Age of Emergence Final Changes

Final changes for Age 44, The age of Emergence. Thank you everyone for your input on these changes, it has taken far too long to balance these, and needless to say I have changed my mind far too many times. But I appreciate all the input so many of you have given. Late Changes are listed in Orange, Game Dynamics Changes in Yellow. I wish you all the best of luck for the age.

Charts have been updated, but I had some issues removing the Test Age, this is listed as the age of Null and we will remove this when we get time

Game Mechanic Updates

War Points:

I am parking the idea of changing this for now, I am looking for a simple and understandable way of giving credit for harder wars, wars of larger kingdoms and potentially late game wars too. Any sensible suggestions to (1:1) thank you.


If the total provinces across both KD`s < 11

Winning KD: receive 1 war win, 1 War Point and 10% of the losing KD`s honor.

Losing KD: lose war, lose 1 War point, and lose 10% of current Kingdom Honor.

If the total provinces across both KD`s > 10

Winning KD: receive 1 war win, up to 2 War Points (1 if the target KD has only 1 War point) and 10% of the losing KD`s honor.

Losing KD: lose the war, lose up to 2 War points (1 if Kd has only 1), and lose 10% of current Kingdom Honor.

There will be no War Point bonuses for Capitulate

Year 9 and beyond, Capitulate will result in +50% of the above numbers to each Kingdom

Cancel War: Will result in a fixed 2 day Ceasefire between both Kingdoms. An effective timer on a reforce.

When a kd has a War timer, this will be shown on their KD page (not the timer just a statement)

Mystic Influence +1 Mana per Tick, +10% Magic Effectiveness

Rogue Influence + 1 Stealth per Tick, + 15% Thievery Power

100% of Paradise acres will come out of the explore pool, (Paradise cast when pool is empty will result in 25% max effects)

Known Bugs Fixed

  • Restoration Icon Fixed
  • Restoration now cures Scourge
  • Scourge Icon Fixed on Hit
  • Plague Icon Fixed on hit.
  • Restoration Icon Fixed
  • Nature's blessing now cures Scourge
  • You can no longer Force War a KD with 0 War points.
  • War Challenges will now have a timer which lasts for maximum 168 ticks or until accepted/declined
  • Charts for both Destiny and Transition ages have been updated

Item Updates

The Mushroom of Purging Added Cooldown 1 Tick

The Long Lance 15% Enemy Casualties (reduction from 25%)

The Flame Lance 25% Enemy Casualties (reduction from 35%)

The Flame Lance 10% Combat Deaths (reduction from 20%)

The StormBringer 1 in 5 chance of 20% extra gains

The Eureka Stone Addition: Spell: Amnesia

The Eureka Stone Addition: + 40% Success Chance and +15% Damage to Amnesia

The Hood of Shadows +10% Arcane Libraries Coverage

The Hand of Glory +20% Arcane Library Coverage

Crown of Midas +20% damage to Dragons +20% Dragon Donations

Chaos Sword 1 in 10 chance of 20% extra gains (Was 1 in 5) (Legendary item will stay at 1 in 5)


Legendary - The Heart of King Richard

+ 1 Offensive Specialist Bonus

+3% offensive military Bonus

+15% Training Grounds

-20% Honor Loss

Each day 3% of prisoners are trained into elites

Bloodbath: Each Traditional March will also have the effect of 1/8 of a Massacre


The Crescent Breastplate

Each day 2% of prisoners are trained into Elites

The Shield of Courage

-15% Honor Loss

The Blunt Axe

+5% offensive military Bonus. +10% Training Grounds Coverage

New Spell

Eternal Night -20% Combat Deaths, +2% Defensive Military Bonus


+85% Wages

+35% Income

+25% Science Effects

Martial Inquisition (Each trad march also has the effect of 1/10 learn attack)

5/8 Elite, cost 1250gc, 9.5nw

+1 Offensive Specialist Bonus, cost 425gc, 5nw


Witch finder: +60% Arcane Library Coverage, Spell: Clearsight

Outrider: Horses have 2 offensive points, +20% Thievery Power, Spell: Aggression,-75% losses from horse stealing

Chamberlain: +50% Hospital Coverage, Spell: Minor Restoration, 0.2% specialists trained into elites each day

Ambassador: Mercenaries fight for half cost, +30% Draft Rate, Aggression Double Strength (3-0) Soldiers ,+1 Stealth per hour

Bailiff: Prisoners make 2gc, Work Prisoners to death (Kill prisoners to increase BE (prisoners/acres*3) (option is on military page),BE lowers at half rate). Dungeons generate 10gc day,+50% Dungeon Capacity. Spell: Quickfeet

Seer: Lose 5% books when recycling science (Was 10%), -50% science learning time(Was -75%). Spell: Nullify


+30% Combat Deaths (Was +35%)

-25% Attack Time

Cannot use horses

Aerial Annihilation (No attacking losses on massacres, learns or plunders against unfriendly or hostile kingdoms)

9/1 Elite, cost 825gc, 7.5nw

+1 Defensive Specialist Bonus, cost 400gc (was 350gc), 6nw

+2 Offensive Specialist Bonus, cost 525gc, 5.6nw


Watchman: +75% Watch Tower Coverage,+35% Hospital Coverage. Spells: Town Watch, Ghostworkers

Envoy: Spells: Greater Protection, Fog, -20% Honour Loss, +35% Birth Rate.

Wingrider: -10% Attack Time, Elites use their offense not their defense when ambushed.

Scout: -25% (was -20%) Explore Cost, +35% (was +25%) Army & Build Credits on Attacks, -30% (was -20%) offensive losses.

Spotter: Automatic success with Reconnaissance attacks (you can send 1 soldier) Bomb Run: Trad marches destroy an additional (25% of gains) buildings. For example - trad for 40 acres will destroy 10 additional buildings. +%15 Increased Raze Results

Sheriff: Gain 35% thieves on failed operations from your war opponent. +40% Enemy Thief Casualties,+15% Catch Thieves. Life Sentence. (Prisoners fight as 5-0), +5% Income Modifier


-10% Combat Gains

-25% Honor Effects (Was -35% Honour Effects)

-15% Honour Gains

-100% food consumption

Immune to plague

Spreads plague +50%

+25% enemy thief casualties

Malevolent Dominion (enemy wizards can explode on failed spells)

8/4 Elite, cost 1000gc, 8nw

+2 Offensive Specialist Bonus, cost 600gc, 6nw


Reanimator:-75% offensive losses and -35% defensive losses, Greater Animate Dead Aura - Animate Dead is recast every day. Greater Animate Dead: Slain Elites are put back into training

Necromancer: Nightmares, Warspoils, Ghostworkers, Quickfeet, Amnesia, +15% Magic Effectiveness

Mortician: Each day 5% of prisoners are trained into elites.-25% Training Time

Gravedigger: Gain 30% enemy troops killed due to nightmares,+35% success on Nightmares and +35% damage

Revenant: 50% Resistance to incoming Nightmares, Spreads plague +15%, +35% Magic Effectiveness, Spell: Rune Harvest, +1 Mana per hour

Corpsemaster: Gain +50% extra prisoners from attacks, -25% science cost.


-35% Magic Effectiveness

-15% Attack Time

Dragon Immunity

6/6 Elite, cost 800gc, 7nw

-35% Building construction and Raze costs


Baker: -30% food consumption, +20% Mills Coverage, Operations:Torch Farms

Chef: +25% food production, Spell:Second Breakfast, Operations:Propaganda, +15% Thief Den Coverage

Ringbearer: Failed attacks are not sent (but generals are away for 1% of attack time), Spell: Ghostworkers,+5% offensive military bonus, -20% Ambush acre losses.

Shadowthief: steal enemy dragon donated gold on a successful trad march. (3% stolen on 100% gains) 25% Thievery Power, Spell: Invisibility. +30% Stealing Results, +2 Stealth per hour

Smith: -75% Defensive casualties, +25% defiance,+25% Guard Station Coverage

Mayor: +15% Defensive military bonus, Spell: Townwatch, +5% Building Efficiency, +15% Building Flat effect bonus


-35% Thievery Power

+50% Building Construction and Raze costs

+15% Attack Time

Each land provides +5 food

Cannot use horses.

Elites and Specialists take up double population space (not including queued)

19/5 Elite, cost 1500 gc, 15 nw

+6 Offensive Specialist Bonus, cost 800gc, 10nw

+6 Defensive Specialist Bonus, cost 800gc, 12nw

Ent +50% Build/Raze Cost & -30% Build Time


Irontrunk: 50% Resistance to Nightstrike, Spells: Gloom, Clearsight, Tree of Gold. -15% Ambush acre losses.

Pinebellow: Elites and specialists at home do 1 job

Firbeard: +30% enemy attacking casualties (Was +50%), +15% Combat Gains, Town Watch with double effect (Each peasant defends with 2 strength)

Gentlebeech: 50% Resistance to incoming Nightmares, Immune to plague. Each home provides +30 food.

Summerwillow:Larger acre provinces take -50% honour, +25% Honour Effects, +40% food production

Cleverwood:, Spell: Mind Focus,+50% Operation or Spell Duration Bonus

Dark Elves

-50% Birth Rate

-5% Defensive Military Bonus

+20% Magic Effectiveness

+15% Thievery Power REMOVED

Evil Enthrall (20% of enemy troops slain on attacks join province)

1/6 Elite, cost 750gc, 5.75nw

+4 Offensive Specialist Bonus, cost 700gc, 7 nw


Runesmith: +100% rune production, Eldritch Absorption (50% Gold from Fools Gold and Runes from Lightning are added to your province).

Sentinel: -50% losses from overpopulation, all wizards produce 1.5gc per day, Spell: Clearsight, +5% Magic Effectiveness Spell: Eternal Night

Oracle: +50% success chance on intel ops. No runes lost on any failed spell. +15% Spell Effect.Spell: Meteor Showers

Warlock: +20% Magic Effectiveness, Spells: Nightmares, Vermin, Amnesia, Fools Gold, Mind Focus, Pitfalls, Fog

Templar: Claim Territory (- 15% of acres taken on traditional march are transferred to your explore pool from enemy pool.) +5% Magic Effectiveness,-20% Wages Cost.

Slaver: Gains 75% from massacre attacks as converts. Prisoners can be sent at rate of 1 per 4 troops, Gain +75% extra prisoners from attacks, +75% Dungeon Capacity, Spell: Bloodlust.


+80% Food Consumption

+40% Spell Rune Cost

Building Efficiency +20% (was 15%)

Dragon Lore (+30% gold value with dragon payment)

+50% damage to dragon with military

Dwarven Ambush (Can ambush any province in opposing kingdom in war, requires 3 generals Dwarven Ambush has no 25% ambush speed reduction.)

7/2, cost 800gc, 6.75nw

+1 Defensive Specialist Bonus, cost 450gc, 6nw


Pathfinder: -50% time for reconnaissance attacks, -5% Attack Time, +5% Offensive Military Bonus,-15% Ambush acre losses. +25% Training Grounds Coverage Bonus.

Miner: Spell: Miners Mystique, each bank provides 3 runes., +10% Income

Crafter: +8% chance each day of doubling gold, rune or food income.

Loremaster: Spells: Fools Gold, Holy Vortex, Ghostworkers. +50% Success Chance on Fools Gold and +100% Damage, + 50% Success Chance on Inspire Army and +100% Strength and Duration

Mason: -75% Building construction and Raze costs, +15% Fort Coverage, +5% Population Bonus REMOVED

Berzerker: +20% (was 25%) Enemy Casualties, 15% Resistance to Night Strikes. Berzerk Rage +3% Military Efficiency when successfully hit by trad march) Spell: Bloodlust


-5% Population

-5% Building Efficiency

-5% Offensive Military Bonus

+15% Magic Effectiveness

8/2 elite, 1050 gc, 8.25 nw

+3 Defensive Specialist Bonus, cost 950gc, 8.25nw


Healer: Spells: **Elven Healing (Major Restoration - if cast during war (half effect on larger acre provinces) this spell also restores 2% of targets slain troops, thieves and wizards back to the military queues if applicable. This cannot exceed the totals the target had on entry to the war. This is an instant spell that is cast on others in your kingdom, success is based on your guild coverage, Clear Sight

Bard: +15% Birth Rate, peasants work 1.5 jobs. Spell: Invisibility

Wizard:+15% Magic effectiveness, +15% Honour Gains, Spells: Wizards Wrath (Enhanced Land Lust - target loses twice the land you gain - extra acres are placed in your kingdom pool), Tree of Gold , Amnesia, Reflect Magic, Town Watch.

Noble: Double Peasants taken on attacks. Elven Healing/Restoration takes only 2 mana Spells: Warspoils, Quickfeet. , +40% Army Credits.

Farmer: +75% food production, No food decay, Spell: Second Breakfast

Guildmaster: +25% Wizard Recruitment, +50% random events.


-30% Gold income

+25% Training Cost

Reflect Magic Aura

2/9 Elite, cost 1250gc, 9nw

+1 Offensive Specialist Bonus, cost 500gc, 4.8 nw

Faerys can no longer use horses


Alchemist: Spells: Mind focus, Tree of Gold, Miners Mystique, +25% (was +20%) Spell Effect

Agent: +1 Stealth per hour, -25% thief cost, +25% Thief Den Coverage, +15% Catch Thieves

Spellweaver: +10% Magic Efficiency, Fireball has twice the success chance, Spell: Eternal night

Tinker: +15% gold income, +25% Home Coverage, +25% rune production.

Diviner: -50% honour loss against provinces with more honour, Spell: Blessing, +10% Science Effects, +35% Honour Effects

Enchantress: +25% Operation or Spell Duration Bonus, Spells: Minor Restoration, Greater Protection, Ghostworkers, Fog, Mystic Aura, Quick Feet, Invisibility, Clearsight, War Spoils, Town Watch, Reflect Magic, Meteor Showers, Pitfalls, Amnesia, Nightmares


Immune to Scourge

Spreads Scourge +50%

+5% Population Bonus

-30% Learn Results (Was -40%)

-20% Science Effectiveness (Was -25%)

+15% Build Time (Was 20%)

+15% Combat Gains

Triumphant Pillage (Each trad march also has the effect of 1/5 plunder attack)

11/2 Elite, cost 1100 gc, 11 nw

REMOVED: -1 Defensive Specialist, cost 300 gc, 4.5nw

+3 Offensive Specialist Bonus, cost 550gc, 6.2nw

Orc: -10% Defence Military Efficiency

(I felt +20% increase in defence a little overkill, so added -10%DME as an effective 4.5 Def Spec)


Slaughterer: Gain 100 food from each battle casualty, +25% Enemy Casualties (was 40%), +45% Massacre Results (Was 35%) , Spreads Scourge +15%

Pitfighter: Enemy Ambushers are 50% slower and take 50% more casualties. +35% Dungeon Capacity, Gain +100% extra prisoners from attacks.

Destroyer: -50% Draft costs and wages,+5% Combat Gains

Overseer: Employed Peasants produce 4gc, +50% Birth Rate, 35% Resistance to incoming Nightmares

Shaman: Spells: Aggression, Bloodlust, Clear Sight, Reflect Magic, 15% Magic Resistance, -25% offensive losses

Tactician: -15% Attack Time in WAR, Trade Balance Decay +50%


+35% Population Bonus

+50% Explore Cost

+10% Attack Time

-1 Mana per hour, -1 Stealth per hour

3/7 Elite, cost 700gc, 7.25nw


Prophet: +20% Thievery Power, Spells: Vermin, Town Watch, War Spoils, Mystic Aura

Hermit: -90% food consumption,-90% Birth Rate, -25% Honour Loss, +15% Success on Nightmares and +30% Damage, Spell: Eternal Night

Artificer: -60% accelerated training cost, can send thieves against a dragon (5 damage per thief sent). -15% Magic Resistance,-25% Build Time, Spell: Greater Protection

Trickster: +20% Thievery Power, Spells: Fog,Pitfalls, Bloodlust, Nightmares. +10% Combat Gains

Brigand: Operations: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, -20% Thief Casualties

Benefactor: -10% explore cost, Failed attacks return 50% quicker (was 75%) . +25% Bank Coverage, Spell: Miners Mystique



Stoneworks (Enemies have half success with Tornadoes on you.)

+15 % Building Efficiency

Kingdom Influence: +5% Building Efficiency


Builder: +25% Build Speed, +15% Build Credits

Artificer: +40% Building Flat effect bonus

Architect: Buildings only employ 20 peasants.

Inventor: Each home provides +25 food, +25% Home Coverage, 0.2 (was 0.1) Books per Acre

Judge: -15% Training Time, +20% (was +10%) Honour Gains, +10% Catch Thieves

Engineer: +20% Armoury coverage, -30% Building construction and Raze costs


Rampage (Ignores Minor and Greater Protection.)

+7% population

Kingdom Influence: +3% population


Cavalier: +3% Defensive Military Bonus, +3% Offensive Military Bonus, -3% Attack time, +15% Enemy Casualties (Was 20%)

Defender: -35% damage from enemy raze attacks, 20% of troops killed from Nightstrike go back into training queue, Spell: Greater Protection

Knight: Can increase wage rate to 250%, -20% honour loss from attacks and ops (was -30%), +25% Plunder Results (Was 10%), +20% Enemy Casualties (was 25%).

Expert: -20% Combat Deaths, +20% Enemy Casualties (Was 25%)

Master: Alms for the Poor (- 15% of land gained from attacks goes to the smallest province in the kingdom, province gains the remaining 85%),+15% Defiance Bonus

Stabler: +300% Stable Production, +35% Stable Capacity, Double speed bonus from horses,-5% Attack time


Lunatic (Deal and Take +50% Fireball Damage)

25% Resistance to incoming Nightmares

25% Resistance to incoming Amnesia

Double chance of random event (normal have 1% chance, freak have 2% chance each tick)

Kingdom Influence: 60% (was 50%) more chance of random events


Gambler: Daily Income has a 10% chance of being 300% more and a 10% chance of being nothing, -25% Thief Cost, +15% Income Modifier

Zealot: Immune to Plague, +10% defensive military bonus, Fanaticism has double effect (+8% OME, -6% DME), -20% Combat Deaths, -35% losses from overpopulation

Speculator: Explore, Build and Train have a 10% chance of being done for free (out of protection)

Wanderer: Attacks have a 35% chance of taking 1-100% less time, 10% chance of a random event when you successfully attack

Oddball: 20% chance of not losing stealth with an operation, +25% Magic Effectiveness, +1 Mana per hour

Fanatic: 20% chance of not losing mana when casting a spell, +25% Thievery Power, +1 Stealth per hour


Trade Convoy (Enemy Plunders take %200 Casualties)

+35% (was +30%) Income Modifier

Kingdom Influence: +10% Income Modifier


Trafficker: Can aid horses - Target cannot exceed max pop. +175% dungeon capacity, +50% Stable Capacity.

Banker: +10% Income, +25% Banks Coverage

Accountant: -30% stealing losses +5% income, +25% (was +20%) Catch Thieves.

Marketer: 50% Economy Resistance. (Enemies have half success with Riot and Greed on you.) Spell: Gloom

1% Interest on food/runes and gold interest added on runes/food/gold up to a maximum of 10% of current stockpile (rune or food or gold) income. For example, if you had 100k income and a minimum 1 million gold, you would gain 10k extra each tick.

Auditor: +100% faster trade balance decay.10% chance of doubling gold, rune or food income per tick

Economist: Gain 150 gc per enemy slain,+30% Army Credits.


+25% Magic Effectiveness

+1 Mana per hour

Kingdom Influence: +1 Mana per Tick, +10% Magic Effectiveness


Magician: Double Guild Coverage

Illusionist: -35% enemy arcane libraries effect, +30% Wizard Recruitment, +10% Spell Effect

Conjurer: +50% Rune production , no rune decay

Archmage: -35% rune cost, +5% Science Effectiveness

Sorceror: +35% Spell Effect, Lightning takes only 1 mana.

Elementalist: Meteor Shower, +25% Magic Effectiveness


+30% Thievery power

+1 Stealth per hour

Kingdom Influence: + 1 Stealth per Tick, +10% Thievery Power


Spy: Intel operations only cost 1 mana/stealth, Spell: Invisibility, +10% Thief Dens Coverage

Bandit: -35% Effect for enemy Watch Towers, +1 Stealth per hour.

Swindler: +15% Thief Stealing Results, +15% Thief Den Coverage

Embezzler: -40% thief cost

Cheat: -40% Thief Casualties, Quell Riots (Intra kingdom incite riots cancels existing riots)

Burglar: Access to: Assassinate Wizards, Torch Farms, Propaganda, Free Prisoners, Greater Arson, +20% Thievery Power


Gifted Child (Start with extra 1350 Honour changed to Start with bonus 100k unlearnt Science)

+5% science effects

+30% Learn Protection

-15% (was -10%) Science Cost

Kingdom Influence: -15% Science Cost


Scientist: +100% Schools Coverage (Can not conduct learn attacks while advisor is active.)

Instructor: Spells:Mind Focus, Reflect Magic.

Scholar:: +15% Increased Learn Results, +50% Enemy Thief Casualties, +15% Catch Thieves.

Professor: +10% Science Effects, Operations: Propaganda, +75% random events, Random events give +50% results.

Librarian: 0.6 books generated per acre per tick, Hide Books - Intel operations out of war report 0 unallocated books available:, +20% Arcane Library Coverage, +1 Mana per hour.

Researcher: -20% Science Cost, - 40% science learning time (was -50%), +75% success chance on intel ops.

War Hero

+75% Honour Effects

+20% Honour Gains

Kingdom Influence: +20% Honour Gains


Guardian: 35% Resistance to Night Strike, +50% Guard Station Coverage.

Pilgrim: Spells: Mystic Aura, Clearsight, Mystic Vortex takes only 1 mana, +20% Honour Gains.

Swashbuckler: +15% offensive military bonus +15% Massacre Results.

Fortune Hunter: +50% Army & Build Credits on attacks, Random events give +60% results, +30% Random Events.

Adventurer: Can encounter random events when exploring. (Chance is equal to percentage of extra land explored, and does not occur in protection. If you are 1000 acres and explore 200 acres the chance is 20%), +15% gains when hitting larger acre provinces, -35% Defensive Combat Deaths.

Traveller: -35% Exploration time, +45% Barracks Coverage, +30% Random Events.


Logistics (-1% Attack Time in Unfriendly, -3% Attack Time in Hostile, -%5 Attack Time in War)

-10% Attack time

+5% Combat Gains

Kingdom Influence: +5% Combat Gains


Soldier: +50% Draft Rate, -25% Food Consumption.

Militant: -30% Ambush acre losses, -25% offensive losses, +25% Birth Rate.

Warlord: -50% Draft Cost, -50% Wages Cost.

Duelist:+15% gains on the last province that successfully attacked you, -30% Ambush Attack Time

Captain: +%25 Increased Raze Results, -5% Attack Time.

Jouster: Gain honour from conquest attacks (about a quarter of traditonal march),Conquest is 15% quicker,+5% Combat Gains, -10% Attack Time


Harmony (In Peace+5% Building Efficiency, in War -5% Building Efficiency)

-10% Enemy Gains from combat

+5% Defensive Military Bonus

Kingdom Influence: -5% Enemy Gains from combat


Cardinal: Spell: Blessing,+100% (double) success for guild based spells (self spells and bless/restore),+15% Magic Effectiveness

Supplicant: Supplicant: No defensive combat deaths when you are ambushed. No offensive loses on an ambush, -25% Ambush Attack Time, -15% Training Cost,+20% Watch Tower Coverage

Preacher: -25% Magic Resistance, -25% Science learning time, Spell: Mind Focus, -20% Draft costs and wages, Immune to Scourge

Monk: -1 stealth, +2 mana per hour, +50% Guild Coverage, +5% Defensive Military Bonus.

Bishop: +30% Guard Station coverage, +15% Fort Coverage, +35% Birth Rate

Priestess: Spells: Restoration, Holy Vortex, +30% Rune Production, +35% Operation or Spell Duration Bonus, -5% Enemy Gains from combat


Each land provides +2 food

-35% Combat Deaths

+25% damage to dragon with military

Kingdom Influence: -20% Combat Deaths


Elder: Spells: Nullify, Mystic Aura, Meteor Showers, +25% Building Flat Effects,+25% Spell Effect

Ranger: -50% Exploration time, -25% explore soldier cost, +2 Stealth, -1 Mana per hour, +25% Training Grounds Coverage, -%5 Attack Time

Soothsayer: +50% success on Tornado and +50% damage,+50% success on Lightning and +50% damage,+50% success on Drought or Storms and +50% duration,+35% success on Meteor Showers and +35% duration.

Shepherd : +400% Stable Capacity, capture 25% enemy horses when attacked, +35% food production.

Ovate: Spell: Rune Harvest, 25% minimum success on spells and thief ops.

Shapeshifter: 0.5% specialists trained into elites each day, +10% Catch Thieves.