Here's what I've been noodling on here and there throughout the age
BL reverts to its previous values (+10% OME, +10% enemy casualties, +15% own casualties)
-20% base duration of MS, chastity, blizzard to account for mystic bonus
Support spells: add fanat
=====
Races
=====
Bocan: A/T that can potentially sustain TPA while growing
+20% sabotage damage
+20% spec credits
can use credits for thieves
-10% income
4/7 elite 8.5nw 850gc
Spellbook: BL, Fanat
Elf: Standard mostly-defensive mage
+20% WPA
+30% rune production
+1 dspec
+20% wages
7/4 elite 8nw 800gc
Spellbook: MF, GP
Halfling: Standard mostly-defensive thief
+10% pop (or homes hold 20 pop)
+20% TPA
-50% thief cost
can train elites with credits
2/2 soldiers
+10% casualties
5/5 elite 7nw 400gc
Spellbook: MA, Invis, Aggression
Human: econ/sci all-around attacker
+15% income
+15% books produced
-15% WPA
+15% enemy spell damage
8/4 elite 9.5nw 1000gc
Spellbook: IA, QF, Rev, SI
Orc: Heavy, hard-hitting attacker
+10% Battle gains
+10% enemy casualties
Free draft
-15% TPA
+15% enemy sabotage damage
8/3 elite 9nw 900gc
Spellbook: Aggression, BL
Avian: Fast-attacking, fills in land quickly
-25% attack time
+30% birth rate
-25% military training time
cannot use stables or horses
8/2 elite 8nw 800gc
Spellbook: TW, fanat, GP
Dwarf: Sturdy, adaptable attacker
+25% BE
-50% construction cost
+50% building credits
Free building razing
+75% food needed
7/5 elite 9nw 900gc
Spellbook: MA, IA, CS, Gluttony
Faery: all-around solid defensive race relying on self-spells
+25% self spell duration
self spells cost 2 mana
-5% pop
4/8 elite 10nw 1100gc
Spellbook: MA, AD, QF, ToG, BL, MF, Invis, Rev, RM, CS
Undead: plague-spreading heavy attacker
-25% casualties
no food needed
spreads and is immune to plague
-10% sci effect
9/3 elite 9.5nw 1000gc
Spellbook: AD, Vermin
=============
Personalities
=============
Mystic: supermage, damage over time
+100% guild land effect
+50% channeling science
+1 mana/tick
+25% combat spell duration
Spellbook: MS, Chastity, Blizzard, Paradise
Starts with: 800 wiz
Assassin/Rogue: superthief, assassinate stuff
+100% TD land effect
+50% crime science
+1 stealth/tick
+20% NS damage
Access to GA, AW, Prop
Spellbook: Paradise
Starts with: 800 thieves
Bandit: A/T, steal your stuff including horses, use stuff to attack better, attacks turn into more thieves, repeat
+50% TD land effect
+25% gains on plunders, robs, and kidnaps
-50% merc cost
Can send 1 merc/prisoner per 4 loyal troops
Converts some mercs/prisoners to thieves on successful trads and plunders
Access to GA, SWH
Spellbook: Gluttony, Vermin
Starts with: 400 solds and creds, 400 thieves
Heretic: T/M focused on instant damage
+50% guild land effect
+50% TD land effect
wiz don't die on failed spells
+35% channeling, crime, and cunning sci
Spellbook: ET, NM, FG, Amnesia, Paradise
Starts with: 400 wiz, 400 thieves
Cleric/Paladin: A/M sturdy support attacker
+50% guild land effect
-25% casualties
Immune to plague
can cast support spells on mates
+20% channeling, shielding, and invocation sci
Spellbook: Wrathful Smite, IS, PF, Magic Ward, BoI
Starts with: 400 solds and creds, 400 wiz
Tactician: speed/gains
-15% attack time
+50% siege sci
Accurate intel
Spellbook: War Spoils
Sarts with: 800 solds and credits
Engineer/Artisan: econ/sci sage-lite
Immune to income penalties
+15% econ sciences
+15% land effect all buildings
Spellbook: ToG, Ghost Workers
Starts with: +1 scientist, 400 solds and creds
Berserker/Warrior: T/M smasher
+15% OME
+15% gains on massacres
-25% casualties on conquest attacks
improved conquest range
Spellbook:
Starts with: 800 solds and creds
War Hero: Fast-reloading attacker
+100% honor bonuses
+1 ospec
Convert specs to elites
+35% valor and heroism sci
Spellbook: Hero's inspiration (PI renamed)
Starts with: 800 elites