Races
Avian
-30% Attack travel time
+100% Birth Rate
-15% Combat Gains
-15% Enemy's losses(on attack and def)
Spell book: Greater Protection
Elite: 11/2, 725gc, 10NW
Dwarf
+20% Building Efficiency
Free Building Construction
-50% Building Construction Time
Can Train Elites with Credits(1 elite costs 3 credits)
No access to specs
Can't use Accelerated Construction
Doesn't earn building credits
+200% thief cost(1500 total)
Spell book: Mystic Aura, Fog
Elite: 9/7, 850gc, 11NW
Elf
+2 Defensive Specialist strength
+40% Spell Success (WPA)
-35% Spell cost
Wizards do not die on failed spells
-15% TPA
+25% Military Wages
Spell book: Pitfalls, Invisibility, Fools' Gold
Elite: 8/6, 950gc, 9.75NW
Faery
+50% Combat Instant Spell Damage
+50% Sabotage Operation Damage
+50% Spell duration
-1 General
-50% Birth rate
-10% Population
Spell book: All Racial Spells and Tree of Gold
Elite:7/10, 1150gc, 11.75NW
Halfling
+20% Population
+30% Thievery Operation Success (TPA)
-50% Thief cost
-5% Building Efficiency
-10% Income
Spell book: Aggression, Mages Fury
Elite: 7/7, 550gc, 8NW
Human
+25% Income
+50% Rune production
+100% Food production
-15% Spell Success
+25% Enemy's instant spell dmg
+25% Enemy's sabotage dmg
Spell book: Quick Feet
Elite: 10/5, 1000gc, 10.5NW
Orc
+25% Battle Gains
+20% Enemy casualties when attacking
-1 Offensive Specialist strength
-1 Defensive Specialist strength
Spell book: Reflect Magic
Elite: 13/1, 1050gc, 11.25NW
Undead
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
-75% Food Required
Successful land attacks convert Offensive Specialists into Elites(conversion rate increased to 30%)
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
Basic Thievery (Intel Operations Only)
No Elite Training
Spell book: Town Watch
Elite: 14/3, 11.5NW
Personalities
The Cleric
-35% Your Military Casualties (on attack or defense)
-35% Enemy's instant spell dmg
-35% Enemy's sabotage dmg
Access to Animate Dead
Starts with +800 soldiers and +800 specialist credits
The Heretic
Failed spells don't cost mana
Thieves do not die on failed operations
Successful spell casts get 35% of rune cost refunded
+20% Magic and Thievery Science Effectiveness.
Access to Nightmares and Blizzard
Starts with +200 Wizards and +200 thieves
The Mystic
All Guilds are 100% more effective
Protects 50% of the wizards from AW
+1 mana per tick in war
+75% Magic Science Effectiveness
Access to all offensive spells including 2 unique: Meteor Showers, Chastity
Starts with +300 Wizards
The Rogue
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+1 stealth per tick
+50% Thievery Science Effectiveness
Access to Gluttony
Starts with +300 thieves
The Sage
Protect 50% of scientists on abduct attack
Scientists are 50% more effective
Access to Amnesia
Starts with 25% extra scientists
Increase base Scientist spawn rate by 35%
The Tactician
+1 General
Protect 35% of the land on trad marches and conqs
Access to War Spoils
Starts with +100 land and +100 building credits
The Warrior
+1 Offensive Specialist strength
+1 Defensive Specialist strength
+2/2 Elite
Access to Fanaticism
Starts with +800 soldiers and +800 specialist credits
The War Hero
-75% training time
+20% Military Efficiency(both off and def)
Access to Clear Sight, Reflect Magic
Starts with 800 elites
Spells and Ops
Fog - increases enemy's losses when attacked by 15%. Low duration spell.
AW - Max. dmg reduced to 0.8%
Notes
I'm removing all immunizations(except unds plague). I also am attempting to put more diversity in bonuses, penalties and spell book.
I know there is going to be overhaul of the sci system so I'm not going to suggest anything about it(because of that I didn't put reve anywhere).
Und is too strong for the last couple of ages so I decided to significantly nerf it.
Dwarves are born elite so they don't need specs ;).
Heretics don't lose mana on failed spells but they still cost runes so I find it balanced.