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Create the missing Perks!

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AGranolaBar

Squire
05. Name: Guild Party

Level 1
+ 2% Arc contributing FPs boost; applies only to guildmates Observatories and is not reflected in the reward the donor receives;
- for this perk only Guild Points/level are 20% more expensive;

Level 2
+ 5% Arc contributing FPs boost; applies only to guildmates Observatories and is not reflected in the reward the donor receives;
- for this perk only Guild Points/level are 30% more expensive;

Level 3
+ 8% Arc contributing FPs boost; applies only to guildmates Observatories and is not reflected in the reward the donor receives;
- for this perk only Guild Points/level are 40% more expensive;

*For example: if regular Arc bonus for donor is 1.90, when this perk is activated at level 1/2/3, the donation towards a guild member Observatory will count as 1.92/1.95/1.98.
 

tunix

Merchant
Perk Creator
Bargain Sale

Level 1
+ 5% less Perk Points are needed to finish a perk level
+ 5% less goods are needed for buildings in GBG
+ 5% more Guild Power Points (for raising the guild level)
- 20% less Prestige Points for provinces in GvG

Level 2
+ 10% less Perk Points are needed to finish a perk level
+ 10% less goods are needed for buildings in GBG
+ 10% more Guild Power Points (for raising the guild level)
- 40% less Prestige Points for provinces in GvG

Level 3
+ 20% less Perk Points are needed to finish a perk level
+ 20% less goods are needed for buildings in GBG
+ 20% more Guild Power Points (for raising the guild level)
- 80% less Prestige Points for provinces in GvG
 

AGranolaBar

Squire
06. Name: Empty your pockets!
Level 1
+ 10% chance to loot 1 good from each defeated unit (goods are from the defeated unit's age and the perk applies to any battle anywhere);
- -20% attack for attackers;

Level 2
+ 20% chance to loot 1 good from each defeated unit (goods are from the defeated unit's age and the perk applies to any battle anywhere);
- -30% attack for attackers;

Level 1
+ 30% chance to loot 1 good from each defeated unit (goods are from the defeated unit's age and the perk applies to any battle anywhere);
- -40% attack for attackers;
 

NandodeMC

Merchant
Burned Ground

+ When a sector of your guild is conquered, there's a [20 / 25 / 33.33]% chance of each empty building slot becoming "blocked" (cannot build) for 2 hours
- When a sector of your guild is conquered, the chance of each building remaining in that sector increases from 50% to [65 / 80 / 100]%
 
Be Prestigious

Level 1
50 prestige points awarded to guild after coming first in the GE
30 prestige points awarded to guild after coming second in the GE
10 prestige points awarded to guild after coming third in the GE

Level 2
70 prestige points awarded to guild after coming first in the GE
50 prestige points awarded to guild after coming second in the GE
30 prestige points awarded to guild after coming third in the GE

Level 3
90 prestige points awarded to guild after coming first in the GE
70 prestige points awarded to guild after coming second in the GE
50 prestige points awarded to guild after coming third in the GE
 

tunix

Merchant
Perk Creator
Battle for the Guild

Level 1
+ For every fight/negotiation in GBG there is a 2% chance to win 1 good for the guild treasury, depending on the age of the fighting units/ negotiation goods
+ For every fight/negotiation in GBG there is a 5% chance to not raise the attrition level
- The chance for winning goods in GBG is lowered by 5%
- The chance for winning fighting units in GBG is lowered by 10%

Level 2
+ For every fight/negotiation in GBG there is a 5% chance to win 1 good for the guild treasury, depending on the age of the fighting units/ negotiation goods
+ For every fight/negotiation in GBG there is a 10% chance to not raise the attrition level
- The chance for winning goods in GBG is lowered by 12.5%
- The chance for winning fighting units in GBG is lowered by 20%

Level 3
+ For every fight/negotiation in GBG there is a 10% chance to win 1 good for the guild treasury, depending on the age of the fighting units/ negotiation goods
+ For every fight/negotiation in GBG there is a 15% chance to not raise the attrition level
- The chance for winning goods in GBG is lowered by 25%
- The chance for winning fighting units in GBG is lowered by 30%
 

jovada

Regent
Name: Divine intervention

Level1: At the start of each fight in GbG 1 opposite unit is killed

Level2: At the start of each fight in GbG 2 opposite units are killed

Level3: At the start of each fight in GbG 3 opposite units are killed

This could be very helpfull if they ever decide to change GbG to a more tactical future like only 1 slot in every province to avoid pointfarming without attrition
 
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jovada

Regent
Name: Divine expedition

Level1: At the start of each fight on level2 1 opposite unit is killed + negative perk no intervention from kraken, AO or virgo

Level2: At the start of each fight on level3 2 opposite units are killed + negative perk no intervention from kraken, AO or virgo

Level3: At the start of each fight on level4 3 opposite units are killed + negative perk no intervention from kraken, AO or virgo
 

drakenridder

Emperor
Perk Creator
10.) Master mind
Named after the minigame's name and implying to become an master mind in negotiations but lacking behind in military tactics.

Lvl1
+ Negotiations in GbG & GE will ask a maximum of 7 different options
+ 15% chance that negotiations don't increase attrition (does not stack with other buffs*)
- Hostile armies in GbG & GE bonuses are increased by 20%**
- 30% chance victorious GbG fights increasing attrition when attrition reducing buffs are applied (perks, SC, etc)***

lvl2
+ Negotiations in GbG & GE will ask a maximum of 6 different options
+ 30% chance that negotiations don't increase attrition (does not stack with other buffs)
- Hostile armies in GbG & GE bonuses are increased by 30%
- 40% chance victorious GbG fights increasing attrition when attrition reducing buffs are applied (perks, SC, etc)

lvl3
+ Negotiations in GbG & GE will ask a maximum of 5 different options
+ 60% chance that negotiations don't increase attrition (does not stack with other buffs)
- Hostile armies in GbG & GE bonuses are increased by 40%
- 50% chance victorious GbG fights increasing attrition when attrition reducing buffs are applied (perks, SC, etc)

Strategical usage
A guild can strategically using this perk to cutting guild's GbG costs by a lower need for SC and strategically choosing negotiating through GbG. As with this perk negotiations have an good chance to not increase attrition. On top of it, negotiations are in general easier with this perk in GbG and GE. Yet fighting will be harder. As in GE hostile armies are stronger and in GbG attrition can always increase while fighting with faster growing strength for the hostile armies.
As for GE it'll be in general easier for members to complete the GE using negotiations. For the guild an improved odd that more members can progress further in the GE. Fighting is still possible but harder as the difficulty of GE negotiations are lower.
Combining this perk with an additional turn will making up for an very powerful combination and becoming as an guild masters in negotiations. Yet at the expense of the military capabilities in the set areas (GE & GbG).

-------------------

*The chance to not increase attrition is similar to keen eye and critical hit. Both have an X% chance independently from each other. For example through 2 SC you have 24%x2=48% chance to not increase attrition after a successful negotiation. If that fails there's a 2nd chance to not increase attrition from a successful negotiation. For example at lvl2 a 30% chance to not Increase attrition.

**at various levels in GE & GbG hostile armies:

lvl1 (20%)
GE / GbG - 200% att/def bonus
200% x 1.2 (20% bonus increased) = 240% att/def

lvl2 (30%)
GE / GbG - 200% att/def bonus
200% x 1.3 (30% bonus increased) = 260% att/def

lvl3 (40%)
GE / GbG - 200% att/def bonus
200% x 1.4 (40% bonus increased) = 280% att/def

***When there are 3 SC there's in the first place a 3x24%=72% chance to not increase attrition while fighting. In other words a risk of 28% chance to increase attrition.
However at lvl 1 there's an additional risk of 30% that the attrition still increases. So, if the SC prevented attrition there's still a risk of 30% that the attrition increases from fighting.
 
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xivarmy

Overlord
Perk Creator
Perk Name: Field Medic

Level 1)
+ Revive the first 8 units to die in battle each day for free
- 10% Recruitment Boost Penalty

Level 2)
+ Revive the first 12 units to die in battle each day for free
- 15% Recruitment Boost Penalty

Level 3)
+ Revive the first 16 units to die in battle each day for free
- 20% Recruitment Boost Penalty

Essentially this trades off some of your ability to recruit new troops for a handful of "free" troops each day.
 
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Perk Name: Friends in Low Places

Perk to help combat the imbalance in GBG and allow weak guilds to do 'something'.


Pitch:
Guilds with this perk and ranked 4th and lower on GBG maps after the first 8 hours gain ability to select a 'friend' that is also ranked 4th or lower (selectable by checkbox when clicking on their HQ). Realistically, this could be used on friend or foe, and would give weaker guilds that end up locked on the edge other tactics to team up and potentially advance together or even just to gain foothold to attack them after 'unfriending'.

Level 1:
+ GBG commander can target/launch siege on friend's front line that must be connected to their HQ (or be HQ), excluding their sectors.
- 12 hour cooldown between changing 'friends' or between new launches
- Ability disappears when either guild advance to top 3 in ranking or controls more than 1/4 of the sectors.

Level 2:
+ GBG commander can target/launch siege on friend's front line that must be connected to their HQ (or be HQ), excluding their sectors.
- 6 hour cooldown between changing 'friends' or between new launches
- Ability disappears when either guild advance to top 3 in ranking or controls more than 1/4 of the sectors.

Level 3:
+ GBG commander can target/launch siege on friend's front line that must be connected to their HQ (or be HQ), excluding their sectors.
+ If 2 guilds share this perk and have each other selected as friends, level 3 allows a guild to utilize their friends siege camps / towers against a different guilds sectors.
- 4 hour cooldown between changing 'friends' or between new launches
- Ability disappears when either guild advance to top 3 in ranking or controls more than 1/3 of the sectors.
 
Perk Name: Capture the Flag

Perk to take advantage of the new map's layout to add something different that might encourage more battles.


Pitch:
Guild that have this perk and holds center tile gain guild goods per hour. Tile would glow or something in order to know when it is in effect.

Level 1:
+250 guild goods per hour
-Max of 8 continuous hours
-Cannot use siege camps or watchtowers to reduce attrition to take center tile
-Cannot build defense buildings on center tile

Level 2:
+500 guild goods per hour
-Max of 10 continuous hours
-Cannot use siege camps or watchtowers to reduce attrition to take center tile, unless it is defended
-Can build only 1 defense building on center tile

Level 3:
+1000 guild goods per hour
-Max of 12 continuous hours
-Cannot use siege camps or watchtowers to reduce attrition to take center tile, unless it is defended
 
Perk Name: GEms for GBg

Effect 1: 100% guild participation in GE and a first place finish produces a gemstone for the guild. GEms can be activated for boosts in GBg, e.g. to reduce construction times, reduce attrition, or boost rewards, GEm power lasts until a province changes hands or reset.

Effect 2: GEm bonuses appear in bonus summary. Provinces in GBg are highlighted to show bonus in effect.
 

PuzzlngOne

Farmer
Power Attack

Level 1: 10% attack boost for attacking military (positive), 8% defense boost for attacking military (positive) (in GE & GBG only)
Level 2: 15% attack boost for attacking military (positive), 12% defense boost for attacking military (positive) (in GE & GBG only)
Level 3: 20% attack boost for attacking military (positive), 15% defense boost for attacking military (positive) (in GE & GBG only)
 

PuzzlngOne

Farmer
Negotiation Genius

Level 1: 25% reduction in cost of goods to negotiate (positive) (in GE & GBG only)
Level 2: 30% reduction in cost of goods to negotiate (positive), 1 additional attempt in negotiations (in GE & GBG only)
Level 3: 35% reduction in cost of goods to negotiate (positive), 1 additional attempt in negotiations (in GE & GBG only)
 

Oligarchy

Farmer
Perk Name: Pay it forward

Level 1
Receive the ability to give a guild mate of your choosing X coins and X supplies (Positive)
One charge per month amount given depends on recipients age.
Level 2
Receive the ability to give guild mate of your choosing 1 BP of your choosing (Positive}
One Charge per month Age of BP given must not exceed the givers age
Level 3
Receive the ability to give a guild mate of you choosing 1 unit of your choosing(Positive)
One charge per GBG cycle age of unit must not exceed the recipients current age.
Level 4
Receive the ability to give one guild mate of your choosing one Item from your inventory (Positive)
One charge per month.

All items given will be taken from the inventory/ stocks of the person who wishes to give.

Purpose: When a player is asked why they have been playing FoE for so long ? or what is their favorite aspect of the game? I find that the vast majority will say something pertaining to the people who play. FoE was designed to encourage player interactions. Although the features of the game are great it is the community of players themselves that greatly effect the level of a players involvement/ length of time the are logged in as well as the length of time that they continue to play FoE. Simply put the effect the community has on an individuals gaming experience cannot be overstated.
Knowing this it can easily be inferred that enhancing a guilds ability to help new players by giving them something from their own inventory to help them out or to show thanks/appreciation would mean a lot to the recipient. Such generosity would no doubt encourage them to long on more often and make quitting the game that much harder. This is a win win scenario. I say this because players win by either helping them get on their feet when they are new or being able to forge stronger relationships with their guild mates. Guilds win by gaining the ability to help those members who need it the most. Innogames wins because the increased interdependence of players to one another as well as the enhanced social aspect of this feature will greatly increase the participation and retention of new players thus insuring the growth and longevity of this amazing game. Additionally itll cost innogames nothing since it is merely a redistribution of currently existing items while expanding the customer base thus increasing potential purchases of diamonds.... in fact you could even create special items specifically for gifting that cost a given amount of diamonds per fragment of said item ( Cost of item must be with in reason like 100 diamonds per fragment of some special building that can only be received as a gift from another player, X fragments required to complete.
Although there are many ways Devs could go about implementing such an idea nonetheless I strongly believe that allowing players the ability to gift a reasonable amount(by "reasonable amount"I mean something that can collectively have a noticeable impact on a players game without dramatically altering in. The idea is to boost not greatly determine a players progress in the game).
 

Juber

Overlord
Community Manager
Name: We like Shrines
Level 1:
+ 1 Shrine of Awe
+ 1 Shrine of Inspiration
+ Production of all Shrines take 10% less time
+ All shrines produce 50% more resources

Level 2:
+ 1 Shrine of Knowledge
+ Production of all Shrines take 25% less time
+ All shrines produce 100% more resources

Level 3:
+ 1 Shrine of Knowledge
+ 1 Shrine of Knowledge Upgrade Kit
+ Production of all Shrines take 50% less time
+ All shrines produce 100% more resources

The Rewards are given to every guild member after the level is reached.
 
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