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		<title>Science</title>
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		<updated>2026-08-06T01:05:51Z</updated>

		<summary type="html">&lt;p&gt;Adret: /* Science Categories, Types and Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sciences are the study of knowledge and create our pathway into the future. By studying the laws that govern our being and understanding the effects of these laws, we can strengthen ourselves in all that we do. The mystery of magic and thievery, our military prowess, even our methods of production can all be enhanced through the power of study with an investment in time devoted to those fields. The students of our province will lead us into the future with your careful direction.&lt;br /&gt;
&lt;br /&gt;
Mastering the Arts &amp;amp; Sciences makes your people stronger, smarter, and more efficient. You can grow in strength without growing in size. &lt;br /&gt;
&lt;br /&gt;
Details on the benefits of different sciences can be found below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Table of Contents goes here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Science Categories, Types and Effects==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Science Category&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Economy&#039;&#039;&#039; || Alchemy ||Income || ~0.0724&lt;br /&gt;
|-&lt;br /&gt;
|   || Tools || Building Effectiveness || ~0.0524&lt;br /&gt;
|-&lt;br /&gt;
|   || Housing || Population Limits || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Production || Food &amp;amp; Rune Production || ~0.2172&lt;br /&gt;
|-&lt;br /&gt;
|   || Bookkeeping || Wage Reduction || ~0.068&lt;br /&gt;
|-&lt;br /&gt;
|   || Artisan || Construction Time Reduction, Construction &amp;amp; Raze Cost Reduction || ~0.04302&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Strategy || Defensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Siege || Battle Gains || ~0.0262&lt;br /&gt;
|-&lt;br /&gt;
|   || Tactics || Offensive Military Efficiency || ~0.0367&lt;br /&gt;
|-&lt;br /&gt;
|   || Valor || Reduced Military Train Time &amp;amp; Increased Dragon Slaying Strength || ~0.0620&lt;br /&gt;
|-&lt;br /&gt;
|   || Heroism || Draft Speed &amp;amp; Draft Costs Reduction || ~0.0418&lt;br /&gt;
|-&lt;br /&gt;
|   || Resilience || Reduced Military Casualties || ~0.04401&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Arcane Arts&#039;&#039;&#039; || Crime || Thievery Effectiveness || ~0.1557&lt;br /&gt;
|-&lt;br /&gt;
|   || Channeling ||Magic Effectiveness || ~0.1875&lt;br /&gt;
|-&lt;br /&gt;
|   || Shielding || Reduced Damage from Enemy Thievery and Magic Instant Operations || ~0.0350&lt;br /&gt;
|-&lt;br /&gt;
|   || Sorcery || Increased Magic Instant Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Cunning || Increased Thievery Operation Damage || ~0.0314&lt;br /&gt;
|-&lt;br /&gt;
|   || Finesse || Reduced Wizards and Thieves lost on Failed Spells and Operations || ~0.08685&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Science Formula ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; ( # of Books in Type )^(1/2.125) * Science Multiplier * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Amnesia|Amnesia Effect]] * [[Mystics#Scientific Insights|Scientific Insights]] Mod * [[Growth#Libraries|Libraries]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scientists and Books==&lt;br /&gt;
&lt;br /&gt;
*Each province starts with a set number of Scientists assigned to the three science Categories (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;). &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists start out as Recruits, then as they progress they provide incrementally greater benefits with each progression. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientist experience is based on how many Books they have produced in that category. &amp;lt;br&amp;gt;&lt;br /&gt;
*Scientists have no Networth value.&lt;br /&gt;
*Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
*Every tick each province builds progress towards a new scientist. Universities increase the rate of this progress.&lt;br /&gt;
*Scientists produce a set number of books each tick in the Category they are allocated (&amp;lt;b&amp;gt;Economy, Military, Arcane Arts&amp;lt;/b&amp;gt;), based on their rank. Schools increase this effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*Books can be allocated to any science Type within the Category they have been produced.&amp;lt;br&amp;gt;&lt;br /&gt;
*Allocated books go into effect instantly.&lt;br /&gt;
*Inactive provinces do not produce Books.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--*Science over 5000 BPA will slowly decay outside War.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scientist Spawn Rate Formula ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Scientists Spawn Rate =&amp;lt;/b&amp;gt; 2 * [[Races and Personalities|Race]] Mod * [[Growth#Effects_of_Buildings|Universities Effect]] * [[Mystics#Revelation|Revelation]] Mod&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each province starts with a set number of scientists assigned to the various science categories. Scientists start out as Recruits that provide no bonus, then as they progress ther provide incrementally greater benefits with each progression.&lt;br /&gt;
&lt;br /&gt;
*Recruit -&amp;gt; Novice = 3 Utopian days (3 hours)&lt;br /&gt;
*Novice -&amp;gt; Graduate = 72 Utopian days (3 days)&lt;br /&gt;
*Graduate -&amp;gt; Professor = 96 Utopian days (4 days)&lt;br /&gt;
&lt;br /&gt;
Scientists can be re-assigned at any time, but revert to Recruit level when doing so. &amp;lt;br&amp;gt;&lt;br /&gt;
Every tick each province builds progress towards a new random scientist. Universities increase the rate of this progress.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Race: [[Races and Personalities|Human]] || 1.25&lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Revelation|Revelation]] || 1.3 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Ranks and Production ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Rank&lt;br /&gt;
!Experience&lt;br /&gt;
!Book Production&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Recruit&#039;&#039;&#039; || 0-1439 || 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Novice&#039;&#039;&#039; || 1440-5279 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Graduate&#039;&#039;&#039; || 5280-12479 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Professor&#039;&#039;&#039; || 12480+ || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Re-assigning Scientists ===&lt;br /&gt;
&lt;br /&gt;
Re-assigning scientists drops them back to a recruit.  &amp;lt;!--Refer to this forum post for a discussion on this topic: http://forums.utopia-game.com/showthread.php?639982-A-Question-About-Ticks-amp-Buildings--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Science Bonus ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [ &#039;&#039;MIN&#039;&#039;( Science Multiplier * Skill points , Cap ) + &#039;&#039;MAX&#039;&#039;( 0, Science Multiplier * Skill points - Cap ) * Diminishing Return Factor ] * [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * [[Mystics#Scientific_Insights|Scientific Insights]] Mod &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Modifier Type&lt;br /&gt;
!Multiplier&lt;br /&gt;
!Science Category&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Heretic]] || 1.3 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Rogue]] || 1.5 || Crime &lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Mystic]] || 1.75 || Channeling&lt;br /&gt;
|-&lt;br /&gt;
| Personality: [[Races and Personalities|Sage]] || 1.3 || All  &lt;br /&gt;
|-&lt;br /&gt;
| Spell: [[Mystics#Scientific_Insights|Scientific Insights]] || 1.1 || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scientist Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Networth Per Scientist =&amp;lt;/b&amp;gt; ~1.7gc * tick of experience&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Professors experience caps at 72 hours&lt;br /&gt;
* A maxed-out professor will provide ~413gc Networth&lt;br /&gt;
&lt;br /&gt;
=== Book Networth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;formula-box&amp;quot;&amp;gt;&lt;br /&gt;
NW = Books * 0.000006 * Current Land&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Change Log==&lt;br /&gt;
*[[Age 41]]&lt;br /&gt;
**Research rates&lt;br /&gt;
**Name - production per hour - cost per book - total cost per acre&lt;br /&gt;
***Minimal ..... 0.3 bpa .. 6 gc ... 1.8 gc&lt;br /&gt;
***Limited ..... 0.4 bpa .. 7 gc ... 2.8 gc&lt;br /&gt;
***Sustained ... 0.5 bpa .. 9 gc ... 4.5 gc&lt;br /&gt;
***Active ...... 0.7 bpa . 13 gc ... 9.1 gc&lt;br /&gt;
***Focused ..... 0.9 bpa . 17 gc .. 15.3 gc&lt;br /&gt;
***Accelerated . 1.2 bpa . 22 gc .. 26.4 gc&lt;br /&gt;
***Intensive ... 1.5 bpa . 27 gc .. 40.5 gc&lt;br /&gt;
***Rushed ...... 2.0 bpa . 36 gc .. 72.0 gc&lt;br /&gt;
***Extreme ..... 3.0 bpa . 50 gc . 150.0 gc&lt;br /&gt;
**Science modifiers&lt;br /&gt;
***Food x8&lt;br /&gt;
***Military x1.4&lt;br /&gt;
***Channeling x6&lt;br /&gt;
[[Age 62]]&lt;br /&gt;
*Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.&lt;br /&gt;
[[Age 63]]&lt;br /&gt;
*Military Science: More points now required for the same effect&lt;br /&gt;
[[Age 64]]&lt;br /&gt;
*Extreme, Rushed, Intensive and Accelerated cost reduced&lt;br /&gt;
[[Age 69]]&lt;br /&gt;
* The new science system is introduced.&lt;br /&gt;
**Books of science and learning have been removed. You can no longer invest in science to create books, nor allocate them to different sciences. As a consequence, books no longer contribute to net worth, and book are no longer given as part of end of war bonuses.&lt;br /&gt;
**Instead of books, each province starts out with about 18 scientists, each of whom are are assigned to a random category of science, but which you can reassign at will. Every province has a chance of having a new scientists emerge on each game day, such that an average province will have about 80 - 120 by the end of the age, depending on mods. You will get a message in your province news whenever a new scientist emerges. Scientists do not take up population space.&lt;br /&gt;
**Each scientist makes an impact on the the science they are assigned to, such as + population or + food. The impact that each scientist makes mainly depends on their level: novice make a small impact, graduates make a larger impact and professors make double the impact of novices. The total impact of scientists is capped, depending on the science category. You would need about 120 professors to cap out every kind of science.&lt;br /&gt;
**Scientists skill up the longer you leave them assigned to the same science category, and drop back down to novice whenever you reassign them. It takes 72 game days (3 real days) to level up to graduate, and 168 game days (one real week) to reach professor. The number of game days required for each scientist to reach the next level is displayed on the science page.&lt;br /&gt;
**Scientists also make a contribution to net worth based on their skill level. Every game day of experience that your scientists have is valued at 2.6gc, meaning that 100 professors would contribute about 44K gc.&lt;br /&gt;
**Learns attacks are now replaced with Abduct attacks, which capture a number of random Scientists from your opponent. These scientists are captured intact with their experience, allocated science and name.&lt;br /&gt;
**The Amnesia spell has also been updated to make your opponent’s scientists lose a number of game days worth of experience. For some this will delay them reaching the next level, while it will effectively demote some others to the previous level.&lt;br /&gt;
**Fountain of Knowledge previously increased book production for a while. This spell is now gone, and is replaced by the Revelate spell. The revelate spell increases the probability of a new scientist emerging on each affected game day by 30% while it is cast.&lt;br /&gt;
**The Spy on Science op has been updated, and will steal a report on the total number of scientists assigned to each science type, along with their total effect (but you cannot steal specifics like how many professors there are).&lt;br /&gt;
**Libraries, used to create a bonus towards every science effect, including the science of tools, which in turn created a bonus on each land type except libraries, since that would mean that libraries and tools would have a circular effect on each other. **Libraries are now gone, along with the circular effect of libraries on other types of buildings. Knowledge of tools, which helps building efficiency, is governed solely by how many scientists you have allocated to it.&lt;br /&gt;
**A new building type, Laboratories, now helps generate more Scientists, increasing the probability that a new scientist will emerge on any given game day.&lt;br /&gt;
**Schools used to provide a home for books, having a dual effect of reducing the cost of producing books and protecting books from learn attacks. Schools are now gone. In their place are Universities, which provide refuge for Scientists from Abduction attacks.&lt;br /&gt;
**In short, laboratories help create scientists, while universities keep them safe from abduction and amnesia.&lt;br /&gt;
**The Sage personality previously had special advantages with books. Sages are still somewhat protected from learn attacks and enjoy sole access to the amnesia spell, but instead of their land spontaneously generating books, their scientists are 30% smarter. Instead of their books being protected from Learn attacks, their scientists have 50% reduced losses on Adbuct attacks. Also, instead of starting with more books, they start with 10% extra scientists.&lt;br /&gt;
**The Fortified stance previously had the effect of capping the research rate on books. This has now been changed. While in fortified, all scientific progress stops, as you have cut yourself off from the world. During fortified no new scientists will emerge, and your existing scientists will not progress in skill level.&lt;br /&gt;
[[Age 70]]&lt;br /&gt;
* Professors experience capped at 72 hours (a maxed-out professor will provide ~624gc Networth). Tools cap increased from 15% to 20%, housing and military cap from 10% to 15%, food from 100% to 200%, channeling from 100% to 125%. Additional scientist rank added: Recruit.&lt;br /&gt;
**Higher initial scientists&lt;br /&gt;
**Abduct rate boosted&lt;br /&gt;
**Spawn rate boosted&lt;br /&gt;
**Spawn rate increases each tick you do not get a scientist&lt;br /&gt;
**Laboratories boosted&lt;br /&gt;
**Revelate will double spawn rate&lt;br /&gt;
**Additional scientist rank Recruit- no effects, takes 6 hours to move up to Novice&lt;br /&gt;
**Professors will not accumulate experience past 72 hours&lt;br /&gt;
**Caps on some science categories modified along with impact of professors etc.&lt;br /&gt;
**Alchemy: 30%&lt;br /&gt;
**Tools: 20%&lt;br /&gt;
**Population: 15%&lt;br /&gt;
**Food: 200%&lt;br /&gt;
**Military: 15%&lt;br /&gt;
**Channeling: 125%&lt;br /&gt;
**Crime: 100%&lt;br /&gt;
**Magic sci will buff wizard production and wpa. Yes, this means it will not buff rune production.&lt;br /&gt;
[[Age 71]]&lt;br /&gt;
*Scientist Recruit rank reduced from 6 hours to 3 hours&lt;br /&gt;
*Scientist Spawn rate lowered slightly&lt;br /&gt;
*Food Science will now be Production Science, and it will increase both Food and Rune production&lt;br /&gt;
*Production Science maximum will be 120%, down from 200%&lt;br /&gt;
*Magic Science will no longer increase Wizard Production&lt;br /&gt;
*Approximately +50% Scientists will be required to reach maximum effects (We want there to be a strategic choice as to what science effects you have by reducing the spawn rate &amp;amp; increasing required scientists to reach max)&lt;br /&gt;
[[Age 72]]&lt;br /&gt;
*Scientists are generated on a flat ratio (7.5) similar to wizards instead of via RNG.&lt;br /&gt;
[[Age 73]]&lt;br /&gt;
*Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal. Once this point is reached additional scientists will yield diminishing returns.&lt;br /&gt;
[[Age 74]]&lt;br /&gt;
*You can now choose which category your next scientist will spawn into (random is also an option)&lt;br /&gt;
*Scientist Experience will now show on your Science page and in the Spy on Sciences. This will allow for calculation of scientist networth to ultimately provide a method for determining wizard population. We feel that Wizards should have some mystery and require a bit of knowledge and pursuit to discover rather than have accurate information handed out in a single successful operation.&lt;br /&gt;
[[Age 75]]&lt;br /&gt;
*Scientist Max Networth will be adjusted&lt;br /&gt;
[[Age 76]]&lt;br /&gt;
*The number of scientists required for soft cap will be the same number for all categories: 35.&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories at 35&lt;br /&gt;
[[Age 77]]&lt;br /&gt;
*Scientists required for soft cap will be the same number for all categories reduced from 35 to 30&lt;br /&gt;
*Scientist spawn rate will be increased by roughly 30%&lt;br /&gt;
*Scientist Networth will be reduced by roughly 35%&lt;br /&gt;
[[Age 78]]&lt;br /&gt;
*Science System&lt;br /&gt;
**Definition &#039;Category&#039;: A group of science types&lt;br /&gt;
**Definition &#039;Type&#039;: A specific kind of science that provides a bonus, i.e. Population Science&lt;br /&gt;
**Science effects will NOT be based on land size&lt;br /&gt;
**Science Types will be split into 3 major Categories (Economy, Warfare, Arcane Arts)&lt;br /&gt;
**Scientists will generate naturally, similar to the way they generate now, except much slower (Laboratories will increase scientist generation rate)&lt;br /&gt;
**Scientists will create books per tick&lt;br /&gt;
**Scientists get assigned to a Category (random or chosen)&lt;br /&gt;
**Scientists can progress in experience level which will increase book per tick generation&lt;br /&gt;
**Scientist experience will be based on how many books they have produced, not the amount of time they have been in a category&lt;br /&gt;
**Scientists can be re-assigned to a different category, but lose their experience (book / tick production will revert back to the starting level) similar to current system (there will be no Recruit period where they don&#039;t generate any books, they will generate books upon the first tick in whichever category they are in)&lt;br /&gt;
**Schools will increase book per tick generation, but will only increase production in a single Category, there will be a drop down menu to choose in which Category you want increased generation&lt;br /&gt;
**Books can be allocated to any science Type within the Category they have been produced&lt;br /&gt;
**Science effects will be diminishing returns starting from 0&lt;br /&gt;
**SoS will show unallocated books and total science effects / books / scientists (and level)&lt;br /&gt;
**Scientists will not have a networth value&lt;br /&gt;
**Books will have a networth value TBD (allocated and unallocated will be the same value)&lt;br /&gt;
**Allocated books will go into effect instantly, instead of learned over time, we refer to this as the hoyaah principle&lt;br /&gt;
*Science types are split into three categories:&lt;br /&gt;
**Economy:  &lt;br /&gt;
***Housing: Population bonus&lt;br /&gt;
***Tools: Building Efficiency bonus &lt;br /&gt;
***Production: Rune &amp;amp; Food production bonus &lt;br /&gt;
***Alchemy: Income bonus&lt;br /&gt;
***Bookkeeping: Wage reduction  &lt;br /&gt;
***Artisan: Construction time reduction&lt;br /&gt;
**Warfare:&lt;br /&gt;
***Siege: Attack gains bonus&lt;br /&gt;
***Tactics: Offensive Military Efficiency&lt;br /&gt;
***Valor: Military train time reduction &amp;amp; Dragon slaying bonus&lt;br /&gt;
***Heroism: Draft speed increase &amp;amp; draft cost reduction&lt;br /&gt;
***Strategy: Defensive Military Efficiency&lt;br /&gt;
**Arcane Arts:&lt;br /&gt;
***Crime: Thievery Effectiveness bonus (TPA)&lt;br /&gt;
***Sorcery: Wizard Effectiveness bonus (WPA)&lt;br /&gt;
***Shielding: Reduction of Enemy Thievery and Magic instant operation damage&lt;br /&gt;
***Invocation: Ritual cost reduction&lt;br /&gt;
***Cunning: Increase Damage of your Thievery and Magic instant operations&lt;br /&gt;
[[Age 79]]&lt;br /&gt;
*Scientists will generate faster&lt;br /&gt;
*Science effects will be adjusted&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Artisan will include a reduced construction cost&lt;br /&gt;
*Inactive provinces will not produce books&lt;br /&gt;
[[Age 80]]&lt;br /&gt;
*Science effects will be adjusted (more detailed information will be provided in graphs)&lt;br /&gt;
*Book generation rate will be reduced&lt;br /&gt;
*Military Train Time science affects the train time reduction in an odd way and will be adjusted to be more intuitive&lt;br /&gt;
[[Age 84]]&lt;br /&gt;
*Artisan Science will now also reduce Raze cost&lt;br /&gt;
[[Age 85]]&lt;br /&gt;
*Recruit Scientists will produce 100 books per tick&lt;br /&gt;
*Novice Scientists will produce 120 books per tick&lt;br /&gt;
*Graduate Scientists will produce 140 books per tick&lt;br /&gt;
*Professor Scientists will produce 160 books per tick&lt;br /&gt;
[[Age 86]]&lt;br /&gt;
*Will not generate while your province has less than 25 Defense Per Acre (excluding beginner protection or war)&lt;br /&gt;
*Will begin to decay once you reach 3500 Books Per Acre&lt;br /&gt;
*Science will not decay while at war&lt;br /&gt;
[[Age 87]]&lt;br /&gt;
*Science Decay limit increased to 4000 BPA&lt;br /&gt;
*25 DPA requirement for Science Book production removed&lt;br /&gt;
[[Age 89]]&lt;br /&gt;
*Scientist Experience required for advancement lowered from 2400/11040/24480 to 2400/8160/18240&lt;br /&gt;
*Book Decay limit raised to 5000bpa&lt;br /&gt;
*Tactics Science efficiency modifier reduced (now equal to Strategy)&lt;br /&gt;
[[Age 90]]&lt;br /&gt;
*Scientist Generation Rate increased to 1.5%&lt;br /&gt;
[[Age 91]]&lt;br /&gt;
*New Science Type under Military Category: Resilience - lowers all Military Casualties (scaling as Siege)&lt;br /&gt;
*Starting number of Scientists adjusted for late start provinces&lt;br /&gt;
[[Age 92]]&lt;br /&gt;
*Resilience scaling will be the same as Tactics/Strategy&lt;br /&gt;
[[Age 98]]&lt;br /&gt;
*Science NW per Book reduced by ~15%.&lt;br /&gt;
[[Age 100]]&lt;br /&gt;
*Science Book will no longer decay&lt;br /&gt;
*Production Science effect modifier reduced by ~13% (it will be equal to 3x income scaling factor)&lt;br /&gt;
*Invocation Science removed&lt;br /&gt;
*New Arcane Science type added: Finesse - reduced Wizard and Thief losses on failure (this will scale equal to Artisan science with a maximum of 90%)&lt;br /&gt;
*Learn Attack during War damage increased significantly (base book removal is ~24% before other factors)&lt;br /&gt;
*Amnesia base book removal is ~5.5%&lt;br /&gt;
*Learn Attack outside of War base Gains reduced from 3% of allocated books to 2% of allocated books&lt;br /&gt;
*Scientist Generation per tick increased from 1.5% to 2%&lt;br /&gt;
*Scientist Books per tick reduced from 100/120/140/160 to 70/80/90/100 respectively&lt;br /&gt;
*Scientist production ranks occur at the following books: 1680/5520/12000&lt;br /&gt;
[[Age 101]]&lt;br /&gt;
*Finesse effect scaling greatly improved, now equal to Alchemy scaling&lt;br /&gt;
[[Age 102]]&lt;br /&gt;
*Science Book Production will be readjusted to 60/80/100/120 (Scientists will advance at 1440/5280/12480 experience)&lt;br /&gt;
*Resilience effect mod scaling increased by ~33%.&lt;br /&gt;
*Finesse effect mod scaling increased by ~33%&lt;br /&gt;
&lt;br /&gt;
[[Age 115]]&lt;br /&gt;
*Resilience Multiplier decreased to 0.04401 from 0.0489 &lt;br /&gt;
*Artisan Multiplier decreased to 0.04302 from 0.0478 &lt;br /&gt;
*Finesse Multiplier decreased to 0.08685 from 0.0965 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
=== Age 69 - Age 76 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abduct Attacks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Through combat, you can abduct scientists from another province. Universities protect a province from abduction. &#039;&#039;&#039;Note: Abduct attack has been removed in Age 77.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, during Age 76:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Soft Cap&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.428 || 30% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.287 || 20% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 1.714 || 120% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.215 || 15% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.428 || 100% &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 1.785 || 125% &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old scientist multipliers and caps, Age 71 - Age 75:&#039;&#039;&#039;&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Effect&#039;&#039;&#039; || &#039;&#039;&#039; Multiplier&#039;&#039;&#039; || &#039;&#039;&#039;Cap&#039;&#039;&#039; || &#039;&#039;&#039;Scientist Cap&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || Income || 0.5 || 30% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || Building Effectiveness || 0.33 || 20% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || Population Limits || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Production&#039;&#039;&#039; || Food &amp;amp; Rune Production || 2 || 120% || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || Military Efficiency || 0.2 || 15% || 38&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime&#039;&#039;&#039; || Thievery Effectiveness || 1.65 || 100% || 31&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || Magic Effectiveness || 2 || 125% || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--*&lt;br /&gt;
&lt;br /&gt;
=== Age ?? to Age 68 ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: These formulas apply to the old books system of science. In Age 69, books were replaced by scientists.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;From Ages ?? to 68 Science formulas worked as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Effects&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Books per Acre =&amp;lt;/b&amp;gt; Books / MAX(Acres,300)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Bonus =&amp;lt;/b&amp;gt; [[Races and Personalities|Race]] Mod * [[Races and Personalities|Personality]] Mod * Science Multiplier * &#039;&#039;SQRT&#039;&#039;( Books per Acre ) * [[Growth|Library Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Category&#039;&#039;&#039; || &#039;&#039;&#039;Multiplier&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Alchemy&#039;&#039;&#039; || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tools&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Housing&#039;&#039;&#039; || 0.65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Military&#039;&#039;&#039; || 0.52&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thievery&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Channeling&#039;&#039;&#039; || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science Costs&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;b&amp;gt;Science Cost =&amp;lt;/b&amp;gt; Raw Cost (&#039;&#039;Table Below&#039;&#039;) * [[Races and Personalities|Race]] Mod * [[Growth|Schools Effect]]&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; &lt;br /&gt;
|-bgcolor=&amp;quot;#dedeff&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Science Rate&#039;&#039;&#039; || &#039;&#039;&#039;BPA&#039;&#039;&#039; || &#039;&#039;&#039;GC / Book&#039;&#039;&#039; || &#039;&#039;&#039;GC / Acre&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;No Research&#039;&#039;&#039; || 0 || 0 || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimal&#039;&#039;&#039; || 0.3 || 6 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Limited&#039;&#039;&#039; || 0.4 || 7 || 2.8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sustained&#039;&#039;&#039; || 0.5 || 9 || 4.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Active&#039;&#039;&#039; || 0.7 || 13 || 9.1&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Focused&#039;&#039;&#039; || 0.9 || 17 || 15.3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated&#039;&#039;&#039; || 1.2 || 22 || 26.4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intensive&#039;&#039;&#039; || 1.5 || 27 || 40.5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rushed&#039;&#039;&#039; || 2.0 || 36 || 72.0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Extreme&#039;&#039;&#039; || 3.0 || 50 || 150.0&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adret</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Races_and_Personalities&amp;diff=64</id>
		<title>Races and Personalities</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Races_and_Personalities&amp;diff=64"/>
		<updated>2025-11-09T15:03:23Z</updated>

		<summary type="html">&lt;p&gt;Adret: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Utopia, players choose a race that determines their province&#039;s inherent strengths, weaknesses, unique abilities, and available spells — such as fast-attacking Avians, magic-resistant Elves, or economically strong Dwarves. They also select a personality, which layers on specialized bonuses, starting advantages, and tactical perks — from aggressive Warrior boosts to powerful mystic benefits. Together, race and personality shape a player’s playstyle, strategic options, and role within their kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Age 113 =&lt;br /&gt;
&lt;br /&gt;
= Races =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-size:110%;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;background-color:#d4edda;&amp;quot; | Bonuses&lt;br /&gt;
! style=&amp;quot;background-color:#f8d7da;&amp;quot; | Penalties&lt;br /&gt;
! Unique Ability&lt;br /&gt;
! Soldier&lt;br /&gt;
! Off. Specialist&lt;br /&gt;
! Def. Specialist&lt;br /&gt;
! Elite (Off/Def)&lt;br /&gt;
! Cost (gc)&lt;br /&gt;
! Networth&lt;br /&gt;
! style=&amp;quot;white-space:normal;&amp;quot; | Spellbook&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Avian&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–25% Attack Time&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Birth Rates&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Military Casualties&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Cannot use Barracks&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Access to Stables / War Horses&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Skybound Strike&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defence; 0 Honour gains. 23 Hour Cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 12&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 15 / 3&lt;br /&gt;
| 900&lt;br /&gt;
| 6.75&lt;br /&gt;
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dark Elf&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Magic Effectiveness (WPA)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+10% Offensive Military Efficiency (OME)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Can train Thieves with Specialist Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Military Wages&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Thief Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Shadow Surge&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    When activated, all offensive spells (excluding Ritual) cost –60% runes for the next 2 ticks. 23 Hour Cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 / 11&lt;br /&gt;
| 13 / 6&lt;br /&gt;
| 900&lt;br /&gt;
| 7.5&lt;br /&gt;
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage&#039;s_Fury|Mage&#039;s Fury]], [[Mystics#Invisibility|Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dwarf&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Building Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Military Credits gained in combat&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–25% Construction Time&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–25% Training Time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+50% Food Consumption&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–10% WPA&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Exploration Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Molten Anvil&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Upon activation, for 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. 23 Utopian Days Cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 13 / 6&lt;br /&gt;
| 1000&lt;br /&gt;
| 7.5&lt;br /&gt;
| [[Mystics#Miner&#039;s_Mystique|Miner&#039;s Mystique]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Elf&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Magic Effectiveness (WPA)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Rune Production&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Mana Regeneration per tick&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Access to Training Grounds&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Access to Dungeons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Arcane Surge&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Passive — whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. Boost disappears as soon as mana rises above 30%.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 / 12&lt;br /&gt;
| 12 / 7&lt;br /&gt;
| 1000&lt;br /&gt;
| 7.5&lt;br /&gt;
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Mist|Mist]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Faery&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Offensive Spell Duration&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% WPA&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Mana Recovery per tick in War&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+30% Rune Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–5% Building Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Ethereal Mirage&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province. 23 Hour Cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 4 / 13&lt;br /&gt;
| 1200&lt;br /&gt;
| 7.25&lt;br /&gt;
| [[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]], [[Mystics#Mist|Mist]], [[Mystics#Wrath|Wrath]], [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage&#039;s_Fury|Mage&#039;s Fury]], [[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Miner&#039;s_Mystique|Miner&#039;s Mystique]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Revelation|Revelation]], [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Fools_Gold|Fools Gold]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Halfling&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Max Population&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Stealth per Tick&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+30% Thievery Effectiveness (TPA)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–25% Birth Rate&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Building Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Suffers +1% additional Stealth loss per tick from Expose Thieves&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Sneak Attack&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Upon activation, for 2 ticks, Thievery operations incur –50% losses. 23 Hour Cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 12 / 7&lt;br /&gt;
| 950&lt;br /&gt;
| 7.5&lt;br /&gt;
| [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]], [[Mystics#Invisibility|Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+30% Income&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Immune to Riots &amp;amp; Greed&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–50% Mercenary Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–25% Training Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Training Time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;First Aid&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. 23 Hour Cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 13&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 7 / 12&lt;br /&gt;
| 1050&lt;br /&gt;
| 8.0&lt;br /&gt;
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Orc&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+5% Gains&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+10% Gains (in War)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–50% Draft Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–20% Book Production&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–20% Thievery Effectiveness (TPA)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Carnage&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Passive — every time an Orc makes a successful attack, a random bonus effect is applied to that attack (examples: +20% Enemy Casualties; +10% Gains; –25% Military Losses).&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 15 / 2&lt;br /&gt;
| 1000&lt;br /&gt;
| 6.25&lt;br /&gt;
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Undead&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–40% Military Losses&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Immune to Plague&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Food Needed&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Converts Specialists to Elites on Traditional March&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Only access to Thievery Intel Operations&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Necrotic Burst&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. 23 Hour Cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 3&lt;br /&gt;
| 10&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 15 / 4&lt;br /&gt;
| 900&lt;br /&gt;
| 7.25&lt;br /&gt;
| [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Aggression|Aggression]], [[Mystics#Hero&#039;s_Inspiration|Hero&#039;s Inspiration]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gnome&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–10% Attack Time (War/Hostile only)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Enemy Military Casualties&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Thievery Effectiveness (TPA)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Rune Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;–15% WPA&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Cunning Assault&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Passive — each successful attack has a chance to provide all the following thievery boosts for 6 days: +20% TPA; –30% Thief Losses; +25% Sabotage Damage. These boosts can stack and display timers on your Throne.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 11&lt;br /&gt;
| 0 / 10&lt;br /&gt;
| 14 / 4&lt;br /&gt;
| 900&lt;br /&gt;
| 6.5&lt;br /&gt;
| [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Aggression|Aggression]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Personalities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Personality&lt;br /&gt;
! Bonuses&lt;br /&gt;
! Starting Bonuses&lt;br /&gt;
! Unique Ability&lt;br /&gt;
! Spell Book&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Artisan&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+40% Building Capacity (Homes, Stables, Dungeons)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+40% Building Production (Banks, Farms, Stables, Towers)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+40% Building Credits gained in Combat&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+100% Successful Espionage Operations (double stealth cost)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+10% Economy Science Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+600 Starting Soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+600 Starting Specialist Training Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+200 Starting Building Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Demolition Mastery&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    In War, Raze attacks destroy 40% of target buildings (base 30%).&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Mystics#Quick_Feet|Ghost Workers]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Cleric&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Elite Defensive Strength&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Defensive Specialist Strength&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-1 Self-Spell Mana Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+35% Hospital Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Immune to Plague&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Specialist Training Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Divine Favour&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    50% chance to double duration on self-spells.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Salvation|Salvation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Revelation|Revelation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Divine_Shield|Divine Shield]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Illuminate_Shadows|Illuminate Shadows]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Heretic&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+50% Wizard Production&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-50% Thieves lost on ops&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Spell Damage&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Sabotage Damage&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Arcane Arts Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Access to Nightmares, Fools Gold&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+400 Starting Wizards&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+400 Starting Thieves&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Chaotic Affliction&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    2 ticks, +10–30% spell &amp;amp; sabotage damage. 23-day cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Nightmare|Nightmares]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Fools_Gold|Fools Gold]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Mystic&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+85% Guild Effectiveness&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Mana Recovery per tick&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Channeling Science Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Wizards&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Mana Well&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Passive — regain 15% mana instantly. 23-hour cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Pitfalls|Pitfalls]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Meteor_Showers|Meteor Showers]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Mind_Focus|Mind Focus]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Chastity|Chastity]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Rogue&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+70% Thieves&#039; Den Effectiveness&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Stealth Recovery per tick&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Kidnap &amp;amp; Assassinate Wizards damage&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Crime Science Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Access to all thievery ops&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Thieves&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Shadows in the Night&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    +25% sabotage damage at ≥50% stealth.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;!-- No spells --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tactician&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-15% Attack Time&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No thieves lost on intel ops&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Immune to Greater Arson &amp;amp; Steal War Horses&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Siege Science Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Enhanced Conquest&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Specialist Training Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Dragons Wrath&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    3% raw offense also damages dragons.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;!-- No spells --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Warrior&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Offensive Military Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+4 Mercenary &amp;amp; Prisoner Strength&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-40% Mercenary Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Tactics Science Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Access to Righteous Aggressor&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Specialist Training Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Battle Cry&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Successful attacks kill 0.5% of target population.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| [[Mystics#Righteous_Aggressor|Righteous Aggressor]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Paladin&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Military kills when defending&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Horse Strength (attracts NW)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Immune to Dragon effects&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Valor Science Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Access to Righteous Aggressor, Salvation, Hero&#039;s Inspiration&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Specialist Training Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Smite&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    War/Hostile, 23h CD: Next TM destroys 25% guilds/towers/TDs OR Holy Massacre (15% peasants + +15% specialist losses).&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Righteous_Aggressor|Righteous Aggressor]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Salvation|Salvation]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Heroes_Inspiration|Hero&#039;s Inspiration]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Necromancer&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% WPA&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% military losses return as soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Resilience Science Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Reclaim 30% of enemy military losses as soldiers on successful attacks&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Specialist Training Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;Grave Harvest&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    Successful attack grants +20% instant spell damage for 2 days (non-stacking in War).&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Animate_Dead|Animate Dead]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Nightmare|Nightmares]]&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;[[Mystics#Mystic_Aura|Mystic Aura]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;General&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 General&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Specialist Credits gained in combat&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-20% Military Training Time&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Can train elites with Specialist Credits (War only)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Soldiers&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+800 Starting Specialist Training Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:flex; flex-direction:column;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;div style=&amp;quot;font-weight:bold;&amp;quot;&amp;gt;General&#039;s Command&amp;lt;/div&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-left:1em;&amp;quot;&amp;gt;&lt;br /&gt;
    2 ticks, +60% honour gains (War only). 23h cooldown.&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
| &amp;lt;!-- No spells --&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adret</name></author>
	</entry>
	<entry>
		<id>https://utopiawiki.com/index.php?title=Age_112&amp;diff=63</id>
		<title>Age 112</title>
		<link rel="alternate" type="text/html" href="https://utopiawiki.com/index.php?title=Age_112&amp;diff=63"/>
		<updated>2025-11-09T15:02:22Z</updated>

		<summary type="html">&lt;p&gt;Adret: Created page with &amp;quot;In Utopia, players choose a race that determines their province&amp;#039;s inherent strengths, weaknesses, unique abilities, and available spells — such as fast-attacking Avians, magic-resistant Elves, or economically strong Dwarves. They also select a personality, which layers on specialized bonuses, starting advantages, and tactical perks — from aggressive Warrior boosts to powerful mystic benefits. Together, race and personality shape a player’s playstyle, strategic opti...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Utopia, players choose a race that determines their province&#039;s inherent strengths, weaknesses, unique abilities, and available spells — such as fast-attacking Avians, magic-resistant Elves, or economically strong Dwarves. They also select a personality, which layers on specialized bonuses, starting advantages, and tactical perks — from aggressive Warrior boosts to powerful mystic benefits. Together, race and personality shape a player’s playstyle, strategic options, and role within their kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Age 112 =&lt;br /&gt;
&lt;br /&gt;
= Races =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-size:110%;&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;background-color:#d4edda;&amp;quot; | Bonuses&lt;br /&gt;
! style=&amp;quot;background-color:#f8d7da;&amp;quot; | Penalties&lt;br /&gt;
! Unique Ability&lt;br /&gt;
! Soldier&lt;br /&gt;
! Off. Specialist&lt;br /&gt;
! Def. Specialist&lt;br /&gt;
! Elite (Off/Def)&lt;br /&gt;
! Cost (gc)&lt;br /&gt;
! Networth&lt;br /&gt;
! style=&amp;quot;white-space:normal;&amp;quot; | Spellbook&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Avian&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin:0; padding:0; cursor:pointer; color:black; text-decoration:none; width:100%; white-space:normal; overflow-wrap:break-word;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;A mix of bird and man, Avians soar above the battlefield. Their unmatched speed and ferocious breeding cycles make them a constant threat to their enemies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-20% Attack Time&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+40% Birth Rates&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+10% Military Casualties&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Cannot use Barracks&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Access to Stables/War Horses&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Skybound_Strike|Skybound Strike]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 15 / 3&lt;br /&gt;
| 900&lt;br /&gt;
| 6.5&lt;br /&gt;
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dark Elf&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Mystics of the shadows, Dark Elves wield devastating magic and can call upon darkness to amplify their power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Magic Effectiveness (WPA)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+10% Offensive Military Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Can train Thieves with Specialist Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Exploration Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Thief Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Void_Tap|Void Tap]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
| 12 / 6&lt;br /&gt;
| 900&lt;br /&gt;
| 6.0&lt;br /&gt;
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage&#039;s_Fury|Mage&#039;s Fury]], [[Mystics#Invisibility|Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dryad&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Ancient guardians of the forests, Dryads are towering warriors whose natural strength makes them fearsome opponents.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Military Kills&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+40% Draft Speed&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+30% Building Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Attack Time&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Overgrowth|Overgrowth]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 18 / 4&lt;br /&gt;
| 1200&lt;br /&gt;
| 7.5&lt;br /&gt;
| [[Mystics#Greater_Protection|Greater Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Dwarf&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Master builders and engineers, Dwarves dominate through efficiency and resilience, creating fortresses of unmatched strength.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+30% Building Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-25% Damage from Enemy Instant T/M Ops&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+100% Food Consumption&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-15% Thieves&#039; Per Acre&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Blazing_Forge|Blazing Forge]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 14 / 4&lt;br /&gt;
| 1000&lt;br /&gt;
| 7.0&lt;br /&gt;
| [[Mystics#Miner&#039;s_Mystique|Miner&#039;s Mystique]], [[Mystics#Wrath|Wrath]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Elf&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Masters of arcane forces, Elves excel in destructive magic and resource control, striking swiftly with mystical power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+40% Magic Effectiveness (WPA)&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Rune Production&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Mana per Tick&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-40% Thieves&#039; Den Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Access to Dungeons&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Mana_Surge|Mana Surge]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 12&lt;br /&gt;
| 13 / 5&lt;br /&gt;
| 1000&lt;br /&gt;
| 7.0&lt;br /&gt;
| [[Mystics#Mist|Mist]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Greater_Protection|Greater Protection]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Faery&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Elusive and mystical, Faeries wield unmatched spellcasting prowess and illusionary tactics, thriving in magical dominance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Offensive Spell Duration&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% WPA&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Mana per Tick (in War)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+35% Rune Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-5% Building Efficiency&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Cannot use Horses&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Ethereal_Mirage|Ethereal Mirage]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 1 / 13&lt;br /&gt;
| 1200&lt;br /&gt;
| 6.5&lt;br /&gt;
| [[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]], [[Mystics#Mist|Mist]], [[Mystics#Wrath|Wrath]], [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage&#039;s_Fury|Mage&#039;s Fury]], [[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Miner&#039;s_Mystique|Miner&#039;s Mystique]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Revelation|Revelation]], [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Invisibility|Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Halfling&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Small and nimble, Halflings are master thieves who rely on stealth and cunning over brute strength.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Max Population&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Stealth per Tick&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+40% TPA&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-25% Birth Rate&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Building Costs&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Sneak_Attack|Sneak Attack]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 12 / 7&lt;br /&gt;
| 850&lt;br /&gt;
| 6.5&lt;br /&gt;
| [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]], [[Mystics#Invisibility|Invisibility]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Human&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Versatile and resourceful, Humans dominate through knowledge, science, and disciplined strategy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% Science Effectiveness&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-15% Honor Losses&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+15% BE (TG, Castles, Barracks, Hospitals)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Military Wages&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-20% WPA&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+1 Mana Cost on Self-Spells&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Cannot Ambush&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#First_Aid|First Aid]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 7 / 12&lt;br /&gt;
| 1050&lt;br /&gt;
| 6.75&lt;br /&gt;
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Righteous_Aggressor|Righteous Aggressor]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Orc&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Brutal and ruthless, Orcs thrive in warfare, plundering and pillaging with unparalleled ferocity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Battle Gains&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-50% Draft Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Train Elites with Specialist Credits&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+50% Land Lost on Ambush&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Warlords_Fury|Warlords Fury]]&lt;br /&gt;
| 3 / 0&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| 16 / 2&lt;br /&gt;
| 1200&lt;br /&gt;
| 7.0&lt;br /&gt;
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;line-height:1.2;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Undead&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Race Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;The restless dead march without sustenance, spreading terror and disease, impervious to plague themselves.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#d4edda;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;-40% Military Losses&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Immune to Plague&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;No Food Needed&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Converts Specs to Elites on Traditional March&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| style=&amp;quot;background-color:#f8d7da;&amp;quot; | &amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+25% Damage from Enemy T/M Ops&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;+20% Training Cost&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| [[Unique_Abilities#Cursed_Plague|Cursed Plague]]&lt;br /&gt;
| 3 / 3&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 15 / 4&lt;br /&gt;
| 900&lt;br /&gt;
| 6.5&lt;br /&gt;
| [[Mystics#Aggression|Aggression]], [[Mystics#Hero&#039;s_Inspiration|Hero&#039;s Inspiration]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Personalities =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Personality&lt;br /&gt;
! Bonuses&lt;br /&gt;
! Starting Bonuses&lt;br /&gt;
! Unique Ability&lt;br /&gt;
! Spell Book&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Artisan&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;An artisan is a skilled worker who crafts functional and decorative items. Their expertise allows them to optimize building efficiency and construction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +40% Building Capacity (Homes, Stables, Dungeons)&lt;br /&gt;
* +30% Building Production (Banks, Farms, Stables, Towers)&lt;br /&gt;
* +40% Building Credits gained in Combat&lt;br /&gt;
* 100% Successful Espionage Ops (double stealth cost)&lt;br /&gt;
* +10% Economy Science Effectiveness&lt;br /&gt;
| &lt;br /&gt;
* +600 Starting Soldiers&lt;br /&gt;
* +600 Starting Specialist Training Credits&lt;br /&gt;
* +200 Starting Building Credits&lt;br /&gt;
| [[Unique_Abilities#Demolition_Mastery|Demolition Mastery]]&lt;br /&gt;
| [[Mystics#Quick_Feet|Quick Feet]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Cleric&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Clerics heal their wounded troops and use divine magic to bolster their armies with powerful blessings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +1 Elite Defensive Strength&lt;br /&gt;
* +1 Defensive Specialist Strength&lt;br /&gt;
* -1 Self-Spell Mana Cost&lt;br /&gt;
* +35% Hospital Effectiveness&lt;br /&gt;
| &lt;br /&gt;
* +800 Starting Soldiers&lt;br /&gt;
* +800 Starting Specialist Training Credits&lt;br /&gt;
| [[Unique_Abilities#Divine_Favour|Divine Favour]]&lt;br /&gt;
| &lt;br /&gt;
* [[Mystics#Salvation|Salvation]]&lt;br /&gt;
* [[Mystics#Revelation|Revelation]]&lt;br /&gt;
* [[Mystics#Divine_Shield|Divine Shield]]&lt;br /&gt;
* [[Mystics#Illuminate_Shadows|Illuminate Shadows]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Heretic&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;The Heretic rejects traditional doctrine, embracing chaos to amplify magical and sabotage power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +50% Wizard Production&lt;br /&gt;
* -50% Thief Losses&lt;br /&gt;
* +20% Spell Damage&lt;br /&gt;
* +20% Sabotage Damage&lt;br /&gt;
* +10% Arcane Arts Science Effectiveness&lt;br /&gt;
| &lt;br /&gt;
* +400 Starting Wizards&lt;br /&gt;
* +400 Starting Thieves&lt;br /&gt;
| [[Unique_Abilities#Chaotic_Affliction|Chaotic Affliction]]&lt;br /&gt;
| &lt;br /&gt;
* [[Mystics#Nightmare|Nightmare]]&lt;br /&gt;
* [[Mystics#Fools_Gold|Fools Gold]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Mystic&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Mystics specialize in magic, gaining unmatched access to sorcery and unparalleled mana regeneration.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +85% Guild Effectiveness&lt;br /&gt;
* +1 Mana Regen per Tick&lt;br /&gt;
* +25% Channeling Science Effectiveness&lt;br /&gt;
| &lt;br /&gt;
* +800 Starting Wizards&lt;br /&gt;
| [[Unique_Abilities#Arcane_Respite|Arcane Respite]]&lt;br /&gt;
| &lt;br /&gt;
* [[Mystics#Pitfalls|Pitfalls]]&lt;br /&gt;
* [[Mystics#Meteor_Showers|Meteor Showers]]&lt;br /&gt;
* [[Mystics#Mind_Focus|Mind Focus]]&lt;br /&gt;
* [[Mystics#Chastity|Chastity]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Rogue&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Masters of stealth and crime, Rogues excel in sabotage and infiltration, gaining access to every thievery operation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +80% Thieves&#039; Den Effectiveness&lt;br /&gt;
* +1 Stealth Regen per Tick&lt;br /&gt;
* +25% Kidnap and Assassinate Wizards Damage&lt;br /&gt;
* +25% Crime Science Effectiveness&lt;br /&gt;
* Access to All Thievery Ops&lt;br /&gt;
| &lt;br /&gt;
* +800 Starting Thieves&lt;br /&gt;
| [[Unique_Abilities#Shadows_in_the_Night|Shadows in the Night]]&lt;br /&gt;
| &amp;lt;!-- No spells listed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Tactician&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Tacticians use battlefield strategy to strike swiftly and dismantle dragons while scouting effortlessly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* -15% Attack Time&lt;br /&gt;
* No Thief Losses on Espionage Ops&lt;br /&gt;
* +25% Siege Science Effectiveness&lt;br /&gt;
| &lt;br /&gt;
* +800 Starting Soldiers&lt;br /&gt;
* +800 Starting Specialist Training Credits&lt;br /&gt;
| [[Unique_Abilities#Dragons_Wrath|Dragons Wrath]]&lt;br /&gt;
| &amp;lt;!-- No spells listed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Warrior&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Warriors dominate through brute strength, overwhelming foes with destructive power and devastation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +15% Offensive Military Efficiency&lt;br /&gt;
* +5 Mercenary and Prisoner Strength&lt;br /&gt;
* -50% Mercenary Cost&lt;br /&gt;
* +25% Tactics Science Effectiveness&lt;br /&gt;
| &lt;br /&gt;
* +800 Starting Soldiers&lt;br /&gt;
* +800 Starting Specialist Training Credits&lt;br /&gt;
| [[Unique_Abilities#Battle_Cry|Battle Cry]]&lt;br /&gt;
| [[Mystics#Righteous_Aggressor|Righteous Aggressor]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Raider&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Raiders specialize in ambush and disruption, undermining enemy defenses and resource production.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +10% Offensive Military Efficiency&lt;br /&gt;
* -50% Thief Cost&lt;br /&gt;
* +25% Thieves Per Acre&lt;br /&gt;
* -50% Failed Ops Losses (in War)&lt;br /&gt;
* +25% Tools Science Effectiveness&lt;br /&gt;
| &lt;br /&gt;
* +500 Starting Thieves&lt;br /&gt;
* +500 Starting Specialist Training Credits&lt;br /&gt;
| [[Unique_Abilities#Undermining_Assault|Undermining Assault]]&lt;br /&gt;
| &amp;lt;!-- No spells listed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style=&amp;quot;display:inline-block; line-height:1.2;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Sage&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;margin-top:0.2em; padding:0; cursor:pointer; color:black; text-decoration:none; width:auto; white-space:normal; overflow-wrap:break-word; display:block; text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Description&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Sages are scholars whose unmatched knowledge lets them defend science and weaponize knowledge itself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
* +15% Book Generation&lt;br /&gt;
* +15% Scientist Generation&lt;br /&gt;
* +60% Learn Attack Protection (OOW)&lt;br /&gt;
| &lt;br /&gt;
* +3 Starting Scientists&lt;br /&gt;
* +800 Starting Soldiers&lt;br /&gt;
* +800 Starting Specialist Training Credits&lt;br /&gt;
| [[Unique_Abilities#Scholars_Wrath|Scholars Wrath]]&lt;br /&gt;
| &lt;br /&gt;
* [[Mystics#Revelation|Revelation]]&lt;br /&gt;
* [[Mystics#Scientific_Insights|Scientific Insights]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Adret</name></author>
	</entry>
</feed>