Originally Posted by
Bart of Sparta
Human
Bonuses
+30% Income
REMOVED: Immune to Income Penalties
+10% homes coverage
Penalties
-15% Spell Success (down from -10%)
+50% Rune Costs (down from +100%)
Spell book: Greater Protection, Quick Feet
Elite: 10/5 (down from 11/5, 1000gc, 9.5NW
Orc
Bonuses
+20% Battle Gains (down from +25%)
Free draft
+30% Enemy casualties when attacking (up from +20%)
Penalties
+10% Resource Losses when attacked (down from +20%)
REMOVED: +15% Military Casualties
-25% Thievery Effectiveness (TPA) (down from -10%)
Spell book: Fanaticism
REMOVED: Blood Lust, Reflect Magic
Elite: 13/2, 900gc (down from 1000 gc), 11.5NW (up from 11)
Undead
Bonuses
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Attacks convert Offensive Specialists into Elites
+1 Offensive Specialist strength (down from +3 off spec strength)
REMOVED: Defensive losses automatically convert to soldiers(Permanent Animate Dead)
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
REMOVED: -35% Science Effectiveness
Spell book: Town Watch
Elite: 15/1, 11NW (up from 10.5)
UD should be playable as something else than just attacker (realistically, current change UD only allows for WH/Tact/Warrior). People should have a challenge trying to play UD/sage, UD/heretic or even UD/rogue-mystic if they want to. -35% sci effects make these 4 options IMPOSSIBLE.
Avian
Bonuses
-35% Attack travel time (up from -25%)
Cannot be ambushed
+75% Birth Rate (up from +40%)
REMOVED: +1 Offensive Specialist strength
Can Train Elites with Credits at the cost of 2 credits/elite
Penalties
REMOVED: -5% Combat Gains
Cannot Use War Horses
Spell book: Greater Protection
Removed: Fanaticism, Blood Lust
Elite: 11/4, 775gc, 10NW
Increasing their strengths, removing some of the "bland bonusses". Reducing offense and increasing speed. Avian is lightning fast but shouldn't be easily breaking fully turtled TMs (if you want that, run orc/UD). Playing with minus gains destroys a race (I experienced it when human had it).
Dwarf
Bonuses
+25% Building Efficiency (up from +20%)
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
REMOVED: +1 Offensive specialist strength
+1 Defensive specialist strength
Penalties
Can't use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura, Added: Quick Feet
Elite: 9/7 (down from 9/8), 750gc (down from 850 gc), 9.5NW
Dwarves need a reason not to run full elite. Ospec bonus is just an OOP thingy, and dwarves are already strong OOP due to free build.
Halfling
Bonuses
+10% Population
+35% Thievery Operation Success (TPA) (down from +50%)
-40% Thief cost (down from -50%)
+1 Stealth per tick
REMOVED: +2 Offensive Specialist Strength
Penalties
REMOVED: -5% Building Efficiency
-10% Birth Rate
Spell book: Aggression
Removed: Mage's Fury
Elite: 7/8 (up from 6/8), 800gc (up from 700 gc), 10.5NW
The BE nerf makes halfling/rogue hard, esp with TD coverage bonus cut to +50% from +100%. Increasing their thief cost and elite cost makes them slightly harder to fully pump (especially if you want full elite).
Faery
Bonuses
+40% Combat Instant Spell Damage
+40% Sabotage Operation Damage
+1 mana per tick (removed: in war)
+1 off spec strength
Penalties
-5% Population
-10% Income
Spell book: All Racial Spells and Tree of Gold/Mages Fury
Elite: 5/10, 850gc (down from 1050 gc), 11.5NW
Faery will still not be a very potent attacker, but at least has some buff to its offense so it can ambush/exchange some hits. Having fae on 5/10 6/0 makes it very dimensional and just a pure turtle. I feel Faery needs MF more so than halfling.
Elf
Bonuses
+2 Defensive Specialist strength
+30% Spell Success (down from +35%)
+25% Spell Duration (instead of damage)
+50% Rune Generation
-35% Military Casualties
Penalties
+50% Military Wages
Spell book: Pitfalls, Invisibility, Fools' Gold
Elite: 8/7, 800gc (down from 900 gc), 9.5NW
Fae is the damage dealer, elf is the tanky duration TM. I like Elf as it is, can run a range of different perses and still be viable.
Personalities
The Cleric
-40% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Greater Protection, Animate Dead
Starts with +800 soldiers and +800 specialist credits
The Heretic
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Spell Success
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +100 Wizards and +200 thieves
Access to Revelation
The Mystic
All Guilds are 100% more effective
+75% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Revelation
Starts with +400 Wizards
The Rogue
+1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective (please define again, is it effects or coverage?)
+100% Thievery Science Effectiveness (up from +75%)
Access to Gluttony
Access to Revelation
Starts with +400 thieves
The Sage
Protect 50% of scientists on abduct attack (up from 30%)
Scientists are 30% more effective (up from 25%)
Increase base Scientist spawn rate by 30% (up from 25%)
Access to Amnesia
Starts with 50% extra scientists (up from 20%)
The Tactician
-20% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits
The Warrior
+10% Offensive Military Efficiency
Enhanced Conquest range
+ 1 General
Access to: Bloodlust (spell effect changed to: +5% own OME, +10% enemy casualties, +10% own casualties).
Starts with +800 soldiers and +800 specialist credits
The War Hero
+100% Honor Effects (down from +125%)
Immune to Dragon and Income penalty effects
Added: -66% training time
Increase honor gains by generating honor in all land attacks (in or out of war)
30% higher honor generation in war
Access to War Spoils
REMOVED: Pitfalls, Fanaticism
REMOVED: +10% Battle Gains
REMOVED: Converts some Specialists into Elites on successful land attacks (increasing this amount by ~20%)
Starts with 800 elites