Age 48 Changes ============== --- RACES --- @Avian Attack time: -20% (was -25%) Gains on Attacks: removed (was +30%) 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% Sabotage gains: -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 $700 6.0nw (was $800) @DarkElf Spell potency (efficacy & duration): moved to Mystic (was +30%) Spells don't consume runes Sabotage gains: +15% (New) Specific Spellbook: Invisibility, Fool’s Gold(UF, was Normal), 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 : +20% (was +30%) Offensive Specialist Strength : removed (was +1)) No Accelerated Construction Immunity to Fog Specific Spellbook: Fog, Animate Dead Inf: 1/1 Def: 0/5 Off: 5/0 (was 6/0, see above) Eli: 7/4 $800 6.0nw @Gnome Espionage success:: +40% Offensive Specialist Strength : +1 (new) Spell success: +15% 100% Accurate Espionage Intel Cost of Thieves: -50% No Hospitals Specific Spellbook: Town Watch, Vermin, Chastity(UF, was Normal) Inf: 1/1 Def: 0/5 Off: 6/0 (was 5/0, see above) Eli: 5/5 $300 4.0nw (was $400) @Halfling Sabotage success:: +40% Sabotage gains: +40% Stealth recovery per tick: +1 Immune to Clear Sight Specific Spellbook: Quick Feet, War Spoils Inf: 1/1 Def: 0/5 Off: 5/0 Eli: 6/5 $550 5.0nw @Human Income: +25% Spell success: -25% 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: +50% Train Elites with Specialist credits Defensive Specialist Strength: -1 Spreads and is immune to the Plague Honor: -50% effects Specific Spellbook: Fanaticism, Aggression Inf: 1/1 Def: 0/4 Off: 5/0 Eli: 9/2 $850 6.75nw --- PERSONALITIES --- @Merchant Income: +30% (was +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 Drought & Storms Immune to Plague Explore time: -30% Explore costs: (men & gold): -30% Population Limit: +10% Birth Rates: +15% @Sage Learn time: -25% (was -30%) Losses on learn attacks: -50% Science Effectiveness: +25% (was +30%) Every 5 (was 2) Acres of land produces 1 Science Book per Hour Book costs: -25% (was -30%) @Rogue Stealth recovery per tick: +1 Access to all thievery operations, including three unique to Rogues @Mystic Spell potency (efficacy & duration): +30% (moved from DarkElf) Access to Meteor Shower spell All Guilds are twice as effective @Tactician Access to enhanced Conquest Attack at all times Gain 50% more Specialist and Building Credits Military training time: -30% Military Wages: -50% (was -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% All Capacity and Flat Rate Buildings are 25% more Effective 50% Protection of Buildings from Tornadoes, Arson Operations, Raze and Massacre Attacks Paradise: Base number of acres is randomised between 2 & 8. Quantity of acres no longer affected by Guilds.Mystics Spell Potency bonus does NOT apply. Espionage: Only need to send 20% thieves for best accuracy. Espionage accuracy no longer affected by target Watch Towers. Explanation of some mechanics and terms can be seen here