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<big><big><big><big><center>[[Age 116|'''Age 116 Final Changes''']]</center></big></big></big></big>{{PreviousNext| [[Age 115]] | [[Age 117]]}}
<big><big><big><big><center>[[Age 117|'''Age 117 Final Changes''']]</center></big></big></big></big>{{PreviousNext| [[Age 116]] | [[Age 118]]}}


=Races=  
=Races=  
==Avian==  
==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:
*Bonuses:
** -25% Attack Time  
** -20% Attack Time  
** -25% Training Time
** +25% Birth Rate
** -25% Military Wage Cost
* War Doctrine (In War): Provides up to -7.5% Attack Time, -0.75% ea
* War Doctrine (In War): Provides up to -10% Attack Time and -12.5% Military Wage Cost to you and your kingdom
* Unique Passive: Opportunistic Raider
* Unique Passive: Aerial Supremacy
**Plunder and learn attacks take 1 tick less time
**Successful attacks destroy 8% of the target’s current War Horses and 8% of the target’s current Prisoners.
*Spells:  
*Spells:  
**Town Watch, Illuminate Shadows
**Town Watch  
*Penalties:  
*Penalties:  
**No Access to Stables and War Horses  
**No Access to Stables and War Horses  
**+30% Rune Cost 
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 12/0, 4.8nw  
** Offensive Specialist: 12/0, 4.8nw  
** Defensive Specialist: 0/10, 5nw  
** Defensive Specialist: 0/10, 5nw  
** Elite Unit: 16/2, 750gc, 6.5nw
** Elite Unit: 14/3, 900gc, 6.25nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
Line 57: Line 26:


==Dark Elf==  
==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:  
*Bonuses:  
** +30% Offensive WPA 
**+20% Instant Spell Damage
** +30% Instant Spell Damage
**-25% Spell Rune Costs (excluding ritual)
** Can train Thieves using Specialist Credits
**Immune to Sabotage Wizards
*War Doctrine (In War):  Provides up to +12.5% Instant Spell Damage and +12.5% Offensive WPA to you and all your kingdom.
*War Doctrine (In War):  Provides up to +10% Instant Spell Damage (1% each)
*Unique Passive: Dark Ritual
*Unique Passive: Mystic Enthusiasts
**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.
**Successful offensive instant spells refund 30% of the rune cost
*Spells:
*Spells:
** Blizzard, Mage’s Fury, Mind Focus, Fool’s Gold
** Blizzard  
*Penalties:  
*Penalties:  
** -15% Birth Rates
** -20% Sabotage Damage   
** +30% Damage taken from sabotage operations  
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 14/0, 5.6nw
** Offensive Specialist: 11/0, 4.8nw
** Defensive Specialist: 0/12, 6.0nw
** Defensive Specialist: 0/11, 5.5nw
** Elite Unit: 16/2, 700gc, 6.5nw
** Elite Unit: 13/4, 900gc, 6.25nw
** Mercenary: 8/0, 0nw  
** Mercenary: 8/0, 0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
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==Dryad==  
==Dryad==  
<div class="mw-collapsible" style=float:right>
Age 115<br>
Not Available
</div>
<br>
*Bonuses:  
*Bonuses:  
** +20% Birth Rate 
**+10% Offensive Military Efficiency
** +12.5% DME 
**+25% Increased Dragon Slaying Strength  
** -40% Defensive Military Losses  
*War Doctrine (In War):  Provides up to +7.5% OME (0.75% each) 
*War Doctrine (In War):  Provides up to +12.5% Defensive Military Efficiency and -10% Defensive Military Casualties to you and your kingdom.
*Unique Passive - Interdiction
*Unique Passive - Thick Bark 
**Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food:  
** After being successfully attacked, the Dryad gains +5% Defensive Military Efficiency for 6 ticks. This effect does not stack, only refreshes.
** Fanaticism  
*Spells:  
** Aggression, Greater Protection, Clearsight  
*Penalties:  
*Penalties:  
** +10% Attack Time
** -10% Building Efficiency
** +1 Mana Cost for Offensive Spells
** Cannot use Forts
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 10/0, 4.0nw  
** Offensive Specialist: 10/0, 4.0nw  
** Defensive Specialist: 0/11, 5.5nw  
** Defensive Specialist: 0/9, 5.5nw  
** Elite Unit: 16/3 800gc, 7.0nw
** Elite Unit: 15/3 925gc, 6.75nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
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==Dwarf==  
==Dwarf==  
<div class="mw-collapsible" style=float:right>
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
</div>
<br>
*Bonuses:  
*Bonuses:  
** +30% Building Efficiency
**+20% Building Efficiency
** -50% Construction Time
**-50% Construction Cost
** -50% Construction Costs
**+25% Building Credits Gained from Combat
*War Doctrine (In War): Provides up to -12.5% Construction Costs and +12.5% Building Efficiency for you and all your kingdom.
**-20% Damage Taken from Raze Attacks
*Unique Passive: Mountain Hold
*War Doctrine (In War): Provides up to +10% Building Efficiency (1% each)
**After being successfully attacked, Construction Time is reduced by an additional 30% for 6 ticks.  
*Unique Passive: Construction Delays
*For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
*Spells:  
*Spells:  
**Miner’s Mystique, Town Watch, Reflect Magic
**Miner’s Mystique
*Penalties:  
*Penalties:   
**Cannot Accelerate Construction  
**+50% Food Consumption  
**+90% Food Consumption  
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 10/0, 4.0nw  
** Offensive Specialist: 10/0, 4.0nw  
** Defensive Specialist: 0/10 5.0nw  
** Defensive Specialist: 0/10 5.0nw  
** Elite Unit: 15/7, 900gc, 8nw
** Elite Unit: 13/5, 950gc, 6.5nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
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==Elf==
==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:  
*Bonuses:  
** +40% Magic Effectiveness (WPA)  
**+25% Magic Effectiveness (WPA)
** +1 Mana Per Tick in War
**+50% Rune Production
** +30% Offensive Spell Duration  
**+1 Mana Per tick  
*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.  
*War Doctrine (In War):  Provides up to +25% Defensive WPA (2.5% each).  
*Unique Passive: Arcane Mastery
*Unique Passive: Arcane Respite
**Chastity reduces Birth Rates by 70%. Offensive duration spells cast by Elves last +2 ticks.  
**Once activated, for the next 6 ticks, regenerate +2 mana per tick.  
*Spells:  
*Spells:  
**Pitfalls, Vermin, Sloth, Reflect Magic, Chastity 
**Pitfalls, Greater Protection
*Penalties:  
*Penalties:  
** +30% Draft Costs  
** -20% Offensive TPA  
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 10/0, 4.0nw
** Offensive Specialist: 9/0, 3.6nw
** Defensive Specialist: 0/13 , 6.5nw  
** Defensive Specialist: 0/11 , 5.5nw  
** Elite Unit: 14/4 700gc, 7.0nw  
** Elite Unit: 5/12 1000gc, 7.0nw  
** Mercenary:8/0, 0.0nw  
** Mercenary:8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
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==Faery==  
==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:  
*Bonuses:  
** +30% Self Spell Duration
**+25% Self Spell Duration
** +20% WPA/TPA
**+1 Mana per tick (in war)
** +1 Mana Recovery per Tick  
**-1% Mana on Self Spells  
*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.  
*War Doctrine (In War): Provides up to +7.5% DME (.075% each)  
*Unique Passive - Leyline Interference
*Unique Passive - Arcane Overflow
** Enemy spells cast against Faery provinces have a 15% chance to fail.   
*(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.   
*Spells:  
*Spells:  
** Greater Protection, Reflect Magic, Illuminate Shadows, Tree of Gold, Revelation, Fountain of Knowledge 
** Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique 
*Penalties:  
*Penalties:  
** -5% Population  
** -5% Population  
** +15% Military Casualties 
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 10/0, 4.0nw
** Offensive Specialist: 9/0, 3.6nw
** Defensive Specialist: 0/10, 5.0nw  
** Defensive Specialist: 0/10, 5.0nw  
** Elite Unit: 4/16, 1100gc, 8.5nw
** Elite Unit: 4/13, 1000gc, 7.25nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.6nw
** War Horse: 2/0, 0.6nw


==Halfling==
==Gnome==
<div class="mw-collapsible" style=float:right>
*Bonuses
Age 115
**+10% Sabotage Damage
*Bonuses:
**Can Train Thieves with Specialist Credits
**+10% Population
**Immune to Expose Thieves
**+1 Stealth Regeneration Per Tick
**-25% Thief Losses
**+20% Thievery Effectiveness (TPA)
*War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)
 
Unique Passive - Cunning Assault
*War Doctrine (In War): Provides up to +12.5% Sabotage Damage and +12.5% Offensive TPA to you and all your kingdom.
**Each successful attack will provide one of the following thievery boosts, which last for 6 ticks: +25% offensive thievery effectiveness, -25% thief losses, or +10% sabotage damage. All of these can be active at the same time. 
 
*Spells
*Unique Passive: Silent Assault  
**Quick Feet
**Sabotage operations suffer 50% fewer thievery losses  
*Penalties
 
**+20% Combat Instant Spell Damage Received
*Spells:
*Units
**Tree of Gold, Greater Protection
 
*Penalties:
**+10% Military Casualties
 
*Units:
**Soldier: 3/0, 0.75nw
**Soldier: 3/0, 0.75nw
**Offensive Specialist: 10/0, 4.0nw
**Offensive Specialist: 11/0, 4.4nw
**Defensive Specialist: 0/10, 5.0nw
**Defensive Specialist: 0/11, 5.5nw
**Elite Unit: 6/12, 700gc, 7.5nw
**Elite Unit: 13/3 850gc, 6.0nw
**Mercenary: 8/0, 0.0nw
**Mercenary: 8/0, 0.0nw
**Prisoner: 8/0, 1.6nw
**Prisoner: 8/0, 1.6nw
**War Horse: 2/0, 0.6nw
**War Horse: 2/0, 0.6nw


</div>
==Halfling==
<br>
*Bonuses:  
*Bonuses:  
** +12.5% Population
**+10% Population
** +1 Stealth Regeneration Per Tick
**+1 Stealth Per tick in War
** +30% Thievery Effectiveness (TPA)  
**+25% Offensive 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.
*War Doctrine (In War):  Provides up to +5% Population (.05% each)
*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.   
*Unique Active: Overgrowth
**Once activated, your maximum population increases by +25% for 5 ticks.   
*Spells:
*Spells:
** Tree of Gold, Greater Protection, Invisibility  
**Invisibility  
*Penalties:  
*Penalties:  
** -25% Draft Speed
** −20% Offensive WPA
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 11/0, 4.4nw  
** Offensive Specialist: 9/0, 3.6nw  
** Defensive Specialist: 0/10, 5.0nw  
** Defensive Specialist: 0/10, 5.0nw  
** Elite Unit: 10/13, 900gc, 7.5nw
** Elite Unit: 6/11, 1000gc, 6.75nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
Line 339: Line 173:


==Human==
==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:  
*Bonuses:  
** +30% Income
**+25% Income
** -30% Training Costs
**-20% Military Training Cost
** +20% Draft Speed  
**-20% Military Wages
*War Doctrine (In War): Provides up to +12.5% Specialist Credit Gains and -12.5% Training Costs to you and your kingdom.
**Incite Riot Immunity  
*Unique Passive - Muster the Realm
*War Doctrine (In War): Provides up to +15% Income (1.5% each)
**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.
*Unique Passive - Civil Administration
**Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
*Spells:
*Spells:
** Fountain of Knowledge, Invisibility, Guile, Steal War Horses  
**Tree of Gold  
*Penalties:
*Penalties:
**+25% Wages
**+1 mana self spell cost 
*Units:  
*Units:  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 15/0, 6.0nw  
** Offensive Specialist: 10/0, 4.0nw  
** Defensive Specialist: 0/12, 6.0nw  
** Defensive Specialist: 0/10, 5.0nw  
** Elite Unit: 15/5 800gc, 7.0nw
** Elite Unit: 13/4 900gc, 6.25nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 3/0, 0.6nw
** War Horse: 2/0, 0.6nw


==Orc==
==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:  
*Bonuses:  
** +10% Gains OOW & +15% Gains During War 
**+20% Battle Resource Gains  
** -40% Draft Cost  
**-50% Draft Cost  
** +15% Enemy Military Casualties
*War Doctrine (In War):  Provides up to +15% Enemy casualties when attacking (1.5% each).  
*War Doctrine (In War):  Provides up to +10% Offensive Military Efficiency and +12.5% Raze Damage to you and all your kingdom.  
*Unique Passive - General’s Authority
*Unique Passive - Blood Spoils
**When attacking with 2 or more generals, enemy military casualties are increased by +15%. 
** Successful attacks convert 25% of enemy military casualties into Specialist Credits
*Spells:
*Spells:
** Bloodlust, Wrath, Aggression
**Bloodlust
*Penalties:  
*Penalties:  
** +20% Instant Damage from Sabotage and Sorcery  
**-5% Defensive Military Efficiency  
*Units  
*Units  
** Soldier: 3/0, 0.75nw  
** Soldier: 3/0, 0.75nw  
** Offensive Specialist: 13/0, 5.2 nw  
** Offensive Specialist: 11/0, 4.4 nw  
** Defensive Specialist: 0/10, 5nw  
** Defensive Specialist: 0/10, 5nw  
** Elite Unit: 18/3, 850gc, 7.0nw
** Elite Unit: 14/3, 900gc, 6.25nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
Line 443: Line 215:


==Undead==  
==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:  
*Bonuses:  
** -45% Military Losses  
** -40% Military Losses  
** Plague Immunity
** Plague Immunity  
** Always carries Plague and chance to spread
** No Food Requirement  
** 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)  
*War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)
*Unique Passive: Death March
*Unique Passive: Plaguebearers
** Converts 25% of offensive losses into Soldiers instantly.   
**All successful attacks have a 33% chance to spread plague to the target province.   
*Spells:  
*Spells:  
** Animate Dead, Ghost Workers, Vermin 
**Ghost Workers
*Penalties:  
*Penalties:  
** Cannot build Hospitals 
**-15% Birth Rate
*Units  
*Units  
** Soldier 3/0, 0.75nw  
** Soldier 3/0, 0.75nw  
** Offensive Specialist: 11/0, 4.4nw
** Offensive Specialist: 10/0, 4.0nw
** Defensive Specialist: 0/10 5.0nw  
** Defensive Specialist: 0/10 5.0nw  
** Elite Unit: 16/4, 800gc, 7nw
** Elite Unit: 13/4, 900gc, 6.25nw
** Mercenary: 8/0, 0.0nw  
** Mercenary: 8/0, 0.0nw  
** Prisoner: 8/0, 1.6nw  
** Prisoner: 8/0, 1.6nw  
** War Horse: 2/0, 0.6nw
** War Horse: 2/0, 0.6nw
**-20%


<!-->
=Personalities=
=Personalities=
==The Artisan ==
==The Cleric==
<div class="mw-collapsible" style=float:right>
*+15% Defensive Military Efficiency
Age 115
*-15% Battle (Resource) Losses
*+40% Building Capacity (Homes, Stables, Dungeons)  
*-15% Sabotage Damage Received
*+40% Building Production (Banks, Farms, Stables, Towers, Homes)
*-15% Spell Damage Received
*Immune to Plunder, Greed and Incite Riots
*-15% Damage Taken From Massacre Attacks
*+15% Economy Science Efficiency
*Immune to the Plague


*Access to Ghost Workers, Greater Protection
*Access to Salvation
*Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
*Starts with +800 Soldiers and +800 Specialist Credits


*Unique Passive – Construction Delays
*Unique Passive: Architect’s Revenge - Incoming Raze damage is reduced by 15%. Your Raze attacks destroy 20% additional buildings.
**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==  
==The General==  
<div class="mw-collapsible" style=float:right>
*+1 Army generals
Age 115
*Offensive specialist gets +1 strength
*+1 General
*Elite gets +1 offensive strength
*-20% Training Cost & Speed
*Can Train one Elite for every two Specialist Credits
 
*+15% Military Science Efficiency


*Access to Mist, Wrath
*Access to Righteous Aggressor
*Starts with +800 Soldiers and +800 Specialist Credits
*Starts with +800 Soldiers and +800 Specialist Credits


*Unique Passive - General’s Authority
*Unique Passive - Undermining Assault: Your next successful attack applies Coordinated Strike to the target for 4 ticks, reducing their Watch Tower thievery defense effectiveness by 15%.
**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==
==The Heretic==
<div class="mw-collapsible" style=float:right>
*+50% Land Effect - Guilds
Age 115
*+10% Combat Instant Spell Damage
*+15% TPA
*+10% Sabotage Damage
*+15% WPA
*No Thieves lost on Failed Espionage Operations
*-50% Thief Losses
*+20% Sabotage Damage  
*+20% Spell Damage
*+75% Guild Effectiveness


*+15 Arcane Science Efficiency
*Access to Nightmares, Fools Gold, Mage’s Fury
 
*Access to Nightmares, Fools Gold, Mages Fury, Vermin
*Starts with +400 Wizards and +400 Thieves
*Starts with +400 Wizards and +400 Thieves


*Unique Passive : Blasphemous Might
*Unique Passive - Silent Assault: 50% fewer thievery losses when performing sabotage operations.
**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==  
==The Mystic==  
<div class="mw-collapsible" style=float:right>
*+100% Land Effect - Guilds
Age 115
*+25% Offensive Wizards Per Acre (WPA)
*+125% Guilds Effectiveness
*+1% Extra Mana Per tick
*+1 Mana Recovery per Tick
*+25% Offensive Spell Duration
 
*+25% Channeling Science Efficiency


*Access to Pitfalls, Meteor Showers, Chastity
*Access to Pitfalls, Meteor Showers, Chastity
*Starts with +800 Wizards
*Starts with +800 Wizards


*Unique Passive- Focused Channelling
*Unique - Black Magic: Successful offensive instant spells also kill 1% of the target's peasant population.
**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==
==The Rogue==
<div class="mw-collapsible" style=float:right>
*+25% Offensive Thievery Per Acre (TPA)
Age 115
*+75% Thieves' Den Effectiveness
*+100% Thieves' Dens Effectiveness
*+1% Extra Stealth Per tick
*+20% TPA
*Access all Thievery Operations
*+1 Stealth Recovery per Tick
*Access to All Thievery Operations
*+25% Crime Science Efficiency


*Access to Mystic Aura
*Starts with +800 Thieves
*Starts with +800 Thieves


*Unique Passive - Shadow Persistence
*Unique - Shadow Persistence: Rogue provinces may perform thievery operations while overpopulated.
**Rogue provinces may perform thievery operations while overpopulated.


</div>
==The Sage==
<br> 
*-50% Losses on Learn Attacks
*+100% Thieves' Dens Effectiveness
*+10 Starting Scientists  
*+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==
*Access to Scientific Insight, Fountain of Knowledge
<div class="mw-collapsible" style=float:right>
*Starts with +800 Soldiers and +800 Specialist Credits
Age 115
 
Not Available
*Unique - Holy Inquisition: Successful attacks in War or Hostile temporarily suppress 15% of the target's Science Effectiveness and reduce Book Generation by 20% for 6-8 ticks.
</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==
==The Tactician==
<div class="mw-collapsible" style=float:right>
*-15% Attack Travel Time
Age 115
*+25% Specialist Training Credits
*-15% Attack Time
*100% successful espionage operations at 2x stealth
*+40% Specialist Credits Gains
*+25% Draft Speed
*-50% Ambush Losses
*No Thieves lost on Intel
*+25% Siege Science Efficiency


*Access to Clearsight
*Access to Illuminate Shadows
*Starts with +800 Soldiers and +800 Specialist Credits
*Starts with +800 Soldiers and +800 Specialist Credits
   
   
*Unique Ability: Unique Passive
*Unique: Dragon’s Wrath: When attacking with a dragon, 3% of your raw offense from units will also deal damage to the dragon.
**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==
==The Warrior==
<div class="mw-collapsible" style=float:right>
Age 115
*+15% Offensive Military Efficiency
*+15% Offensive Military Efficiency
*+5 Mercenary & Prisoner Strength
*+15% Damage Dealt with Massacre Attacks
*Mercenaries and Prisoners may be sent at 1 for every 4 normal troops sent
*-50% Mercenary Cost
*+25% Tactics Science Efficiency


*Access to Hero’s Inspiration
*Starts with +800 Soldiers and +800 Specialist Credits
*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>
*Unique Passive - Indomitable Spirit: Once activated Warriors gain 5% Offensive Military Efficiency for 6 ticks.
<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

Latest revision as of 20:03, 10 October 2026

In Utopia, players choose a race that determines their province's inherent strengths, weaknesses, unique abilities, and available spells — such as fast-attacking Avians, magic-resistant Elves, or economically strong Dwarves. They also select a personality, which layers on specialized bonuses, starting advantages, and tactical perks — from aggressive Warrior boosts to powerful mystic benefits. Together, race and personality shape a player’s playstyle, strategic options, and role within their kingdom.


Age 117 Final Changes
« Previous: Age 116 Next: Age 118 »

Races

Avian

  • Bonuses:
    • -20% Attack Time
    • +25% Birth Rate
  • War Doctrine (In War): Provides up to -7.5% Attack Time, -0.75% ea
  • Unique Passive: Opportunistic Raider
    • Plunder and learn attacks take 1 tick less time
  • Spells:
    • Town Watch
  • Penalties:
    • No Access to Stables and War Horses
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 14/3, 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a

Dark Elf

  • Bonuses:
    • +20% Instant Spell Damage
    • -25% Spell Rune Costs (excluding ritual)
    • Immune to Sabotage Wizards
  • War Doctrine (In War): Provides up to +10% Instant Spell Damage (1% each)
  • Unique Passive: Mystic Enthusiasts
    • Successful offensive instant spells refund 30% of the rune cost
  • Spells:
    • Blizzard
  • Penalties:
    • -20% Sabotage Damage
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.8nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 13/4, 900gc, 6.25nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dryad

  • Bonuses:
    • +10% Offensive Military Efficiency
    • +25% Increased Dragon Slaying Strength
  • War Doctrine (In War): Provides up to +7.5% OME (0.75% each)
  • Unique Passive - Interdiction
    • Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food:
    • Fanaticism
  • Penalties:
    • -10% Building Efficiency
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/9, 5.5nw
    • Elite Unit: 15/3 925gc, 6.75nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dwarf

  • Bonuses:
    • +20% Building Efficiency
    • -50% Construction Cost
    • +25% Building Credits Gained from Combat
    • -20% Damage Taken from Raze Attacks
  • War Doctrine (In War): Provides up to +10% Building Efficiency (1% each)
  • Unique Passive: Construction Delays
  • For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
  • Spells:
    • Miner’s Mystique
  • Penalties:
    • +50% Food Consumption
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 13/5, 950gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.9nw

Elf

  • Bonuses:
    • +25% Magic Effectiveness (WPA)
    • +50% Rune Production
    • +1 Mana Per tick
  • War Doctrine (In War): Provides up to +25% Defensive WPA (2.5% each).
  • Unique Passive: Arcane Respite
    • Once activated, for the next 6 ticks, regenerate +2 mana per tick.
  • Spells:
    • Pitfalls, Greater Protection
  • Penalties:
    • -20% Offensive TPA
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 9/0, 3.6nw
    • Defensive Specialist: 0/11 , 5.5nw
    • Elite Unit: 5/12 1000gc, 7.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw

Faery

  • Bonuses:
    • +25% Self Spell Duration
    • +1 Mana per tick (in war)
    • -1% Mana on Self Spells
  • War Doctrine (In War): Provides up to +7.5% DME (.075% each)
  • Unique Passive - Arcane Overflow
  • (In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.
  • Spells:
    • Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique
  • Penalties:
    • -5% Population
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 9/0, 3.6nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 4/13, 1000gc, 7.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Gnome

  • Bonuses
    • +10% Sabotage Damage
    • Can Train Thieves with Specialist Credits
    • Immune to Expose Thieves
    • -25% Thief Losses
  • War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)

Unique Passive - Cunning Assault

    • Each successful attack will provide one of the following thievery boosts, which last for 6 ticks: +25% offensive thievery effectiveness, -25% thief losses, or +10% sabotage damage. All of these can be active at the same time.
  • Spells
    • Quick Feet
  • Penalties
    • +20% Combat Instant Spell Damage Received
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 13/3 850gc, 6.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Halfling

  • Bonuses:
    • +10% Population
    • +1 Stealth Per tick in War
    • +25% Offensive Thievery Effectiveness (TPA)
  • War Doctrine (In War): Provides up to +5% Population (.05% each)
  • Unique Active: Overgrowth
    • Once activated, your maximum population increases by +25% for 5 ticks.
  • Spells:
    • Invisibility
  • Penalties:
    • −20% Offensive WPA
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 9/0, 3.6nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 6/11, 1000gc, 6.75nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Human

  • Bonuses:
    • +25% Income
    • -20% Military Training Cost
    • -20% Military Wages
    • Incite Riot Immunity
  • War Doctrine (In War): Provides up to +15% Income (1.5% each)
  • Unique Passive - Civil Administration
    • Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
  • Spells:
    • Tree of Gold
  • Penalties:
    • +1 mana self spell cost
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 13/4 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Orc

  • Bonuses:
    • +20% Battle Resource Gains
    • -50% Draft Cost
  • War Doctrine (In War): Provides up to +15% Enemy casualties when attacking (1.5% each).
  • Unique Passive - General’s Authority
    • When attacking with 2 or more generals, enemy military casualties are increased by +15%.
  • Spells:
    • Bloodlust
  • Penalties:
    • -5% Defensive Military Efficiency
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4 nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 14/3, 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Undead

  • Bonuses:
    • -40% Military Losses
    • Plague Immunity
    • No Food Requirement
  • War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)
  • Unique Passive: Plaguebearers
    • All successful attacks have a 33% chance to spread plague to the target province.
  • Spells:
    • Ghost Workers
  • Penalties:
    • -15% Birth Rate
  • Units
    • Soldier 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 13/4, 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw