Changes in Olympia G2

This is the authoritative list of changes made to the Olympia rules between the original game G1 launch and the new game G2.

An effort has been made to make sure these changes are reflected in the rest of the Olympia rulebook. However, this list should be considered authoritative, and contains useful information which is not provided in the main rulebook.


My sincere thanks to the many players who have sent suggestions on how to improve the game.

-- Rich Skrenta


Trade

Trade has been revised as follows:
  1. There is a new skill category Trade [730]. Conceal identity of trader [731] has been moved under Trade.

  2. There are two new Trade skills to establish trading markets:

    Skill:  Find tradegood for sale [732]
    
    Usage:  USE 732
    Time:   21 days
    
    Use of 732 searches for a seller of a new rare
    tradegood in the city market.  At the completion of use,
    a new tradegood will be created and offered for sale by
    the city.
    
    Up to two tradegoods may be sold by each market.
    Use of 732 will fail if there are already two rare
    tradegoods for sale in the city.
    
    The tradegood will remain for sale in the city for
    24-36 months following its addition to the trade list.
    At the end of this period it will be removed and no
    longer offered for sale (lowering the count of tradegoods
    sold in the city by 1).
    
    732 must be used in a city in part of the regular world
    (not Hades, Faery, the Cloudlands, or Subworld.)
    
    Markets for rare tradegoods created with 732 may be
    found via the skill Find market for tradegood [733].
    

  3. And:
    Skill:  Find market for tradegood [733]
    
    Usage:  USE 733 
    Time:   14 days
    
    Use of 733 will attempt to find a buyer for a rare
    tradegood in the local city market.  The trader must
    possess at least one of the tradegood that a buyer
    is being sought for.
    
    Markets to purchase rare tradegoods must be at least
    8 provinces away from the market selling the rare
    tradegood.  A city will purchase at most two rare
    tradegoods.  For a given tradegood, there is a 50%
    chance that a city will purchase it.
    
    If successful, the city market will begin buying the
    rare tradegood.  A trader can hope to earn 2000-3000
    gold in profit if a full quantity of the tradegood
    is transported between the originating and consuming
    cities and sold.
    
    When the tradegood ceases to be sold in the originating
    city, the purchasing city will also remove the item from
    its purchase list, thus making room for another tradegood
    to be bought.
    
    733 must be used in a city in part of the regular world
    (not Hades, Faery, the Cloudlands, or Subworld.)
    

Beastmastery

  1. Each use of BREED incurs a 20% chance of an accident which may kill one parent.

  2. The time necessary for the BREED command to function is dependent on the type of animal produced:
    	beast			days
    	-----			----
    	dragon [286]         	 45
    	giant bird [281]       	 28
    	giant spider [278]    	 21
    	chimera [284]        	 21
    	nazgul [55]           	 14
    	lion [280]           	 14
    	harpie [285]             14
    	all other beasts	  7
    

  3. Capture Beasts in Battle will yield 0-2 of the conquered beasts, down from 50-100%.

  4. There is a new skill Breed hound [661]:
    Skill: Breed hound [661]
    
    Usage:  USE 661
    Time:   21 days
    
    Breed and train for service one hound [295].
    
    There is a 50% chance that a given hound will bark
    if any stealth characters enter the same location as
    the character containing the hound.  Hounds also have
    a 50% chance of barking once per month (on a random day)
    if any stealth characters are present in the current
    location.
    
    Hounds halve the chance that prisoners will escape from the
    stack, and will bark each time an escape attempt is foiled.
    

Combat

  1. New combat round algorithm is as follows:
    1. A random man is chosen from the attacking side to hit a random target from the defender.
    2. A random defender is similarly chosen to hit a random target from the attacking side.
    3. Repeat, alternating sides until the smaller side has had as many chances to hit as it has attackers.
    4. The larger side gets N hits in a row, where N is the difference between the number of attackers in the larger side and the smaller side.

  2. Peasants, workers and sailors only assist with defense in combat, not attacks.

  3. When a noble is taken prisoner (including via SURRENDER), a portion of the prisoner's items will always be lost. If a unique item is lost, it will have to have found by exploration of the province.

  4. The defense rating for towers is 40, up from 20.
    The defense rating for galleys is 20, up from 10.
    The defense ratings for roundships, temples, mines and inns are now 10, up from 0.
    The initial defense rating for castles is 50, up from 40. Castle defense ratings can be increased further via the IMPROVE order, see below.

  5. The interface to Fight to the death [612] only allows 50% and fight-to-the-death settings. The old interface was troublesome and sometimes lead to players setting harmful break points ("surrender immediately") they didn't intend.

  6. Archery, swordplay and defense now grant an increase of 3-5 point each use when the noble's rating is less than 100, and 1-3 points thereafter. 5% of the time the noble will have an exceptionally good study period and will gain 10 points.

  7. At least 10 fighters (not "men") are needed to PILLAGE.

  8. New weather effects for missile troops in combat:
    1. Rain or wind cut the missile rating of archers or elite archers in half, and the missile rating of crossbowmen to 1/4 normal.
    2. Fog cuts the missile rating of all figures to 1/4 normal.

  9. The random bandit attacks for wilderness provinces have been removed (i.e. lone nobles may travel without fear of unprovoked attacks from the game).

    Random monster attacks (approx 6% chance/move) have been added to Hades and Faery. (These new random attacks are not inhibited by carrying elfstones, etc.) These new attacks will not happen against stealthy (invisible) characters.

  10. Every non-safe-haven city in the regular world (except safe havens) has an initial default garrison with 25-150 pikemen. Each garrison is set to ADMIT ALL and DEFEND ALL. Each noble stacked with the garrison will earn 1gp/day for aiding the city's defenses.

Castle improvement, Garrisons, Civ-levels, Taxes

  1. Castles are rated for an improvement level. Castles start at level zero after they have been completed with BUILD.

    The IMPROVE order, when executed inside the castle, uses workers and stone to raise the improvement level of a castle.

    	level	stone	worker-days
    	-----	-----	-----------
    	  1 	  50	   1000
    	  2	  60	   1250
    	  3	  70	   1500
    	  4	  80	   1750
    	  5	  90	   2000
    	  6	 100	   2500
    
        IMPROVE [days]
    
        Runs for the specified number of days, or until the next
        improvement level is reached, whichever comes first.
    

  2. Castles start at defense 50. Each level of improvement grants 5 more defense points.

  3. A castle's improvement level determines how many provinces may be garrisoned to it:
            castle     provinces      rank
            ------     ---------      ----
              0           1-5         lord
              1           6-12        knight
              2          13-24        baron
              3          25-37        count
              4          38-50        earl
              5          51-63        marquess
              6           64+         duke
                         region       king
    
    	(A region must have at least 15 provinces to have a king)
    

  4. The number of provinces which much be owned to achieve titles is:
            provinces       rank
            ---------       ----
               1-5          lord
               6-12         knight
              13-24         baron
              25-37         count
              38-50         earl
              51-63         marquess
               64+          duke
              region        king     (region must have at least 15 provinces)
    

  5. A garrison in a province containing a castle must be bound to that castle.

  6. A garrison may only be installed in a province adjoining a province which already contains a garrison bound to the same castle, or the province the castle is in.

  7. Tax base for provinces is 50 + civ * 50, down from 150 + civ * 50.

  8. Cities add a flat 100 gold to the province's tax base.

  9. Castles collect 50% of the tax base remaining in their province, down from 100%.

  10. There is no fixed civ level cap. However, only the first building of each type counts towards the civ level in a location.

    The civilization level contributed by various features has changed:

            feature         contribution
            -------         ------------
            safe haven           2
            castle               1.5 + improvement level / 4
            city                 1
            tower                1
            temple               1
            inn                  1
            mine                 1
    

The Map

  1. Hidden locations and cities are no longer sequentially numbered.

  2. Faery and Hades are substantially larger than in G1. They each are about as large as the number of land locations on the main map.

  3. There are six starting cities on the main continent of Provinia. All of the starting cities are ports and safe havens.

    Another safe haven, the old Imperial City, is located in the center of Provina, adjacent to Mt. Olympus.

    There are no mountains within 3 squares of any of the start cities. The starting cities all offer the same skills: Combat, Construction, Stealth, Basic magic, Gatecraft, Shipcraft, and Forestry.

  4. Ocean-land routes take two days to cross, instead of 1. (i.e. "coastal crawl" will remain in the game, but now takes two days instead of one.)

  5. A few sea-lanes should appear in the map this time. (They were supposed to be in g1, but a glitch left them out of the final map). Sea lanes allow ocean travel in 2 days instead of 3.

  6. Half of all cities have a system of underground tunnels beneath them. The entrance to the tunnels (generally via the city sewers) may be found by exploring in the city.

    Once inside the tunnels, exploration is necessary to discover routes to deeper levels.

    Each tunnel complex will have 0-2 chambers in which QUEST will function.

    Some say that deep below Provinia's safe havens lies a subterrainian region of lush green forests and quiet cities.

Magic & Religion

  1. Magic between regions (Hades, Faery and the main world) is not permitted. For example, one may not teleport into Hades, or scry into Faery from the normal world.

  2. Visions may not be done between different regions (Hades, Faery, and the normal world).

  3. Aura transfers waste 50% of the aura, i.e. an absorbed aura blast or storm only returns 1/2 of the aura invested.

  4. Trance [9201] restores up to 2/3 of a mages's maximum aura, down from 100%.

  5. Meditation [9101] now raises aura by 1 point or 5% of the mage's maximum aura level, whichever is higher.

    Advanced Meditation [9174] raises aura by 2 points or 10% of the mage's maximum aura level, whichever is higher.

  6. The aura levels necessary to use Hinder Meditation [9175] have been changed:
    	aura	chance of failure
    	----	-----------------
    	 1	      10%
    	 2	      25%
    	 3	      50%
    	 4	      75%
    	 5	      90%
    

  7. The identity of mages who create auraculums is no longer revealed to other mages.

  8. Speed cast [9106] has been removed.

  9. Research by mages of 6th black circle level and above (maximum aura of 31 or higher) must be done in provinces with a civilization level of 1 or less.

  10. There is a new researchable Religion skill Immunity from Vision [756]:
    	Skill:  Immunity from Vision [756]
    
    	Usage:  USE 756 [target]
    	Time:   ten days
    
    	Immunity from Vision allows a character to prevent scrys
    	from the Receive Vision [751] skill, and when they
    	succeed, to detect the identity of the visioning priest.
    
    	Each use of [756] increases the vision defense count
    	of the target character by one point.  If a target is
    	not specified, [756] works on the priest himself.
    
    	A vision attempt by a priest will fail if the count is 1
    	or higher, and decrease the count by one.  If the count
    	is zero, a vision by another priest against the
    	character will succeed.
    
    	Characters with Immunity from Vision [@@@@] will be
    	notified of vision attempts against them, and will
    	learn the identity of the visioning priest.
    
    	Vision defense point are only deceased in response to
    	a vision attempt from another priest.  The current
    	vision defense level will be listed in the character's
    	turn report.
    
  11. Perform common tasks for gold is now a resource competitive production skill:
    	Perform common tasks for gold
    	-----------------------------
    
    	Usage:  USE 802 [days]
    
    	Required aura:  none
    	Time to cast:   as given
    
    	Even powerful magicians sometimes require gold to further
    	their plans.  This skill allows the magician to perform
    	trivial or common tasks for the local population of a city
    	or province to earn gold.
    
    	Examples of common tasks are curing runny noses, concocting
    	love potions, dowsing for water, or performing conjuring
    	tricks.
    
    	This skill earns 10 gold per day for the mage, while work
    	at common tasks is available.  Cities and provinces support
    	5 days of work at common tasks for each point of civilization
    	level.  For example, a civ-2 city will allow a mage to work
    	for 10 days at common tasks, earning 100 gold.
    
    	If multiple mages work the same location, they compete for
    	the available work.  Two mages who each began using 802
    	on the first day of the month in a civ-2 province would
    	each work for five days, and each would earn 50 gold.  See
    	the COLLECT order for more details regarding competition
    	for resources.
    

  12. Teleport [863] now requires 1 point of aura per 50 weight.

  13. Current Aura may be at most 5 times the maximum effective aura (maximum aura plus aura from item bonuses).

  14. Transcend Death now resurrects a noble in a random Hades location, not just the Pit of Hades.

Death, NP conservation

  1. In general, NP's invested in characters are returned to the character's player if the character dies or deserts. Orders which assume control over a character require the payment of the required NPs.

    This applies to Bribe noble [671], TERRORIZE, and Persuade oathbound noble [672].

  2. Characters which renounce service becaused of lapsed contract or fear loyalty do not immediately return the NPs to the previous owner. The previous owner of these characters will not receive NPs for them until they swear to a new player faction or die.

  3. When a noble is killed in battle, the body is moved into the province as an item which may be found with EXPLORE. An executed noble's body is given to the character who performed the execution. The EXHUME command has been removed.

  4. Bodies take 12 turns to decompose, up from 8.

  5. When a body decomposes, the number of NP's which were invested in the character are returned to the original owner.

  6. The Last Rites subskill of Religion has been replaced with a new skill Lay to Rest:
    Skill:  Lay to rest [754]
    
    Usage:  USE 754 
    Time:   ten days
    
    Use of 754 will commend a dead noble's body to its final resting
    place.  The priest must possess the body of the deceased, and
    perform 754 in a graveyard.  Upon completion, the dead body will
    be consumed, and the NPs invested in the deceased character will
    be returned to the original owner.
    

  7. The Resurrect dead noble skill has been changed to require 1 NP from the priest to perform the resurrection. The restored character appears with full health in the priest's location (the character will not be a prisoner of the priest), and will be under the command of the original owner.

  8. Eating of Brains is changed as follows:

    The noble will learn any skills known by the dead character. The eating noble must pay any NP cost associated with the learned skills. If the NP cost cannot be afforded, no skills will be learned, but the body will still be destroyed. The original owner of the dead character receives the number of NPs invested in the character.

  9. Resurrection lowers the returned character's defense rating by 50. If the character would have a defense rating lower than zero, no resurrection is possible.

Monsters

  1. Sublocations are no longer seeded with non-replenishable monsters at the start of the game. Instead, monsters are found in sublocation by using the QUEST command:
    ---------------------------------------------------------------------------
    QUEST                                           time: 7 days    priority: 3
    ---------------------------------------------------------------------------
    
    When used in an appropriate sublocation, will search for groups of
    beasts or monsters to do battle with.  Often monsters will be found
    guarding some treasure, which the noble will obtain if victorious
    in combat.
    
    There is a 50% chance that QUEST will succeed and discover a group
    of monsters or beasts.  Once QUEST has been successful in a particular
    sublocation, it will not yield further results there during the
    following 4-12 turns.
    
    If QUEST discovers a group of monsters or beasts, the questing
    noble will immediately initiate an attack.  Note that the questing
    noble and his stack may be killed or taken prisoner if they are
    overpowered in combat by the monsters.
    
    QUEST may not be used in safe havens, or initiated by a character
    who is not a stack leader.
    
    The type and number of monsters discovered depends in some part on
    the kind of sublocation which is quested in.  The following table
    describes which sort of adversaries will be found in the various
    locations.  The choice between the adversaries discovered via QUEST
    is random.  The table indicates how many of the given foes can be
    expected to appear.
    
    
    where		 what			combat 		how many
    -----		 ----			-------		--------
    islands		 pirate [24]		(5,5,0)		5-30
    		 cyclops [291]		(25,75,0)	1-5
     
    caves		 rat [279]		(3,3,0)		10-50
    		 wolf [289]		(5,5,0)		3-10
    		 ratspider [81]		(5,5,0)		5-20
    		 gorgon [288]		(10,20,0)	3-5
    		 orc [287]		(20,15,0)	5-20
    
    ruins		 bandit [283]		(3,3,0)		2-10
    		 cyclops [291]		(25,75,0)	2-5
    		 minotaur [272]		(30,5,0)	3-10
    		 centaur [271]		(30,30,0)	3-10
    		 giant lizard [282]	(45,45,0) 	1-3
    
    battlefields	 skeleton [33]		(6,6,0)		10-100
    		 spirit [26]		(50,50,0)	5-50
    		 giant [292]		(75,25,0)	3-10
    		 nazgul [55]		(80,80,0)	5-20
    
    graveyards	 undead [31]		(10,10,0)	10-100
    		 harpie [285]		(80,120,0)	3-10
    		 giant spider [278]	(150,100,0)	3-10
    		 giant bird [281]	(200,150,0)	1-3
    
    lairs
    		 lion [280]		(100,100,0)	3-8
    		 chimera [284]		(130,130,0)	2-10
    		 dragon [286]		(500,500,250)	1
    
    enchated
    forests,
    faery hills	 faery [293]		(9,9,9)		5-20
    		 elf [25]		(50,50,100)	5-20
    
    pits & bogs	 rat [279]		(3,3,0)		5-25
    		 gorgon [288]		(10,20,0)	3-7
    		 cyclops [291]		(25,75,0)	2-3
    		 minotaur [272]		(30,5,0)	1-5
    
    sand pits	 giant lizard [282]	(45,45,0)	15-30
    
    circles of
    stone		 skeleton [33]		(6,6,0)		3-15
    		 gorgon [288]		(10,20,0)	3-15
    		 orc [287]		(20,15,0)	3-15
    		 cyclops [291]		(25,75,0)	3-15
    		 minotaur [272]		(30,5,0)	3-15
    		 centaur [271]		(30,30,0)	3-15
    		 spirit [26]		(50,50,0)	3-15
    		 giant [292]		(75,25,0)	3-15
    		 nazgul [55]		(80,80,0)	3-15
    		 harpie [285]		(80,120,0)	3-15
    		 chimera [284]		(130,130,0)	3-15
    
    tunnel chamber,	 rat [279]		(3,3,0)		10-50
    levels 1-6	 ratspider [81]		(5,5,0)		5-20
    		 gorgon [288]		(10,20,0)	3-6
    		 orc [287]		(20,15,0)	5-20
    
    tunnel chamber,	 cyclops [291]		(25,75,0)	5-10
    levels 5-6	 minotaur [272]		(30,5,0)	5-15
    		 giant lizard [282]	(45,45,0) 	5-15
    		 giant spider [278]	(150,100,0)	5-15
    

Skills and Experience

  1. The diminishing returns of STUDY have been removed. Instead, characters are limited to studying for at most 14 days per turn. (This does not include any "fast study" days spent).

  2. The experience level table has been changed:
             use            level
            -----           -----
             0-4            apprentice
             5-11           journeyman
            12-20           adept
            21-34           master
             35+            grand master
    

  3. All new players are given 100 "fast study" points. Each fast study point may be applied to a skill being studied in lieu of actually spending a day studying.

    For example, the order STUDY 120 7 would apply 7 fast study days to learning Shipcraft. This study order would take 0 days to execute.

  4. Learn times for the top-level skills have each been increased by two weeks, and the learn time of every subskill has been increased by a week. A noble point is now required to learn Beastmastery.

  5. Where skills are taught:
    • Combat, Construction, Stealth, and Magic are taught in all cities.

    • Beastmastery is taught in cities in plains provinces.
    • Mining is taught in cities in mountain provinces.
    • Forestry is taught in cities in forest provinces.
    • Shipcraft is taught in all port cities.
    • Trade is taught in safe havens and 50% of all other cities.

    • Persuasion is taught in 50% of all cities, except safe havens.

    • Gatecraft is taught only in safe havens.

    • Non safe haven cities each offer one of the following skills, chosen at random: Alchemy, Weather magic, Scrying, Artifact Construction, or Necromancy.

    Vanquished quest monsters may yield scrolls of instruction as treasure. These scrolls generally teach a researchable skill which the conquering noble does not yet know. Scrolls vanish after one use.

Skill listing and learning times

Skill schools:

600    Shipcraft                          three weeks
610    Combat                             three weeks
630    Stealth                            four weeks
650    Beastmastery                       four weeks, 1 NP req'd
670    Persuasion                         four weeks
680    Construction                       three weeks
690    Alchemy                            four weeks
700    Forestry                           three weeks
720    Mining                             three weeks
730    Trade                              three weeks
750    Religion                           five weeks, 1 NP req'd
800    Magic                              four weeks, 1 NP req'd
820    Weather magic                      five weeks, 1 NP req'd
840    Scrying                            five weeks, 1 NP req'd
860    Gatecraft                          five weeks, 1 NP req'd
880    Artifact construction              six weeks, 1 NP req'd
900    Necromancy                         six weeks, 2 NP req'd
920    Advanced sorcery                   six weeks

Shipcraft [600]
   601    Sailing                            two weeks
   602    Shipbuilding                       two weeks
   603    Fishing                            two weeks

Combat [610]
   611    Survive fatal wound                four weeks
   612    Fight to the death                 four weeks
   613    Construct catapult                 two weeks
   614    Defense                            two weeks
   615    Archery                            three weeks
   616    Swordplay                          two weeks
   617    Weaponsmithing                     two weeks

Stealth [630]
   631    Petty thievery                     two weeks
   632    Determine inventory of character   two weeks
   633    Determine skills of character      two weeks
   634    Determine character's lord         two weeks
   635    Conceal faction                    four weeks
   636    Learn of richest nearby noble      two weeks
   637    Torture prisoner                   three weeks
   639    Sneak into structure               three weeks
   641    Conceal self                       four weeks

Beastmastery [650]
   651    Bird spy                           three weeks
   652    Capture beasts in battle           four weeks
   653    Use beasts in battle               four weeks
   654    Breed beasts                       four weeks
   655    Catch wild horses                  two weeks
   656    Train wild horse to riding horse   two weeks
   657    Train wild horse to warmount       three weeks
   658    Summon wild men                    three weeks
   659    Persuade wild men to remain        three weeks
   661    Breed hound                        three weeks

Persuasion [670]
   671    Bribe noble                        two weeks
   672    Persuade oathbound noble           three weeks
   673    Raise peasant mob                  two weeks
   674    Rally peasant mob                  three weeks
   675    Incite mob violence                three weeks
   676    Train angry peasants               two weeks

Construction [680]
   681    Construct siege tower              two weeks
   682    Stone quarrying                    two weeks

Alchemy [690]
   691    Extract venom from ratspider       three weeks
   692    Make potion of slavery             three weeks
   693    Brew healing potion                three weeks
   694    Brew potion of death               three weeks
   695    Record skill on scroll             three weeks
   696    Collect rare elements              two weeks
   697    Turn lead into gold                four weeks

Forestry [700]
   701    Construct battering ram            two weeks
   702    Harvest lumber                     two weeks
   703    Harvest yew                        two weeks
   704    Collect rare foliage               two weeks
   705    Harvest mallorn wood               two weeks
   706    Harvest opium                      two weeks
   707    Improve opium production           two weeks

Mining [720]
   721    Mine iron                          two weeks
   722    Mine gold                          two weeks
   723    Mine mithril                       two weeks

Trade [730]
   731    Conceal identity of trader         two weeks
   732    Find tradegood for sale            two weeks
   733    Find market for tradegood          two weeks

Religion [750]
   751    Receive vision                     four weeks
   752    Resurrect dead noble               four weeks
   753    Preparatory ritual                 three weeks
   754    Lay to rest                        four weeks
   755    Remove blessing from soldiers      four weeks
   756    Immunity from Vision               four weeks

Magic [800]
   801    Meditate                           two weeks
   802    Perform common tasks for gold      two weeks
   803    Appear common                      two weeks
   804    View current aura level of others  three weeks
   805    Reveal abilities of another mage   two weeks
   806    Tap health for aura                three weeks
   807    Heal                               three weeks
   808    Modern magic script                three weeks
   809    Shroud abilities from scry         three weeks
   811    Detect ability scry                three weeks
   812    Dispel ability shroud              three weeks
   813    Advanced meditation                three weeks
   814    Hinder meditation                  three weeks

Weather magic [820]
   821    Fierce wind                        three weeks
   822    Bind storm to ship                 three weeks
   823    Scribe weather symbols             three weeks
   824    Summon rain                        three weeks
   825    Summon wind                        three weeks
   826    Summon fog                         three weeks
   827    Direct storm                       three weeks
   828    Dissipate storm                    three weeks
   829    Renew storm strength               three weeks
   831    Lightning bolt                     four weeks
   832    Seize control of storm             three weeks
   833    Fog of death                       three weeks

Scrying [840]
   841    Scry location                      three weeks
   842    Shroud location from magical scry  two weeks
   843    Dispel location shroud             three weeks
   844    Ciphered writing of Areth-Pirn     three weeks
   845    Create magical barrier             three weeks
   846    Remove magical barrier             three weeks
   847    Locate character                   three weeks
   848    Detect location scry               three weeks
   849    Farcasting                         three weeks
   851    Save farcast state                 three weeks
   852    Banish undead                      three weeks

Gatecraft [860]
   861    Teleport                           two weeks
   862    Detect gates                       two weeks
   863    Jump through gate                  two weeks
   864    Seal gate                          two weeks
   865    Unseal gate with key               two weeks
   866    Notify if gate unsealed            two weeks
   867    Forcefully unseal gate             three weeks
   868    Reveal gate key                    three weeks
   869    Notify of gate jumps               two weeks
   871    Language of the Ancients           three weeks
   872    Reverse jump through gate          three weeks

Artifact construction [880]
   881    Forge auraculum                    two weeks
   882    Reveal creator of artifact         two weeks
   883    Reveal where artifact was created  two weeks
   884    Cloak creator of artifact          four weeks
   885    Cloak region of artifact creation  two weeks
   886    Curse noncreator loyalty           two weeks
   887    Forge magical weapon               three weeks
   888    Forge magical armor                three weeks
   889    Forge magical bow                  three weeks
   891    Dispel cloaking from artifact      three weeks
   892    Arcane symbols                     three weeks
   893    Destroy artifact                   three weeks
   894    Forge palantir                     three weeks

Necromancy [900]
   901    Transcend death                    four weeks, 1 NP req'd
   902    Runes of Evil                      three weeks
   903    Summon ghost warriors              three weeks
   904    Raise undead                       three weeks
   905    Summon demon lord                  three weeks
   906    Renew demon bond                   three weeks
   907    Banish demon lord                  three weeks
   908    Eating of the dead                 four weeks
   909    Aura blast                         three weeks
   911    Absorb aura blast                  three weeks

Advanced sorcery [920]
   921    Trance                             four weeks
   922    Teleport items                     four weeks

Relics

Relics are unique item artifacts which are introduced into the game via quests with monsters. All relics except the Throne return to the netherworld after use or some delay to be given out to a new adventurer via QUEST.

Misc

  1. The first character belonging to a new player is added to the first position in the safe haven location list where he joins.

  2. Flying over a distance 8 route takes 4 days, up from 3.

  3. Ships may only be built in cities.

  4. Up to 5 horses may be caught per month in plains.
    Chance per day to catch is 50%, up from 25%.
    Train wild horse to riding horse takes 3 days.
    Train wild horse to warmount takes 7 days.

  5. Stacks with large numbers of figures relative to the number of nobles travel slower. A movement penalty of:
    	    delay = number of figures / (number of nobles * 10)
    
    is imposed for stack movement. For example, a stack with one noble and 9 peasants will move in the rated time. A stack with 10 peasants and one noble will take an extra day to move. A stack with 40 peasants and 2 nobles will take two extra days, etc. A figure is either a man or something that fights, but does not include beasts without combat attack or defense values.

    The additional delay is capped at a maximum of twice the original route distance.

  6. Summoned entities, such as angry mobs, may not be given anything.

  7. There is a limit of 250 orders which may be queued for a unit. Additional orders will be dropped and will not appear in the unit's command queue.

  8. The TELL command is removed.

  9. No 25 gold is paid for PRESS or RUMOR submissions. However, all players receive 25 CLAIM gold per turn automatically.

  10. At the end of every turn, each animal in a player's inventory has a 1% chance of dying.

  11. The instant first tower bonus has been removed.

  12. New players are given the following CLAIM items:
            3,000 gold [1]
              100 stone [78]
               50 wood [77]
    

    In addition, a player's first noble starts with 200 gold and 25 peasants.

  13. Towers may be built in safe havens.

  14. CLAIM may not be used in the Cloudlands, Hades or Faery.

  15. Potions of Slavery have a 33% chance of killing the noble who drinks one. The creator of a potion must pay the necessary NPs to obtain the victim.

  16. A new ACCEPT order must be given in order to receive items from others, either via GIVE or Teleport Item:
    ---------------------------------------------------------------------------
    ACCEPT      from-who  item   [qty]              time: 0 days    priority: 0
    ---------------------------------------------------------------------------
    
    The ACCEPT order must be used in order to receive items from other
    players.  Gold is exempt from the ACCEPT check.  The effects of ACCEPT
    last until the end of the turn, then expire.
    
    If ACCEPT is issued by a character, it applies to items given to
    that character only.  If ACCEPT is issued by the player entity, it
    applies to every unit in the faction.
    
    If from-who is 0, the item will be accepted from anyone.
    Otherwise from-who should specify a character or a faction.
    If item is 0, any item will be accepted.
    If qty is zero or is not present, any quantity of the item
    will be accepted.
    
    If qty is specified, the given quantity must be less than or
    equal to the qty specified on the matching ACCEPT order.
    If the GIVE is successful, the given quantity will be deduced from
    the remaining qty value in the outstanding ACCEPT.
    
    A GIVE which could be passed by multiple overlapping ACCEPT orders
    will choose the first which matches, first for the character, then
    for the player entity.  If an ACCEPT order specifies an item quantity
    limit, the quantity must be greater than or equal to the amount
    specified in the GIVE order.  Multiple conflicting ACCEPT orders
    will not combined to satisfy a single GIVE.
    
    Examples:
    	ACCEPT 0 0		# accept anything from anyone
    	ACCEPT 10 0		# accept peasants from anyone
    	ACCEPT 0 2950		# accept anything from character 2950 
    	ACCEPT 10 2950		# accept peasants from character 2950
    	ACCEPT 10 2950 5	# accept up to 5 peasants from
    				# character 2950
    	ACCEPT 10 501		# accept peasants from any character
    				# in faction 501
    	ACCEPT 10 501 5		# accept up to 5 peasants from characters
    				# in faction 501
    

  17. The BUILD order now creates structures with entity codes based on the unformed list. An optional fourth parameter to BUILD allows one to choose an entity code from the existing unformed list, in the same way that the FORM order works.

  18. An attempt has been made to lessen the use of "license plate" ID codes, or to at least clean them up a bit where they remain.

  19. Weather may now be summoned in the Cloudlands.

Item combat values

                     name    swamp man-like    beast  fighter
                     ----    ----- --------    -----  -------
             peasant [10]     no       yes      no    (1,1,0)
              worker [11]     no       yes      no    (1,1,0)
             soldier [12]     no       yes      no    (5,5,0)
              archer [13]     no       yes      no    (5,5,50)
              knight [14]     no       yes      no    (45,45,0)
         elite guard [15]     no       yes      no    (90,90,0)
             pikeman [16]     no       yes      no    (5,30,0)
     blessed soldier [17]     no       yes      no    (5,5,0)
       ghost warrior [18]     no       yes      no    (0,0,0)
              sailor [19]     no       yes      no    (1,1,0)
           swordsman [20]     no       yes      no    (15,15,0)
         crossbowman [21]     no       yes      no    (1,1,25)
        elite archer [22]     no       yes      no    (10,10,75)
       angry peasant [23]     no       yes      no    (2,1,0)
              pirate [24]     no       yes      no    (5,5,0)
                 elf [25]     no       yes      no    (50,50,100)
              spirit [26]     no       yes      no    (50,50,0)
              undead [31]     no       yes      no    (10,10,0)
              savage [32]     no       yes      no    (1,1,0)
            skeleton [33]     no       yes      no    (6,6,0)
           barbarian [34]     no       yes      no    (2,1,0)
          wild horse [51]     yes      no       no     -
        riding horse [52]     yes      no       no     -
            warmount [53]     yes      no       no     -
        winged horse [54]     yes      no       no     -
              nazgul [55]     yes      no       yes   (80,80,0)
       battering ram [60]     no       no       no    (30,250,0)
            catapult [61]     no       no       no    (25,200,25)
         siege tower [62]     no       no       no    (30,250,0)
                  ox [76]     yes      no       no     -
           ratspider [81]     no       no       yes   (5,5,0)
            centaur [271]     yes      no       yes   (30,30,0)
           minotaur [272]     yes      no       yes   (30,5,0)
       giant spider [278]     yes      no       yes   (150,100,0)
                rat [279]     yes      no       yes   (3,3,0)
               lion [280]     yes      no       yes   (100,100,0)
         giant bird [281]     yes      no       yes   (200,150,0)
       giant lizard [282]     yes      no       yes   (45,45,0)
             bandit [283]     no       yes      no    (3,3,0)
            chimera [284]     yes      no       yes   (130,130,0)
             harpie [285]     yes      no       yes   (80,120,0)
             dragon [286]     yes      no       yes   (500,500,250)
                orc [287]     no       yes      yes   (20,15,0)
             gorgon [288]     yes      no       yes   (10,20,0)
               wolf [289]     yes      no       yes   (5,5,0)
            cyclops [291]     no       yes      yes   (25,75,0)
              giant [292]     no       yes      yes   (75,25,0)
              faery [293]     no       yes      no    (9,9,9)
              hound [295]     yes      no       no    (1,1,0)

Item weights

The weights of some of the animals has been increased a bit. A -1 in a carrying capacity field means that the item will carry its own weight, but nothing additional. Capacity does not include the weight of the item itself.

item name                     weight land ride  fly
---- ----                     ------ ---- ----  ---
   1 gold                          0    0    0    0
  10 peasant                     100  100    0    0
  11 worker                      100  100    0    0
  12 soldier                     100  100    0    0
  13 archer                      100  100    0    0
  14 knight                      400  100  100    0
  15 elite guard                 400  100  100    0
  16 pikeman                     100  100    0    0
  17 blessed soldier             100  100    0    0
  18 ghost warrior                 0    0    0    0
  19 sailor                      100  100    0    0
  20 swordsman                   100  100    0    0
  21 crossbowman                 100  100    0    0
  22 elite archer                100  100    0    0
  23 angry peasant               100  100    0    0
  24 pirate                      100  100    0    0
  25 elf                         100  100    0    0
  26 spirit                      100  100    0    0
  31 undead                      100  100    0    0
  32 savage                      100  100    0    0
  33 skeleton                    100  100    0    0
  34 barbarian                   100  100    0    0
  51 wild horse                1,000   -1   -1    0
  52 riding horse              1,000  150  150    0
  53 warmount                  1,000  150  150    0
  54 winged horse              1,000  150  150  150
  55 nazgul                    1,500  150  150  150
  59 flotsam                      30    0    0    0
  60 battering ram               300    0    0    0
  61 catapult                    300    0    0    0
  62 siege tower                 300    0    0    0
  63 ratspider venom               0    0    0    0
  64 lana bark                     1    0    0    0
  65 avinia leaf                   1    0    0    0
  66 spiny root                    1    0    0    0
  67 farrenstone                   1    0    0    0
  68 yew                           3    0    0    0
  69 elfstone                      1    0    0    0
  70 mallorn wood                 30    0    0    0
  71 pretus bones                  1    0    0    0
  72 longbow                       3    0    0    0
  73 plate armor                   5    0    0    0
  74 longsword                     5    0    0    0
  75 pike                          5    0    0    0
  76 ox                        2,000 1,500   -1    0
  77 wood                         30    0    0    0
  78 stone                       100    0    0    0
  79 iron                         10    0    0    0
  80 leather                      30    0    0    0
  81 ratspider                     1    0    0    0
  82 mithril                       5    0    0    0
  83 gate crystal                  1    0    0    0
  84 blank scroll                  2    0    0    0
  85 crossbow                     10    0    0    0
  87 fish                          2    0    0    0
  93 opium                         1    0    0    0
  94 woven basket                  1    0    0    0
  95 clay pot                      5    0    0    0
  96 tax cookie                    0    0    0    0
  98 drum                          2    0    0    0
  99 hide                         50    0    0    0
 101 mob cookie                    0    0    0    0
 102 lead                         10    0    0    0
 261 pitch                       100    0    0    0
 271 centaur                   1,000  150  150    0
 272 minotaur                    800   -1   -1    0
 273 undead cookie                 0    0    0    0
 274 fog cookie                    0    0    0    0
 275 wind cookie                   0    0    0    0
 276 rain cookie                   0    0    0    0
 277 mage menial cookie            0    0    0    0
 278 giant spider                500   -1   -1    0
 279 rat                          50   -1   -1    0
 280 lion                        750   -1   -1    0
 281 giant bird                1,500   -1   -1   -1
 282 giant lizard              1,000   -1   -1    0
 283 bandit                      100  100    0    0
 284 chimera                     800   -1   -1    0
 285 harpie                      500   -1   -1   -1
 286 dragon                    2,500   -1   -1   -1
 287 orc                         100  100   -1    0
 288 gorgon                      200   -1   -1    0
 289 wolf                        100   -1   -1    0
 290 crystal orb                   1    0    0    0
 291 cyclops                     200  200    0    0
 292 giant                       200  200    0    0
 293 faery                        10   10    0    0
 294 petty thief cookie            0    0    0    0
 295 hound                        65   -1    0    0
 401 Imperial Throne               0    0    0    0