Developments

RESEARCH
In order to research unlisted developments, the first turn must be spent specifying the request of the research. Difficulty Ratings, Success Ratings, Costs, and Time will be listed on your Results Sheet. The following chart can be used to approximate time and resource costs:

Development Rating:

Simple

Complex

Extraordinary

Success Rating

60-90%

25-60%

0-25%

Time

2-12 months

4-24 months

6-36 months

RP Cost per month

200-1000

500-2500

1000-5000

GP Cost per month

5%

10%

25%

Base modifiers for the above ratings include: individual vs group effort, laboratory availability, Tech Level
Advanced modifiers include: individual specialization, advanced laboratory

 

New Innovations

Innovation

Complexity

Notes

Explorers

1S

more adept at searching the Underdark

High Capacity Slave Pen

1S

+25% capacity

Marines

1S

fanatical soldiers (females only)

Raiders

1S

can remain in field without resources

Sappers

1S

more adept at using/disarming bombards

Addictive Drugs

1C/2S

addiction causes dependence

Gauntlet Trap

1C/2S

caverns or passages only

Imp. Missile Weapons

1C/2S

better offensive ratings for archers

Imp. Land Usage

1C/2S

6 AG Areas per land tract

Lizrider Traps

1C/2S

special traps to disable lizrider troops

Race Specific Poison

1C/2S

poison that affects one specific species

Scavenge

1C/2S

all units not in compound can forage

Adv. Lab techniques

1E/2C/3S

increases success rate by 15%

Gas Bombs

1E/2C/3S

can be loaded with any poison

Imp. Ballista

1E/2C/3S

Able to fire more per round

Imp. Caravans

1E/2C/3S

Move +1, +25% capacity

Imp. Combat poisons

1E/2C/3S

Inc. offensive rating

Refinement

1E/2C/3S

allows use of rare minerals/ores

Tunneling

1E/2C/3S

Lowers cost on passages & dungeons

Adv. Construction

2E/3C/4S

Reduces ore and RP cost by 25%

Adv. Mining

2E/3C/4S

Output +25%

AG Centers

2E/3C/4S

8 AG Areas per land tract

AG Silos

2E/3C/4S

required to store more than 5000 AG

Salvage

2E/3C/4S

recovery of 25% of structural resources

War Wagons

2E/3C/4S

Assault vehicle caravan escorts

Adv. Ag

3E/4C/5S

Results vary

Collapse

3E/4C/5S

create collapsible structures

Duergar AG Machine

3E/4C/5S

upkeeps AG Areas on a single land tract

Duergar Cave Digger

3E/4C/5S

excavate tunnels/caves

Dwarven Smithing

3E/4C/5S

Reduced adamantine costs per weapon

Mobile Outpost

3E/4C/5S

Military or trade

Note- This is just a list of some of the commonly known ones. You can research just about any you can think of. Raiding is based on tech level. Simple, complex, extraordinary. Ex.- War Wagons would be a simple task if your tech was level four, complex if three, etc.

 

New Spells

Spell

Sphere

Notes

Know Truth

Mage

non-lethal mind interrogation

Create Scroll

Mage

allows mages spells to be put to scroll

Find Familiar

Mage/Necro

finds magical familiar

Improved Wards

Mage

-20% MP cost

Major Destruction

Mage

damages large structures/developments

Minor Destruction

Mage

destroys small structures/developments

Minor Spell Permanency

Mage

(ex.- light shield and protection sphere)

Necromantic Drain

Necromancer

life force of target added to Necromancer

PassWard

Mage

allows unit to pass by magical wards

 

Special Magic Items

Box of Holding

Mage

small box with huge carrying capacity

Mage Ring

Mage

stores MPs