Races and Personalities: Difference between revisions
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<big><big><big><big><center>[[Age | <big><big><big><big><center>[[Age 116|'''Age 116 Final Changes''']]</center></big></big></big></big>{{PreviousNext| [[Age 115]] | [[Age 117]]}} | ||
=Races= | |||
==Avian== | |||
<div class="mw-collapsible" style=float:right> | |||
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 | |||
</div> | |||
<br> | |||
*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== | |||
<div class="mw-collapsible" style=float:right> | |||
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 | |||
</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 | |||
==Dryad== | |||
<div class="mw-collapsible" style=float:right> | |||
Age 115<br> | |||
Not Available | |||
</div> | |||
<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== | |||
<div class="mw-collapsible" style=float:right> | |||
Age 115 | |||
* | *Bonuses: | ||
* +30% Building | **+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 | |||
</div> | |||
<br> | |||
*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== | |||
<div class="mw-collapsible" style=float:right> | |||
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 | |||
</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.
| « 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
- 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.
- 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
- After each successful attack, The Necromancer converts:
- +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.
- After each successful attack, The Necromancer converts:
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
- Interdiction - Successful Attacks in War destroy resources as follows:
- -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
- Successful Attacks in War destroy resources as follows:
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