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Age 117

From Utopia Game
Revision as of 17:11, 10 October 2026 by Revival (talk | contribs)

Core Mechanics & Modifications

War Doctrine Updates

  • All Doctrines give a double bonus for the first province, then scale by the listed amount per province up to the max

Science

  • Bookkeeping, Artisan, Resilience, Shielding, Finesse sciences are capped at -75%

Spells

  • Fanaticism is now a racial spell only (Dryad)

Dragons

  • Emerald Dragon
    • +25% Military Casualties
    • -25% Combat Gains
    • Destroys 1% of troops at home instantly upon arrival


  • Ruby Dragon
    • -10% Military Effectiveness
    • +20% Military Wages
    • Destroys 2% of offensive specialists instantly upon arrival


  • Topaz Dragon
    • -20% Building Efficiency
    • -25% Income
    • Destroys 10% of buildings instantly upon arrival


  • Sapphire Dragon
    • -20% WPA and TPA
    • +15% Instant Spell and Sabotage Damage taken
    • Destroys 3% of thieves and wizards upon arrival



  • Reoccurring effects removed
  • Dragon HP reduced by 10% across all dragons.

Rituals

  • Barrier
    • -20% Damage from Enemy Instant Magic & Thievery Operations
    • -20% Battle (Resource) Losses
    • -20% Massacre Damage
  • Benediction
    • +15% Building Efficiency
    • +15% Birth Rate
    • -20% Draft Costs
    • -20% Build Costs
    • +20% Draft Rate
  • Haste
    • -10% Attack Time
    • -25% Training Time
    • -25% Construction Time
  • Havoc
    • +25% Offensive WPA
    • +25% Offensive TPA
    • +15% Spell Damage
    • +15% Sabotage Damage
  • Onslaught
    • +10% Offensive Military Efficiency
    • +15% Enemy Military Casualties on Attacks
  • Stalwart
    • +5% Defensive Military Efficiency
    • -25% Military Casualties

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

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