AMENDMENT

Gnomes
- Food Consumption: +50%



Races (based on wol races)


Humans

* Income : +30% (was +25%)
* Science Effectiveness : +20% (was +30%)
* Defensive Specialist Strength : +1
* Magic Effectiveness : -25% (Note: this does not include an auto-fail on self spells, as has been suggested in the forums)
* Specific Spellbook – Greater Protection, Aggression, Pitfalls (new)
* Elite Unit – Knight (6/3, $750, 5.25 nw)

Elves

* Spell Strength : +30% (new, from DE)
* Mana Recovery / Hour : +1
* Combat Losses : -50%
* No longer have Wages -50% (new)
* No Access to Dungeons
* Removed Self-Spells on others as applied on genesis
* Specific Spellbook – Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Tree of Gold (new)
* Specific Spellbook – no longer have Quick Feet, Reflect Magic
* Elite Unit – Elf Lord (6/4, $700, 5.5 nw)

Dwarves
* Building Efficiency : +25% (was +30%)
* Free Building Construction
* Immunity to Fog
* Thievery Effectiveness : -20% (was -30%)
* Can't use Accelerated Construction
* Specific Spellbook – Fog, Animate Dead
* Elite Unit – Berserker (7/4, $900, 6.75 nw) (was $1000)

Orcs
* Gains on Attacks : +30%
* Draft Costs and Wages : -50% (new, wages -50%)
* No longer spreads or is immune to the Plague (new)
* Train Elites with Specialist credits
* Bonuses from Honor : -50%
* Science Costs : +30%
* Specific Spellbook – Fanaticism, Aggression
* Elite Unit – Ogre (8/2, $800, 6.75 nw)

Gnomes
* Thievery Effectiveness : +40%
* Food Consumption : +100% (new)
* Cost of Thieves : -50%
* Population Limit : +15%
* Homes increase pop by 10 instead of 8 (new)
* Birth Rates : -25%
* No Access to Hospitals
* Specific Spellbook – Quick Feet, Town Watch, Vermin
* Specific Spellbook – no longer have War Spoils
* Elite Unit – Golem (5/4, $250, 4.5 nw)

Dark Elves
* Magic Effectiveness : +30% (new, from Elves)
* 50% less runes needed (new, was 0 runes)
* Offensive Specialist Strength : +1
* Cannot use Forts (new)
* No Honor Bonuses applied as on genesis
* No longer have Exploration Costs : +20%
* Wages : +25%
* Specific Spellbook – Invisibility, Fool’s Gold, Nightmares, Tree of Gold
* Elite Unit – Drow (4/6, $800, 5.75 nw) (was 5/6, $900, 6.0 nw)

Undead (new)
* Some offensive specialists are converted to elites on successful Traditional Marches (not on intra hits, diminishing returns on oversending)
* Offence specs and Elites can not die on attacks you make (but can be killed on defence/ambush)
* No food needed
* Spreads & is Immune to the Plague
* Access only to basic thievery ops
* Science Effectiveness : -50%
* Specific Spellbook – War Spoils, Animate Dead, Reflect Magic (new)
* Specific Spellbook – no longer have Tree of Gold as they had on Genesis
* Elite Unit - Ghoul (9/3, cannot be trained, 8.0 nw)

Personalities

The Shepherd
* Land no longer generates 4 bushels of food per acre daily (new)
* 30% faster military training, building construction, exploring, and scientific research
* Immunity to food penalties from Drought, Plague, & Storms

The Mystic

* No longer has Meteor Shower spell (new)
* All Guilds and Towers are twice as effective (new: Tower effectiveness)

The Warrior

* 15% Lower Attack Time (i.e gen change not applied to wol)
* 50% Land Losses when Ambushed

The War Hero

* Access to enhanced Conquest Attack at all times
* Gain 50% more Specialist and Building Credits
* No longer get +25% Enemy Casualties on Attacks (new)
* Can send 25% more mercenaries/prisoners, and mercenaries cost 25% less (new)

The Artisan
(removed)

The Cleric
(new)
* Spell effect Animate Dead is always active
* -20% troop losses on all attacks

The Sage
* Every 2 Acres of land produces 1 Science Book per Hour
* 50% Protection from Learn Attacks
* Immune to the Plague (new)

Attacks
* Raze now destroys acres in war, too - razes after 200 acres do nothing in war

Magic
* Meteor Shower spell available to all players
* Paradised Land now comes from the Explore Pool