Races and Personalities: Difference between revisions
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<big><big><big><big><center>[[Age | <big><big><big><big><center>[[Age 117|'''Age 117 Final Changes''']]</center></big></big></big></big>{{PreviousNext| [[Age 116]] | [[Age 118]]}} | ||
=Races= | =Races= | ||
==Avian== | ==Avian== | ||
*Bonuses: | *Bonuses: | ||
** - | ** -20% Attack Time | ||
** | ** +25% Birth Rate | ||
* War Doctrine (In War): Provides up to -7.5% Attack Time, -0.75% ea | |||
* War Doctrine (In War): Provides up to - | * Unique Passive: Opportunistic Raider | ||
* Unique Passive: | **Plunder and learn attacks take 1 tick less time | ||
** | |||
*Spells: | *Spells: | ||
**Town Watch | **Town Watch | ||
*Penalties: | *Penalties: | ||
**No Access to Stables and War Horses | **No Access to Stables and War Horses | ||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: 12/0, 4.8nw | ** Offensive Specialist: 12/0, 4.8nw | ||
** Defensive Specialist: 0/10, 5nw | ** Defensive Specialist: 0/10, 5nw | ||
** Elite Unit: | ** Elite Unit: 14/3, 900gc, 6.25nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
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==Dark Elf== | ==Dark Elf== | ||
*Bonuses: | *Bonuses: | ||
** + | **+20% Instant Spell Damage | ||
** | **-25% Spell Rune Costs (excluding ritual) | ||
** | **Immune to Sabotage Wizards | ||
*War Doctrine (In War): Provides up to + | *War Doctrine (In War): Provides up to +10% Instant Spell Damage (1% each) | ||
*Unique Passive: | *Unique Passive: Mystic Enthusiasts | ||
** | **Successful offensive instant spells refund 30% of the rune cost | ||
*Spells: | *Spells: | ||
** Blizzard | ** Blizzard | ||
*Penalties: | *Penalties: | ||
** - | ** -20% Sabotage Damage | ||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: | ** Offensive Specialist: 11/0, 4.8nw | ||
** Defensive Specialist: 0/ | ** Defensive Specialist: 0/11, 5.5nw | ||
** Elite Unit: | ** Elite Unit: 13/4, 900gc, 6.25nw | ||
** Mercenary: 8/0, 0nw | ** Mercenary: 8/0, 0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
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==Dryad== | ==Dryad== | ||
*Bonuses: | *Bonuses: | ||
** + | **+10% Offensive Military Efficiency | ||
** + | **+25% Increased Dragon Slaying Strength | ||
*War Doctrine (In War): Provides up to +7.5% OME (0.75% each) | |||
*War Doctrine (In War): Provides up to + | *Unique Passive - Interdiction | ||
*Unique Passive - | **Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food: | ||
** | ** Fanaticism | ||
** | |||
*Penalties: | *Penalties: | ||
** | ** -10% Building Efficiency | ||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: 10/0, 4.0nw | ** Offensive Specialist: 10/0, 4.0nw | ||
** Defensive Specialist: 0/ | ** Defensive Specialist: 0/9, 5.5nw | ||
** Elite Unit: | ** Elite Unit: 15/3 925gc, 6.75nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
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==Dwarf== | ==Dwarf== | ||
*Bonuses: | *Bonuses: | ||
** + | **+20% Building Efficiency | ||
** -50% Construction | **-50% Construction Cost | ||
** - | **+25% Building Credits Gained from Combat | ||
*War Doctrine (In War): | **-20% Damage Taken from Raze Attacks | ||
*Unique Passive: | *War Doctrine (In War): Provides up to +10% Building Efficiency (1% each) | ||
* | *Unique Passive: Construction Delays | ||
*For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks). | |||
*Spells: | *Spells: | ||
**Miner’s Mystique | **Miner’s Mystique | ||
*Penalties: | *Penalties: | ||
**+50% Food Consumption | |||
**+ | |||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: 10/0, 4.0nw | ** Offensive Specialist: 10/0, 4.0nw | ||
** Defensive Specialist: 0/10 5.0nw | ** Defensive Specialist: 0/10 5.0nw | ||
** Elite Unit: | ** Elite Unit: 13/5, 950gc, 6.5nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
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==Elf== | ==Elf== | ||
*Bonuses: | *Bonuses: | ||
** + | **+25% Magic Effectiveness (WPA) | ||
** + | **+50% Rune Production | ||
** + | **+1 Mana Per tick | ||
*War Doctrine (In War): Provides up to | *War Doctrine (In War): Provides up to +25% Defensive WPA (2.5% each). | ||
*Unique Passive: Arcane | *Unique Passive: Arcane Respite | ||
** | **Once activated, for the next 6 ticks, regenerate +2 mana per tick. | ||
*Spells: | *Spells: | ||
**Pitfalls, | **Pitfalls, Greater Protection | ||
*Penalties: | *Penalties: | ||
** | ** -20% Offensive TPA | ||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: | ** Offensive Specialist: 9/0, 3.6nw | ||
** Defensive Specialist: 0/ | ** Defensive Specialist: 0/11 , 5.5nw | ||
** Elite Unit: | ** Elite Unit: 5/12 1000gc, 7.0nw | ||
** Mercenary:8/0, 0.0nw | ** Mercenary:8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
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==Faery== | ==Faery== | ||
*Bonuses: | *Bonuses: | ||
** + | **+25% Self Spell Duration | ||
** + | **+1 Mana per tick (in war) | ||
** | **-1% Mana on Self Spells | ||
*War Doctrine (In War): | *War Doctrine (In War): Provides up to +7.5% DME (.075% each) | ||
*Unique Passive - | *Unique Passive - Arcane Overflow | ||
* | *(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%. | ||
*Spells: | *Spells: | ||
** | ** Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique | ||
*Penalties: | *Penalties: | ||
** -5% Population | ** -5% Population | ||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: | ** Offensive Specialist: 9/0, 3.6nw | ||
** Defensive Specialist: 0/10, 5.0nw | ** Defensive Specialist: 0/10, 5.0nw | ||
** Elite Unit: 4/ | ** Elite Unit: 4/13, 1000gc, 7.25nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
** War Horse: 2/0, 0.6nw | ** War Horse: 2/0, 0.6nw | ||
== | ==Gnome== | ||
*Bonuses | |||
**+10% Sabotage Damage | |||
*Bonuses | **Can Train Thieves with Specialist Credits | ||
**+10% | **Immune to Expose Thieves | ||
** | **-25% Thief Losses | ||
** | *War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each) | ||
Unique Passive - Cunning Assault | |||
*War Doctrine (In War): | **Each successful attack will provide one of the following thievery boosts, which last for 6 ticks: +25% offensive thievery effectiveness, -25% thief losses, or +10% sabotage damage. All of these can be active at the same time. | ||
*Spells | |||
**Quick Feet | |||
** | *Penalties | ||
**+20% Combat Instant Spell Damage Received | |||
*Spells | *Units | ||
** | |||
*Penalties | |||
**+ | |||
*Units | |||
**Soldier: 3/0, 0.75nw | **Soldier: 3/0, 0.75nw | ||
**Offensive Specialist: | **Offensive Specialist: 11/0, 4.4nw | ||
**Defensive Specialist: 0/ | **Defensive Specialist: 0/11, 5.5nw | ||
**Elite Unit: | **Elite Unit: 13/3 850gc, 6.0nw | ||
**Mercenary: 8/0, 0.0nw | **Mercenary: 8/0, 0.0nw | ||
**Prisoner: 8/0, 1.6nw | **Prisoner: 8/0, 1.6nw | ||
**War Horse: 2/0, 0.6nw | **War Horse: 2/0, 0.6nw | ||
==Halfling== | |||
*Bonuses: | *Bonuses: | ||
** + | **+10% Population | ||
** +1 Stealth | **+1 Stealth Per tick in War | ||
** + | **+25% Offensive Thievery Effectiveness (TPA) | ||
*War Doctrine (In War): Provides up to + | *War Doctrine (In War): Provides up to +5% Population (.05% each) | ||
*Unique | *Unique Active: Overgrowth | ||
**Once activated, your maximum population increases by +25% for 5 ticks. | |||
*Spells: | *Spells: | ||
** | **Invisibility | ||
*Penalties: | *Penalties: | ||
** | ** −20% Offensive WPA | ||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: | ** Offensive Specialist: 9/0, 3.6nw | ||
** Defensive Specialist: 0/10, 5.0nw | ** Defensive Specialist: 0/10, 5.0nw | ||
** Elite Unit: | ** Elite Unit: 6/11, 1000gc, 6.75nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
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==Human== | ==Human== | ||
*Bonuses: | *Bonuses: | ||
** + | **+25% Income | ||
** - | **-20% Military Training Cost | ||
** | **-20% Military Wages | ||
*War Doctrine (In War): | **Incite Riot Immunity | ||
*Unique Passive - | *War Doctrine (In War): Provides up to +15% Income (1.5% each) | ||
** | *Unique Passive - Civil Administration | ||
**Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%. | |||
*Spells: | *Spells: | ||
** | **Tree of Gold | ||
*Penalties: | *Penalties: | ||
**+ | **+1 mana self spell cost | ||
*Units: | *Units: | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: | ** Offensive Specialist: 10/0, 4.0nw | ||
** Defensive Specialist: 0/ | ** Defensive Specialist: 0/10, 5.0nw | ||
** Elite Unit: | ** Elite Unit: 13/4 900gc, 6.25nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
** War Horse: | ** War Horse: 2/0, 0.6nw | ||
==Orc== | ==Orc== | ||
*Bonuses: | *Bonuses: | ||
** + | **+20% Battle Resource Gains | ||
** - | **-50% Draft Cost | ||
*War Doctrine (In War): Provides up to +15% Enemy casualties when attacking (1.5% each). | |||
*War Doctrine (In War): Provides up to + | *Unique Passive - General’s Authority | ||
*Unique Passive - | **When attacking with 2 or more generals, enemy military casualties are increased by +15%. | ||
** | |||
*Spells: | *Spells: | ||
** Bloodlust | **Bloodlust | ||
*Penalties: | *Penalties: | ||
** | **-5% Defensive Military Efficiency | ||
*Units | *Units | ||
** Soldier: 3/0, 0.75nw | ** Soldier: 3/0, 0.75nw | ||
** Offensive Specialist: | ** Offensive Specialist: 11/0, 4.4 nw | ||
** Defensive Specialist: 0/10, 5nw | ** Defensive Specialist: 0/10, 5nw | ||
** Elite Unit: | ** Elite Unit: 14/3, 900gc, 6.25nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
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==Undead== | ==Undead== | ||
*Bonuses: | *Bonuses: | ||
** - | ** -40% Military Losses | ||
** Plague Immunity | ** Plague Immunity | ||
** No Food Requirement | ** No Food Requirement | ||
*War Doctrine (In War): | *War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each) | ||
*Unique Passive: | *Unique Passive: Plaguebearers | ||
** | **All successful attacks have a 33% chance to spread plague to the target province. | ||
*Spells: | *Spells: | ||
** | **Ghost Workers | ||
*Penalties: | *Penalties: | ||
** | **-15% Birth Rate | ||
*Units | *Units | ||
** Soldier 3/0, 0.75nw | ** Soldier 3/0, 0.75nw | ||
** Offensive Specialist: | ** Offensive Specialist: 10/0, 4.0nw | ||
** Defensive Specialist: 0/10 5.0nw | ** Defensive Specialist: 0/10 5.0nw | ||
** Elite Unit: | ** Elite Unit: 13/4, 900gc, 6.25nw | ||
** Mercenary: 8/0, 0.0nw | ** Mercenary: 8/0, 0.0nw | ||
** Prisoner: 8/0, 1.6nw | ** Prisoner: 8/0, 1.6nw | ||
** War Horse: 2/0, 0.6nw | ** War Horse: 2/0, 0.6nw | ||
<!--> | |||
=Personalities= | =Personalities= | ||
==The | ==The Cleric== | ||
*+15% Defensive Military Efficiency | |||
*-15% Battle (Resource) Losses | |||
* | *-15% Sabotage Damage Received | ||
* | *-15% Spell Damage Received | ||
* | *-15% Damage Taken From Massacre Attacks | ||
* | *Immune to the Plague | ||
*Access to | *Access to Salvation | ||
*Starts with + | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique Passive | *Unique Passive: Architect’s Revenge - Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings. | ||
==The General== | ==The General== | ||
*+1 Army generals | |||
*Offensive specialist gets +1 strength | |||
*+1 | *Elite gets +1 offensive strength | ||
* | |||
* | |||
*Access to | *Access to Righteous Aggressor | ||
*Starts with +800 Soldiers and +800 Specialist Credits | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique Passive - | *Unique Passive - Undermining Assault: Your next successful attack applies Coordinated Strike to the target for 4 ticks, reducing their Watch Tower thievery defense effectiveness by 15%. | ||
==The Heretic== | ==The Heretic== | ||
*+50% Land Effect - Guilds | |||
*+10% Combat Instant Spell Damage | |||
*+ | *+10% Sabotage Damage | ||
*No Thieves lost on Failed Espionage Operations | |||
*+ | |||
*+ | |||
* | |||
*Access to Nightmares, Fools Gold, Mage’s Fury | |||
*Access to Nightmares, Fools Gold, | |||
*Starts with +400 Wizards and +400 Thieves | *Starts with +400 Wizards and +400 Thieves | ||
*Unique Passive : | *Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations. | ||
==The Mystic== | ==The Mystic== | ||
*+100% Land Effect - Guilds | |||
*+25% Offensive Wizards Per Acre (WPA) | |||
*+ | *+1% Extra Mana Per tick | ||
*+25% Offensive | |||
*+ | |||
*Access to Pitfalls, Meteor Showers, Chastity | *Access to Pitfalls, Meteor Showers, Chastity | ||
*Starts with +800 Wizards | *Starts with +800 Wizards | ||
*Unique | *Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population. | ||
==The Rogue== | ==The Rogue== | ||
*+25% Offensive Thievery Per Acre (TPA) | |||
*+75% Thieves' Den Effectiveness | |||
*+ | *+1% Extra Stealth Per tick | ||
*+ | *Access all Thievery Operations | ||
*Access | |||
*Access to Mystic Aura | |||
*Starts with +800 Thieves | *Starts with +800 Thieves | ||
*Unique | *Unique - Shadow Persistence: Rogue provinces may perform thievery operations while overpopulated. | ||
==The Sage== | |||
*-50% Losses on Learn Attacks | |||
* | *+10 Starting Scientists | ||
*+ | |||
*Access to Scientific Insight, Fountain of Knowledge | |||
*Starts with +800 Soldiers and +800 Specialist Credits | |||
*Unique - Holy Inquisition: Successful attacks in War or Hostile temporarily suppress 15% of the target's Science Effectiveness and reduce Book Generation by 20% for 6-8 ticks. | |||
*Access to | |||
*Starts with +800 Soldiers and +800 Specialist Credits | |||
*Unique | |||
==The Tactician== | ==The Tactician== | ||
*-15% Attack Travel Time | |||
*+25% Specialist Training Credits | |||
*-15% Attack Time | *100% successful espionage operations at 2x stealth | ||
*+ | |||
* | |||
*Access to | *Access to Illuminate Shadows | ||
*Starts with +800 Soldiers and +800 Specialist Credits | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique | *Unique: Dragon’s Wrath: When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon. | ||
==The Warrior== | ==The Warrior== | ||
*+15% Offensive Military Efficiency | *+15% Offensive Military Efficiency | ||
*+ | *+15% Damage Dealt with Massacre Attacks | ||
*Access to Hero’s Inspiration | |||
*Starts with +800 Soldiers and +800 Specialist Credits | *Starts with +800 Soldiers and +800 Specialist Credits | ||
*Unique Passive - Indomitable Spirit: Once activated Warriors gain 5% Offensive Military Efficiency for 6 ticks. | |||
*Unique Passive - | |||
Latest revision as of 20:03, 10 October 2026
In Utopia, players choose a race that determines their province'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.
| « Previous: Age 116 | Next: Age 118 » |
Races
Avian
- Bonuses:
- -20% Attack Time
- +25% Birth Rate
- War Doctrine (In War): Provides up to -7.5% Attack Time, -0.75% ea
- Unique Passive: Opportunistic Raider
- Plunder and learn attacks take 1 tick less time
- Spells:
- Town Watch
- Penalties:
- No Access to Stables and War Horses
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 12/0, 4.8nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 14/3, 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: n/a
Dark Elf
- Bonuses:
- +20% Instant Spell Damage
- -25% Spell Rune Costs (excluding ritual)
- Immune to Sabotage Wizards
- War Doctrine (In War): Provides up to +10% Instant Spell Damage (1% each)
- Unique Passive: Mystic Enthusiasts
- Successful offensive instant spells refund 30% of the rune cost
- Spells:
- Blizzard
- Penalties:
- -20% Sabotage Damage
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.8nw
- Defensive Specialist: 0/11, 5.5nw
- Elite Unit: 13/4, 900gc, 6.25nw
- Mercenary: 8/0, 0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dryad
- Bonuses:
- +10% Offensive Military Efficiency
- +25% Increased Dragon Slaying Strength
- War Doctrine (In War): Provides up to +7.5% OME (0.75% each)
- Unique Passive - Interdiction
- Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food:
- Fanaticism
- Penalties:
- -10% Building Efficiency
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/9, 5.5nw
- Elite Unit: 15/3 925gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Dwarf
- Bonuses:
- +20% Building Efficiency
- -50% Construction Cost
- +25% Building Credits Gained from Combat
- -20% Damage Taken from Raze Attacks
- War Doctrine (In War): Provides up to +10% Building Efficiency (1% each)
- Unique Passive: Construction Delays
- For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
- Spells:
- Miner’s Mystique
- Penalties:
- +50% Food Consumption
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 13/5, 950gc, 6.5nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.9nw
Elf
- Bonuses:
- +25% Magic Effectiveness (WPA)
- +50% Rune Production
- +1 Mana Per tick
- War Doctrine (In War): Provides up to +25% Defensive WPA (2.5% each).
- Unique Passive: Arcane Respite
- Once activated, for the next 6 ticks, regenerate +2 mana per tick.
- Spells:
- Pitfalls, Greater Protection
- Penalties:
- -20% Offensive TPA
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 9/0, 3.6nw
- Defensive Specialist: 0/11 , 5.5nw
- Elite Unit: 5/12 1000gc, 7.0nw
- Mercenary:8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse:2/0, 0.6nw
Faery
- Bonuses:
- +25% Self Spell Duration
- +1 Mana per tick (in war)
- -1% Mana on Self Spells
- War Doctrine (In War): Provides up to +7.5% DME (.075% each)
- Unique Passive - Arcane Overflow
- (In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.
- Spells:
- Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique
- Penalties:
- -5% Population
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 9/0, 3.6nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 4/13, 1000gc, 7.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Gnome
- Bonuses
- +10% Sabotage Damage
- Can Train Thieves with Specialist Credits
- Immune to Expose Thieves
- -25% Thief Losses
- War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)
Unique Passive - Cunning Assault
- Each successful attack will provide one of the following thievery boosts, which last for 6 ticks: +25% offensive thievery effectiveness, -25% thief losses, or +10% sabotage damage. All of these can be active at the same time.
- Spells
- Quick Feet
- Penalties
- +20% Combat Instant Spell Damage Received
- Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4nw
- Defensive Specialist: 0/11, 5.5nw
- Elite Unit: 13/3 850gc, 6.0nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Halfling
- Bonuses:
- +10% Population
- +1 Stealth Per tick in War
- +25% Offensive Thievery Effectiveness (TPA)
- War Doctrine (In War): Provides up to +5% Population (.05% each)
- Unique Active: Overgrowth
- Once activated, your maximum population increases by +25% for 5 ticks.
- Spells:
- Invisibility
- Penalties:
- −20% Offensive WPA
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 9/0, 3.6nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 6/11, 1000gc, 6.75nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Human
- Bonuses:
- +25% Income
- -20% Military Training Cost
- -20% Military Wages
- Incite Riot Immunity
- War Doctrine (In War): Provides up to +15% Income (1.5% each)
- Unique Passive - Civil Administration
- Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
- Spells:
- Tree of Gold
- Penalties:
- +1 mana self spell cost
- Units:
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10, 5.0nw
- Elite Unit: 13/4 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Orc
- Bonuses:
- +20% Battle Resource Gains
- -50% Draft Cost
- War Doctrine (In War): Provides up to +15% Enemy casualties when attacking (1.5% each).
- Unique Passive - General’s Authority
- When attacking with 2 or more generals, enemy military casualties are increased by +15%.
- Spells:
- Bloodlust
- Penalties:
- -5% Defensive Military Efficiency
- Units
- Soldier: 3/0, 0.75nw
- Offensive Specialist: 11/0, 4.4 nw
- Defensive Specialist: 0/10, 5nw
- Elite Unit: 14/3, 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw
Undead
- Bonuses:
- -40% Military Losses
- Plague Immunity
- No Food Requirement
- War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)
- Unique Passive: Plaguebearers
- All successful attacks have a 33% chance to spread plague to the target province.
- Spells:
- Ghost Workers
- Penalties:
- -15% Birth Rate
- Units
- Soldier 3/0, 0.75nw
- Offensive Specialist: 10/0, 4.0nw
- Defensive Specialist: 0/10 5.0nw
- Elite Unit: 13/4, 900gc, 6.25nw
- Mercenary: 8/0, 0.0nw
- Prisoner: 8/0, 1.6nw
- War Horse: 2/0, 0.6nw