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Created page with "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 opti..."
 
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= Age 112 =
<big><big><big><big><center>[[Age 117|'''Age 117 Final Changes''']]</center></big></big></big></big>{{PreviousNext| [[Age 116]] | [[Age 118]]}}


= Races =
=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


{| class="wikitable sortable" style="width:100%;"
==Dark Elf==  
! style="font-size:110%;" | Race
*Bonuses:  
! style="background-color:#d4edda;" | Bonuses
**+20% Instant Spell Damage
! style="background-color:#f8d7da;" | Penalties
**-25% Spell Rune Costs (excluding ritual)
! Unique Ability
**Immune to Sabotage Wizards
! Soldier
*War Doctrine (In War): Provides up to +10% Instant Spell Damage (1% each)  
! Off. Specialist
*Unique Passive: Mystic Enthusiasts
! Def. Specialist
**Successful offensive instant spells refund 30% of the rune cost
! Elite (Off/Def)
*Spells:
! Cost (gc)
** Blizzard
! Networth
*Penalties:  
! style="white-space:normal;" | Spellbook
** -20% Sabotage Damage
|-
*Units:
| <div style="line-height:1.2;"><b>Avian</b><br><div class="mw-collapsible mw-collapsed" style="margin:0; padding:0; cursor:pointer; color:black; text-decoration:none; width:100%; white-space:normal; overflow-wrap:break-word;">
** Soldier: 3/0, 0.75nw
<b>Race Description</b><br>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.
** Offensive Specialist: 11/0, 4.8nw
</div></div>
** Defensive Specialist: 0/11, 5.5nw
| style="background-color:#d4edda;" | <ul>
** Elite Unit: 13/4, 900gc, 6.25nw
  <li>-20% Attack Time</li>
** Mercenary: 8/0, 0nw
  <li>+40% Birth Rates</li>
** Prisoner: 8/0, 1.6nw
</ul>
** War Horse: 2/0, 0.6nw
| style="background-color:#f8d7da;" | <ul>
  <li>+10% Military Casualties</li>
  <li>Cannot use Barracks</li>
  <li>No Access to Stables/War Horses</li>
</ul>
| [[Unique_Abilities#Skybound_Strike|Skybound Strike]]
| 3 / 0
| 13
| 10
| 15 / 3
| 900
| 6.5
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]]
|-
| <div style="line-height:1.2;"><b>Dark Elf</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Mystics of the shadows, Dark Elves wield devastating magic and can call upon darkness to amplify their power.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+25% Magic Effectiveness (WPA)</li>
  <li>+10% Offensive Military Efficiency</li>
  <li>Can train Thieves with Specialist Credits</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+20% Exploration Costs</li>
  <li>+20% Thief Costs</li>
</ul>
| [[Unique_Abilities#Void_Tap|Void Tap]]
| 3 / 0
| 10
| 11
| 12 / 6
| 900
| 6.0
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Invisibility|Invisibility]]
|-
| <div style="line-height:1.2;"><b>Dryad</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Ancient guardians of the forests, Dryads are towering warriors whose natural strength makes them fearsome opponents.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+15% Military Kills</li>
  <li>+40% Draft Speed</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+30% Building Costs</li>
  <li>+15% Attack Time</li>
</ul>
| [[Unique_Abilities#Overgrowth|Overgrowth]]
| 3 / 0
| 10
| 10
| 18 / 4
| 1200
| 7.5
| [[Mystics#Greater_Protection|Greater Protection]]
|-
| <div style="line-height:1.2;"><b>Dwarf</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Master builders and engineers, Dwarves dominate through efficiency and resilience, creating fortresses of unmatched strength.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+30% Building Efficiency</li>
  <li>-25% Damage from Enemy Instant T/M Ops</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+100% Food Consumption</li>
  <li>-15% Thieves' Per Acre</li>
</ul>
| [[Unique_Abilities#Blazing_Forge|Blazing Forge]]
| 3 / 0
| 10
| 10
| 14 / 4
| 1000
| 7.0
| [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Wrath|Wrath]]
|-
| <div style="line-height:1.2;"><b>Elf</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Masters of arcane forces, Elves excel in destructive magic and resource control, striking swiftly with mystical power.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+40% Magic Effectiveness (WPA)</li>
  <li>+25% Rune Production</li>
  <li>+1 Mana per Tick</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>-40% Thieves' Den Efficiency</li>
  <li>No Access to Dungeons</li>
</ul>
| [[Unique_Abilities#Mana_Surge|Mana Surge]]
| 3 / 0
| 10
| 12
| 13 / 5
| 1000
| 7.0
| [[Mystics#Mist|Mist]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Greater_Protection|Greater Protection]]
|-
| <div style="line-height:1.2;"><b>Faery</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Elusive and mystical, Faeries wield unmatched spellcasting prowess and illusionary tactics, thriving in magical dominance.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+25% Offensive Spell Duration</li>
  <li>+25% WPA</li>
  <li>+1 Mana per Tick (in War)</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+35% Rune Cost</li>
  <li>-5% Building Efficiency</li>
  <li>Cannot use Horses</li>
</ul>
| [[Unique_Abilities#Ethereal_Mirage|Ethereal Mirage]]
| 3 / 0
| 10
| 10
| 1 / 13
| 1200
| 6.5
| [[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's_Fury|Mage's Fury]], [[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Revelation|Revelation]], [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Invisibility|Invisibility]]
|-
| <div style="line-height:1.2;"><b>Halfling</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Small and nimble, Halflings are master thieves who rely on stealth and cunning over brute strength.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+15% Max Population</li>
  <li>+1 Stealth per Tick</li>
  <li>+40% TPA</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>-25% Birth Rate</li>
  <li>+25% Building Costs</li>
</ul>
| [[Unique_Abilities#Sneak_Attack|Sneak Attack]]
| 3 / 0
| 10
| 10
| 12 / 7
| 850
| 6.5
| [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]], [[Mystics#Invisibility|Invisibility]]
|-
| <div style="line-height:1.2;"><b>Human</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Versatile and resourceful, Humans dominate through knowledge, science, and disciplined strategy.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+15% Science Effectiveness</li>
  <li>-15% Honor Losses</li>
  <li>+15% BE (TG, Castles, Barracks, Hospitals)</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+20% Military Wages</li>
  <li>-20% WPA</li>
  <li>+1 Mana Cost on Self-Spells</li>
  <li>Cannot Ambush</li>
</ul>
| [[Unique_Abilities#First_Aid|First Aid]]
| 3 / 0
| 12
| 10
| 7 / 12
| 1050
| 6.75
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Righteous_Aggressor|Righteous Aggressor]]
|-
| <div style="line-height:1.2;"><b>Orc</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>Brutal and ruthless, Orcs thrive in warfare, plundering and pillaging with unparalleled ferocity.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>+20% Battle Gains</li>
  <li>-50% Draft Cost</li>
  <li>Train Elites with Specialist Credits</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+50% Land Lost on Ambush</li>
</ul>
| [[Unique_Abilities#Warlords_Fury|Warlords Fury]]
| 3 / 0
| 10
| 9
| 16 / 2
| 1200
| 7.0
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
|-
| <div style="line-height:1.2;"><b>Undead</b><br><div class="mw-collapsible mw-collapsed">
<b>Race Description</b><br>The restless dead march without sustenance, spreading terror and disease, impervious to plague themselves.
</div></div>
| style="background-color:#d4edda;" | <ul>
  <li>-40% Military Losses</li>
  <li>Immune to Plague</li>
  <li>No Food Needed</li>
  <li>Converts Specs to Elites on Traditional March</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+25% Damage from Enemy T/M Ops</li>
  <li>+20% Training Cost</li>
</ul>
| [[Unique_Abilities#Cursed_Plague|Cursed Plague]]
| 3 / 3
| 10
| 10
| 15 / 4
| 900
| 6.5
| [[Mystics#Aggression|Aggression]], [[Mystics#Hero's_Inspiration|Hero's Inspiration]]
|}


= Personalities =
==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


{| class="wikitable sortable" style="width:100%;"
==Dwarf==
! Personality
*Bonuses:  
! Bonuses
**+20% Building Efficiency
! Starting Bonuses
**-50% Construction Cost
! Unique Ability
**+25% Building Credits Gained from Combat
! Spell Book
**-20% Damage Taken from Raze Attacks
|-
*War Doctrine (In War): Provides up to +10% Building Efficiency (1% each)
| <div style="display:inline-block; line-height:1.2;">
*Unique Passive: Construction Delays
<b>Artisan</b>
*For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
<div class="mw-collapsible mw-collapsed" style="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;">
*Spells:  
<b>Description</b><br>An artisan is a skilled worker who crafts functional and decorative items. Their expertise allows them to optimize building efficiency and construction.
**Miner’s Mystique
</div></div>
*Penalties:
|
**+50% Food Consumption
* +40% Building Capacity (Homes, Stables, Dungeons)
*Units:  
* +30% Building Production (Banks, Farms, Stables, Towers)
** Soldier: 3/0, 0.75nw
* +40% Building Credits gained in Combat
** Offensive Specialist: 10/0, 4.0nw
* 100% Successful Espionage Ops (double stealth cost)
** Defensive Specialist: 0/10 5.0nw
* +10% Economy Science Effectiveness
** Elite Unit: 13/5, 950gc, 6.5nw
|
** Mercenary: 8/0, 0.0nw
* +600 Starting Soldiers
** Prisoner: 8/0, 1.6nw
* +600 Starting Specialist Training Credits
** War Horse: 2/0, 0.9nw
* +200 Starting Building Credits
 
| [[Unique_Abilities#Demolition_Mastery|Demolition Mastery]]
==Elf==
| [[Mystics#Quick_Feet|Quick Feet]]
*Bonuses:
|-
**+25% Magic Effectiveness (WPA)
| <div style="display:inline-block; line-height:1.2;">
**+50% Rune Production
<b>Cleric</b>
**+1 Mana Per tick 
<div class="mw-collapsible mw-collapsed" style="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;">
*War Doctrine (In War):  Provides up to +25% Defensive WPA (2.5% each).
<b>Description</b><br>Clerics heal their wounded troops and use divine magic to bolster their armies with powerful blessings.
*Unique Passive: Arcane Respite
</div></div>
**Once activated, for the next 6 ticks, regenerate +2 mana per tick.
|
*Spells:
* +1 Elite Defensive Strength
**Pitfalls, Greater Protection
* +1 Defensive Specialist Strength
*Penalties:  
* -1 Self-Spell Mana Cost
** -20% Offensive TPA 
* +35% Hospital Effectiveness
*Units:  
|
** Soldier: 3/0, 0.75nw
* +800 Starting Soldiers
** Offensive Specialist: 9/0, 3.6nw
* +800 Starting Specialist Training Credits
** Defensive Specialist: 0/11 , 5.5nw
| [[Unique_Abilities#Divine_Favour|Divine Favour]]
** Elite Unit: 5/12 1000gc, 7.0nw
|
** Mercenary:8/0, 0.0nw
* [[Mystics#Salvation|Salvation]]
** Prisoner: 8/0, 1.6nw
* [[Mystics#Revelation|Revelation]]
** War Horse:2/0, 0.6nw
* [[Mystics#Divine_Shield|Divine Shield]]
 
* [[Mystics#Illuminate_Shadows|Illuminate Shadows]]
==Faery==
|-
*Bonuses:
| <div style="display:inline-block; line-height:1.2;">
**+25% Self Spell Duration
<b>Heretic</b>
**+1 Mana per tick (in war)
<div class="mw-collapsible mw-collapsed" style="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;">
**-1% Mana on Self Spells 
<b>Description</b><br>The Heretic rejects traditional doctrine, embracing chaos to amplify magical and sabotage power.
*War Doctrine (In War): Provides up to +7.5% DME (.075% each) 
</div></div>
*Unique Passive - Arcane Overflow
|
*(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%. 
* +50% Wizard Production
*Spells:
* -50% Thief Losses
** Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique 
* +20% Spell Damage
*Penalties:
* +20% Sabotage Damage
** -5% Population   
* +10% Arcane Arts Science Effectiveness
*Units:  
|
** Soldier: 3/0, 0.75nw
* +400 Starting Wizards
** Offensive Specialist: 9/0, 3.6nw
* +400 Starting Thieves
** Defensive Specialist: 0/10, 5.0nw
| [[Unique_Abilities#Chaotic_Affliction|Chaotic Affliction]]
** Elite Unit: 4/13, 1000gc, 7.25nw
|
** Mercenary: 8/0, 0.0nw
* [[Mystics#Nightmare|Nightmare]]
** Prisoner: 8/0, 1.6nw
* [[Mystics#Fools_Gold|Fools Gold]]
** War Horse: 2/0, 0.6nw
|-
 
| <div style="display:inline-block; line-height:1.2;">
==Gnome==
<b>Mystic</b>
*Bonuses
<div class="mw-collapsible mw-collapsed" style="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;">
**+10% Sabotage Damage
<b>Description</b><br>Mystics specialize in magic, gaining unmatched access to sorcery and unparalleled mana regeneration.
**Can Train Thieves with Specialist Credits
</div></div>
**Immune to Expose Thieves
|
**-25% Thief Losses  
* +85% Guild Effectiveness
*War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)
* +1 Mana Regen per Tick
Unique Passive - Cunning Assault
* +25% Channeling Science Effectiveness
**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
* +800 Starting Wizards
**Quick Feet
| [[Unique_Abilities#Arcane_Respite|Arcane Respite]]
*Penalties
|
**+20% Combat Instant Spell Damage Received
* [[Mystics#Pitfalls|Pitfalls]]
*Units
* [[Mystics#Meteor_Showers|Meteor Showers]]
**Soldier: 3/0, 0.75nw
* [[Mystics#Mind_Focus|Mind Focus]]
**Offensive Specialist: 11/0, 4.4nw
* [[Mystics#Chastity|Chastity]]
**Defensive Specialist: 0/11, 5.5nw
|-
**Elite Unit: 13/3 850gc, 6.0nw
| <div style="display:inline-block; line-height:1.2;">
**Mercenary: 8/0, 0.0nw
<b>Rogue</b>
**Prisoner: 8/0, 1.6nw
<div class="mw-collapsible mw-collapsed" style="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;">
**War Horse: 2/0, 0.6nw
<b>Description</b><br>Masters of stealth and crime, Rogues excel in sabotage and infiltration, gaining access to every thievery operation.
 
</div></div>
==Halfling==
|
*Bonuses:
* +80% Thieves' Den Effectiveness
**+10% Population
* +1 Stealth Regen per Tick
**+1 Stealth Per tick in War
* +25% Kidnap and Assassinate Wizards Damage
**+25% Offensive Thievery Effectiveness (TPA)
* +25% Crime Science Effectiveness
*War Doctrine (In War):  Provides up to +5% Population (.05% each)
* Access to All Thievery Ops
*Unique Active: Overgrowth
|
**Once activated, your maximum population increases by +25% for 5 ticks. 
* +800 Starting Thieves
*Spells:
| [[Unique_Abilities#Shadows_in_the_Night|Shadows in the Night]]
**Invisibility
| <!-- No spells listed -->
*Penalties:  
|-
** −20%  Offensive WPA
| <div style="display:inline-block; line-height:1.2;">
*Units:
<b>Tactician</b>
** Soldier: 3/0, 0.75nw
<div class="mw-collapsible mw-collapsed" style="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;">
** Offensive Specialist: 9/0, 3.6nw 
<b>Description</b><br>Tacticians use battlefield strategy to strike swiftly and dismantle dragons while scouting effortlessly.
** Defensive Specialist: 0/10, 5.0nw
</div></div>
** Elite Unit: 6/11, 1000gc, 6.75nw
|
** Mercenary: 8/0, 0.0nw
* -15% Attack Time
** Prisoner: 8/0, 1.6nw
* No Thief Losses on Espionage Ops
** War Horse: 2/0, 0.6nw
* +25% Siege Science Effectiveness
 
|
==Human==
* +800 Starting Soldiers
*Bonuses:
* +800 Starting Specialist Training Credits
**+25% Income
| [[Unique_Abilities#Dragons_Wrath|Dragons Wrath]]
**-20% Military Training Cost
| <!-- No spells listed -->
**-20% Military Wages
|-
**Incite Riot Immunity 
| <div style="display:inline-block; line-height:1.2;">
*War Doctrine (In War): Provides up to +15% Income (1.5% each)
<b>Warrior</b>
*Unique Passive - Civil Administration
<div class="mw-collapsible mw-collapsed" style="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;">
**Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
<b>Description</b><br>Warriors dominate through brute strength, overwhelming foes with destructive power and devastation.
*Spells:
</div></div>
**Tree of Gold 
|
*Penalties:
* +15% Offensive Military Efficiency
**+1 mana self spell cost 
* +5 Mercenary and Prisoner Strength
*Units:  
* -50% Mercenary Cost
** Soldier: 3/0, 0.75nw
* +25% Tactics Science Effectiveness
** Offensive Specialist: 10/0, 4.0nw
|
** Defensive Specialist: 0/10, 5.0nw
* +800 Starting Soldiers
** Elite Unit: 13/4 900gc, 6.25nw
* +800 Starting Specialist Training Credits
** Mercenary: 8/0, 0.0nw
| [[Unique_Abilities#Battle_Cry|Battle Cry]]
** Prisoner: 8/0, 1.6nw
| [[Mystics#Righteous_Aggressor|Righteous Aggressor]]
** War Horse: 2/0, 0.6nw
|-
 
| <div style="display:inline-block; line-height:1.2;">
==Orc==
<b>Raider</b>
*Bonuses:
<div class="mw-collapsible mw-collapsed" style="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;">
**+20% Battle Resource Gains
<b>Description</b><br>Raiders specialize in ambush and disruption, undermining enemy defenses and resource production.
**-50% Draft Cost
</div></div>
*War Doctrine (In War):  Provides up to +15% Enemy casualties when attacking (1.5% each).
|
*Unique Passive - General’s Authority
* +10% Offensive Military Efficiency
**When attacking with 2 or more generals, enemy military casualties are increased by +15%. 
* -50% Thief Cost
*Spells:
* +25% Thieves Per Acre
**Bloodlust
* -50% Failed Ops Losses (in War)
*Penalties:
* +25% Tools Science Effectiveness
**-5% Defensive Military Efficiency 
|
*Units
* +500 Starting Thieves
** Soldier: 3/0, 0.75nw
* +500 Starting Specialist Training Credits
** Offensive Specialist: 11/0, 4.4 nw
| [[Unique_Abilities#Undermining_Assault|Undermining Assault]]
** Defensive Specialist: 0/10, 5nw
| <!-- No spells listed -->
** Elite Unit: 14/3, 900gc, 6.25nw
|-
** Mercenary: 8/0, 0.0nw
| <div style="display:inline-block; line-height:1.2;">
** Prisoner: 8/0, 1.6nw
<b>Sage</b>
** War Horse: 2/0, 0.6nw
<div class="mw-collapsible mw-collapsed" style="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;">
 
<b>Description</b><br>Sages are scholars whose unmatched knowledge lets them defend science and weaponize knowledge itself.
==Undead==
</div></div>
*Bonuses:
|
** -40% Military Losses
* +15% Book Generation
** Plague Immunity 
* +15% Scientist Generation
** No Food Requirement
* +60% Learn Attack Protection (OOW)
*War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)
|
*Unique Passive: Plaguebearers
* +3 Starting Scientists
**All successful attacks have a 33% chance to spread plague to the target province. 
* +800 Starting Soldiers
*Spells:
* +800 Starting Specialist Training Credits
**Ghost Workers
| [[Unique_Abilities#Scholars_Wrath|Scholars Wrath]]
*Penalties:
|
**-15% Birth Rate
* [[Mystics#Revelation|Revelation]]
*Units
* [[Mystics#Scientific_Insights|Scientific Insights]]
** 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
 
<!-->
=Personalities=
==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 Salvation
*Starts with +800 Soldiers and +800 Specialist Credits
 
*Unique Passive: Architect’s Revenge - Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.
 
==The General==
*+1 Army generals
*Offensive specialist gets +1 strength
*Elite gets +1 offensive strength
 
*Access to Righteous Aggressor
*Starts with +800 Soldiers and +800 Specialist Credits
 
*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==
*+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
*Starts with +400 Wizards and +400 Thieves
 
*Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations.
 
==The Mystic==
*+100% Land Effect - Guilds
*+25% Offensive Wizards Per Acre (WPA)
*+1% Extra Mana Per tick
 
*Access to Pitfalls, Meteor Showers, Chastity
*Starts with +800 Wizards
 
*Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population.
 
==The Rogue==
*+25% Offensive Thievery Per Acre (TPA)
*+75% Thieves' Den Effectiveness
*+1% Extra Stealth Per tick
*Access all Thievery Operations 
 
*Access to Mystic Aura
*Starts with +800 Thieves
 
*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.
 
==The Tactician==
*-15% Attack Travel Time
*+25% Specialist Training Credits
*100% successful espionage operations at 2x stealth
 
*Access to Illuminate Shadows
*Starts with +800 Soldiers and +800 Specialist Credits
*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==
*+15% Offensive Military Efficiency
*+15% Damage Dealt with Massacre Attacks
 
*Access to Hero’s Inspiration
*Starts with +800 Soldiers and +800 Specialist Credits
 
*Unique Passive - Indomitable Spirit: Once activated Warriors gain 5% Offensive Military Efficiency for 6 ticks.

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.


Age 117 Final Changes
« 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