
Heroine -10r, +5dm to 500r, 100dm from 510r, 95dm
Witch casualties down to 350%
Femme Fatale casualties down to 350%

Vampire
The Kissed -5g to 100g from 105g

Dark Dwarf
Gray Raider return time down to 12h from 14h
Spy death reduced with 50% on failed operations
Spider Slavery (Slave Pit) Houses 50 slaves, No citizens and 100 spiders. 2 Spider Slaverys train one spider each hour. Up from 80 spiders

Elemental
Each acre hold one slave Correction

Animators will be replaced by Flameweavers

I coded Flameweavers when I was supposed to code Elemental! Anyway it will be 3 races replaced this round then.

More statistics added to the Manager. The new values will start working after a restart of the kingdom.


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 Post subject: Changes Round 3
PostPosted: Sat Jun 20, 2009 21:23 
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Round 3

The round will last for 5 weeks.
Stay in realm will be enabled.

General Changes

Normal- and Raid Attacks
Your generals refuses to send out more offense than 170% of the defense left at home in one single attack.
170% is changed from 200%

You will have the option to disable realm banners.

Kingdom action links in the newspaper.

Flame Burst slightly more difficult to cast.
Land Warp slightly less powerful.

Race Changes

Sylvan
Young Sapling casualties -25% from 100% to 75%
Young Sapling -10g from 950g, 650l to 940g, 650l

Elemental
Can't build Slave Pits

Coven
Apprentice +15m from 50g, 10m to 50g, 25m
Feykith +100g from 900g, 75m to 1000g, 75m
Feykith +10% casualties from 70% to 80%
Frost Sprite +100g from 900g, 75m to 1000g, 75m

Shinobi
Rokkaku Adept +20% casualties from 80% to 100%
Ronin +20% casualties from 80% to 100%
Cyrstal Assassins
Max 80% of Crystal Assassins 'normal casualties' on successful attacks or defenses are automatically reborn as Shadowsylphs.
80% was 75%

Human
Battle Mage -2dp from 5/2 to 5/0

Flameweaver
Magmasur +50g from 1,450g, 100r to 1,500, 100r
Phoenix -125g from 1,425g, 15dm to 1,300g, 15dm


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 Post subject: Changes Round 4
PostPosted: Sat Aug 01, 2009 13:38 
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Round 4

The round will last for 5 weeks.
Stay in realm will not be enabled.

General Changes

Donations
A new in game donation link will be set up with instant activation of the ordinary features.

Normal- and Raid Attacks
Your generals refuses to send out more offense than 150% of the defense left at home in one single attack.
150% is changed from 170%

Each acre of land houses 10 citizens (10 down from 15)

Conquest Attacks
2.5 times more losses (down from 3)

Raid Attacks
More resources raided

Race Changes

Goblin will replace Amazon

Gryphon will replace Coven

Dwarf
Corruption penalty removed
Berserker -100r from 3,850r to 3,750r


Terranoid
Land houses 20 citizens, buildings house additional 0 (20 down from 25)

Shinobi
Ronin -20g from 400g to 380g
Crescent Knight -25g from 1,475g to 1,450g

Vampire
Vampire Lord -25g from 1,525g to 1,500g

Elemental
Anger Elemental -5m from 450g, 50m to 450g, 45m

FlameWeaver
Phoenix casualties -50% from 200% to 150%

Unique Heroes will not have any faith, just alignment. Changes to the different heroes may be necessary.

Slave gold production down to 3.2g for each slave, down from 3.5 This is due to the change to population on barren land.

Search function will be connected to the realm and not the kingdom. Instead you will have to see the search function as an experiment because modifications may come in the middle of the round.

Terranoid
spies are one full spy

Flameweaver
Phoenix +5dm to 20dm from 15dm
- Some Phoenixes are not reborn when conquesting.

"some" has increased, meaning more will die when conquesting.

Sylvan
Young Sapling to 925g, 650l
no pop penalty

Gryphon
Noble Lord 5dp 500g, 2ru to 10dp 3,000g, 1 ru
Master Hunter 5op 500g, 2ru to 10op 3,000g, 1 ru
worker 300% Casualties

All relics, except Dreamcatcher, will be available. Some with changed bonuses.

Changes;

The Golden Buttocks % gold production 2-10% down to 2-8%
Ring of Barin % offense 2-10% down to 2-7%
The Onyx Table % resource return from dead troops 10-30% down to 5-15%
Gauntlet of Might % population 1-5% down to 1-4%
Fool's Cap % extra trainable workers each hour 1-3% up to 1%-no maximum

No changes;

The Alchemical Apparatus % extra kingdom improvements
Swords of the Sun and Moon % offense against good races during the night, and evil races during the day
Gem of the Soulless % less casualties
Arkbeth's Amulet % rezone cost
Inquisitors Hat % less corruption
Hero's Sword % experience gains
Engineer's Manual h less return time for troops
The Iron Thong % chance of reflecting ops


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 Post subject: Changes round 5
PostPosted: Thu Sep 17, 2009 22:59 
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Round 5

Round will be 5 weeks.

There will be some draft packs with pack-size of 8 or 9. Normal pack size will be 6 players, as usually. It won't be possible to have two packs in one realm.

Schedule will come.


General Changes
Two packs won't be placed in same realm.

When a kingdom is defecting the system will search for an active realm
in the first place.


Race Changes

human
no change
dwarf
no change
sylvan
no change
terranoid
no change
shinobi
no change
gryphon
workers on 400% casualties
Workers returning from an attack no longer generate gold.
changed for when corruption kicks in based on ore stash. Higher ore stash possible.

Goblin
Techie 1,190g, 120r to 1,200g, 150r
Alchemist 1,350g, 440r to 1,350g, 450r
dark dwarf
Spider Slavery
(Slave Pit) Forest Houses 50 slaves, No citizens and 100 spiders. 2 Spider Slaverys train one spider each hour.
Changed to housing 75 spiders.

Gray Raider 1,200g, 125r to 1,250g, 150r
vampire
no change
Elemental
Envy Elemental from 420g, 35m to 410g, 35m
Anger Elemental from 450g, 45m to 435g, 40m
Frostzorb
Exchanged for Exchanged for Ilith
For some reason the buildings on that old guide has the wrong link, here is the real one where you can see their building differences. All this will of course be in the guide soon.
http://www.elveron.com/elveron/archive/ ... dings.html

NeuronBlaster 5.0 7.0 100 1,350g, 30m
Changed to 6/7 with 75% casualties and 1,300g, 30m
Amnesia cost is acresx19

Flameweaver
no change

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Changes round 6
PostPosted: Thu Oct 29, 2009 16:16 
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Round 6


The round will be 4 weeks, ie 672 hours.

RACE REPLACEMENTS
UNDEAD will replace vampire. See guide.
Terranoid will be removed and elemental will be moved to the GOOD side,
PLAGUEBEARER will be introduced to the EVIL side. See guide.

Kingdoms will start with 10 towers.

Undead
+35% build and destruction cost

Military
Zombie +30g, from 320g, 20m to 350g, 20m
Skeleton +0.5 Attack, +30g, from 0.5/2.7 320g, 20r to 1.0/2.7 350g, 20r
Necromancer +250g trains from peasants and 0.75 mages. From 1,550g 150m to 1,800g 150m

Flameweaver
Flame Invoker -30g, from 350g to 320g
Flame Acolyte -15g, from 325g to 310g

Shinobi
Crystal Assassin -20g, from 885g to 865g

Plaguebearer
Wight -150g, +230l, -50% casualties, from 150%, 600g, 20l to 100%, 450g, 250l
Ghoul-200g, +230fd, from 900g, 20fd to 700g, 250fd
Decayed One +0.5/0.5, from 4.0/4.0 to 4.5/4.5
The Decayed Ones are summoned hourly from decay. One for every 1200 decaying food, lumber or magic dust. 1200 Changed to 1000

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Changes round 7
PostPosted: Thu Dec 10, 2009 20:13 
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Round 7

The round will be 4 weeks and 3 days, i.e. 744 hours.

No race replacements.

HUMAN
no change

DWARF
-150 ore on Berserkers, from 3750r to 3600r

SYLVAN
no change

ELEMENTAL
no change

SHINOBI
Crescent Knight -50g, from 1,450g to 1,400g

GRYPHON
no change

GOBLIN
No Change

DARK DWARF
No Change

ILITH
NeuronBlaster back to 100% casualties and +25g and +25m, from 1300g, 30m to 1325g, 55m

UNDEAD
+35% building construction and destruction cost changed to +15%

Zombie 350g, 20m changed to 380g
Wraith 750g, 50m changed to 800g
Necromancer 1,800g, 150m changed to 1,750g, 75m

Take away the scaled by land on vampire converts.

PLAGUEBEARER
Blight 350g, 25fd changed to 365g, 25fd
Stitched Horror 200g, 5fd changed to 210g, 10fd
Wight 450g, 250l changed to 550g, 200l
Ghoul 700g, 250fd changed to 775g, 200fd

-The Decayed Ones are summoned hourly from decay. One for every 1,000 decaying food, lumber or magic dust.
Changed to 1,050

FLAMEWEAVER
Flame Invoker 320g to 450g and trained directly from peasants.
Phoenix 1,300g, 20dm +50g to 1,350g, 20dm
Magmasur 1,500g, 100r -50g to 1,450g, 100r

-Each Phoenix will have +1 offense for each matching Flame Invoker sent on attack (compare to the Dark Dwarf ability on spider and spider riders).

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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 Post subject: Changes round 8
PostPosted: Thu Jan 21, 2010 01:32 
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Round 8

GENERAL CHANGES

kidnap scaled by land similiar to resource stealing.

Realm improvements changed

As a realm you will need to invest more points to reach the same percentage, roughly you need 10% more points. This still means it is easier to increase realm improvement percentages together as a realm than for each individual kingdom to increase its own kingdom improvements the same percentage (of course this comparison only works when comparing the same initial percentage). Before to reach HALF of maximum percentage you needed roughly 80% of the points per acre of kingdom improvements to get the same realm improvements. Now that number is roughly 90%.

The investment point share in realm improvements are no longer based on number of kingdoms in the realm, but based on the individual kingdoms land share of the total realm land (explained in detail on page 4 in this thread).

RACE CHANGES

HUMAN
no change

DWARF
Ironbreaker 5/5 400g, 1,300r changed to 5.5/5.5 and +30g, +100r to 430g, 1400r

Berserkers +150r, from 3,600r to 3,750r

SYLVAN
no change

ELEMENTAL
no change

SHINOBI
Crystal Assassin +10g, from 865g to 875g
Crescent Knight +25g, from 1,400g to 1425g

GRYPHON
+1,000g on Noble Lord and Master Hunter
from 3,000g, 1ru to 4,000g, 1ru

GOBLIN
no change

DARK DWARF
Web Filled Cave houses 220 spiders instead of 200.
Tavern houses 10 spiders.

ILITH
MindTrull +20g, from 280g, 10r to 300g, 10r
ThoughtEater +25m, from 1,150g, 75m to 1,150g, 100m
NeuronBlaster -5m, from 1,325g, 55m to 1325g, 50m

UNDEAD
Undead will lose the +15% population bonus in favour of;
*Each acre of land houses 10 citizens changed to houses 15 citizens, meaning 15, 25, 30, 45 base population for barren, building, academies, homes

zombies +0.5dp into 2.7/1
wraith +0.4dp +100g into 1/4.5 900g
Vampire +1 dp -25g into 4/2 875g
Necromancer +50g, +25m into 1,800g, 100m

The cap of the vampire conversion has doubled.

FLAMEWEAVER
no change

PLAGUEBEARER
replaced for ORC



ORC

Pain is all an Orc knows. Orcs are brought into the world in a particularly painful childbirthing process that tortures both the mother and child. Infants are hurt deliberatly out of spite by older siblings and other relatives. Orcish children know no joy other than the delight that they learn from taking advantage of those who are weaker than themselves. When an Orc is old enough to try this with the opposite gender in a perverted manner, they are ready for the rite of passage. In it, they are forcefully held down and made to recieve mutilating piercings and ritualistic tatoos all over their body. They also recieve an unhealable scar. This scar is a constant reminder of how living is nothing but pain and suffering. As a result of their life of misery, is it any surprise that Orcs are so hateful and warlike?

Can't invest in Policing

SPELL
Bloodlust Orc, SELF, ONE-TIME
Every 10 shamans increases offense equal to 1 Torture Chamber (does not affect defense or corruption), and casualties are increased by the same %

BUILDINGS
Orcs can't build tavern or Court Houses as separate buildings.
Torture Chamber (Court House and taverns), built on forest.
Reduces corruption by 1.5 * CourtHouse%
Increases offense and defense with 0.5 * Tavern% (no max)

Can build home (hut) on all land types;

Grass Hut Grassland
Reed Hut Swamp
Wood Hut Forest
Stone Hut Mountain
Sod Hut Highland
Ice Hut Tundra


Code:
Name    Attack Defense Return Train   Casualties    M   S   Price
Thug       3.0           12.0   9.0       100               365g, 15r
Lackey            3.0           9.0       100               355g, 30r
Bloodblade 6.5    6.5    12.0  12.0       100               1,220g, 150r
Half-Breed 4.0    7.5    12.0  12.0       100               1,480g, 150l
Shaman     2.5           12.0  12.0       100    0.75       1000g, 40m
Villain           2.0          12.0       100         0.75  1100g
Chamber servant                                               100g


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 Post subject: Changes round 9
PostPosted: Sun Mar 14, 2010 20:11 
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Round 9

GENERAL CHANGES

Kingdoms that start and restart late into the round

Kingdoms that start late will no longer start with extra military, but they will start with extra gold instead. The longer into the round, the more gold. This should mean that those that verify but are not active will be easier targets for those that actually are active.

Kingdoms that sign up on the 6th day and forward of the round will have Take Daily bonus: ON

Kingdoms that are in protection after Game Time > 144 (one week) will not be able to invest in realm imps until they are out of protection.

Faith/alignment bonuses
guide wrote:
Each faith gives 10% attack power versus kingdoms of the opposing faith. Each faith gives 5% attack power against faiths aligned with the opposing faith. For example: a life realm has 10% attack power versus death realms and 5% attack power versus chaos and might realms.


10% will now be 6%
5% will now be 3%

Each faith gives 6% attack power versus kingdoms of the opposing faith. Each faith gives 3% attack power against faiths aligned with the opposing faith. For example: a life realm has 6% attack power versus death realms and 3% attack power versus chaos and might realms.


The Elemental spell will be also be changed.

Note: The faith and alignment bonuses of the unique/uncommon heroes will stay as they are.

Realm improvements
Slightly increased investment possible "early" in the round.

RACE CHANGES

HUMAN
no change

DWARF
no change

SYLVAN
no change

ELEMENTAL
Elementin -10g, from 120g to 110g

SHINOBI
Crystal Assassin -15g, from 875g to 860g
Crescent Knight -25g, from 1,425g to 1,400g

GRYPHON
replaced by Nymph

GOBLIN
no change

DARK DWARF
no change

ILITH
replaced by Leshkin

UNDEAD
Wraith +2op -25g to 3/4.5 875g
Vampire -25g to 850g
Necromancer -75g, -50m to 1,725g 50m and trained from WORKERS

- Vampires turns up to 70% of the enemys casualties from the battlefield into skeletons and zombies.

Will be taken out from the guide and replaced by

26 Vampires turns two of the enemys casualties from the battlefield into one skeleton and one zombie (you can never get more converts than enemy's casualties).

This will mean less vampires needed for the same converts, the old cap of 70%*1.3=91% isn't there anymore, but it will simply be 100%

Undead building changes
Slave pits hold 55 slaves

Guild Quarter 2.5 * is now 3 *.
Reduces price on mages, spies, workers with 3 * Guild% to max 50%. Rate of price reduction is slowed down for units worth less than 1 spy or mage. Increases trainable workers per hour with 10 * Guild%.

FLAMEWEAVER
Flame Invoker -15g from 450g to 435g
Flame Acolyte -10g from 310g to 300g
Phoenix -25g from 1,350g, 20dm to 1,325g, 20dm
Magmasur -25g from 1,450g, 100r to 1,425g, 100r

ORC
Thug -10g from 365g, 15r to 355g, 15r
Lackey -10g from 355g, 30r to 345g, 30r
Bloodblade -45g, -50r from 1,220g, 150r to 1,175g, 100r. Down to 90% casualties
Half-Breed -80g, -25l from 1,480g, 150l to 1,400g, 125l.
Shaman +1 offensive power, from 2.5 to 3.5. Down to 90% casualties. Up to 0.85 Mage power from 0.75. Cost changed to 1,000g, 40dm.
Villian down to 100% casualties.

_________________
In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”


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