Age 46 Changes ============== We've made a lot of changes for Age 46. Not so much by tweaking numbers, but by moving bonuses/weaknesses around. The new bonus configuration should reflect that Races are inherently stronger in some areas than others. Personality bonuses have also moved around so that for example Science bonuses apply to Sages and building bonuses go to the Artisans. War Hero has changed name to Tactician. Both Tacticians and Warriors provide military strength, but they do so in different ways. Tacticians have better training (lower cost & time), access to the enhanced conquest, and gain more specialist credits whereas Warriors have faster attack times, are more likely to kill and less likely to be killed. Cheers, Brian ----------------------------------------------------------- Age 46 - The age of Distinction Freeze Period Starts: Thursday 28th January 6pm GMT Ticking Starts: Sunday 31st January 6pm GMT OOP Starts: Wednesday February 3rd 6pm GMT --- RACES --- @Avian Attack time: -25% Thievery gains (NEW): +15% No Stables Immunity to Ambush Specific Spellbook: Clearsight, Townwatch Inf: 1/1 Def: 0/5 Off: 5/0 Eli: 8/3 $800 6.5nw @Elf Mana Recovery per tick: +1 Spell success: +30% Thievery gains (NEW): -15% No Dungeons Specific Spellbook: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Quick Feet, Reflect Magic Inf: 1/1 Def: 0/5 Off: 5/0 Eli: 7/4 $800 6.0nw @DarkElf Spell potentency (efficacy & duration): +30% Spells don't consume runes Specific Spellbook: Invisibility, Fool’s Gold, Nightmares, Tree of Gold Inf: 1/1 Def: 0/5 Off: 5/0 Eli: 6/4 $650 5.0nw @Dwarf Free Building Construction Building Efficiency : +30% Offensive Specialist Strength : +1 No Accelerated Construction Immunity to Fog Specific Spellbook: Fog, Animate Dead Inf: 1/1 Def: 0/5 Off: 6/0 Eli: 7/4 $800 6.0nw @Gnome Stealth recovery per tick: +1 Thievery Effectiveness: +40% Cost of Thieves: -50% No Hospitals Specific Spellbook: Quick Feet, Town Watch, Vermin, War Spoils Inf: 1/1 Def: 0/5 Off: 5/0 Eli: 5/5 $400 4.0nw @Human Income: +15% Spell success: -25% Thievery Effectiveness: +15% Defensive Specialist Strength : +1 Offensive Specialist Strength : -1 Specific Spellbook: Greater Protection, Aggression Inf: 1/1 Def: 0/6 Off: 4/0 Eli: 8/3 $800 6.5nw @Orc Gains on Attacks: +30% Train Elites with Specialist credits Defensive Specialist Strength: -1 Spreads and is immune to the Plague Honor: -50% Specific Spellbook: Fanaticism, Aggression Inf: 1/1 Def: 0/4 Off: 5/0 Eli: 9/2 $850 6.75nw --- PERSONALITIES --- @Merchant Income: +25% Immunity to all Income Penalties (Riots, Plagues, etc.) Money Losses on Plunder Attacks: -25% @Shepherd Land generates 4 bushels of food per acre daily Immunity to food penalties from Drought & Storms Immune to Plague Explore time: -30% Explore costs: (men & gold): -30% Population Limit: +10% Birth Rates: +15% @Sage Learn time: -30% Losses on learn attacks: -50% Science Effectiveness: +30% Every 2 Acres of land produces 1 Science Book per Hour Book costs: -30% @Rogue Stealth recovery per tick: +1 Access to all thievery operations, including three unique to Rogues @Mystic Access to Meteor Shower spell All Guilds are twice as effective @Tactician (Replaces War Hero) Access to enhanced Conquest Attack at all times Gain 50% more Specialist and Building Credits Military training time: -30% Military Wages: -30% Draft Cost: -30% @Warrior Opponent Casualties (when attacking or defending): +15% Own Casualties (when attacking or defending): -15% Land Losses when Ambushed: -50% Attack time: -15% @Artisan Building construction time: -30% Building Efficiency : +20% All Capacity and Flat Rate Buildings are 25% more Effective 50% Protection of Buildings from Tornadoes, Arson Operations, Raze and Massacre Attacks