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


{| 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==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses: Attack Time
**-25% Training Time
**-25% Military Wage Cost


|+ style="font-size:1.3em; font-weight:bold; background:#FFC300; border:2.5px solid #101418; border-bottom:1px solid #a2a9b1;" |
*War Doctrine (In War): Provides up to -10% Attack Time and +12.5% Birth Rates to you and all your kingdom.
== Races ==


! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
*Unique Passive: Dive Bomb
! style="background:#000814; color:#d4a017; padding:0.8em;" | Avian
**Your offensive specialists gain +2 offense point (War Only) (Does not affect NW)
! style="background:#000814; color:#d4a017; padding:0.8em;" | Dark Elf
! style="background:#000814; color:#d4a017; padding:0.8em;" | Dwarf
! style="background:#000814; color:#d4a017; padding:0.8em;" | Elf
! style="background:#000814; color:#d4a017; padding:0.8em;" | Faery
! style="background:#000814; color:#d4a017; padding:0.8em;" | Halfling
! style="background:#000814; color:#d4a017; padding:0.8em;" | Human
! style="background:#000814; color:#d4a017; padding:0.8em;" | Orc
! style="background:#000814; color:#d4a017; padding:0.8em;" | Undead


|-
*Spells:
! style="background:#000814; color:#d4a017; padding:0.8em;" | Image
**Town Watch, Illuminate Shadows
| [[File:Avian.jpg|120px|center]]
| [[File:DarkElf.jpg|120px|center]]
| [[File:Dwarf.jpg|120px|center]]
| [[File:Elf.jpg|120px|center]]
| [[File:Faery.jpg|120px|center]]
| [[File:Halfling.jpg|120px|center]]
| [[File:Human.jpg|120px|center]]
| [[File:Orc.jpg|120px|center]]
| [[File:Undead.jpg|120px|center]]


|-
*Penalties:
! style="background:#000814; color:#d4a017; padding:0.8em;" | War Doctrine
**No Access to Stables and War Horses
| Provides up to –5% Attack Time (caps at 5)
**-5% BE
| Provides up to +7.5% Instant Spell Damage (caps at 7)
| Provides up to +7.5% Specialist Credits (caps at 7)
*Units:
| Provides up to –7.5% Military Casualties Taken (caps at 7)
**Soldier: 3/0, 0.75nw
| Provides up to –7.5% damage from enemy ops (caps at 7)
**Offensive Specialist: 12/0, 5.0nw
| Provides up to +7.5% Sabotage Damage (caps at 7)
**Defensive Specialist: 0/10, 5nw
| Provides up to +7.5% Book Generation (caps at 7)
**Elite Unit: 16/3, 750gc, 7nw
| Provides up to +7.5% Enemy Military Casualties (caps at 7)
**Mercenary: 8/0, 0.0nw
| Provides –7.5% Enemy Battle Gains (caps at 7)
**Prisoner: 8/0, 1.6nw
**War Horse: n/a


|-
</div>
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
<br>
|
*Bonuses:
* –20% Attack Time
** -25% Attack Time  
* –40% Training Time
** -25% Training Time  
|
** -25% Military Wage Cost
* +25% Instant Spell Damage 
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom
* –50% Rune Cost
* Unique Passive: Aerial Supremacy
* Can train Thieves with credits
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners.
|
*Spells:
* +25% Building Efficiency 
**Town Watch, Illuminate Shadows
* –50% Construction Time 
*Penalties:
* +20% Building Credits
**No Access to Stables and War Horses
|
**+30% Rune Cost  
* +30% Magic Effectiveness 
*Units:
* +1 Mana per tick in War
** Soldier: 3/0, 0.75nw
|
** Offensive Specialist: 12/0, 4.8nw
* +25% Spell Duration  
** Defensive Specialist: 0/10, 5nw
* +25% WPA 
** Elite Unit: 16/2, 750gc, 6.5nw
* +1 Mana Recovery
** Mercenary: 8/0, 0.0nw
|
** Prisoner: 8/0, 1.6nw
* +10% Population 
** War Horse: n/a
* +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


|-
==Dark Elf==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Penalties
<div class="mw-collapsible" style=float:right>
|
Age 115
* Cannot Ambush 
*Bonuses:
* No Stables / War Horses
**+35% Instant Spell Damage
|
**-35% Rune Cost (Not Including Rituals)
* –25% Birth Rates
**Can train Thieves using Specialist Credits
|
* Cannot Accelerate Construction 
* +10% Attack Time
|
* –20% TPA
|
* –10% BE 
* +15% Military Wages
|
* +15% Military Casualties
|
* Wage increases take twice as long 
* +50% Rune Cost
* –50% Libraries Effectiveness
|
* –15% DME
|
* –5% OME


|-
*War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and −12.5% Rune Costs to you and all your kingdom.
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
|
* Opportunistic Raiders 
: Learn/Plunder return 1 tick faster
|
* Mystic Enthusiasts 
: 20% rune refund on instant spells
|
* Master Builders 
: –15% Raze damage taken 
: Raze destroys +20% buildings
|
* Arcane Surge 
: +25% spell damage below 40% mana
|
* Leyline Interference 
: 15% chance enemy spells fail
|
* Sneak Attack 
: 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


|-
*Unique Passive: Mystic Enthusiasts
! style="background:#000814; color:#d4a017; padding:0.8em;" | Units
**Successful Offensive instant spells refund 40% Rune Cost.
|
* 3/0 Soldier 
* 13/0 Off Spec 
* 0/9 Def Spec 
* 16/6 Elite 
* Merc 8/0 
* Prisoner 8/0
|
* 3/0 Soldier 
* 15/0 Off Spec 
* 0/8 Def Spec 
* 4/12 Elite 
* Merc 8/0 
* Prisoner 8/0 
* War Horse 2/0
|
* 3/0 Soldier 
* 10/0 Off Spec 
* 0/11 Def Spec 
* 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


|-
*Spells:  
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
**Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Mind Focus
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Salvation|Salvation]]
| [[Mystics#Blizzard|Blizzard]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Quick_Feet|Quick Feet]]
| [[Mystics#Miner's_Mystique|Miner's Mystique]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Mist|Mist]]
| [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Wrath|Wrath]], [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]]
| [[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]]
| [[Mystics#Town_Watch|Town Watch]], [[Mystics#Greater_Protection|Greater Protection]]
| [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Revelation|Revelation]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Guile|Guile]]
| [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
| [[Mystics#Animate_Dead|Animate Dead]]


|}
*Penalties:
**-15% Birth Rates


*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 15/0, 6.0nw
**Defensive Specialist: 0/11, 5.5nw
**Elite Unit: 4/12, 750gc, 7nw
**Mercenary: 8/0, 0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw


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


== Personalities ==
</div>
<br>
*Bonuses:
** +30% Offensive WPA 
** +30% Instant Spell Damage
** Can train Thieves using Specialist Credits
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom.
*Unique Passive: Dark Ritual
**After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres.
*Spells:
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold
*Penalties:
** -15% Birth Rates
** +30% Damage taken from sabotage operations 
*Units:
** Soldier: 3/0, 0.75nw
** Offensive Specialist: 14/0, 5.6nw
** Defensive Specialist: 0/12, 6.0nw
** Elite Unit: 16/2, 700gc, 6.5nw
** 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;" | The Artisan
<div class="mw-collapsible" style=float:right>
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Paladin
Age 115<br>
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Heretic
Not Available
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Mystic
</div>
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Rogue
<br>
*Bonuses:  
** +20% Birth Rate 
** +12.5% DME 
** -40% Defensive Military Losses 
*War Doctrine (In War): Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom.
*Unique Passive - Thick Bark 
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.  
*Spells:
** Aggression, Greater Protection, Clearsight 
*Penalties:  
** +10% Attack Time
** +1 Mana Cost for Offensive Spells
** Cannot use Forts
*Units:  
** Soldier: 3/0, 0.75nw
** Offensive Specialist: 10/0, 4.0nw
** Defensive Specialist: 0/11, 5.5nw
** Elite Unit: 16/3 800gc, 7.0nw
** 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;" | Bonuses
<div class="mw-collapsible" style=float:right>
|
Age 115
* +30% Building Capacity 
*Bonuses:
* +30% Building Production 
**+30% Building Efficiency
* +100% Espionage Success 
**-50% Construction Time
* +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


|-
*War Doctrine (In War):  Provides up to -12.5% Construction Costs and +12.5% Income for you and all your kingdom.
! 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


|-
*Unique Passive: Architect's Revenge
! style="background:#000814; color:#d4a017; padding:0.8em;" | Starting Bonuses
**Incoming Raze damage reduced by 15% and Raze damage increased by 20%
|
* +600 Soldiers 
* +600 Specialist Credits 
* +200 Building Credits
|
* +800 Soldiers 
* +800 Specialist Credits
|
* +400 Wizards 
* +400 Thieves
|
* +800 Wizards
|
* +800 Thieves


|-
*Spells:
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
**Miner’s Mystique, Town Watch, Reflect Magic,  
| [[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;" |
*Penalties:
**Cannot Accelerate Construction
**+10% Attack Time


! style="background:#000814; color:#d4a017; padding:0.8em;" | Category
*Units:
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Tactician
**Soldier: 3/0, 0.75nw
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Warrior
**Offensive Specialist: 10/0, 4.0nw
! style="background:#000814; color:#d4a017; padding:0.8em;" | The Necromancer
**Defensive Specialist: 0/10 5.0nw
! style="background:#000814; color:#d4a017; padding:0.8em;" | The General
**Elite Unit: 15/5, 800gc, 7nw
! style="background:#000814; color:#d4a017; padding:0.8em;" | The War Hero
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse:2/0, 0.6nw


|-
</div>
! style="background:#000814; color:#d4a017; padding:0.8em;" | Bonuses
<br>
|
*Bonuses:  
* –15% Attack Time
** +30% Building Efficiency
* +40% Specialist Credits 
** -50% Construction Time
* No thief losses on intel  
** -50% Construction Costs
* +15% Siege Science 
*War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
* Enhanced Conquest
*Unique Passive: Mountain Hold
|
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks.
* +10% OME 
*Spells:
* +4 Merc/Prisoner Strength 
**Miner’s Mystique, Town Watch, Reflect Magic
* –50% Merc Cost 
*Penalties:
* +15% Tactics Science
**Cannot Accelerate Construction  
|
**+90% Food Consumption
* +30% WPA  
*Units:
* +25% losses converted to Soldiers 
** Soldier: 3/0, 0.75nw
* +15% Channeling Science 
** Offensive Specialist: 10/0, 4.0nw
* Reclaims 30% enemy losses
** Defensive Specialist: 0/10 5.0nw
|
** Elite Unit: 15/7, 900gc, 8nw
* +1 General 
** Mercenary: 8/0, 0.0nw
* +20% Specialist Credits 
** Prisoner: 8/0, 1.6nw
* –25% Training Cost 
** War Horse: 2/0, 0.9nw
* Train Elites with Credits (War) 
* +15% Bookkeeping Science
|
* –30% Honor Losses 
* Converts Specs to Elites 
* +2 Off Spec Strength 
* +50% Honor Effects


|-
==Elf==
! style="background:#000814; color:#d4a017; padding:0.8em;" | Unique Ability
<div class="mw-collapsible" style=float:right>
|
Age 115
* '''Dragon's Wrath''' 
*Bonuses:
: 3% of raw offence damages dragon when attacking with one
**+40% Magic Effectiveness (WPA)
|
**+1 Mana Per Tick in War
* '''Battle Cry''' 
**+40% Rune Production
: 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


|-
*War Doctrine (In War):  Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.
! style="background:#000814; color:#d4a017; padding:0.8em;" | Starting Bonuses
|
* +800 Soldiers  
* +800 Specialist Credits
|
* +800 Soldiers 
* +800 Specialist Credits
|
* +400 Wizards 
* +400 Specialist Credits
|
* +800 Soldiers 
* +800 Specialist Credits
|
* +800 Soldiers 
* +800 Specialist Credits


|-
*Unique Passive: Arcane Surge
! style="background:#000814; color:#d4a017; padding:0.8em;" | Spells
**Whenever your province’s mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 40%.
| [[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


|}
*Spells:
**Pitfalls, Wrath, Vermin, Sloth
 
*Penalties:
**-20% TPA
 
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Defensive Specialist: 0/13 , 6.5nw
**Elite Unit: 15/4 750gc, 6.0nw
**Mercenary:8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse:2/0, 0.6nw
 
</div>
<br>
*Bonuses:
** +40% Magic Effectiveness (WPA)
** +1 Mana Per Tick in War
** +30% Offensive Spell Duration 
*War Doctrine (In War):  Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom.
*Unique Passive: Arcane Mastery
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks. 
*Spells:
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity 
*Penalties:
** +30% Draft Costs 
*Units:
** Soldier: 3/0, 0.75nw
** Offensive Specialist: 10/0, 4.0nw
** Defensive Specialist: 0/13 , 6.5nw
** Elite Unit: 14/4 700gc, 7.0nw
** Mercenary:8/0, 0.0nw
** Prisoner: 8/0, 1.6nw
** War Horse:2/0, 0.6nw
 
==Faery==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+25% Spell Duration
**+20% WPA
**+1 Mana Recovery per Tick
 
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
 
*Unique Passive - Leyline Interference
**Enemy spells cast against Faery provinces have a 20% chance to fail.
 
*Spells:
**All Racial Spells
 
*Penalties:
**-5% Population
 
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Defensive Specialist: 0/10, 5.0nw
**Elite Unit: 4/16, 1000gc, 8.5nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
 
 
</div>
<br>
*Bonuses:
** +30% Self Spell Duration 
** +20% WPA/TPA
** +1 Mana Recovery per Tick 
*War Doctrine (In War):  Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom. 
*Unique Passive - Leyline Interference
** Enemy spells cast against Faery provinces have a 15% chance to fail. 
*Spells:
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge 
*Penalties:
** -5% Population
** +15% Military Casualties 
*Units:
** Soldier: 3/0, 0.75nw
** Offensive Specialist: 10/0, 4.0nw
** Defensive Specialist: 0/10, 5.0nw
** Elite Unit: 4/16, 1100gc, 8.5nw
** Mercenary: 8/0, 0.0nw
** Prisoner: 8/0, 1.6nw
** War Horse: 2/0, 0.6nw
 
==Halfling==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+10% Population
**+1 Stealth Regeneration Per Tick
**+20% Thievery Effectiveness (TPA)
 
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
 
*Unique Passive: Silent Assault
**Sabotage operations suffer 50% fewer thievery losses
 
*Spells:
**Tree of Gold, Greater Protection
 
*Penalties:
**+10% Military Casualties
 
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Defensive Specialist: 0/10, 5.0nw
**Elite Unit: 6/12, 700gc, 7.5nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
 
</div>
<br>
*Bonuses:
** +12.5% Population 
** +1 Stealth Regeneration Per Tick
** +30% Thievery Effectiveness (TPA)
*War Doctrine (In War):  Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
*Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province. 
*Spells:
** Tree of Gold, Greater Protection, Invisibility
*Penalties:
** -25% Draft Speed
*Units:
** Soldier: 3/0, 0.75nw
** Offensive Specialist: 11/0, 4.4nw 
** Defensive Specialist: 0/10, 5.0nw
** Elite Unit: 10/13, 900gc, 7.5nw
** Mercenary: 8/0, 0.0nw
** Prisoner: 8/0, 1.6nw
** War Horse: 2/0, 0.6nw
 
==Human==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**All Lands hold Prisoners - 2 Per Acre
**+1 Stealth Regeneration Per Tick
**-30% Damage from Learn Attacks
**+10% Science Efficiency
 
*War Doctrine (In War):  Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.
 
*Unique Passive - Civil Administration:
**Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 40%
 
*Spells:
**Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses
 
*Penalties:
**Military wage increases take twice as long to fully apply. Wage reductions apply normally.
**+40% Rune Cost (Does not Include Rituals)
 
*Units:
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 12/0, 4.8nw
**Defensive Specialist: 0/10, 5.0nw
**Elite Unit: 16/3 750gc, 6.5nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
 
</div>
<br>
*Bonuses:
** +30% Income 
** -30% Training Costs
** +20% Draft Speed 
*War Doctrine (In War):  Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom.
*Unique Passive - Muster the Realm
**After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.
*Spells:
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses 
*Penalties:
**+25% Wages
*Units:
** Soldier: 3/0, 0.75nw
** Offensive Specialist: 15/0, 6.0nw
** Defensive Specialist: 0/12, 6.0nw
** Elite Unit: 15/5 800gc, 7.0nw
** Mercenary: 8/0, 0.0nw
** Prisoner: 8/0, 1.6nw
** War Horse: 3/0, 0.6nw
 
==Orc==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**+5% Gains OOW & +15% Gains During War
**-50% Draft Cost
 
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
 
*Unique Passive - Carnage :
**Every time an Orc makes a successful attack, there is a random bonus effect applied to that attack — the spirit of war is unpredictable and wild.
***Destroy 25% of enemy resources (gold, runes, food)
***Increases Military Wages by 25% for 4-6 ticks.
***-30% Military Losses
 
*Spells:
**Bloodlust, Wrath
 
*Penalties:
**-15% DME
 
*Units
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 13/0, 5.2 nw
**Defensive Specialist: 0/10, 5nw
**Elite Unit: 18/2, 800gc, 7nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
 
</div>
<br>
*Bonuses:
** +10% Gains OOW & +15% Gains During War 
** -40% Draft Cost
** +15% Enemy Military Casualties
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
*Unique Passive - Blood Spoils
** Successful attacks convert 25% of enemy military casualties into Specialist Credits
*Spells:
** Bloodlust, Wrath, Aggression
*Penalties:
** +20% Instant Damage from Sabotage and Sorcery 
*Units
** Soldier: 3/0, 0.75nw
** Offensive Specialist: 13/0, 5.2 nw
** Defensive Specialist: 0/10, 5nw
** Elite Unit: 18/3, 850gc, 7.0nw
** Mercenary: 8/0, 0.0nw
** Prisoner: 8/0, 1.6nw
** War Horse: 2/0, 0.6nw
 
==Undead==
<div class="mw-collapsible" style=float:right>
Age 115
*Bonuses:
**-45% Military Losses
**Plague Immunity
**Always carries Plague and chance to spread
**No Food Requirement
 
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
 
*Unique Passive: Death March
**Converts 45% of offensive losses into Soldiers instantly.
 
*Spells:
**Animate Dead, Aggression
 
*Penalties:
**-10% Science Efficiency
 
*Units
**Soldier 3/0, 0.75nw
**Offensive Specialist: 11/0, 4.4nw
**Defensive Specialist: 0/10 5.0nw
**Elite Unit: 17/4, 800gc, 7nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
 
</div>
<br>
*Bonuses:
** -45% Military Losses
** Plague Immunity 
** Always carries Plague and chance to spread
** No Food Requirement
*War Doctrine (In War):  Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
*Unique Passive: Death March
** Converts 25% of offensive losses into Soldiers instantly. 
*Spells:
** Animate Dead, Ghost Workers, Vermin 
*Penalties:
** Cannot build Hospitals 
*Units
** Soldier 3/0, 0.75nw
** Offensive Specialist: 11/0, 4.4nw
** Defensive Specialist: 0/10 5.0nw
** Elite Unit: 16/4, 800gc, 7nw
** Mercenary: 8/0, 0.0nw
** Prisoner: 8/0, 1.6nw
** War Horse: 2/0, 0.6nw
**-20%
 
=Personalities=
==The Artisan ==
<div class="mw-collapsible" style=float:right>
Age 115
*+40% Building Capacity (Homes, Stables, Dungeons)
*+40% Building Production (Banks, Farms, Stables, Towers, Homes)
*Immune to Plunder, Greed and Incite Riots
*+15% Economy Science Efficiency
 
*Access to Ghost Workers, Greater Protection
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
 
*Unique Passive – Construction Delays
**For 3 ticks after a successful attack, enemy’s/target’s building efficiency is reduced by 10% (Does not stack)
 
 
</div>
<br>
*+25% Building Capacity (Homes, Stables, Dungeons) 
*+25% Building Production (Banks, Farms, Stables, Towers, Homes)
*-25% Construction Costs (includes raze)
*Immune to Greed and Incite Riots
*+25% Economy Science Efficiency
*Access to Ghost Workers, Greater Protection, Fool's Gold 
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
*Unique Passive – Master Craftsmanship
**When razing buildings, recover 25% of buildings razed as Building Credits.
 
==The Cleric==
<div class="mw-collapsible" style=float:right>
Age 115
Not Available
</div>
<br> 
*+1 Elite Defensive Value (Affects NW)
*+1 Defensive Specialist Strength (Affects NW)
*-40% Damage from Instant Spells 
*+25% Military Science Efficiency
*Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero's Inspiration
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive: Divine Favour:
**Self-spells cast by Clerics have their duration increased by 4 ticks.
 
==The General==
<div class="mw-collapsible" style=float:right>
Age 115
*+1 General
*-20% Training Cost & Speed
*Can Train one Elite for every two Specialist Credits
 
*+15% Military Science Efficiency
 
*Access to Mist, Wrath
*Starts with +800 Soldiers and +800 Specialist Credits
 
*Unique Passive - General’s Authority
**Attacks inflict +15% Enemy Military casualties when two or more generals are sent.
 
</div>
<br> 
*+1 General
*+2 Offensive Elite Strength
*-25% Training Cost & Speed 
*Can Train one Elite for every two Specialist Credits
*+25% Military Science Efficiency
*Access to Mist, Wrath
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive - Relentless Assault
**Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.
 
==The Heretic==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% TPA
*+15% WPA
*-50% Thief Losses
*+20% Sabotage Damage
*+20% Spell Damage
*+75% Guild Effectiveness
 
*+15 Arcane Science Efficiency
 
*Access to Nightmares, Fools Gold, Mages Fury, Vermin
*Starts with +400 Wizards and +400 Thieves
 
*Unique Passive : Blasphemous Might
**After a failed offensive spell cast, the heretic recovers 1% Stealth.
 
</div>
<br> 
*+35% Offensive TPA 
*+35% Offensive WPA
*-50% Thief Losses
*+50% Guild Effectiveness
*Immune to Expose Thieves 
*+25% Arcane Science Efficiency
*Access to Nightmares, Fools Gold, Vermin, Magic Ward
*Starts with +400 Wizards and +400 Thieves
*Unique Passive : Arcane Frenzy
**After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack
 
==The Mystic==
<div class="mw-collapsible" style=float:right>
Age 115
*+125% Guilds Effectiveness
*+1 Mana Recovery per Tick
*+25% Offensive Spell Duration
 
*+25% Channeling Science Efficiency
 
*Access to Pitfalls, Meteor Showers, Chastity
*Starts with +800 Wizards
 
*Unique Passive- Focused Channelling
**While above 40% mana, spells gain +20% WPA
 
</div>
<br>
*+100% Guilds Effectiveness
*+1 Mana Recovery per Tick
*+25% WPA
*+40% Channeling Science Efficiency
*Access to Pitfalls, Meteor Showers, Chastity, Fool's Gold
*Starts with +800 Wizards
*Unique Passive- Focused Channeling
**While above 60% mana, spells gain +20% WPA
 
==The Necromancer==
<div class="mw-collapsible" style=float:right>
Age 115
*+35 % WPA
*+5% OME
*-50% Rune Cost (Not Ritual)
*+25% Channeling Science Efficiency
*Access to Animate Dead, Mind Focus, Soul Blight, Guile, Nightmare
*Starts with +400 Wizards +400 Specialist Credits
 
*Unique Passive – Dark Pact -
**After each successful attack, The Necromancer converts:
***10% of the enemy's killed units into Wizards.
***20% of the enemy's killed units into Soldiers.
***10% of the enemy's killed units into Peasants
 
</div>
<br>
*+25% WPA
*+7.5% ME
*-40% Rune Cost (Not Ritual) 
*+40% Channeling Science Efficiency
*Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike
*Starts with +400 Wizards +400 Specialist Credits 
*Unique Passive – Dark Pact
**After each successful attack, The Necromancer converts:
***7.5% of the enemy's killed units into Wizards.
***17.5% of the enemy's killed units into Soldiers.
***10% of the enemy's killed units into Peasants.
 
==The Rogue==
<div class="mw-collapsible" style=float:right>
Age 115
*+100% Thieves' Dens Effectiveness
*+20% TPA
*+1 Stealth Recovery per Tick
*Access to All Thievery Operations
*+25% Crime Science Efficiency
 
*Starts with +800 Thieves
 
*Unique Passive - Shadow Persistence
**Rogue provinces may perform thievery operations while overpopulated.
 
</div>
<br> 
*+100% Thieves' Dens Effectiveness
*+25% TPA
*+1 Stealth Recovery per Tick
*Access to All Thievery Operations
*+40% Crime Science Efficiency 
*Starts with +800 Thieves
*Unique Passive - Shadow Persistence
**Rogue provinces may perform thievery operations while overpopulated.
 
==The Sage==
<div class="mw-collapsible" style=float:right>
Age 115
Not Available
</div>
<br>
*+20% Book Generation
*+20% Scientist Generation
*+50% Learn Protection
*+15% Science Efficiency 
*Access to Revelation, Fountain of Knowledge
*Starts with +2 Scientist
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive - Focused Resolve
**While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.
 
==The Tactician==
<div class="mw-collapsible" style=float:right>
Age 115
*-15% Attack Time
*+40% Specialist Credits Gains
*+25% Draft Speed
*-50% Ambush Losses
*No Thieves lost on Intel
*+25% Siege Science Efficiency
 
*Access to Clearsight
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Ability: Unique Passive
**Interdiction - Successful Attacks in War destroy resources as follows:
***10% of gold
***25% of runes
***20% of food
 
</div>
<br> 
*-20% Attack Time
*+40% Specialist Credits Gains
*+40% Draft Speed
*No Thieves lost on Intel
*+40% Siege Science Efficiency
*Access to Clearsight
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive: Interdiction -
**Successful Attacks in War destroy resources as follows:
*** 15% of gold
*** 15% of runes
*** 15% of food
 
==The Warrior==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% Offensive Military Efficiency
*+5 Mercenary & Prisoner Strength
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
*-50% Mercenary Cost
*+25% Tactics Science Efficiency
 
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive: Battle Cry
**Upon successful attack, the attack will destroy 1% of the entire population.
 
</div>
<br> 
*+15% Offensive Military Efficiency
*+5 Mercenary & Prisoner Strength
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent 
*+35% Tactics Science Efficiency
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive: Battle Cry
**Upon successful attack, the attack will destroy 1.5% of the entire population.
 
==The War Hero==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% Honor Gains
*+70% Honor Effects
*Offensive specialist gets +2 strength (Affects NW)
 
*+25% Siege Science Efficiency
 
*Access to Quick Feet, Righteous Aggressor, Heroic Inspiration
 
*Starts with +800 Soldiers and +800 Specialist Credits
 
*Unique Passive - Heroes Culling
**Successful Massacres kill +7% additional peons and kill an additional 2.5% thieves and wizards
 
</div>
<br> 
*+10% Battle Gains (War Only)
*-25% Honor Loss
*+100% Honor Effects 
*Offensive specialist gets +2 strength (Affects NW) 
*+40% Valor Science Efficiency 
*Access to Quick Feet, Righteous Aggressor, Hero's Inspiration
*Starts with +800 Soldiers and +800 Specialist Credits
*Unique Passive - Rising Renown
**Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks

Revision as of 16:56, 18 September 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 116 Final Changes
« Previous: Age 115 Next: Age 117 »

Races

Avian

Age 115

  • Bonuses: Attack Time
    • -25% Training Time
    • -25% Military Wage Cost
  • War Doctrine (In War): Provides up to -10% Attack Time and +12.5% Birth Rates to you and all your kingdom.
  • Unique Passive: Dive Bomb
    • Your offensive specialists gain +2 offense point (War Only) (Does not affect NW)
  • Spells:
    • Town Watch, Illuminate Shadows
  • Penalties:
    • No Access to Stables and War Horses
    • -5% BE
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 5.0nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 16/3, 750gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a


  • Bonuses:
    • -25% Attack Time
    • -25% Training Time
    • -25% Military Wage Cost
  • War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom
  • Unique Passive: Aerial Supremacy
    • Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners.
  • Spells:
    • Town Watch, Illuminate Shadows
  • Penalties:
    • No Access to Stables and War Horses
    • +30% Rune Cost
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 16/2, 750gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a

Dark Elf

Age 115

  • Bonuses:
    • +35% Instant Spell Damage
    • -35% Rune Cost (Not Including Rituals)
    • Can train Thieves using Specialist Credits
  • War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and −12.5% Rune Costs to you and all your kingdom.
  • Unique Passive: Mystic Enthusiasts
    • Successful Offensive instant spells refund 40% Rune Cost.
  • Spells:
    • Blizzard, Mage's Fury, Illuminate Shadows, Pitfalls, Mind Focus
  • Penalties:
    • -15% Birth Rates
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 15/0, 6.0nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 4/12, 750gc, 7nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw



  • Bonuses:
    • +30% Offensive WPA
    • +30% Instant Spell Damage
    • Can train Thieves using Specialist Credits
  • War Doctrine (In War): Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom.
  • Unique Passive: Dark Ritual
    • After making a successful attack, Dark Elves gain +20% Instant Spell Damage for 6 ticks. Additionally, Successful attacks generate Wizards equal to 1 Wizard per 4 acres.
  • Spells:
    • Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold
  • Penalties:
    • -15% Birth Rates
    • +30% Damage taken from sabotage operations
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 14/0, 5.6nw
    • Defensive Specialist: 0/12, 6.0nw
    • Elite Unit: 16/2, 700gc, 6.5nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dryad

Age 115
Not Available


  • Bonuses:
    • +20% Birth Rate
    • +12.5% DME
    • -40% Defensive Military Losses
  • War Doctrine (In War): Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom.
  • Unique Passive - Thick Bark
    • After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.
  • Spells:
    • Aggression, Greater Protection, Clearsight
  • Penalties:
    • +10% Attack Time
    • +1 Mana Cost for Offensive Spells
    • Cannot use Forts
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 16/3 800gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dwarf

Age 115

  • Bonuses:
    • +30% Building Efficiency
    • -50% Construction Time
  • War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Income for you and all your kingdom.
  • Unique Passive: Architect's Revenge
    • Incoming Raze damage reduced by 15% and Raze damage increased by 20%
  • Spells:
    • Miner’s Mystique, Town Watch, Reflect Magic,
  • Penalties:
    • Cannot Accelerate Construction
    • +10% Attack Time
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 15/5, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw


  • Bonuses:
    • +30% Building Efficiency
    • -50% Construction Time
    • -50% Construction Costs
  • War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
  • Unique Passive: Mountain Hold
    • After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks.
  • Spells:
    • Miner’s Mystique, Town Watch, Reflect Magic
  • Penalties:
    • Cannot Accelerate Construction
    • +90% Food Consumption
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 15/7, 900gc, 8nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.9nw

Elf

Age 115

  • Bonuses:
    • +40% Magic Effectiveness (WPA)
    • +1 Mana Per Tick in War
    • +40% Rune Production
  • War Doctrine (In War): Provides up to +12.5% Offensive WPA and +12.5% Spell Duration to you and all your kingdom.
  • Unique Passive: Arcane Surge
    • Whenever your province’s mana drops below 40%, all spells you cast while under that threshold deal +25% spell damage. The boost disappears as soon as your mana climbs back above 40%.
  • Spells:
    • Pitfalls, Wrath, Vermin, Sloth
  • Penalties:
    • -20% TPA
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/13 , 6.5nw
    • Elite Unit: 15/4 750gc, 6.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw


  • Bonuses:
    • +40% Magic Effectiveness (WPA)
    • +1 Mana Per Tick in War
    • +30% Offensive Spell Duration
  • War Doctrine (In War): Provides up to -12.5% Damage from Enemy Sorcery Damage and +12.5% Spell Duration to you and all your kingdom.
  • Unique Passive: Arcane Mastery
    • Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.
  • Spells:
    • Pitfalls, Vermin, Sloth, Reflect Magic, Chastity
  • Penalties:
    • +30% Draft Costs
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/13 , 6.5nw
    • Elite Unit: 14/4 700gc, 7.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw

Faery

Age 115

  • Bonuses:
    • +25% Spell Duration
    • +20% WPA
    • +1 Mana Recovery per Tick
  • War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
  • Unique Passive - Leyline Interference
    • Enemy spells cast against Faery provinces have a 20% chance to fail.
  • Spells:
    • All Racial Spells
  • Penalties:
    • -5% Population
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 4/16, 1000gc, 8.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw



  • Bonuses:
    • +30% Self Spell Duration
    • +20% WPA/TPA
    • +1 Mana Recovery per Tick
  • War Doctrine (In War): Provides up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to you and all your kingdom.
  • Unique Passive - Leyline Interference
    • Enemy spells cast against Faery provinces have a 15% chance to fail.
  • Spells:
    • Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge
  • Penalties:
    • -5% Population
    • +15% Military Casualties
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 4/16, 1100gc, 8.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Halfling

Age 115

  • Bonuses:
    • +10% Population
    • +1 Stealth Regeneration Per Tick
    • +20% Thievery Effectiveness (TPA)
  • War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
  • Unique Passive: Silent Assault
    • Sabotage operations suffer 50% fewer thievery losses
  • Spells:
    • Tree of Gold, Greater Protection
  • Penalties:
    • +10% Military Casualties
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 6/12, 700gc, 7.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • +12.5% Population
    • +1 Stealth Regeneration Per Tick
    • +30% Thievery Effectiveness (TPA)
  • War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
  • Unique Passive: Burrowed Networks: Each successful sabotage operation against the same target increases your sabotage damage dealt to that target by 3%, up to a maximum of 15%. The bonus resets when you successfully performs a sabotage operation against a different province.
  • Spells:
    • Tree of Gold, Greater Protection, Invisibility
  • Penalties:
    • -25% Draft Speed
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 10/13, 900gc, 7.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Human

Age 115

  • Bonuses:
    • All Lands hold Prisoners - 2 Per Acre
    • +1 Stealth Regeneration Per Tick
    • -30% Damage from Learn Attacks
    • +10% Science Efficiency
  • War Doctrine (In War): Provides up to +12.5% Book Generation and +12.5% Science Effectiveness to you and all your kingdom.
  • Unique Passive - Civil Administration:
    • Prisoners generate an additional 2.0gc per tick and Mercenary costs are reduced by 40%
  • Spells:
    • Fountain of Knowledge, Revelation, Invisibility, Guile, Steal War Horses
  • Penalties:
    • Military wage increases take twice as long to fully apply. Wage reductions apply normally.
    • +40% Rune Cost (Does not Include Rituals)
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 16/3 750gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • +30% Income
    • -30% Training Costs
    • +20% Draft Speed
  • War Doctrine (In War): Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom.
  • Unique Passive - Muster the Realm
    • After a successful attack, they gain Building Credits equal to 25% of acres gained and Specialist Credits equal to 100% of the acres gained. For the next 6 ticks, Training Time is reduced by 20%. Does not stack.
  • Spells:
    • Fountain of Knowledge, Invisibility, Guile, Steal War Horses
  • Penalties:
    • +25% Wages
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 15/0, 6.0nw
    • Defensive Specialist: 0/12, 6.0nw
    • Elite Unit: 15/5 800gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 3/0, 0.6nw

Orc

Age 115

  • Bonuses:
    • +5% Gains OOW & +15% Gains During War
    • -50% Draft Cost
  • War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
  • Unique Passive - Carnage :
    • Every time an Orc makes a successful attack, there is a random bonus effect applied to that attack — the spirit of war is unpredictable and wild.
      • Destroy 25% of enemy resources (gold, runes, food)
      • Increases Military Wages by 25% for 4-6 ticks.
      • -30% Military Losses
  • Spells:
    • Bloodlust, Wrath
  • Penalties:
    • -15% DME
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 13/0, 5.2 nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 18/2, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • +10% Gains OOW & +15% Gains During War
    • -40% Draft Cost
    • +15% Enemy Military Casualties
  • War Doctrine (In War): Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.
  • Unique Passive - Blood Spoils
    • Successful attacks convert 25% of enemy military casualties into Specialist Credits
  • Spells:
    • Bloodlust, Wrath, Aggression
  • Penalties:
    • +20% Instant Damage from Sabotage and Sorcery
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 13/0, 5.2 nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 18/3, 850gc, 7.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Undead

Age 115

  • Bonuses:
    • -45% Military Losses
    • Plague Immunity
    • Always carries Plague and chance to spread
    • No Food Requirement
  • War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
  • Unique Passive: Death March
    • Converts 45% of offensive losses into Soldiers instantly.
  • Spells:
    • Animate Dead, Aggression
  • Penalties:
    • -10% Science Efficiency
  • Units
    • Soldier 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 17/4, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw


  • Bonuses:
    • -45% Military Losses
    • Plague Immunity
    • Always carries Plague and chance to spread
    • No Food Requirement
  • War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)
  • Unique Passive: Death March
    • Converts 25% of offensive losses into Soldiers instantly.
  • Spells:
    • Animate Dead, Ghost Workers, Vermin
  • Penalties:
    • Cannot build Hospitals
  • Units
    • Soldier 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 16/4, 800gc, 7nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw
    • -20%

Personalities

The Artisan

Age 115

  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers, Homes)
  • Immune to Plunder, Greed and Incite Riots
  • +15% Economy Science Efficiency
  • Access to Ghost Workers, Greater Protection
  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  • Unique Passive – Construction Delays
    • For 3 ticks after a successful attack, enemy’s/target’s building efficiency is reduced by 10% (Does not stack)



  • +25% Building Capacity (Homes, Stables, Dungeons)
  • +25% Building Production (Banks, Farms, Stables, Towers, Homes)
  • -25% Construction Costs (includes raze)
  • Immune to Greed and Incite Riots
  • +25% Economy Science Efficiency
  • Access to Ghost Workers, Greater Protection, Fool's Gold
  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  • Unique Passive – Master Craftsmanship
    • When razing buildings, recover 25% of buildings razed as Building Credits.

The Cleric

Age 115 Not Available


  • +1 Elite Defensive Value (Affects NW)
  • +1 Defensive Specialist Strength (Affects NW)
  • -40% Damage from Instant Spells
  • +25% Military Science Efficiency
  • Access to Salvation, Revelation, Divine Shield, Illuminate Shadows, Hero's Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Divine Favour:
    • Self-spells cast by Clerics have their duration increased by 4 ticks.

The General

Age 115

  • +1 General
  • -20% Training Cost & Speed
  • Can Train one Elite for every two Specialist Credits
  • +15% Military Science Efficiency
  • Access to Mist, Wrath
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - General’s Authority
    • Attacks inflict +15% Enemy Military casualties when two or more generals are sent.


  • +1 General
  • +2 Offensive Elite Strength
  • -25% Training Cost & Speed
  • Can Train one Elite for every two Specialist Credits
  • +25% Military Science Efficiency
  • Access to Mist, Wrath
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Relentless Assault
    • Each successful attack against an enemy grants you +5% Enemy Military Defensive Casualties against that enemy for 3 ticks, stacking up to +15%. Each new successful attack refreshes the duration of all stacks. If no successful attack is made for 3 ticks, the bonus resets. Successfully attacking a different enemy reset this effect.

The Heretic

Age 115

  • +15% TPA
  • +15% WPA
  • -50% Thief Losses
  • +20% Sabotage Damage
  • +20% Spell Damage
  • +75% Guild Effectiveness
  • +15 Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Mages Fury, Vermin
  • Starts with +400 Wizards and +400 Thieves
  • Unique Passive : Blasphemous Might
    • After a failed offensive spell cast, the heretic recovers 1% Stealth.


  • +35% Offensive TPA
  • +35% Offensive WPA
  • -50% Thief Losses
  • +50% Guild Effectiveness
  • Immune to Expose Thieves
  • +25% Arcane Science Efficiency
  • Access to Nightmares, Fools Gold, Vermin, Magic Ward
  • Starts with +400 Wizards and +400 Thieves
  • Unique Passive : Arcane Frenzy
    • After each successful attack, gain +1 Mana and +1 Stealth for the next 6 days. This effect does not stack

The Mystic

Age 115

  • +125% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% Offensive Spell Duration
  • +25% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity
  • Starts with +800 Wizards
  • Unique Passive- Focused Channelling
    • While above 40% mana, spells gain +20% WPA


  • +100% Guilds Effectiveness
  • +1 Mana Recovery per Tick
  • +25% WPA
  • +40% Channeling Science Efficiency
  • Access to Pitfalls, Meteor Showers, Chastity, Fool's Gold
  • Starts with +800 Wizards
  • Unique Passive- Focused Channeling
    • While above 60% mana, spells gain +20% WPA

The Necromancer

Age 115

  • +35 % WPA
  • +5% OME
  • -50% Rune Cost (Not Ritual)
  • +25% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Guile, Nightmare
  • Starts with +400 Wizards +400 Specialist Credits
  • Unique Passive – Dark Pact -
    • After each successful attack, The Necromancer converts:
      • 10% of the enemy's killed units into Wizards.
      • 20% of the enemy's killed units into Soldiers.
      • 10% of the enemy's killed units into Peasants


  • +25% WPA
  • +7.5% ME
  • -40% Rune Cost (Not Ritual)
  • +40% Channeling Science Efficiency
  • Access to Animate Dead, Mind Focus, Soul Blight, Nightmare, Guile, Lightning Strike
  • Starts with +400 Wizards +400 Specialist Credits
  • Unique Passive – Dark Pact
    • After each successful attack, The Necromancer converts:
      • 7.5% of the enemy's killed units into Wizards.
      • 17.5% of the enemy's killed units into Soldiers.
      • 10% of the enemy's killed units into Peasants.

The Rogue

Age 115

  • +100% Thieves' Dens Effectiveness
  • +20% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +25% Crime Science Efficiency
  • Starts with +800 Thieves
  • Unique Passive - Shadow Persistence
    • Rogue provinces may perform thievery operations while overpopulated.


  • +100% Thieves' Dens Effectiveness
  • +25% TPA
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +40% Crime Science Efficiency
  • Starts with +800 Thieves
  • Unique Passive - Shadow Persistence
    • Rogue provinces may perform thievery operations while overpopulated.

The Sage

Age 115 Not Available


  • +20% Book Generation
  • +20% Scientist Generation
  • +50% Learn Protection
  • +15% Science Efficiency
  • Access to Revelation, Fountain of Knowledge
  • Starts with +2 Scientist
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Focused Resolve
    • While in War, Science Effects increase by 1% each tick, up to a maximum of 15%. This bonus resets when war ends.

The Tactician

Age 115

  • -15% Attack Time
  • +40% Specialist Credits Gains
  • +25% Draft Speed
  • -50% Ambush Losses
  • No Thieves lost on Intel
  • +25% Siege Science Efficiency
  • Access to Clearsight
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Ability: Unique Passive
    • Interdiction - Successful Attacks in War destroy resources as follows:
      • 10% of gold
      • 25% of runes
      • 20% of food


  • -20% Attack Time
  • +40% Specialist Credits Gains
  • +40% Draft Speed
  • No Thieves lost on Intel
  • +40% Siege Science Efficiency
  • Access to Clearsight
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Interdiction -
    • Successful Attacks in War destroy resources as follows:
      • 15% of gold
      • 15% of runes
      • 15% of food

The Warrior

Age 115

  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
  • -50% Mercenary Cost
  • +25% Tactics Science Efficiency
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Battle Cry
    • Upon successful attack, the attack will destroy 1% of the entire population.


  • +15% Offensive Military Efficiency
  • +5 Mercenary & Prisoner Strength
  • Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
  • +35% Tactics Science Efficiency
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive: Battle Cry
    • Upon successful attack, the attack will destroy 1.5% of the entire population.

The War Hero

Age 115

  • +15% Honor Gains
  • +70% Honor Effects
  • Offensive specialist gets +2 strength (Affects NW)
  • +25% Siege Science Efficiency
  • Access to Quick Feet, Righteous Aggressor, Heroic Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Heroes Culling
    • Successful Massacres kill +7% additional peons and kill an additional 2.5% thieves and wizards


  • +10% Battle Gains (War Only)
  • -25% Honor Loss
  • +100% Honor Effects
  • Offensive specialist gets +2 strength (Affects NW)
  • +40% Valor Science Efficiency
  • Access to Quick Feet, Righteous Aggressor, Hero's Inspiration
  • Starts with +800 Soldiers and +800 Specialist Credits
  • Unique Passive - Rising Renown
    • Successful attacks in War grant +5% Honour Effects for 6 ticks, stacking up to a maximum of +15%. Each successful attack refreshes the duration of all stacks. The bonus resets if no successful attack is made for 6 ticks