Jude
Orcs are the truly "generic race." They have access to ALL
buildings (High Men have all but Fantastic Stable).
Just checked, and for me orcs can't build banks, cathedrals, oracles or war colleges. Though you're right yes...apparently high men can't build fantastic stables.
No great loss.
Add runemaster into the mix, and you'll see something *very* interesting.
Interesting. I just tested it and your'e right: An item that previously took 75 mana to create now only requires 38. I hadn't realized. I suppose since the item creation spells are arcane, it does make sense that runemaster would reduce their cost.
The math is odd though. Runemaster says it reduces by 25%, and it looks to me like it's actually reducing by 50%. 150 base, down to 75 from artificer then 38 from runemaster.
In any case...while interesting, and while it does make runemastery fantastically less worthless...I have to wonder if it's really that great compared to other options.
Do the starting spellbooks just provide you with a base of knowledge,
or do they represent your entire magic potential?
will a mage with four sorcery spellbooks be able to research more sorcery spells than a mage with two, or will he just start with more spells already under his belt?
It's a little more complicated than that, but yes...in general more spellbooks means more spells available in your research pool. You could, for example, play a no-spellbooks mage and you'd have access to the spell of mastery just as soon as you cleared up a few arcane spells.
Beyond that...I'll try and explain as best as I remember:
There are four levels of spells. There are 10 spells each of the common, uncommon and rare levels, and two very rare spells. Every spellbook represents approximately 3 spells from a school. The spells you get are psuedo-random, but there are minimum thresholds of books to get each level of spell. For example, if you choose only 1 book in a school, there's zero chance that you'll get any rare spells from that school.
If you take at least two books within a school, you'll be able to start with some of those spells already researched. These are the spells you're asked to choose when you create a character.
However, in some versions of the game, if you take fewer than some minimum threshold of books in any given school, the spells you choose at the beginning will be gaurunteed to be in your research pool, but you will not start with them already researched. (I think it was four, but it's been a while, and I'm not certain which versions did this. Might not be an issue for you. If your version works this way, then for example, 2 spellbooks would mean you'd choose spells and not start with them, but would eventually be able to research them, whereas if you chose five spellbooks you'd choose spells and start with them.)
With 10 spellbooks, you are gaunrunteed to have access to every spell of that school.
With 11 spellbooks, you'll start with every common spell, plus two uncommon and one rare spell. This allows you to start the game with a really high level spell that you would optherwise have to research a bunch of other spells just to get access to.
Every spellbook more than 7 within a particular school gives you a 10% discount to research and casting costs for spells of that school. So, for example, with 11 spellbooks you'd get a 40% discount.
To enchant a spell ability (bless, endurance, etc.) onto an item, you must have that spell in one your spellbooks, whether or not you've actually researched it yet.
Every spellbook you have any of any type increases the magic-per-turn value of your fortress.
Finally, some champions associated with life or death magic will only work for you in you have at least one spellbook of their type.
Note that it is possible to find spellbooks and retorts in high level dungeons and towers. Most often this will happen on Myrror. With a little luck (or savescumming) this can result in some broken combinations. For example, conjurer + sorcery master + 13 spellbooks = zero casting cost summons. If you're going to try this, note that there is a maximum number of spellbooks that you can have. (I think it's 13.)