Burns 0.8% homes, and 0.1% of buildings randomly. (from 1%)
Kills 0.8% of citizens (from 1%)
Wrath of XENE
35% base success rate instead of 40%
Clear a perimeter
Gain 1 log per 15 raw offence sent (from 20)
1% increases offence by 1%
Increases the effectiveness of military exercises by 1%
Attacking drastically smaller tribes
Land gains are now drastically reduced when attacking a tribe smaller than half your size.
Defender losses increased to 4% (from 3)
Kills 2.5% thieves (from 5)
Retrains 2.5% thieves (from 5)
Guilds: 15% of guilds (or 4% of land, whichever is higher)
Hideouts: 15% of Hideouts(or 4% of land, whichever is higher)
Academies: 15% of Academies (or 4% of land, whichever is higher)
Temples: 15% of Temples (or 4% of land, whichever is higher)
Slightly harder to cast across the board
When defending against an operation, thieves at home are 25% more effective when comparing TPA.
Tax Income +15%
Guilds produce 1/3 research points
150 Templar Knights are 1 guild equivalent (storage and regen)
New wizard spell "scry'
Reveals 2-10 acres of land for target friendly tribe to settle upon success (based upon the target size).
Base success chance 40%
About same cost as a DM.
+100% land from exploring when Raiding -> Explore land equal to land conquered when raiding.
Screecher 0/8 1,150 cr -> 0/6 800cr
Eagle Owl 5/4 -> Long Brow 5/4
Swift Feather 0/4 440 cr -> 475cr
+10% building damage on destructive attacks
1 month shorter recovery time for generals (no longer just in war)