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
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].
Skill: Find market for tradegood [733] Usage: USE 733Time: 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.)
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.
The IMPROVE order, when executed inside the castle, uses
workers and stone to raise the improvement level of a castle.
The civilization level contributed by various features
has changed:
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.
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.
Advanced Meditation [9174] raises aura by 2 points or
10% of the mage's maximum aura level, whichever is higher.
This applies to Bribe noble [671], TERRORIZE, and Persuade
oathbound noble [672].
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.
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.
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.
Long ago, the emperor of Olympia sat on his throne in the
emperor's palace, high amidst Mt. Olympus. It is said that
whoever rebuilds the famed castle on Mt. Olympus, and sits
upon the throne, will be titled Emperor of Olympia.
The Crown of Prosperity was once worn by the most
prosperous mortal to ever rule in Olympia, King Damar.
Damar now wears his crown in the underworld and
reflects on his past adventures of long ago, before
the first Great Ending swept away all that he knew,
and carried him from his beloved city of Kircarth to
the land of the dead.
Sometimes nobles are able to acquire the Crown and hold
it for a time. The crown infuses whatever province it
ends each turn in with a measure of prosperity and
economic health, equivalent to a +2 increase in the
province's civilization level.
However, this prosperity does not last forever, for
King Damar's ghostly hand invariably will reach out
from the underworld to reclaim his relic. The Crown
can be expected to return to its rightful owner 12-24
turns after its appearance in the mortal world.
The most feared of the ancients was a wizard of
terrible power known as Bastrestric ther Archymonaged.
Bastrestric routinely incinerated his foes (or anyone
who offended him) with bursts of raw aura energy
directed from his black tower in the castle built on
Mt. Olympus.
Though he was the most powerful living mage in the
known world, and by any measure a fearsome, unholy
force, Bastrestric yearned for ever greater abilities.
He felt increasingly constrained by the limits of his
mortal body, and thus in time resolved to abandon it.
BtA's spirit jumped free of his body, plunging directly
into the aura rivers which bind together the deepest
structures of the very world itself. Only a scorched,
empty body was left behind in his tower.
BtA's spirit has passed on, but the remants of his
mortal body continue to radiate intense power.
Use of BtA's skull (USE 403) causes an intense aura
burst which a mage will attempt to absorb. If successful,
the mage will gain a 50-75 boost to current aura (within
the limit of 5 times the mage's maximum aura).
There is a 25% chance that the mage will be killed by
use of the skull. Non-mages who use the skull will be
instantly killed.
BtA's skull will vanish with use, or within 10-20 turns
after appearing in the mortal world.
The additional delay is capped at a maximum of twice the
original route distance.
In addition, a player's first noble starts with 200 gold
and 25 peasants.
Beastmastery
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
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
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.
Castle improvement, Garrisons, Civ-levels, Taxes
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.
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)
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)
feature contribution
------- ------------
safe haven 2
castle 1.5 + improvement level / 4
city 1
tower 1
temple 1
inn 1
mine 1
The Map
Magic & Religion
aura chance of failure
---- -----------------
1 10%
2 25%
3 50%
4 75%
5 90%
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.
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.
Death, NP conservation
Skill: Lay to rest [754]
Usage: USE 754
Monsters
---------------------------------------------------------------------------
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
use level
----- -----
0-4 apprentice
5-11 journeyman
12-20 adept
21-34 master
35+ grand master
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
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.
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.
3,000 gold [1]
100 stone [78]
50 wood [77]
---------------------------------------------------------------------------
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
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)