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= Age 113 =
<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></div>
** Soldier: 3/0, 0.75nw
| style="background-color:#d4edda;" | <ul>
** Offensive Specialist: 11/0, 4.8nw
  <li>–25% Attack Time</li>
** Defensive Specialist: 0/11, 5.5nw
  <li>+20% Birth Rates</li>
** Elite Unit: 13/4, 900gc, 6.25nw
</ul>
** Mercenary: 8/0, 0nw
| style="background-color:#f8d7da;" | <ul>
** Prisoner: 8/0, 1.6nw
  <li>+15% Military Casualties</li>
** War Horse: 2/0, 0.6nw
  <li>Cannot use Barracks</li>
  <li>No Access to Stables / War Horses</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Skybound Strike</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defence; 0 Honour gains. 23 Hour Cooldown.
  </div>
</div>
| 3 / 0
| 12
| 0 / 10
| 15 / 3
| 900
| 6.75
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]]
|-
| <div style="line-height:1.2;"><b>Dark Elf</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>+20% Magic Effectiveness (WPA)</li>
  <li>+10% Offensive Military Efficiency (OME)</li>
  <li>Can train Thieves with Specialist Credits</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+20% Military Wages</li>
  <li>+20% Thief Costs</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Shadow Surge</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    When activated, all offensive spells (excluding Ritual) cost –60% runes for the next 2 ticks. 23 Hour Cooldown.
  </div>
</div>
| 3 / 0
| 10
| 0 / 11
| 13 / 6
| 900
| 7.5
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Invisibility|Invisibility]]
|-
| <div style="line-height:1.2;"><b>Dwarf</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>+25% Building Efficiency</li>
  <li>+25% Military Credits gained in combat</li>
  <li>–25% Construction Time</li>
  <li>–25% Training Time</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+50% Food Consumption</li>
  <li>–10% WPA</li>
  <li>+20% Exploration Costs</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Molten Anvil</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Upon activation, for 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. 23 Utopian Days Cooldown.
  </div>
</div>
| 3 / 0
| 10
| 0 / 10
| 13 / 6
| 1000
| 7.5
| [[Mystics#Miner's_Mystique|Miner's Mystique]]
|-
| <div style="line-height:1.2;"><b>Elf</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>+25% Magic Effectiveness (WPA)</li>
  <li>+20% Rune Production</li>
  <li>+1 Mana Regeneration per tick</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>No Access to Training Grounds</li>
  <li>No Access to Dungeons</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Arcane Surge</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Passive — whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. Boost disappears as soon as mana rises above 30%.
  </div>
</div>
| 3 / 0
| 10
| 0 / 12
| 12 / 7
| 1000
| 7.5
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Mist|Mist]]
|-
| <div style="line-height:1.2;"><b>Faery</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>+25% Offensive Spell Duration</li>
  <li>+25% WPA</li>
  <li>+1 Mana Recovery per tick in War</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+30% Rune Cost</li>
  <li>–5% Building Efficiency</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Ethereal Mirage</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province. 23 Hour Cooldown.
  </div>
</div>
| 3 / 0
| 10
| 0 / 10
| 4 / 13
| 1200
| 7.25
| [[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]], [[Mystics#Fools_Gold|Fools Gold]]
|-
| <div style="line-height:1.2;"><b>Halfling</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>+15% Max Population</li>
  <li>+1 Stealth per Tick</li>
  <li>+30% Thievery Effectiveness (TPA)</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>–25% Birth Rate</li>
  <li>+25% Building Costs</li>
  <li>Suffers +1% additional Stealth loss per tick from Expose Thieves</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Sneak Attack</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Upon activation, for 2 ticks, Thievery operations incur –50% losses. 23 Hour Cooldown.
  </div>
</div>
| 3 / 0
| 10
| 0 / 10
| 12 / 7
| 950
| 7.5
| [[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></div>
| style="background-color:#d4edda;" | <ul>
  <li>+30% Income</li>
  <li>Immune to Riots & Greed</li>
  <li>–50% Mercenary Costs</li>
  <li>–25% Training Costs</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+25% Training Time</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">First Aid</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. 23 Hour Cooldown.
  </div>
</div>
| 3 / 0
| 13
| 0 / 10
| 7 / 12
| 1050
| 8.0
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
|-
| <div style="line-height:1.2;"><b>Orc</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>+5% Gains</li>
  <li>+10% Gains (in War)</li>
  <li>–50% Draft Cost</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>–20% Book Production</li>
  <li>–20% Thievery Effectiveness (TPA)</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Carnage</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Passive — every time an Orc makes a successful attack, a random bonus effect is applied to that attack (examples: +20% Enemy Casualties; +10% Gains; –25% Military Losses).
  </div>
</div>
| 3 / 0
| 10
| 0 / 10
| 15 / 2
| 1000
| 6.25
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
|-
| <div style="line-height:1.2;"><b>Undead</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>–40% Military Losses</li>
  <li>Immune to Plague</li>
  <li>No Food Needed</li>
  <li>Converts Specialists to Elites on Traditional March</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>Only access to Thievery Intel Operations</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Necrotic Burst</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. 23 Hour Cooldown.
  </div>
</div>
| 3 / 3
| 10
| 0 / 10
| 15 / 4
| 900
| 7.25
| [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Aggression|Aggression]], [[Mystics#Hero's_Inspiration|Hero's Inspiration]]
|-
| <div style="line-height:1.2;"><b>Gnome</b></div>
| style="background-color:#d4edda;" | <ul>
  <li>–10% Attack Time (War/Hostile only)</li>
  <li>+15% Enemy Military Casualties</li>
  <li>+15% Thievery Effectiveness (TPA)</li>
</ul>
| style="background-color:#f8d7da;" | <ul>
  <li>+25% Rune Cost</li>
  <li>–15% WPA</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">Cunning Assault</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Passive — each successful attack has a chance to provide all the following thievery boosts for 6 days: +20% TPA; –30% Thief Losses; +25% Sabotage Damage. These boosts can stack and display timers on your Throne.
  </div>
</div>
| 3 / 0
| 11
| 0 / 10
| 14 / 4
| 900
| 6.5
| [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Aggression|Aggression]]
|}


= 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="line-height:1.2;"><b>Artisan</b></div>
*Unique Passive: Construction Delays
| <ul>
*For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks). 
  <li>+40% Building Capacity (Homes, Stables, Dungeons)</li>
*Spells:
  <li>+40% Building Production (Banks, Farms, Stables, Towers)</li>
**Miner’s Mystique
  <li>+40% Building Credits gained in Combat</li>
*Penalties: 
  <li>+100% Successful Espionage Operations (double stealth cost)</li>
**+50% Food Consumption
  <li>+10% Economy Science Efficiency</li>
*Units:
</ul>
** Soldier: 3/0, 0.75nw
| <ul>
** Offensive Specialist: 10/0, 4.0nw
  <li>+600 Starting Soldiers</li>
** Defensive Specialist: 0/10 5.0nw
  <li>+600 Starting Specialist Training Credits</li>
** Elite Unit: 13/5, 950gc, 6.5nw
  <li>+200 Starting Building Credits</li>
** Mercenary: 8/0, 0.0nw
</ul>
** Prisoner: 8/0, 1.6nw
| <div style="display:flex; flex-direction:column;">
** War Horse: 2/0, 0.9nw
  <div style="font-weight:bold;">Demolition Mastery</div>
 
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
==Elf==
    In War, Raze attacks destroy 40% of target buildings (base 30%).
*Bonuses:
  </div>
**+25% Magic Effectiveness (WPA)
</div>
**+50% Rune Production
| [[Mystics#Quick_Feet|Ghost Workers]]
**+1 Mana Per tick 
|-
*War Doctrine (In War): Provides up to +25% Defensive WPA (2.5% each).
| <div style="line-height:1.2;"><b>Cleric</b></div>
*Unique Passive: Arcane Respite
| <ul>
**Once activated, for the next 6 ticks, regenerate +2 mana per tick.  
  <li>+1 Elite Defensive Strength</li>
*Spells:
  <li>+1 Defensive Specialist Strength</li>
**Pitfalls, Greater Protection
  <li>-1 Self-Spell Mana Cost</li>
*Penalties:
  <li>+35% Hospital Efficiency</li>
** -20% Offensive TPA 
  <li>Immune to Plague</li>
*Units:
</ul>
** Soldier: 3/0, 0.75nw
| <ul>
** Offensive Specialist: 9/0, 3.6nw
  <li>+800 Starting Soldiers</li>
** Defensive Specialist: 0/11 , 5.5nw
  <li>+800 Starting Specialist Training Credits</li>
** Elite Unit: 5/12 1000gc, 7.0nw
</ul>
** Mercenary:8/0, 0.0nw
| <div style="display:flex; flex-direction:column;">
** Prisoner: 8/0, 1.6nw
  <div style="font-weight:bold;">Divine Favour</div>
** War Horse:2/0, 0.6nw
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
 
    50% chance to double duration on self-spells.
==Faery==
  </div>
*Bonuses:
</div>
**+25% Self Spell Duration
| <ul>
**+1 Mana per tick (in war)
  <li>[[Mystics#Salvation|Salvation]]</li>
**-1% Mana on Self Spells 
  <li>[[Mystics#Revelation|Revelation]]</li>
*War Doctrine (In War): Provides up to +7.5% DME (.075% each) 
  <li>[[Mystics#Divine_Shield|Divine Shield]]</li>
*Unique Passive - Arcane Overflow
  <li>[[Mystics#Illuminate_Shadows|Illuminate Shadows]]</li>
*(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.
</ul>
*Spells:
|-
** Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique 
| <div style="line-height:1.2;"><b>Heretic</b></div>
*Penalties:
| <ul>
** -5% Population   
  <li>+50% Wizard Production</li>
*Units:
  <li>-50% Thieves lost on ops</li>
** Soldier: 3/0, 0.75nw
  <li>+20% Spell Damage</li>
** Offensive Specialist: 9/0, 3.6nw
  <li>+20% Sabotage Damage</li>
** Defensive Specialist: 0/10, 5.0nw
  <li>+15% Arcane Arts Efficiency</li>
** Elite Unit: 4/13, 1000gc, 7.25nw
  <li>Access to Nightmares, Fools Gold</li>
** Mercenary: 8/0, 0.0nw
</ul>
** Prisoner: 8/0, 1.6nw
| <ul>
** War Horse: 2/0, 0.6nw
  <li>+400 Starting Wizards</li>
 
  <li>+400 Starting Thieves</li>
==Gnome==
</ul>
*Bonuses
| <div style="display:flex; flex-direction:column;">
**+10% Sabotage Damage
  <div style="font-weight:bold;">Chaotic Affliction</div>
**Can Train Thieves with Specialist Credits
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
**Immune to Expose Thieves
    2 ticks, +10–30% spell & sabotage damage. 23-day cooldown.
**-25% Thief Losses
  </div>
*War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)
</div>
Unique Passive - Cunning Assault
| <ul>
**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. 
  <li>[[Mystics#Nightmare|Nightmares]]</li>
*Spells
  <li>[[Mystics#Fools_Gold|Fools Gold]]</li>
**Quick Feet
</ul>
*Penalties
|-
**+20% Combat Instant Spell Damage Received
| <div style="line-height:1.2;"><b>Mystic</b></div>
*Units
| <ul>
**Soldier: 3/0, 0.75nw
  <li>+85% Guild Effectiveness</li>
**Offensive Specialist: 11/0, 4.4nw
  <li>+1 Mana Recovery per tick</li>
**Defensive Specialist: 0/11, 5.5nw
  <li>+25% Channeling Science Efficiency</li>
**Elite Unit: 13/3 850gc, 6.0nw
</ul>
**Mercenary: 8/0, 0.0nw
| <ul>
**Prisoner: 8/0, 1.6nw
  <li>+800 Starting Wizards</li>
**War Horse: 2/0, 0.6nw
</ul>
 
| <div style="display:flex; flex-direction:column;">
==Halfling==
  <div style="font-weight:bold;">Mana Well</div>
*Bonuses:
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
**+10% Population
    Passive — regain 15% mana instantly. 23-hour cooldown.
**+1 Stealth Per tick in War
  </div>
**+25% Offensive Thievery Effectiveness (TPA)
</div>
*War Doctrine (In War):  Provides up to +5% Population (.05% each)
| <ul>
*Unique Active: Overgrowth
  <li>[[Mystics#Pitfalls|Pitfalls]]</li>
**Once activated, your maximum population increases by +25% for 5 ticks. 
  <li>[[Mystics#Meteor_Showers|Meteor Showers]]</li>
*Spells:
  <li>[[Mystics#Mind_Focus|Mind Focus]]</li>
**Invisibility
  <li>[[Mystics#Chastity|Chastity]]</li>
*Penalties:
</ul>
** −20%  Offensive WPA
|-
*Units:  
| <div style="line-height:1.2;"><b>Rogue</b></div>
** Soldier: 3/0, 0.75nw
| <ul>
** Offensive Specialist: 9/0, 3.6nw 
  <li>+70% Thieves' Den Effectiveness</li>
** Defensive Specialist: 0/10, 5.0nw
  <li>+1 Stealth Recovery per tick</li>
** Elite Unit: 6/11, 1000gc, 6.75nw
  <li>+25% Kidnap & Assassinate Wizards damage</li>
** Mercenary: 8/0, 0.0nw
  <li>+25% Crime Science Efficiency</li>
** Prisoner: 8/0, 1.6nw
  <li>Access to all thievery ops</li>
** War Horse: 2/0, 0.6nw
</ul>
 
| <ul>
==Human==
  <li>+800 Starting Thieves</li>
*Bonuses:
</ul>
**+25% Income
| <div style="display:flex; flex-direction:column;">
**-20% Military Training Cost
  <div style="font-weight:bold;">Shadows in the Night</div>
**-20% Military Wages
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
**Incite Riot Immunity 
    +25% sabotage damage at ≥50% stealth.
*War Doctrine (In War): Provides up to +15% Income (1.5% each)
  </div>
*Unique Passive - Civil Administration
</div>
**Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
| <!-- No spells -->
*Spells:
|-
**Tree of Gold 
| <div style="line-height:1.2;"><b>Tactician</b></div>
*Penalties:
| <ul>
**+1 mana self spell cost 
  <li>-15% Attack Time</li>
*Units:
  <li>No thieves lost on intel ops</li>
** Soldier: 3/0, 0.75nw
  <li>Immune to Greater Arson & Steal War Horses</li>
** Offensive Specialist: 10/0, 4.0nw
  <li>+25% Siege Science Efficiency</li>
** Defensive Specialist: 0/10, 5.0nw
  <li>Enhanced Conquest</li>
** Elite Unit: 13/4 900gc, 6.25nw
</ul>
** Mercenary: 8/0, 0.0nw
| <ul>
** Prisoner: 8/0, 1.6nw
  <li>+800 Starting Soldiers</li>
** War Horse: 2/0, 0.6nw
  <li>+800 Starting Specialist Training Credits</li>
 
</ul>
==Orc==
| <div style="display:flex; flex-direction:column;">
*Bonuses:  
   <div style="font-weight:bold;">Dragons Wrath</div>
**+20% Battle Resource Gains
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
**-50% Draft Cost
    3% raw offense also damages dragons.
*War Doctrine (In War):  Provides up to +15% Enemy casualties when attacking (1.5% each).
  </div>
*Unique Passive - General’s Authority
</div>
**When attacking with 2 or more generals, enemy military casualties are increased by +15%. 
| <!-- No spells -->
*Spells:
|-
**Bloodlust
| <div style="line-height:1.2;"><b>Warrior</b></div>
*Penalties:
| <ul>
**-5% Defensive Military Efficiency 
  <li>+15% Offensive Military Efficiency</li>
*Units
  <li>+4 Mercenary & Prisoner Strength</li>
** Soldier: 3/0, 0.75nw
  <li>-40% Mercenary Cost</li>
** Offensive Specialist: 11/0, 4.4 nw
  <li>+25% Tactics Science Efficiency</li>
** Defensive Specialist: 0/10, 5nw
  <li>Access to Righteous Aggressor</li>
** Elite Unit: 14/3, 900gc, 6.25nw
</ul>
** Mercenary: 8/0, 0.0nw
| <ul>
** Prisoner: 8/0, 1.6nw
  <li>+800 Starting Soldiers</li>
** War Horse: 2/0, 0.6nw
  <li>+800 Starting Specialist Training Credits</li>
 
</ul>
==Undead==
| <div style="display:flex; flex-direction:column;">
*Bonuses:
  <div style="font-weight:bold;">Battle Cry</div>
** -40% Military Losses
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
** Plague Immunity    
    Successful attacks kill 0.5% of target population.
** No Food Requirement
  </div>
*War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)
</div>
*Unique Passive: Plaguebearers
| [[Mystics#Righteous_Aggressor|Righteous Aggressor]]
**All successful attacks have a 33% chance to spread plague to the target province.
|-
*Spells:
| <div style="line-height:1.2;"><b>Paladin</b></div>
**Ghost Workers
| <ul>
*Penalties:
  <li>+20% Military kills when defending</li>
**-15% Birth Rate
  <li>+1 Horse Strength (attracts NW)</li>
*Units
  <li>Immune to Dragon effects</li>
** Soldier 3/0, 0.75nw
  <li>+25% Valor Science Efficiency</li>
** Offensive Specialist: 10/0, 4.0nw
  <li>Access to Righteous Aggressor, Salvation, Hero's Inspiration</li>
** Defensive Specialist: 0/10 5.0nw
</ul>
** Elite Unit: 13/4, 900gc, 6.25nw
| <ul>
** Mercenary: 8/0, 0.0nw
  <li>+800 Starting Soldiers</li>
** Prisoner: 8/0, 1.6nw
  <li>+800 Starting Specialist Training Credits</li>
** War Horse: 2/0, 0.6nw
</ul>
 
| <div style="display:flex; flex-direction:column;">
<!-->
  <div style="font-weight:bold;">Smite</div>
=Personalities=
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
==The Cleric== 
    War/Hostile, 23h CD: Next TM destroys 25% guilds/towers/TDs OR Holy Massacre (15% peasants + +15% specialist losses).
*+15% Defensive Military Efficiency
  </div>
*-15% Battle (Resource) Losses
</div>
*-15% Sabotage Damage Received
| <ul>
*-15% Spell Damage Received
  <li>[[Mystics#Righteous_Aggressor|Righteous Aggressor]]</li>
*-15% Damage Taken From Massacre Attacks
  <li>[[Mystics#Salvation|Salvation]]</li>
*Immune to the Plague
  <li>[[Mystics#Heroes_Inspiration|Hero's Inspiration]]</li>
 
</ul>
*Access to Salvation
|-
*Starts with +800 Soldiers and +800 Specialist Credits
| <div style="line-height:1.2;"><b>Necromancer</b></div>
 
| <ul>
*Unique Passive: Architect’s Revenge - Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.
  <li>+25% WPA</li>
 
  <li>+25% military losses return as soldiers</li>
==The General==
  <li>+25% Resilience Science Efficiency</li>
*+1 Army generals
  <li>Reclaim 30% of enemy military losses as soldiers on successful attacks</li>
*Offensive specialist gets +1 strength
</ul>
*Elite gets +1 offensive strength
| <ul>
 
  <li>+800 Starting Soldiers</li>
*Access to Righteous Aggressor
  <li>+800 Starting Specialist Training Credits</li>
*Starts with +800 Soldiers and +800 Specialist Credits
</ul>
 
| <div style="display:flex; flex-direction:column;">
*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%.
  <div style="font-weight:bold;">Grave Harvest</div>
 
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
==The Heretic==
    Successful attack grants +20% instant spell damage for 2 days (non-stacking in War).
*+50% Land Effect - Guilds
  </div>
*+10% Combat Instant Spell Damage
</div>
*+10% Sabotage Damage
| <ul>
*No Thieves lost on Failed Espionage Operations
  <li>[[Mystics#Animate_Dead|Animate Dead]]</li>
 
  <li>[[Mystics#Nightmare|Nightmares]]</li>
*Access to Nightmares, Fools Gold, Mage’s Fury
  <li>[[Mystics#Mystic_Aura|Mystic Aura]]</li>
*Starts with +400 Wizards and +400 Thieves
</ul>
 
|-
*Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations.
| <div style="line-height:1.2;"><b>General</b></div>
 
| <ul>
==The Mystic==
  <li>+1 General</li>
*+100% Land Effect - Guilds
  <li>+20% Specialist Credits gained in combat</li>
*+25% Offensive Wizards Per Acre (WPA)
  <li>-20% Military Training Time</li>
*+1% Extra Mana Per tick
  <li>Can train elites with Specialist Credits (War only)</li>
 
</ul>
*Access to Pitfalls, Meteor Showers, Chastity
| <ul>
*Starts with +800 Wizards
  <li>+800 Starting Soldiers</li>
 
  <li>+800 Starting Specialist Training Credits</li>
*Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population.
</ul>
 
| <div style="display:flex; flex-direction:column;">
==The Rogue==
  <div style="font-weight:bold;">General's Command</div>
*+25% Offensive Thievery Per Acre (TPA)
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
*+75% Thieves' Den Effectiveness
    2 ticks, +60% honour gains (War only). 23h cooldown.
*+1% Extra Stealth Per tick
  </div>
*Access all Thievery Operations 
</div>
 
| <!-- No spells -->
*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