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 |