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<big><big><big><big><center>[[Age 114|'''Age 114 Final Changes''']]</center></big></big></big></big>{{PreviousNext| [[Age 113]] | [[Age 115]]}}
<big><big><big><big><center>[[Age 117|'''Age 117 Final Changes''']]</center></big></big></big></big>{{PreviousNext| [[Age 116]] | [[Age 118]]}}


{| class="wikitable" style="width:100%; color:#000814; padding:0.8em; border:2px solid #000814; border-collapse:collapse; font-size:1.05em; box-shadow:0 4px 20px rgba(0,0,0,0.4);"
=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


|+ style="font-size:1.3em; font-weight:bold; background:#FFC300; border:2.5px solid #101418; border-bottom:1px solid #a2a9b1;" |
==Dark Elf==
== Races ==
*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


! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
==Dryad==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Avian
*Bonuses:  
! style="background:#000814; color:#d4a017; padding:0.8em;" | Dark Elf
**+10% Offensive Military Efficiency
! style="background:#000814; color:#d4a017; padding:0.8em;" | Dwarf
**+25% Increased Dragon Slaying Strength 
! style="background:#000814; color:#d4a017; padding:0.8em;" | Elf
*War Doctrine (In War): Provides up to +7.5% OME (0.75% each) 
! style="background:#000814; color:#d4a017; padding:0.8em;" | Faery
*Unique Passive - Interdiction
! style="background:#000814; color:#d4a017; padding:0.8em;" | Halfling
**Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food:  
! style="background:#000814; color:#d4a017; padding:0.8em;" | Human
** Fanaticism 
! style="background:#000814; color:#d4a017; padding:0.8em;" | Orc
*Penalties:  
! style="background:#000814; color:#d4a017; padding:0.8em;" | Undead
** -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==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Image
*Bonuses:
| [[File:Avian.jpg|120px|center]]
**+20% Building Efficiency
| [[File:DarkElf.jpg|120px|center]]
**-50% Construction Cost
| [[File:Dwarf.jpg|120px|center]]
**+25% Building Credits Gained from Combat
| [[File:Elf.jpg|120px|center]]
**-20% Damage Taken from Raze Attacks
| [[File:Faery.jpg|120px|center]]
*War Doctrine (In War): Provides up to +10% Building Efficiency (1% each)
| [[File:Halfling.jpg|120px|center]]
*Unique Passive: Construction Delays
| [[File:Human.jpg|120px|center]]
*For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks). 
| [[File:Orc.jpg|120px|center]]
*Spells:  
| [[File:Undead.jpg|120px|center]]
**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==
! style="background:#000814; color:#d4a017; padding:0.8em;" | War Doctrine
*Bonuses:  
| Provides up to –5% Attack Time (caps at 5)
**+25% Magic Effectiveness (WPA)
| Provides up to +7.5% Instant Spell Damage (caps at 7)
**+50% Rune Production
| Provides up to +7.5% Specialist Credits (caps at 7)
**+1 Mana Per tick 
| Provides up to –7.5% Military Casualties Taken (caps at 7)
*War Doctrine (In War):  Provides up to +25% Defensive WPA (2.5% each).
| Provides up to –7.5% damage from enemy ops (caps at 7)
*Unique Passive: Arcane Respite
| Provides up to +7.5% Sabotage Damage (caps at 7)
**Once activated, for the next 6 ticks, regenerate +2 mana per tick.  
| Provides up to +7.5% Book Generation (caps at 7)
*Spells:
| Provides up to +7.5% Enemy Military Casualties (caps at 7)
**Pitfalls, Greater Protection
| Provides –7.5% Enemy Battle Gains (caps at 7)
*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==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
*Bonuses:
|
**+25% Self Spell Duration
* –20% Attack Time 
**+1 Mana per tick (in war)
* –40% Training Time
**-1% Mana on Self Spells  
|
*War Doctrine (In War): Provides up to +7.5% DME (.075% each)  
* +25% Instant Spell Damage 
*Unique Passive - Arcane Overflow
* –50% Rune Cost 
*(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.  
* Can train Thieves with credits
*Spells:
|
** Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique  
* +25% Building Efficiency  
*Penalties:
* –50% Construction Time  
** -5% Population  
* +20% Building Credits
*Units:
|
** Soldier: 3/0, 0.75nw
* +30% Magic Effectiveness  
** Offensive Specialist: 9/0, 3.6nw
* +1 Mana per tick in War
** Defensive Specialist: 0/10, 5.0nw
|
** Elite Unit: 4/13, 1000gc, 7.25nw
* +25% Spell Duration  
** Mercenary: 8/0, 0.0nw
* +25% WPA 
** Prisoner: 8/0, 1.6nw
* +1 Mana Recovery
** War Horse: 2/0, 0.6nw
|
* +10% Population
* +1 Stealth Regen 
* +20% TPA
|
* All Lands hold Prisoners 
* +1 Stealth in War 
* +15% Science Efficiency
|
* +15% Gains 
* –50% Draft Cost
|
* –40% Military Losses 
* Plague Immunity 
* No Food Requirement


|-
==Gnome==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Penalties
*Bonuses
|
**+10% Sabotage Damage
* Cannot Ambush 
**Can Train Thieves with Specialist Credits
* No Stables / War Horses
**Immune to Expose Thieves
|
**-25% Thief Losses
* –25% Birth Rates
*War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)
|
Unique Passive - Cunning Assault
* Cannot Accelerate Construction 
**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. 
* +10% Attack Time
*Spells
|
**Quick Feet
* –20% TPA
*Penalties
|
**+20% Combat Instant Spell Damage Received
* –10% BE 
*Units
* +15% Military Wages
**Soldier: 3/0, 0.75nw
|
**Offensive Specialist: 11/0, 4.4nw
* +15% Military Casualties
**Defensive Specialist: 0/11, 5.5nw
|
**Elite Unit: 13/3 850gc, 6.0nw
* Wage increases take twice as long 
**Mercenary: 8/0, 0.0nw
* +50% Rune Cost 
**Prisoner: 8/0, 1.6nw
* –50% Libraries Effectiveness
**War Horse: 2/0, 0.6nw
|
* –15% DME
|
* –5% OME


|-
==Halfling==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
*Bonuses:  
|
**+10% Population
* Opportunistic Raiders 
**+1 Stealth Per tick in War
: Learn/Plunder return 1 tick faster
**+25% Offensive Thievery Effectiveness (TPA)
|
*War Doctrine (In War):  Provides up to +5% Population (.05% each)
* Mystic Enthusiasts 
*Unique Active: Overgrowth
: 20% rune refund on instant spells
**Once activated, your maximum population increases by +25% for 5 ticks. 
|
*Spells:
* Master Builders 
**Invisibility
: –15% Raze damage taken  
*Penalties:  
: Raze destroys +20% buildings
** −20% Offensive WPA
|
*Units:
* Arcane Surge 
** Soldier: 3/0, 0.75nw
: +25% spell damage below 40% mana
** Offensive Specialist: 9/0, 3.6nw  
|
** Defensive Specialist: 0/10, 5.0nw
* Leyline Interference 
** Elite Unit: 6/11, 1000gc, 6.75nw
: 15% chance enemy spells fail
** Mercenary: 8/0, 0.0nw
|
** Prisoner: 8/0, 1.6nw
* Sneak Attack 
** War Horse: 2/0, 0.6nw
: 0 thief losses for 1 tick (23‑tick CD)
|
* Civil Administration  
: Prisoners +2gc/tick 
: –25% Merc cost
|
* Pillage and Burn 
: +30% Prisoners 
: +15% Massacre wizard kills
|
* Plaguebearers 
: 33% chance to spread plague


|-
==Human==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Units
*Bonuses:
|
**+25% Income
* 3/0 Soldier 
**-20% Military Training Cost
* 13/0 Off Spec 
**-20% Military Wages
* 0/9 Def Spec 
**Incite Riot Immunity  
* 16/6 Elite 
*War Doctrine (In War): Provides up to +15% Income (1.5% each)
* Merc 8/0 
*Unique Passive - Civil Administration
* Prisoner 8/0
**Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
|
*Spells:
* 3/0 Soldier 
**Tree of Gold  
* 15/0 Off Spec 
*Penalties:
* 0/8 Def Spec 
**+1 mana self spell cost  
* 4/12 Elite 
*Units:
* Merc 8/0 
** Soldier: 3/0, 0.75nw
* Prisoner 8/0  
** Offensive Specialist: 10/0, 4.0nw
* War Horse 2/0
** Defensive Specialist: 0/10, 5.0nw
|
** Elite Unit: 13/4 900gc, 6.25nw
* 3/0 Soldier 
** Mercenary: 8/0, 0.0nw
* 10/0 Off Spec 
** Prisoner: 8/0, 1.6nw
* 0/11 Def Spec 
** War Horse: 2/0, 0.6nw
* 15/9 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0
|
* 3/0 Soldier 
* 10/0 Off Spec  
* 0/13 Def Spec 
* 14/6 Elite 
* Merc 8/0  
* Prisoner 8/0 
* War Horse 2/0
|
* 3/0 Soldier 
* 10/0 Off Spec 
* 0/10 Def Spec 
* 8/15 Elite 
* Merc 8/0
* Prisoner 8/0 
* War Horse 2/0
|
* 3/0 Soldier 
* 10/0 Off Spec 
* 0/11 Def Spec 
* 10/13 Elite 
* Merc 8/0 
* Prisoner 8/0
* War Horse 2/0
|
* 3/0 Soldier 
* 12/0 Off Spec 
* 0/10 Def Spec 
* 14/9 Elite 
* Merc 8/0 
* Prisoner 8/0
* War Horse 3/0
|
* 3/0 Soldier 
* 13/0 Off Spec 
* 0/10 Def Spec 
* 20/1 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0
|
* 3/0 Soldier 
* 11/0 Off Spec 
* 0/10 Def Spec 
* 16/7 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0


|-
==Orc==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
*Bonuses:
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Salvation|Salvation]]
**+20% Battle Resource Gains
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Quick_Feet|Quick Feet]]
**-50% Draft Cost
| [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Mist|Mist]]
*War Doctrine (In War): Provides up to +15% Enemy casualties when attacking (1.5% each).
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
*Unique Passive - General’s Authority
| [[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Blizzard|Blizzard]], [[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]]
**When attacking with 2 or more generals, enemy military casualties are increased by +15%. 
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Greater_Protection|Greater Protection]]
*Spells:
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Guile|Guile]]
**Bloodlust
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
*Penalties:  
| [[Mystics#Animate_Dead|Animate Dead]]
**-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


<!-->
=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


{| class="wikitable" style="width: 100%; color: #000814; padding: 0.8em; border: 2px solid #000814; border-collapse: collapse; font-size: 1.05em; box-shadow: 0 4px 20px rgba(0, 0, 0, 0.4);"
*Access to Salvation
|+ style="font-size: 1.3em; font-weight: bold; background: #FFC300; border: 2.5px solid #101418; border-bottom: 1px solid #a2a9b1;" |
*Starts with +800 Soldiers and +800 Specialist Credits


== Personalities ==
*Unique Passive: Architect’s Revenge - Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.


! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
==The General==  
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Artisan
*+1 Army generals
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Paladin
*Offensive specialist gets +1 strength
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Heretic
*Elite gets +1 offensive strength
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Mystic
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Rogue


|-
*Access to Righteous Aggressor
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
*Starts with +800 Soldiers and +800 Specialist Credits
|
* +30% Building Capacity 
* +30% Building Production 
* +100% Espionage Success 
* +15% Economy Science
|
* +5% Population 
* +50% Stables Capacity 
* +15% Valor Science 
* Immune to Plague 
* +15% enemy casualties dealt, +10% own casualties taken
|
* –40% Thief Cost 
* +25% TPA 
* +20% Sabotage Damage 
* +50% Guild Bonus 
* +15% Arcane Science
|
* +125% Guild Effectiveness 
* +1 Mana Recovery 
* +15% Channeling Science
|
* +100% Thieves' Dens 
* +15% TPA 
* +1 Stealth Recovery 
* Access to all ops 
* +15% Crime Science


|-
*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%.
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
|
* '''Construction Delays''' 
: Enemy BE –10% for 6 ticks after your attack
|
* '''Divine Blessing''' 
: Daily bonuses are doubled
|
* '''Chaotic Affliction''' 
: Offensive spells/ops gain +10–30% random damage (23‑tick CD)
|
* '''Focussed Channelling''' 
: +20% WPA while above 40% mana
|
* '''Shadow Persistence''' 
: Can perform ops while overpopulated


|-
==The Heretic==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Starting Bonuses
*+50% Land Effect - Guilds
|
*+10% Combat Instant Spell Damage
* +600 Soldiers 
*+10% Sabotage Damage
* +600 Specialist Credits 
*No Thieves lost on Failed Espionage Operations
* +200 Building Credits
|
* +800 Soldiers 
* +800 Specialist Credits
|
* +400 Wizards 
* +400 Thieves
|
* +800 Wizards
|
* +800 Thieves


|-
*Access to Nightmares, Fools Gold, Mage’s Fury
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
*Starts with +400 Wizards and +400 Thieves
| [[Mystics#Ghost_Workers|Ghost Workers]], [[Mystics#Greater_Protection|Greater Protection]]
| No Other Spells
| [[Mystics#Nightmares|Nightmares]], [[Mystics#Fools_Gold|Fools Gold]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Steal_Warhorses|Steal Warhorses]], [[Mystics#Vermin|Vermin]]
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Meteor_Showers|Meteor Showers]], [[Mystics#Chastity|Chastity]], [[Mystics#Vermin|Vermin]]
| No Other Spells


|+ style="font-size:1.3em; font-weight:bold; background:#FFC300; border:2.5px solid #101418; border-bottom:1px solid #a2a9b1;" |
*Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations.


! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
==The Mystic==  
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Tactician
*+100% Land Effect - Guilds
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Warrior
*+25% Offensive Wizards Per Acre (WPA)
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Necromancer
*+1% Extra Mana Per tick
! style="background:#000814; color:#d4a017; padding:0.8em;" | The General
! style="background:#000814; color:#d4a017; padding:0.8em;" | The War Hero


|-
*Access to Pitfalls, Meteor Showers, Chastity
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
*Starts with +800 Wizards
|
* –15% Attack Time 
* +40% Specialist Credits 
* No thief losses on intel 
* +15% Siege Science 
* Enhanced Conquest
|
* +10% OME 
* +4 Merc/Prisoner Strength 
* –50% Merc Cost 
* +15% Tactics Science
|
* +30% WPA 
* +25% losses converted to Soldiers 
* +15% Channeling Science 
* Reclaims 30% enemy losses
|
* +1 General 
* +20% Specialist Credits 
* –25% Training Cost 
* Train Elites with Credits (War) 
* +15% Bookkeeping Science
|
* –30% Honor Losses 
* Converts Specs to Elites 
* +2 Off Spec Strength 
* +50% Honor Effects


|-
*Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population.
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
|
* '''Dragon's Wrath''' 
: 3% of raw offence damages dragon when attacking with one
|
* '''Battle Cry''' 
: Successful attacks kill 1% of target population
|
* '''Black Magic''' 
: Offensive instant spells kill 1% peasants
|
* '''Generals Authority''' 
: +15% enemy casualties when sending 2+ generals
|
* '''Honour & Glory''' 
: +2.5% extra honour gains on attacks


|-
==The Rogue==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Starting Bonuses
*+25% Offensive Thievery Per Acre (TPA)
|
*+75% Thieves' Den Effectiveness
* +800 Soldiers 
*+1% Extra Stealth Per tick
* +800 Specialist Credits
*Access all Thievery Operations  
|
* +800 Soldiers 
* +800 Specialist Credits
|
* +400 Wizards 
* +400 Specialist Credits
|
* +800 Soldiers 
* +800 Specialist Credits
|
* +800 Soldiers  
* +800 Specialist Credits


|-
*Access to Mystic Aura
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
*Starts with +800 Thieves
| [[Mystics#Clearsight|Clearsight]]
| [[Mystics#Bloodlust|Bloodlust]]
| [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Vermin|Vermin]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Mind_Focus|Mind Focus]]
| [[Mystics#Wrath|Wrath]]
| No Other Spells


|}
*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