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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= | |||
==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) | |||
* +25% | *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 | ||
* | |||
* | |||
* | |||
* | |||
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==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. | ||
* +10% | *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 | ||
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==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 | |||
* War | ** 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 | |||
* | |||
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* | |||
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* | |||
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* 3/0 | |||
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* | |||
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* Prisoner 8/0 | |||
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* War Horse 2/0 | |||
==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 | |||
<!--> | |||
=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.
| « 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