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Races and Personalities: Difference between revisions

From Utopia Game
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 =
= Age 113 =


= Races =
= Races =
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! style="white-space:normal;" | Spellbook
! style="white-space:normal;" | Spellbook
|-
|-
| <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;">
| <div style="line-height:1.2;"><b>Avian</b></div>
<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.
</div></div>
| style="background-color:#d4edda;" | <ul>
| style="background-color:#d4edda;" | <ul>
   <li>-20% Attack Time</li>
   <li>–25% Attack Time</li>
   <li>+40% Birth Rates</li>
   <li>+20% Birth Rates</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+10% Military Casualties</li>
   <li>+15% Military Casualties</li>
   <li>Cannot use Barracks</li>
   <li>Cannot use Barracks</li>
   <li>No Access to Stables/War Horses</li>
   <li>No Access to Stables / War Horses</li>
</ul>
</ul>
| [[Unique_Abilities#Skybound_Strike|Skybound Strike]]
| <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
| 3 / 0
| 13
| 12
| 10
| 0 / 10
| 15 / 3
| 15 / 3
| 900
| 900
| 6.5
| 6.75
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]]
| [[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">
| <div style="line-height:1.2;"><b>Dark Elf</b></div>
<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>
| style="background-color:#d4edda;" | <ul>
   <li>+25% Magic Effectiveness (WPA)</li>
   <li>+20% Magic Effectiveness (WPA)</li>
   <li>+10% Offensive Military Efficiency</li>
   <li>+10% Offensive Military Efficiency (OME)</li>
   <li>Can train Thieves with Specialist Credits</li>
   <li>Can train Thieves with Specialist Credits</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+20% Exploration Costs</li>
   <li>+20% Military Wages</li>
   <li>+20% Thief Costs</li>
   <li>+20% Thief Costs</li>
</ul>
</ul>
| [[Unique_Abilities#Void_Tap|Void Tap]]
| <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
| 3 / 0
| 10
| 10
| 11
| 0 / 11
| 12 / 6
| 13 / 6
| 900
| 900
| 6.0
| 7.5
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Guile|Guile]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Invisibility|Invisibility]]
| [[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">
| <div style="line-height:1.2;"><b>Dwarf</b></div>
<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>
| style="background-color:#d4edda;" | <ul>
   <li>+15% Military Kills</li>
   <li>+25% Building Efficiency</li>
   <li>+40% Draft Speed</li>
  <li>+25% Military Credits gained in combat</li>
   <li>–25% Construction Time</li>
  <li>–25% Training Time</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+30% Building Costs</li>
   <li>+50% Food Consumption</li>
   <li>+15% Attack Time</li>
  <li>–10% WPA</li>
   <li>+20% Exploration Costs</li>
</ul>
</ul>
| [[Unique_Abilities#Overgrowth|Overgrowth]]
| <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
| 3 / 0
| 10
| 10
| 10
| 0 / 10
| 18 / 4
| 13 / 6
| 1200
| 1000
| 7.5
| 7.5
| [[Mystics#Greater_Protection|Greater Protection]]
| [[Mystics#Miner's_Mystique|Miner's Mystique]]
|-
|-
| <div style="line-height:1.2;"><b>Dwarf</b><br><div class="mw-collapsible mw-collapsed">
| <div style="line-height:1.2;"><b>Elf</b></div>
<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>
| style="background-color:#d4edda;" | <ul>
   <li>+30% Building Efficiency</li>
   <li>+25% Magic Effectiveness (WPA)</li>
   <li>-25% Damage from Enemy Instant T/M Ops</li>
   <li>+20% Rune Production</li>
  <li>+1 Mana Regeneration per tick</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+100% Food Consumption</li>
   <li>No Access to Training Grounds</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>
   <li>No Access to Dungeons</li>
</ul>
</ul>
| [[Unique_Abilities#Mana_Surge|Mana Surge]]
| <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
| 3 / 0
| 10
| 10
| 12
| 0 / 12
| 13 / 5
| 12 / 7
| 1000
| 1000
| 7.0
| 7.5
| [[Mystics#Mist|Mist]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Greater_Protection|Greater Protection]]
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Mist|Mist]]
|-
|-
| <div style="line-height:1.2;"><b>Faery</b><br><div class="mw-collapsible mw-collapsed">
| <div style="line-height:1.2;"><b>Faery</b></div>
<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>
| style="background-color:#d4edda;" | <ul>
   <li>+25% Offensive Spell Duration</li>
   <li>+25% Offensive Spell Duration</li>
   <li>+25% WPA</li>
   <li>+25% WPA</li>
   <li>+1 Mana per Tick (in War)</li>
   <li>+1 Mana Recovery per tick in War</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+35% Rune Cost</li>
   <li>+30% Rune Cost</li>
   <li>-5% Building Efficiency</li>
   <li>–5% Building Efficiency</li>
  <li>Cannot use Horses</li>
</ul>
</ul>
| [[Unique_Abilities#Ethereal_Mirage|Ethereal Mirage]]
| <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
| 3 / 0
| 10
| 10
| 10
| 0 / 10
| 1 / 13
| 4 / 13
| 1200
| 1200
| 6.5
| 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#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><br><div class="mw-collapsible mw-collapsed">
| <div style="line-height:1.2;"><b>Halfling</b></div>
<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>
| style="background-color:#d4edda;" | <ul>
   <li>+15% Max Population</li>
   <li>+15% Max Population</li>
   <li>+1 Stealth per Tick</li>
   <li>+1 Stealth per Tick</li>
   <li>+40% TPA</li>
   <li>+30% Thievery Effectiveness (TPA)</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>-25% Birth Rate</li>
   <li>–25% Birth Rate</li>
   <li>+25% Building Costs</li>
   <li>+25% Building Costs</li>
  <li>Suffers +1% additional Stealth loss per tick from Expose Thieves</li>
</ul>
</ul>
| [[Unique_Abilities#Sneak_Attack|Sneak Attack]]
| <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
| 3 / 0
| 10
| 10
| 10
| 0 / 10
| 12 / 7
| 12 / 7
| 850
| 950
| 6.5
| 7.5
| [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]], [[Mystics#Invisibility|Invisibility]]
| [[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">
| <div style="line-height:1.2;"><b>Human</b></div>
<b>Race Description</b><br>Versatile and resourceful, Humans dominate through knowledge, science, and disciplined strategy.
</div></div>
| style="background-color:#d4edda;" | <ul>
| style="background-color:#d4edda;" | <ul>
   <li>+15% Science Effectiveness</li>
   <li>+30% Income</li>
   <li>-15% Honor Losses</li>
   <li>Immune to Riots & Greed</li>
   <li>+15% BE (TG, Castles, Barracks, Hospitals)</li>
  <li>–50% Mercenary Costs</li>
   <li>–25% Training Costs</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+20% Military Wages</li>
   <li>+25% Training Time</li>
  <li>-20% WPA</li>
  <li>+1 Mana Cost on Self-Spells</li>
  <li>Cannot Ambush</li>
</ul>
</ul>
| [[Unique_Abilities#First_Aid|First Aid]]
| <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
| 3 / 0
| 12
| 13
| 10
| 0 / 10
| 7 / 12
| 7 / 12
| 1050
| 1050
| 6.75
| 8.0
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Righteous_Aggressor|Righteous Aggressor]]
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
|-
|-
| <div style="line-height:1.2;"><b>Orc</b><br><div class="mw-collapsible mw-collapsed">
| <div style="line-height:1.2;"><b>Orc</b></div>
<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>
| style="background-color:#d4edda;" | <ul>
   <li>+20% Battle Gains</li>
   <li>+5% Gains</li>
   <li>-50% Draft Cost</li>
   <li>+10% Gains (in War)</li>
   <li>Train Elites with Specialist Credits</li>
   <li>–50% Draft Cost</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+50% Land Lost on Ambush</li>
   <li>–20% Book Production</li>
  <li>–20% Thievery Effectiveness (TPA)</li>
</ul>
</ul>
| [[Unique_Abilities#Warlords_Fury|Warlords Fury]]
| <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
| 3 / 0
| 10
| 10
| 9
| 0 / 10
| 16 / 2
| 15 / 2
| 1200
| 1000
| 7.0
| 6.25
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
|-
|-
| <div style="line-height:1.2;"><b>Undead</b><br><div class="mw-collapsible mw-collapsed">
| <div style="line-height:1.2;"><b>Undead</b></div>
<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>
| style="background-color:#d4edda;" | <ul>
   <li>-40% Military Losses</li>
   <li>–40% Military Losses</li>
   <li>Immune to Plague</li>
   <li>Immune to Plague</li>
   <li>No Food Needed</li>
   <li>No Food Needed</li>
   <li>Converts Specs to Elites on Traditional March</li>
   <li>Converts Specialists to Elites on Traditional March</li>
</ul>
</ul>
| style="background-color:#f8d7da;" | <ul>
| style="background-color:#f8d7da;" | <ul>
   <li>+25% Damage from Enemy T/M Ops</li>
   <li>Only access to Thievery Intel Operations</li>
  <li>+20% Training Cost</li>
</ul>
</ul>
| [[Unique_Abilities#Cursed_Plague|Cursed Plague]]
| <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
| 3 / 3
| 10
| 10
| 10
| 0 / 10
| 15 / 4
| 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
| 900
| 6.5
| 6.5
| [[Mystics#Aggression|Aggression]], [[Mystics#Hero's_Inspiration|Hero's Inspiration]]
| [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#Aggression|Aggression]]
|}
|}


Line 240: Line 272:
! Spell Book
! Spell Book
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Artisan</b></div>
<b>Artisan</b>
| <ul>
<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;">
  <li>+40% Building Capacity (Homes, Stables, Dungeons)</li>
<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.
  <li>+40% Building Production (Banks, Farms, Stables, Towers)</li>
</div></div>
  <li>+40% Building Credits gained in Combat</li>
|
  <li>+100% Successful Espionage Operations (double stealth cost)</li>
* +40% Building Capacity (Homes, Stables, Dungeons)
  <li>+10% Economy Science Efficiency</li>
* +30% Building Production (Banks, Farms, Stables, Towers)
</ul>
* +40% Building Credits gained in Combat
| <ul>
* 100% Successful Espionage Ops (double stealth cost)
  <li>+600 Starting Soldiers</li>
* +10% Economy Science Effectiveness
  <li>+600 Starting Specialist Training Credits</li>
|  
  <li>+200 Starting Building Credits</li>
* +600 Starting Soldiers
</ul>
* +600 Starting Specialist Training Credits
| <div style="display:flex; flex-direction:column;">
* +200 Starting Building Credits
  <div style="font-weight:bold;">Demolition Mastery</div>
| [[Unique_Abilities#Demolition_Mastery|Demolition Mastery]]
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
| [[Mystics#Quick_Feet|Quick Feet]]
    In War, Raze attacks destroy 40% of target buildings (base 30%).
  </div>
</div>
| [[Mystics#Quick_Feet|Ghost Workers]]
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Cleric</b></div>
<b>Cleric</b>
| <ul>
<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;">
  <li>+1 Elite Defensive Strength</li>
<b>Description</b><br>Clerics heal their wounded troops and use divine magic to bolster their armies with powerful blessings.
  <li>+1 Defensive Specialist Strength</li>
</div></div>
  <li>-1 Self-Spell Mana Cost</li>
|
  <li>+35% Hospital Efficiency</li>
* +1 Elite Defensive Strength
  <li>Immune to Plague</li>
* +1 Defensive Specialist Strength
</ul>
* -1 Self-Spell Mana Cost
| <ul>
* +35% Hospital Effectiveness
  <li>+800 Starting Soldiers</li>
|  
  <li>+800 Starting Specialist Training Credits</li>
* +800 Starting Soldiers
</ul>
* +800 Starting Specialist Training Credits
| <div style="display:flex; flex-direction:column;">
| [[Unique_Abilities#Divine_Favour|Divine Favour]]
  <div style="font-weight:bold;">Divine Favour</div>
|  
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
* [[Mystics#Salvation|Salvation]]
    50% chance to double duration on self-spells.
* [[Mystics#Revelation|Revelation]]
  </div>
* [[Mystics#Divine_Shield|Divine Shield]]
</div>
* [[Mystics#Illuminate_Shadows|Illuminate Shadows]]
| <ul>
  <li>[[Mystics#Salvation|Salvation]]</li>
  <li>[[Mystics#Revelation|Revelation]]</li>
  <li>[[Mystics#Divine_Shield|Divine Shield]]</li>
  <li>[[Mystics#Illuminate_Shadows|Illuminate Shadows]]</li>
</ul>
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Heretic</b></div>
<b>Heretic</b>
| <ul>
<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;">
  <li>+50% Wizard Production</li>
<b>Description</b><br>The Heretic rejects traditional doctrine, embracing chaos to amplify magical and sabotage power.
  <li>-50% Thieves lost on ops</li>
</div></div>
  <li>+20% Spell Damage</li>
|
  <li>+20% Sabotage Damage</li>
* +50% Wizard Production
  <li>+15% Arcane Arts Efficiency</li>
* -50% Thief Losses
  <li>Access to Nightmares, Fools Gold</li>
* +20% Spell Damage
</ul>
* +20% Sabotage Damage
| <ul>
* +10% Arcane Arts Science Effectiveness
  <li>+400 Starting Wizards</li>
|  
  <li>+400 Starting Thieves</li>
* +400 Starting Wizards
</ul>
* +400 Starting Thieves
| <div style="display:flex; flex-direction:column;">
| [[Unique_Abilities#Chaotic_Affliction|Chaotic Affliction]]
  <div style="font-weight:bold;">Chaotic Affliction</div>
|  
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
* [[Mystics#Nightmare|Nightmare]]
    2 ticks, +10–30% spell & sabotage damage. 23-day cooldown.
* [[Mystics#Fools_Gold|Fools Gold]]
  </div>
</div>
| <ul>
  <li>[[Mystics#Nightmare|Nightmares]]</li>
  <li>[[Mystics#Fools_Gold|Fools Gold]]</li>
</ul>
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Mystic</b></div>
<b>Mystic</b>
| <ul>
<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;">
  <li>+85% Guild Effectiveness</li>
<b>Description</b><br>Mystics specialize in magic, gaining unmatched access to sorcery and unparalleled mana regeneration.
  <li>+1 Mana Recovery per tick</li>
</div></div>
  <li>+25% Channeling Science Efficiency</li>
|  
</ul>
* +85% Guild Effectiveness
| <ul>
* +1 Mana Regen per Tick
  <li>+800 Starting Wizards</li>
* +25% Channeling Science Effectiveness
</ul>
|
| <div style="display:flex; flex-direction:column;">
* +800 Starting Wizards
  <div style="font-weight:bold;">Mana Well</div>
| [[Unique_Abilities#Arcane_Respite|Arcane Respite]]
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
|
    Passive — regain 15% mana instantly. 23-hour cooldown.
* [[Mystics#Pitfalls|Pitfalls]]
  </div>
* [[Mystics#Meteor_Showers|Meteor Showers]]
</div>
* [[Mystics#Mind_Focus|Mind Focus]]
| <ul>
* [[Mystics#Chastity|Chastity]]
  <li>[[Mystics#Pitfalls|Pitfalls]]</li>
  <li>[[Mystics#Meteor_Showers|Meteor Showers]]</li>
  <li>[[Mystics#Mind_Focus|Mind Focus]]</li>
  <li>[[Mystics#Chastity|Chastity]]</li>
</ul>
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Rogue</b></div>
<b>Rogue</b>
| <ul>
<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;">
  <li>+70% Thieves' Den Effectiveness</li>
<b>Description</b><br>Masters of stealth and crime, Rogues excel in sabotage and infiltration, gaining access to every thievery operation.
  <li>+1 Stealth Recovery per tick</li>
</div></div>
  <li>+25% Kidnap & Assassinate Wizards damage</li>
|
  <li>+25% Crime Science Efficiency</li>
* +80% Thieves' Den Effectiveness
  <li>Access to all thievery ops</li>
* +1 Stealth Regen per Tick
</ul>
* +25% Kidnap and Assassinate Wizards Damage
| <ul>
* +25% Crime Science Effectiveness
  <li>+800 Starting Thieves</li>
* Access to All Thievery Ops
</ul>
|  
| <div style="display:flex; flex-direction:column;">
* +800 Starting Thieves
  <div style="font-weight:bold;">Shadows in the Night</div>
| [[Unique_Abilities#Shadows_in_the_Night|Shadows in the Night]]
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
| <!-- No spells listed -->
    +25% sabotage damage at ≥50% stealth.
  </div>
</div>
| <!-- No spells -->
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Tactician</b></div>
<b>Tactician</b>
| <ul>
<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;">
  <li>-15% Attack Time</li>
<b>Description</b><br>Tacticians use battlefield strategy to strike swiftly and dismantle dragons while scouting effortlessly.
  <li>No thieves lost on intel ops</li>
</div></div>
  <li>Immune to Greater Arson & Steal War Horses</li>
|
  <li>+25% Siege Science Efficiency</li>
* -15% Attack Time
  <li>Enhanced Conquest</li>
* No Thief Losses on Espionage Ops
</ul>
* +25% Siege Science Effectiveness
| <ul>
|  
  <li>+800 Starting Soldiers</li>
* +800 Starting Soldiers
  <li>+800 Starting Specialist Training Credits</li>
* +800 Starting Specialist Training Credits
</ul>
| [[Unique_Abilities#Dragons_Wrath|Dragons Wrath]]
| <div style="display:flex; flex-direction:column;">
| <!-- No spells listed -->
  <div style="font-weight:bold;">Dragons Wrath</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    3% raw offense also damages dragons.
  </div>
</div>
| <!-- No spells -->
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Warrior</b></div>
<b>Warrior</b>
| <ul>
<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;">
  <li>+15% Offensive Military Efficiency</li>
<b>Description</b><br>Warriors dominate through brute strength, overwhelming foes with destructive power and devastation.
  <li>+4 Mercenary & Prisoner Strength</li>
</div></div>
  <li>-40% Mercenary Cost</li>
|
  <li>+25% Tactics Science Efficiency</li>
* +15% Offensive Military Efficiency
  <li>Access to Righteous Aggressor</li>
* +5 Mercenary and Prisoner Strength
</ul>
* -50% Mercenary Cost
| <ul>
* +25% Tactics Science Effectiveness
  <li>+800 Starting Soldiers</li>
|  
  <li>+800 Starting Specialist Training Credits</li>
* +800 Starting Soldiers
</ul>
* +800 Starting Specialist Training Credits
| <div style="display:flex; flex-direction:column;">
| [[Unique_Abilities#Battle_Cry|Battle Cry]]
  <div style="font-weight:bold;">Battle Cry</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    Successful attacks kill 0.5% of target population.
  </div>
</div>
| [[Mystics#Righteous_Aggressor|Righteous Aggressor]]
| [[Mystics#Righteous_Aggressor|Righteous Aggressor]]
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Paladin</b></div>
<b>Raider</b>
| <ul>
<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;">
  <li>+20% Military kills when defending</li>
<b>Description</b><br>Raiders specialize in ambush and disruption, undermining enemy defenses and resource production.
  <li>+1 Horse Strength (attracts NW)</li>
</div></div>
  <li>Immune to Dragon effects</li>
|  
  <li>+25% Valor Science Efficiency</li>
* +10% Offensive Military Efficiency
  <li>Access to Righteous Aggressor, Salvation, Hero's Inspiration</li>
* -50% Thief Cost
</ul>
* +25% Thieves Per Acre
| <ul>
* -50% Failed Ops Losses (in War)
  <li>+800 Starting Soldiers</li>
* +25% Tools Science Effectiveness
  <li>+800 Starting Specialist Training Credits</li>
|  
</ul>
* +500 Starting Thieves
| <div style="display:flex; flex-direction:column;">
* +500 Starting Specialist Training Credits
  <div style="font-weight:bold;">Smite</div>
| [[Unique_Abilities#Undermining_Assault|Undermining Assault]]
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
| <!-- No spells listed -->
    War/Hostile, 23h CD: Next TM destroys 25% guilds/towers/TDs OR Holy Massacre (15% peasants + +15% specialist losses).
  </div>
</div>
| <ul>
  <li>[[Mystics#Righteous_Aggressor|Righteous Aggressor]]</li>
  <li>[[Mystics#Salvation|Salvation]]</li>
  <li>[[Mystics#Heroes_Inspiration|Hero's Inspiration]]</li>
</ul>
|-
|-
| <div style="display:inline-block; line-height:1.2;">
| <div style="line-height:1.2;"><b>Necromancer</b></div>
<b>Sage</b>
| <ul>
<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;">
  <li>+25% WPA</li>
<b>Description</b><br>Sages are scholars whose unmatched knowledge lets them defend science and weaponize knowledge itself.
  <li>+25% military losses return as soldiers</li>
</div></div>
  <li>+25% Resilience Science Efficiency</li>
|
  <li>Reclaim 30% of enemy military losses as soldiers on successful attacks</li>
* +15% Book Generation
</ul>
* +15% Scientist Generation
| <ul>
* +60% Learn Attack Protection (OOW)
  <li>+800 Starting Soldiers</li>
|  
  <li>+800 Starting Specialist Training Credits</li>
* +3 Starting Scientists
</ul>
* +800 Starting Soldiers
| <div style="display:flex; flex-direction:column;">
* +800 Starting Specialist Training Credits
  <div style="font-weight:bold;">Grave Harvest</div>
| [[Unique_Abilities#Scholars_Wrath|Scholars Wrath]]
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
|
    Successful attack grants +20% instant spell damage for 2 days (non-stacking in War).
* [[Mystics#Revelation|Revelation]]
  </div>
* [[Mystics#Scientific_Insights|Scientific Insights]]
</div>
| <ul>
  <li>[[Mystics#Animate_Dead|Animate Dead]]</li>
  <li>[[Mystics#Nightmare|Nightmares]]</li>
  <li>[[Mystics#Mystic_Aura|Mystic Aura]]</li>
</ul>
|-
| <div style="line-height:1.2;"><b>General</b></div>
| <ul>
  <li>+1 General</li>
  <li>+20% Specialist Credits gained in combat</li>
  <li>-20% Military Training Time</li>
  <li>Can train elites with Specialist Credits (War only)</li>
</ul>
| <ul>
  <li>+800 Starting Soldiers</li>
  <li>+800 Starting Specialist Training Credits</li>
</ul>
| <div style="display:flex; flex-direction:column;">
  <div style="font-weight:bold;">General's Command</div>
  <div class="mw-collapsible mw-collapsed" style="margin-left:1em;">
    2 ticks, +60% honour gains (War only). 23h cooldown.
  </div>
</div>
| <!-- No spells -->
|}
|}

Revision as of 10:03, 9 November 2025

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 113

Races

Race Bonuses Penalties Unique Ability Soldier Off. Specialist Def. Specialist Elite (Off/Def) Cost (gc) Networth Spellbook
Avian
  • –25% Attack Time
  • +20% Birth Rates
  • +15% Military Casualties
  • Cannot use Barracks
  • No Access to Stables / War Horses
Skybound Strike
   (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defence; 0 Honour gains. 23 Hour Cooldown.
3 / 0 12 0 / 10 15 / 3 900 6.75 Town Watch, Reflect Magic
Dark Elf
  • +20% Magic Effectiveness (WPA)
  • +10% Offensive Military Efficiency (OME)
  • Can train Thieves with Specialist Credits
  • +20% Military Wages
  • +20% Thief Costs
Shadow Surge
   When activated, all offensive spells (excluding Ritual) cost –60% runes for the next 2 ticks. 23 Hour Cooldown.
3 / 0 10 0 / 11 13 / 6 900 7.5 Blizzard, Guile, Mage's Fury, Invisibility
Dwarf
  • +25% Building Efficiency
  • +25% Military Credits gained in combat
  • –25% Construction Time
  • –25% Training Time
  • +50% Food Consumption
  • –10% WPA
  • +20% Exploration Costs
Molten Anvil
   Upon activation, for 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. 23 Utopian Days Cooldown.
3 / 0 10 0 / 10 13 / 6 1000 7.5 Miner's Mystique
Elf
  • +25% Magic Effectiveness (WPA)
  • +20% Rune Production
  • +1 Mana Regeneration per tick
  • No Access to Training Grounds
  • No Access to Dungeons
Arcane Surge
   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%.
3 / 0 10 0 / 12 12 / 7 1000 7.5 Pitfalls, Wrath, Mist
Faery
  • +25% Offensive Spell Duration
  • +25% WPA
  • +1 Mana Recovery per tick in War
  • +30% Rune Cost
  • –5% Building Efficiency
Ethereal Mirage
   Upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province. 23 Hour Cooldown.
3 / 0 10 0 / 10 4 / 13 1200 7.25 Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead, Invisibility, Fools Gold
Halfling
  • +15% Max Population
  • +1 Stealth per Tick
  • +30% Thievery Effectiveness (TPA)
  • –25% Birth Rate
  • +25% Building Costs
  • Suffers +1% additional Stealth loss per tick from Expose Thieves
Sneak Attack
   Upon activation, for 2 ticks, Thievery operations incur –50% losses. 23 Hour Cooldown.
3 / 0 10 0 / 10 12 / 7 950 7.5 Quick Feet, Town Watch, Vermin, Invisibility
Human
  • +30% Income
  • Immune to Riots & Greed
  • –50% Mercenary Costs
  • –25% Training Costs
  • +25% Training Time
First Aid
   Upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. 23 Hour Cooldown.
3 / 0 13 0 / 10 7 / 12 1050 8.0 Fountain of Knowledge, Revelation
Orc
  • +5% Gains
  • +10% Gains (in War)
  • –50% Draft Cost
  • –20% Book Production
  • –20% Thievery Effectiveness (TPA)
Carnage
   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).
3 / 0 10 0 / 10 15 / 2 1000 6.25 Aggression, Bloodlust
Undead
  • –40% Military Losses
  • Immune to Plague
  • No Food Needed
  • Converts Specialists to Elites on Traditional March
  • Only access to Thievery Intel Operations
Necrotic Burst
   Once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. 23 Hour Cooldown.
3 / 3 10 0 / 10 15 / 4 900 7.25 Animate Dead, Aggression, Hero's Inspiration
Gnome
  • –10% Attack Time (War/Hostile only)
  • +15% Enemy Military Casualties
  • +15% Thievery Effectiveness (TPA)
  • +25% Rune Cost
  • –15% WPA
Cunning Assault
   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.
3 / 0 11 0 / 10 14 / 4 900 6.5 Quick Feet, Aggression

Personalities

Personality Bonuses Starting Bonuses Unique Ability Spell Book
Artisan
  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers)
  • +40% Building Credits gained in Combat
  • +100% Successful Espionage Operations (double stealth cost)
  • +10% Economy Science Efficiency
  • +600 Starting Soldiers
  • +600 Starting Specialist Training Credits
  • +200 Starting Building Credits
Demolition Mastery
   In War, Raze attacks destroy 40% of target buildings (base 30%).
Ghost Workers
Cleric
  • +1 Elite Defensive Strength
  • +1 Defensive Specialist Strength
  • -1 Self-Spell Mana Cost
  • +35% Hospital Efficiency
  • Immune to Plague
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Divine Favour
   50% chance to double duration on self-spells.
Heretic
  • +50% Wizard Production
  • -50% Thieves lost on ops
  • +20% Spell Damage
  • +20% Sabotage Damage
  • +15% Arcane Arts Efficiency
  • Access to Nightmares, Fools Gold
  • +400 Starting Wizards
  • +400 Starting Thieves
Chaotic Affliction
   2 ticks, +10–30% spell & sabotage damage. 23-day cooldown.
Mystic
  • +85% Guild Effectiveness
  • +1 Mana Recovery per tick
  • +25% Channeling Science Efficiency
  • +800 Starting Wizards
Mana Well
   Passive — regain 15% mana instantly. 23-hour cooldown.
Rogue
  • +70% Thieves' Den Effectiveness
  • +1 Stealth Recovery per tick
  • +25% Kidnap & Assassinate Wizards damage
  • +25% Crime Science Efficiency
  • Access to all thievery ops
  • +800 Starting Thieves
Shadows in the Night
   +25% sabotage damage at ≥50% stealth.
Tactician
  • -15% Attack Time
  • No thieves lost on intel ops
  • Immune to Greater Arson & Steal War Horses
  • +25% Siege Science Efficiency
  • Enhanced Conquest
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Dragons Wrath
   3% raw offense also damages dragons.
Warrior
  • +15% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • -40% Mercenary Cost
  • +25% Tactics Science Efficiency
  • Access to Righteous Aggressor
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Battle Cry
   Successful attacks kill 0.5% of target population.
Righteous Aggressor
Paladin
  • +20% Military kills when defending
  • +1 Horse Strength (attracts NW)
  • Immune to Dragon effects
  • +25% Valor Science Efficiency
  • Access to Righteous Aggressor, Salvation, Hero's Inspiration
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Smite
   War/Hostile, 23h CD: Next TM destroys 25% guilds/towers/TDs OR Holy Massacre (15% peasants + +15% specialist losses).
Necromancer
  • +25% WPA
  • +25% military losses return as soldiers
  • +25% Resilience Science Efficiency
  • Reclaim 30% of enemy military losses as soldiers on successful attacks
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Grave Harvest
   Successful attack grants +20% instant spell damage for 2 days (non-stacking in War).
General
  • +1 General
  • +20% Specialist Credits gained in combat
  • -20% Military Training Time
  • Can train elites with Specialist Credits (War only)
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
General's Command
   2 ticks, +60% honour gains (War only). 23h cooldown.