Difference between revisions of "WoL Races (Age 51)"

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Utopia currently has 8 races. This is a list of the current benefits, limitations, Spell books, and army info for the Utopian Races on the WoL server for Age 51
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#Redirect [[Age_51#Races]]
 
 
For previous bonuses, see [[WoL Races (Age 50)]]
 
 
 
For Personality bonuses, see [[Personality]]
 
 
 
=Current Races in Utopia=
 
 
 
==Avians==
 
*A mix of bird and man, Avians have the unique ability to fly. Their natural wilderness lifestyle and speed make them efficient and powerful warriors, but their mating and nesting habits slow their rate of growth.
 
 
 
Bonuses:
 
* - 25% attack times
 
* Immune to [[Mystics#Fog|Fog]]
 
 
 
Penalty:
 
* - 20% birthrate
 
* No access to stables
 
 
 
Other Information:
 
* Offensive Specialist: Griffins (5/0)
 
* Defensive Specialist: Harpies (0/5)
 
* Elite Unit: Drake (8/3, $650, 6.5 nw)
 
* Spell book: [[Mystics#Clear Sight|Clear Sight]], [[Mystics#Town Watch|Town Watch]]
 
 
 
== Dwarves ==
 
*Dwarves are a friendly but powerful race of individuals, and by far the most technologically advanced race in Utopia. They have always had huge skills in engineering, mining and metallurgy, and with time and experience they have become excellent at building and using their land. Being as it is mostly underground, it takes them longer to complete similar projects by other races though it provides some protection from being overwhelmed in attacks. Alas, Dwarves also tend to be fairly reluctant in rushing their efforts and their excellent constitution (read stout and loud) hinders their thievery ability. Overall, Dwarves make good Attackers with minor magic abilities who can last in wars, but make the weakest Thieves amongst all the races.
 
 
 
Bonuses:
 
* + 25% BE
 
* Free Building Construction
 
 
 
Penalty:
 
* Accelerated Construction not available
 
* - 20% thievery effectiveness
 
* food consumption doubled
 
 
 
Other Information:
 
* Offensive Specialist: Warriors (5/0)
 
* Defensive Specialist: Axemen (0/5)
 
* Elite Unit: Berserker (7/4, $800, 6.0 nw)
 
* Spell book: [[Mystics#Fog|Fog]], [[Mystics#Animate Dead|Animate Dead]]
 
 
 
== Elves ==
 
*An intelligent group of individuals, Elves have always been known for their magical abilities and grant a high priority to the research of the arcane powers. Elves master the mystical energies easier than other races and the Elven mages are able to regenerate their mana at a surprisingly quick rate. They also have learned many and powerful spells. The Elves have a high sense of honor and refuse to take prisoners in war. Overall, Elves are naturally oriented towards Magic, but are very versatile and can be used for attacking also. They can be good Mages, supporting Attacker/Mages or even Attacker/Thieves with a minor use of magic.
 
 
 
Bonuses:
 
* + 2 mana per tick in war
 
* Defensive Specialist Strength +1
 
* +30% Spell Effects (For Instant Spells Only) (Excludes Mystic Vortex, Tree of Gold, and Paradise)
 
 
 
Penalty:
 
* No access to Dungeons
 
 
 
Other Information:
 
* Offensive Specialist: Rangers (5/0)
 
* Defensive Specialist: Archers (0/6)
 
* Elite Unit: Elf Lord (7/3, $750, 6 nw)
 
* Spellbook: [[Mystics#Mystic Aura|Mystic Aura]], [[Mystics#Clear Sight|Clear Sight]], [[Mystics#Fountain of Pitfalls|Fountain of Knowledge]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Amnesia|Amnesia]], [[Mystics#Quick Feet|Quick Feet]], [[Mystics#Reflect Magic|Reflect Magic]], [[Mystics# Mage's Fury|Mage's Fury]]
 
 
 
== Faery ==
 
*A race of creatures unbeknownst to many, the Faeries excel at magic (as they are beings of magic themselves) and subterfuge (largely due to their small size), but are often known as the most peaceful of the Utopian races. These creatures are considered fragile but noble, and much about these tiny forest dwellers remains a mystery.
 
 
 
Bonuses:
 
* + 50% magic effectivness
 
* + 1 stealth per tick
 
 
 
Penalty:
 
* - 10% population
 
 
 
Other Information:
 
* Offensive Specialist: Magicians (5/0)
 
* Defensive Specialist: Druids (0/5)
 
* Elite Unit: Beastmasters (4/7, $900, 7.0 nw)
 
* Spellbook: [[Mystics|All spells]]
 
 
 
== Halflings ==
 
*A race resembling tiny humans, Halflings are famous for their quickness and Thievery skills. Their small stature makes them mediocre warriors, but also creates many unique advantages. Their petite size also results in the natural ability to substantially increase their effectiveness on all thievery operations.
 
 
 
Bonuses:
 
* + 40% thievery effectiveness
 
* - 50% thief cost
 
* + 5% population
 
* Espionage operations are 100% accurate in war
 
 
 
Penalty:
 
* No access to hospitals
 
 
 
Other Information:
 
* Offensive Specialist: Strongarms (5/0)
 
* Defensive Specialist: Slingers (0/5)
 
* Elite Unit: Brutes (6/5, $500, 5.0 nw)
 
* Spellbook: [[Mystics#Vermin|Vermin]], [[Mystics#Town Watch|Town Watch]], [[Mystics#Quick Feet|Quick Feet]], [[Mystics#War Spoils|War Spoils]]
 
 
 
== Humans ==
 
*The most scholarly and noble of the races, Humans have always taken the greatest interest in learning about their world, and developing better tools and machines to make life easier. Alas, they are often considered a greedy and selfish bunch with very little magical ability but humans do know how to make money extremely well. Overall, Humans are pretty versatile and can be solid Attackers or Attacker/Thieves, but very poor dedicated Mages. Their superior income makes them a very good pick for new players who do not want to be bothered with economical constraints yet.
 
 
 
Bonuses:
 
* + 30% income
 
* + 20% Thievery Effectiveness
 
 
 
Penalty:
 
* - 20% magic effectiveness
 
* Offensive Specialist Strength -1
 
 
 
Other Information:
 
* Offensive Specialist: Swordsmen (4/0)
 
* Defensive Specialist: Archers (0/5)
 
* Elite Unit: Knight (8/3, $800, 6.5 nw)
 
* Spell Book: [[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Aggression|Aggression]]
 
 
 
== Orcs ==
 
*The most evil of the races, the Orcs are cruel, selfish, and arrogant. Lovers of destruction and chaos, they are one of the most ferocious and efficient warriors on the planet and their ranks are filled with one of the most powerful units in the game, the dreadful Ogre. Because of their bloodthirsty nature, they require little time to draft and train troops into their army. One side effect of this is their lack of foresight in defending the lands they conquer. Unfortunately, their abilities in the arts of Magic and Thievery leave much to be desired and they have a low sense of honour. Overall, Orcs tend to be focused Attackers and are a good pick for players who do not want to bother with heavy magic or thievery yet.
 
 
 
Bonuses:
 
* + 30% gains
 
* Trains elites with credits
 
* - 30% Draft Cost
 
 
 
Penalty:
 
* - 50% effects from honor
 
* - 20% thievery and magic effectiveness
 
 
 
Other Information:
 
* Offensive Specialist: Goblins (5/0)
 
* Defensive Specialist: Trolls (0/5)
 
* Elite Unit: Ogre (9/2, $800, 6.75 nw)
 
* Spellbook: [[Mystics#Fanaticism|Fanaticism]], [[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
 
 
 
== The Undead ==
 
The Undead are an unnatural species with amazingly unique abilities. They are generally rotting to pieces and carry the plague (a highly contagious disease that will kill the living but seems to provide them the strength they need to survive) with them wherever they walk. Unfortunately, their zombie-like nature (their brains are literally falling apart) makes it difficult for them to understand the arts of science, resulting in them having trouble remembering things they had learned and holding back their ability to progress.
 
 
 
Bonuses:
 
* Offense doesn't die on attacks you make
 
* Successful land attacks convert specialists to elites
 
* Spreads and is immune to The Plague
 
* No Food required
 
 
 
Penalty:
 
* - 15% science effectiveness
 
* Access to basic thievery operations only (neutral relations ops)
 
 
 
Other Information:
 
* Offensive Specialist: Skeletons (5/0)
 
* Defensive Specialist: Zombies (0/5)
 
* Elite Unit: Ghoul (9/3, cannot be trained (see 'Bonuses' above), 7.0 nw)
 
* Spellbook: [[Mystics#War Spoils|War Spoils]], [[Mystics#Nightmares|Nightmares]], [[Mystics#Chastity|Chastity]]
 
 
 
----
 
 
 
=Retired Races=
 
 
 
== Gnomes ==
 
*The most mysterious of the races, the Gnomes are short legged individuals who live in natural areas close to the Earth and care for wildlife. Because of their extremely small size, Gnomes are genetically well suited for the tasks of thievery and excel at espionage operations. Alas, their specific magical nature makes them immune to the healing techniques used by the other races. Overall, Gnomes are by far the best intelligence gatherers in the game. Gnomes are versatile and will be a good pick for players who want to focus on conducting thievery operations, combining this with either attacking power or Magic. Their cheap troops make them another good pick for beginners.
 
 
 
== Dark Elves ==
 
*Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. The Dark Elven mages are the most efficient at performing magic and have developed a unique skill that allows them to generate mystical energies without using runes. Their hostile underground environment has allowed the Dark Elves to develop special offensive manoeuvres, their offensive troops are more efficient than average, as well as a unique spell that makes enemy troops completely harmless! Unfortunately, these rude living conditions also severely hinder their exploring abilities. Overall, Dark Elves are naturally oriented towards Magic and are very efficient at casting the hardest, and most powerful, spells, but they can also handle the Attacker and the Thieves roles very well.
 
 
 
 
 
{{PreviousNext| [[Creating a province]] | [[Personality]]}}
 
{{Guide navigation}}
 
[[Category:Guides|Race Selection]]
 

Latest revision as of 19:02, 14 December 2011

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