Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
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Re: Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
A second post, because I tough it would be simpler to address this as another topic, but this is mostly for Temple Guard unit the most specific.
Did also forget that the current version of Divine (attack handicap) includes monster/wyvern races in whitelisted things it can be used against, which if very specific to EOMA, removing lv3 temple guard from using this arcane attack on this enraged beast would already harm in how this unit is already working at this very specific exceptions (Hydras & Wyverns) ... considering the attack can be used only in non-living and enraged beasts, might consider all this when renaming this skill.
OR INSTEAD, simplify the arcane attack to just be used ONLY vs non-living foes, but add to Temple Guard's PHYSICAL ATTACKS another attack special that adds some debuff to monsters/hydras/wyverns (or damage reduction from attacks from this type of enemies, like -25%/-33% damage taken from enemies of this races)
Additionally, I've seen the unit gains so few HP in level promotion.... so I'm willing to buff its Lv3 HP and another minor buff in a more specific aspect. As well of some other gameplay alterations
- Temple Guard HP to 57 (+2)
- Unit gains +Fearless-trait on advancement
- Unit when recruited has 3 traits -to not differ from promoted lv2's-, one of them ALWAYS being +Fearless as must-to-have
- Arcane attack would be no-longer usable in enemy wyvern/hydras
- Blade/Pierce attack now having a NEW SPECIAL ??? ... "this unit takes -25/-33% damage from monster enemies"
Temple Guard is NEUTRAL alignment, which means having naturally +Fearless trait would not affect their damage output on time-of-day , but this would perfectly suit their new role about being beast/monster/undead protectors. And we know, Fearless prevents the units from lossing damage to AWE aura.
Additiaonally want to add, some lore (which is NOT a description) but are IDEAS to consider when adding it a description
Temple Guards are meant to keep the temples safe from beasts and undead, so they're spiritually trained to be inmune to all fears and act less by instintcts, meaning this type of saurians are not hyped or more aggresive on night, but also, they keep their focus even in the day of the light
With this, it's explained why this advancement is both neutral aligment and fearless as a must-to-have.
Meanwhile, the Jungle Guards are the completely opposite.... THEY TRAIN THEIR instincts to be sharper! which is the complete opposite in what happens to Temple Guards. Which means, Jungle Guardian choices if to train to sharp their instincts or instead, to learn how to ignore them, but ALL based in INSTINCTS.
Did also forget that the current version of Divine (attack handicap) includes monster/wyvern races in whitelisted things it can be used against, which if very specific to EOMA, removing lv3 temple guard from using this arcane attack on this enraged beast would already harm in how this unit is already working at this very specific exceptions (Hydras & Wyverns) ... considering the attack can be used only in non-living and enraged beasts, might consider all this when renaming this skill.
OR INSTEAD, simplify the arcane attack to just be used ONLY vs non-living foes, but add to Temple Guard's PHYSICAL ATTACKS another attack special that adds some debuff to monsters/hydras/wyverns (or damage reduction from attacks from this type of enemies, like -25%/-33% damage taken from enemies of this races)
Additionally, I've seen the unit gains so few HP in level promotion.... so I'm willing to buff its Lv3 HP and another minor buff in a more specific aspect. As well of some other gameplay alterations
- Temple Guard HP to 57 (+2)
- Unit gains +Fearless-trait on advancement
- Unit when recruited has 3 traits -to not differ from promoted lv2's-, one of them ALWAYS being +Fearless as must-to-have
- Arcane attack would be no-longer usable in enemy wyvern/hydras
- Blade/Pierce attack now having a NEW SPECIAL ??? ... "this unit takes -25/-33% damage from monster enemies"
Temple Guard is NEUTRAL alignment, which means having naturally +Fearless trait would not affect their damage output on time-of-day , but this would perfectly suit their new role about being beast/monster/undead protectors. And we know, Fearless prevents the units from lossing damage to AWE aura.
Additiaonally want to add, some lore (which is NOT a description) but are IDEAS to consider when adding it a description
Temple Guards are meant to keep the temples safe from beasts and undead, so they're spiritually trained to be inmune to all fears and act less by instintcts, meaning this type of saurians are not hyped or more aggresive on night, but also, they keep their focus even in the day of the light
With this, it's explained why this advancement is both neutral aligment and fearless as a must-to-have.
Meanwhile, the Jungle Guards are the completely opposite.... THEY TRAIN THEIR instincts to be sharper! which is the complete opposite in what happens to Temple Guards. Which means, Jungle Guardian choices if to train to sharp their instincts or instead, to learn how to ignore them, but ALL based in INSTINCTS.
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Re: Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
Quite off-topic, but while viewing other eras in ageless era development I realized that orcs most often are no personality in most eras...
Like while thinking well about it in all eras I reviewed orcs are just reskinned humans (but not human at all?) but with slightly better hills/mountains/frozen movement costs, but stats not completely showing much greater differences than human counterparts... which could be the reason why barbarian players dislikes recruiting orcs because they're not as epic as other units in the same faction are owning.
But if taking to fix this "issue" it would completely rework/rebalance all orcs in barbarian factions. Which would mean drastic changes to all PVE , PVP and Lands to Unknown campaign gameplay.
I feel like, if I was about to intervention barbarian orcs, changes wouldn't be precisely small ones.... but talking about HP values and XP values there would be some examples of what I do mean
Lv1 Orc Warrior HP would been 40 or 41, but both price and XP would go up (price at around 16g, XP at something like 43-44ish.
Lv2 Barbarian health would raise to 60 HP or even 62 , but cost would raise to 29g or 30g , and XP to at least 84 for increased lv3.
Lv3 Barbarian Lord health would be around 78 or 80's , main melee attack would be 16-3 and the axe attack 21-2 , because let's be honest he's a joke next to a Platinium Warrior , maybe the double attack would just be raised to only 9-3 , but idk. XP would be raised to 190-200 for much epic stats for his lv4
Lv4 Barbarian King with all the extra XPs and stats increases in previous levels all melee damages would be +1 dmg higher with the exception of the 2 strikes axes that would go to 28-2 or 29-2 , and health would be between 95 to 100 HP margin
For Lv2 Orcish Warbanner, his health could easily go to 56, but with the cost of XP be raised to 84's for greater lv3 stats , and for Orcish Chieftain his health would go to around 73-75 margin with same damage stats.
Would apply this same logic for the berserker , raising his health to something like 38 or even 40 , but increase the price to either 19g or 20g depending the health increases. And for the Lv2 the health would go directly to a value of like 56.
While I'm extremely cautious when posting this saying that changing EOMA orcs would drastically change barbarian gameplay particularly to lands to unknown , but I realized that after thinking it for a while, we been following default's problem at humanising way too much ORCs stats
because I'm saying it seriously, orcs with these stats are reskinned humans

Like while thinking well about it in all eras I reviewed orcs are just reskinned humans (but not human at all?) but with slightly better hills/mountains/frozen movement costs, but stats not completely showing much greater differences than human counterparts... which could be the reason why barbarian players dislikes recruiting orcs because they're not as epic as other units in the same faction are owning.
But if taking to fix this "issue" it would completely rework/rebalance all orcs in barbarian factions. Which would mean drastic changes to all PVE , PVP and Lands to Unknown campaign gameplay.
I feel like, if I was about to intervention barbarian orcs, changes wouldn't be precisely small ones.... but talking about HP values and XP values there would be some examples of what I do mean
Lv1 Orc Warrior HP would been 40 or 41, but both price and XP would go up (price at around 16g, XP at something like 43-44ish.
Lv2 Barbarian health would raise to 60 HP or even 62 , but cost would raise to 29g or 30g , and XP to at least 84 for increased lv3.
Lv3 Barbarian Lord health would be around 78 or 80's , main melee attack would be 16-3 and the axe attack 21-2 , because let's be honest he's a joke next to a Platinium Warrior , maybe the double attack would just be raised to only 9-3 , but idk. XP would be raised to 190-200 for much epic stats for his lv4
Lv4 Barbarian King with all the extra XPs and stats increases in previous levels all melee damages would be +1 dmg higher with the exception of the 2 strikes axes that would go to 28-2 or 29-2 , and health would be between 95 to 100 HP margin
For Lv2 Orcish Warbanner, his health could easily go to 56, but with the cost of XP be raised to 84's for greater lv3 stats , and for Orcish Chieftain his health would go to around 73-75 margin with same damage stats.
Would apply this same logic for the berserker , raising his health to something like 38 or even 40 , but increase the price to either 19g or 20g depending the health increases. And for the Lv2 the health would go directly to a value of like 56.
While I'm extremely cautious when posting this saying that changing EOMA orcs would drastically change barbarian gameplay particularly to lands to unknown , but I realized that after thinking it for a while, we been following default's problem at humanising way too much ORCs stats
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Re: Era of Magic (EoMa) 4.8.3 - now on Ko-fi!
By the way, happy new year! on this post I will post more serious feedback, as in the other posts well... I would keep the temple guard and divine coment as something I said seriously, while the barbarian part... better don't touch lv2's and we start increasing lv3 health in exchange of being more costy in XP's in their levell two.
Besides all this topic, well, those aren't the most important aspects I wanted to address in this forum post and I'm about to start detailing some changes.
Barbarians
Barbarian XP to 84 (+12)
Barbarian Lord HP to 78 (+5) , price to 56g (+3g)
Barbarian King HP to 90 (+3) , price to 87g (+5g)
Orcish Chieftain HP to 72 (+6) , price to 58g (+3g)
Roc Rider price to 21g (+1g)
Idea on here is to make barbarians better in long fights, also Roc rider is really but really cost efficient. This change might help at barbarians at not just being a weaker version of Kharos Platinium Warriors.
Dark Blood Aliance
Jungle Blowgunner XP to 36 (+4)
Jungle Crossbowman XP to 73 (+3) , price to 28g (+1g)
Jungle Champion HP to 62 (+2) , price to 54g (+2g)
Temple Guard HP to 57 (+3)
All lv2 Salamanders XP to 85 (-5) -with exception of red ones-
Toad Archer HP to 63 (+2) , price to 37g (-1g)
Skirmisher is a really powerful bonus, while in EOMA poison is not as powerful in this era, outside of EOMA well it hurts really lot. Salamanders got a slight buff in XP because they gain very little health gain on advancements as the idea is that they become specialist.
Destroyers
Cyclops Skeleton HP to 29 (+1) , XP to 50 (-2)
Infernal Vortex melee damage to 19-1 (+2) , but accuracy decrease to +Magical
A very minor buff comes with a late game nerf for destroyers as afteral infernal vortex is mostly a support unit but the problem is that it's too dangerous to the AI as it unlike a human player will not calculate the AOE damage that this unit deals every turn, so changing the special to magical will help that certain units with magic-counter take damage less often from it.
Kharos
Platinium Warrior HP to 72 (-3) , price to 60g (+1g)
Recruitment Officer HP to 67 (+2) , price to 56g (+1g)
Inspired price to 39g (+3g)
Platinium Warrior is well... an extraordinary melee fighter and by far top 1 lv3 human melee fighter even in all ageless and also when compared to Orcish Lord it by far does much better physical performance but idea with this health nerf and the buff on the other unit is that the other unit to be more reliable against magic opponents. Inspired is as well something AI will never predict and can make players to not lose units if well used in situations player should be facing losses.
Sky Kingdom
Hidden Face HP to 36 (+1)
Magical Eye price to 12g (+1g)
Battle Eye price to 24g (+3g)
Explanation is simple, Battle eye literally had the damage of a standard mage and much stronger melee and flying and 60% defense everywhere making it extremely underpriced if only 21 coins... lv0 also needs a nerf because it also deals serious damage for a lv0 unit, for compensation hidden faces gain 1 more health for free in their first level.
Summoners
Carpet Rider XP to 45 (+3)
Carpet Master AMLA XP to 63 (+3) , price to 36g (+1g)
Novice Summoner HP to 37 (+1)
Earth Avatar health to 63 (+3)
Earth God HP to 87 (+2) , secondary impact melee damage to 19-2 (+1)
Air Elemental and all advancement village/forest defense to 50% (-10%) , fungus movement cost to 2 (+1)
Carpet Master is a very strong scout, Novice Summoner extra health bonus is just to counter the hidden face buff in Land to Unknown campaign. Air Elemental abuses in some multiplayer scenarios is a spam that must be stopped somehow, hopefully this small nerf tune things for the better of the entire rest.
Tharis
Dark Observer price to 19g (+1g)
Chainlady BloodLust value decrease to +3 (same value as lv1) , now has +Pain-Absortion(+1) as well, secondary melee will now have hit-and-run(1) and +Magic-Counter
Dark Wizard XP to 85 (-3)
Pain Mistress XP to 87 (+5)
Matriarch of Pain AMLA XP to 150 (+24)
Chainlady got an enormous buff as the unit is still hard to be used well and now suiting better her role of "high risk, high rewards" and her melee will parry better against magical melee now (Which if you ask me, just a very small buff...) , Dark Wizard buff because as old unit it needs that minor buff. Pain Mistress Nerf because dang I've seen people using it and it's really good unit and she is working as well as planned. Might check if Matriarch of Pain shouldn't be in 166 AMLA tier because YES, she's very strong in late games.
Besides all this topic, well, those aren't the most important aspects I wanted to address in this forum post and I'm about to start detailing some changes.
Barbarians
Barbarian XP to 84 (+12)
Barbarian Lord HP to 78 (+5) , price to 56g (+3g)
Barbarian King HP to 90 (+3) , price to 87g (+5g)
Orcish Chieftain HP to 72 (+6) , price to 58g (+3g)
Roc Rider price to 21g (+1g)
Idea on here is to make barbarians better in long fights, also Roc rider is really but really cost efficient. This change might help at barbarians at not just being a weaker version of Kharos Platinium Warriors.
Dark Blood Aliance
Jungle Blowgunner XP to 36 (+4)
Jungle Crossbowman XP to 73 (+3) , price to 28g (+1g)
Jungle Champion HP to 62 (+2) , price to 54g (+2g)
Temple Guard HP to 57 (+3)
All lv2 Salamanders XP to 85 (-5) -with exception of red ones-
Toad Archer HP to 63 (+2) , price to 37g (-1g)
Skirmisher is a really powerful bonus, while in EOMA poison is not as powerful in this era, outside of EOMA well it hurts really lot. Salamanders got a slight buff in XP because they gain very little health gain on advancements as the idea is that they become specialist.
Destroyers
Cyclops Skeleton HP to 29 (+1) , XP to 50 (-2)
Infernal Vortex melee damage to 19-1 (+2) , but accuracy decrease to +Magical
A very minor buff comes with a late game nerf for destroyers as afteral infernal vortex is mostly a support unit but the problem is that it's too dangerous to the AI as it unlike a human player will not calculate the AOE damage that this unit deals every turn, so changing the special to magical will help that certain units with magic-counter take damage less often from it.
Kharos
Platinium Warrior HP to 72 (-3) , price to 60g (+1g)
Recruitment Officer HP to 67 (+2) , price to 56g (+1g)
Inspired price to 39g (+3g)
Platinium Warrior is well... an extraordinary melee fighter and by far top 1 lv3 human melee fighter even in all ageless and also when compared to Orcish Lord it by far does much better physical performance but idea with this health nerf and the buff on the other unit is that the other unit to be more reliable against magic opponents. Inspired is as well something AI will never predict and can make players to not lose units if well used in situations player should be facing losses.
Sky Kingdom
Hidden Face HP to 36 (+1)
Magical Eye price to 12g (+1g)
Battle Eye price to 24g (+3g)
Explanation is simple, Battle eye literally had the damage of a standard mage and much stronger melee and flying and 60% defense everywhere making it extremely underpriced if only 21 coins... lv0 also needs a nerf because it also deals serious damage for a lv0 unit, for compensation hidden faces gain 1 more health for free in their first level.
Summoners
Carpet Rider XP to 45 (+3)
Carpet Master AMLA XP to 63 (+3) , price to 36g (+1g)
Novice Summoner HP to 37 (+1)
Earth Avatar health to 63 (+3)
Earth God HP to 87 (+2) , secondary impact melee damage to 19-2 (+1)
Air Elemental and all advancement village/forest defense to 50% (-10%) , fungus movement cost to 2 (+1)
Carpet Master is a very strong scout, Novice Summoner extra health bonus is just to counter the hidden face buff in Land to Unknown campaign. Air Elemental abuses in some multiplayer scenarios is a spam that must be stopped somehow, hopefully this small nerf tune things for the better of the entire rest.
Tharis
Dark Observer price to 19g (+1g)
Chainlady BloodLust value decrease to +3 (same value as lv1) , now has +Pain-Absortion(+1) as well, secondary melee will now have hit-and-run(1) and +Magic-Counter
Dark Wizard XP to 85 (-3)
Pain Mistress XP to 87 (+5)
Matriarch of Pain AMLA XP to 150 (+24)
Chainlady got an enormous buff as the unit is still hard to be used well and now suiting better her role of "high risk, high rewards" and her melee will parry better against magical melee now (Which if you ask me, just a very small buff...) , Dark Wizard buff because as old unit it needs that minor buff. Pain Mistress Nerf because dang I've seen people using it and it's really good unit and she is working as well as planned. Might check if Matriarch of Pain shouldn't be in 166 AMLA tier because YES, she's very strong in late games.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
Try My winning Orocia Guide