Races
Avian
-25% Attack travel time
+100% Birth Rate
Cannot Use War Horses/Stables
Spell book: Bloodlust
Elite: Offense: 8 Defense: 2 Networth: 9.0 Cost: 750
Soldiers: Offense: 1 Defense: 1
Dwarf
+20% Building Efficiency
Free Building Construction
-50% Building Construction Time
Can't use Accelerated Construction
+50% Food consumption
Spell book: Mystic Aura, Quick Feet
Elite: Offense: 7 Defense: 5 Networth: 9.5 Cost: 850
Soldiers: Offense: 1 Defense: 1
Elf
+50% WPA
-25% runes needed
+1 Defensive Specialist Strength
Spell book: Greater Protection, Quick Feet
Elite: Offense: 7 Defense: 2 Networth: 9.0 Cost: 800
Soldiers: Offense: 1 Defense: 1
Faery
+100% Self Spell Duration (will not affect spells on others)
+1 mana/tick
Spell book: Mage's Fury, Invisibility, Access to all other racial spells
Elite: Offense: 3 Defense: 7 Networth: 9.0 Cost: 850
Soldiers: Offense: 1 Defense: 1
Halfling
+30% Thievery Effectiveness (TPA)
+5% Population
-50% Thief Costs
Spell book: Aggression, Town Watch
Elite: Offense: 6 Defense: 6 Networth: 9.0 Cost: 800
Soldiers: Offense: 2 Defense: 2
Orc
+15% Battle Gains
Free draft
+20% Enemy casualties when attacking
-20% Thievery Effectiveness (TPA)
Spell book: Reflect Magic
Elite: Offense: 9 Defense: 2 Networth: 9 Cost: 850
Soldiers: Offense: 1 Defense: 1
Undead
Spreads and is Immune to The Plague
Does not need food
-80% offensive losses
Converts specialists to elites
Cannot use Hospitals
Cannot train elites
Basic thievery only
Spell book: Animate Dead
Elite: Offense: 10 Defense: 1 Networth: 10
Soldiers: Offense: 1 Defense: 1
Personalities
The Heretic:
+100% wizard generation (instead of +100% guilds)
Wizards do not die on failed spells
+25% spell damage
+50% Magic Science Effectiveness
Access to Greater Arson
Access to Nightmare, Fool's Gold
The Mystic:
+50% wizard generation
All Guilds are 100% more effective
+100% Magic Science Effectiveness
Offensive Spell Duration +50%
Access to Blizzard, Greed, Pitfalls, Chastity and Gluttony
The Paladin
All Guilds are 100% more effective
Can cast support spells on Kingdom mates (only Paladin Spells).
All Paladin Only Spells
Paladin Only Spells
Paladin's Inspiration (Paladin Only) - This spell has ~100% increased effects compared to Inspire Army (low difficulty;moderate/high duration)
Scientific Insights (Paladin Only) - This spell will increase the science effectiveness by +20% (moderate difficulty/short duration)
Illuminate Shadows (Paladin Only) - Provide -30% damage from thievery operations (moderate/high difficulty;moderate duration)
Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in 30% higher casualties for the attacker (moderate difficulty;low/moderate duration)
Magic Ward (Unf Only) (Paladin Only) - Increase target's spell cost in runes by 100% for duration (moderate difficulty)
Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)
The Rogue:
+1 Stealth recovery per tick
Access to 2 unique rogue thievery operations: Assassinate Wizards and Propaganda
Thieves Dens are 50% more effective
+50% Thievery Science Effectiveness
Access to Paradise
The Sage:
Sci Effectiveness +35%
Access to Amnesia
The Tactician:
Attack Time -20%
Accurate Espionage
Access to Clear Sight
The Cleric:
-50% Military Casualties
Access to Pitfalls
The War Hero:
Honor Bonuses +100%
+1 Offense Specialist strength
Dragon Immunity
-50% training time
Access to Fanaticism
The Warrior:
+20% OME
Full Conquest Access
Access to War Spoils
Mechanics:
Remove: Revelation, Tree of Gold, Meteor Showers.
Boost alchemy science to give +45% at 30 scientists
Boost armouries to give -50% wages at max effect
Storms: +100% effects compared to current.
Greed: Increases wages by 50%.
Inspire army is a general spell again
Decrease the drop off in extra sci effects for scientists above the soft cap.
Set standard attack time to 12 hours, regardless of relations (so it's 12 hours OOW, 12 hours in-war).
Negative/positive effects from payrate/paying armies extended to 85%-115%
Allow KDs with to break a timed CF if both sides consent.
Increase thieves to send on NS by 100% for same effects as currently.
After a war, both the winning and losing side are awarded 10 scientists.
Nice-to-have:
Remove Relative KD median province NW reduction on gains (you know what I mean).
Remove meter throttling.
Reduce max meter to 100 points.
Reduce CF duration on surrender to 3 days (instead of current 7).
Increase OOW honor gains by 100%.
Remove honor generation in war.
Cap honor gains from a WW to 5K.