Difference between revisions of "Age 108"

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(AGE 108 COMPILE)
 
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The population of Utopia is currently made up of a mix of 9 Races. I advise you to pick your Race carefully. Consider also your Kingdom, as they will be an important part of your experience in Utopia. Many Kingdoms choose to make their Race and [[Personality]] choices as a team, and finding the right mix can be an important part of developing your Kingdom strategy.
 
 
This is a list of the current benefits, limitations, Spellbooks, and army information for the Utopian Races on the World of Legends server for the current Age, [[Age 108|Age 108]]. <!--For previous bonuses, see [[Age 0|Age 0]].-->
 
 
For personality bonuses, see [[Personality]].
 
 
 
=Comparison Table (Age 108)=
 
=Comparison Table (Age 108)=
  
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<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
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= Personalities (Age 108) =
  
=Current Races in Utopia=
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<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
== Avians ==
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The ptt (Personality-table template) number must be equivalent to the total number of personalities.
*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, and they breed at a ferocious rate.
+
For example: if there are 8 personalities, use ptt 8
Lived at: Age 3 ... Age 35, [[Age 45]]... [[Age 86]], [[Age 88]] ... now
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Using the wrong template number will result in either extra or absent cells.
 +
The Personality-table templates can be used to display up to 12 personalities only.
 +
Template Parameters:
 +
in the format #-,
 +
where # is a whole number from 1 to 12,
 +
and - is a letter from a to b.
  
== Dark Elves ==
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Each number corresponds to a major cell position reading left-right, top-bottom
*Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average, as well as resisting enemy magic!
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Each letter corresponds to segments within each cell, which should be organised as follows:
 +
  #a = Personality's name
 +
  #b = Personality's attributes
  
Lived at: Age 36 ... [[Age 49]], [[Age 73]] ... [[Age 76]], [[Age 85]], [[Age 86]], [[Age 89]] ... [[Age 94]], [[Age 96]] ... [[Age 99]], [[Age 102]], [[Age 104]] ... now
+
When listing attributes, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
  
== Dryads ==
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{{ptt 9
*A recently discovered race of magical treefolk, the Dryads have are caretakers of nature and have a unique connection to the land. This affinity allows them to produce bountiful harvests from their own lands, even if they don't have farms. This link also extends to the creatures of their woodlands, most notably the horses they breed and care for, who possess a fierceness of spirit not found amongst those of other races. Despite the strength of their woods and it's creatures, the dryads themselves are rather peaceable and shy away from combat unless absolutely necessary. Even then, their aversion to bloodshed makes them reluctant to enter battle or even slay those who would bear arms against them. But when they decide to fight, they are very strong.
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| 1a = Artisan
 +
| 1b =  
 +
* +50% Building Capacity (Homes, Stables, Dungeons)
 +
* +50% Building Production (Banks, Farms, Stables, Towers)
 +
* +50% Building Credits gained in Combat
 +
* -20% Buildings Destroyed by Arson/Tornado/Raze
 +
* 100% Successful Espionage Operations for double Stealth cost
 +
* +20% Science Effectiveness - Artisan
 +
* Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  
Lived at: [[Age 72]] ... [[Age 76]] ... [[Age 92]], [[Age 94]], [[Age 95]], [[Age 99]], [[Age 108]]
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| 2a = Cleric
 +
| 2b =
 +
* +1 Elite Defensive Value
 +
* +1 Defensive Specialist Strength
 +
* -25% Instant Spell Damage taken
 +
* Access to [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Revelation|Revelation]], [[Mystics#Salvation|Salvation]]
 +
* Starts with +800 Soldiers and +800 Specialist Credits
  
== Gnomes ==
+
| 3a = Heretic
*One of the most mysterious 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 combining Attacking with Thievery or Magic.
+
| 3b =
 +
* +20% Instant Spell Damage
 +
* +20% Sabotage Damage
 +
* +50% Wizard Production
 +
* -50% Thief Losses
 +
* +15% Channeling Science Efficiency
 +
* +10% Crime Science Efficiency
 +
* Access to [[Mystics#Fool's_Gold|Fool's Gold]], [[Mystics#Nightmares|Nightmares]]
 +
* Starts with +400 Wizards and +400 Thieves
  
Lived at: Age 36 ... [[Age 49]], [[Age 87]] ... [[Age 89]] ... [[Age 94]] ... [[Age 96]], [[Age 99]], [[Age 101]] ... [[Age 102]], [[Age 104]]
+
| 4a = Mystic
 +
| 4b =
 +
* +75% Land Effect - Guilds
 +
* +1% Extra Mana Per Tick
 +
* +25% Science Effectiveness - Channeling
 +
* Access to [[Mystics#Chastity|Chastity]], [[Mystics#Mage's_Fury|Mage's Fury]], [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Meteor Showers|Meteor Showers]], [[Mystics#Mind Focus|Mind Focus]]
 +
* Starts with +800 Wizards
  
== Dwarves ==
+
<!--| a = Necromancer
*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.
+
| b =  
 +
* -15% Offensive Military Casualties
 +
* Spreads and is Immune to the Plague
 +
* 30% of Military Casualties return as Soldiers
 +
* Prisoners convert to Offensive and Defensive Specialists over time (2%/2%)
 +
* Starts with +800 Soldiers and +800 Specialist Credits-->
  
Lived at: Age 1 ... now
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<!--| a = Raider
 +
| b =
 +
* +25% Battle (Resource) Gains on Plunder
 +
* +25% Battle (Resource) Gains on Learn
 +
* +50% Enemy Military Casualties on Ambush
 +
* +25% Massacre Efficiency (Peasants, Thieves, Wizards)
 +
* +25% Strategy Science Efficiency
 +
* Starts with +800 Soldiers and +800 Specialist Credits-->
  
== Elves ==
+
| 5a = Rogue
*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 race. They also have learned many and powerful spells. Overall, Elves are naturally oriented towards Magic, but are very versatile and can be used for attacking also. They can be good Mages or supporting Attacker/Mages.
+
| 5b =  
 +
* +80% Thieves' Dens Effectiveness
 +
* +1 Stealth Recovery per Tick
 +
* Access to All Thievery Operations
 +
* +25% Crime Science Efficiency
 +
* Starts with +800 thieves
  
Lived at: Age 1 ... [[Age 72]], [[Age 74]] ... [[Age 101]], [[Age 103]]
+
<!--| 6a = Sage
 +
| 6b =
 +
* +15% Science Efficiency
 +
* +10% Science Book Production
 +
* Access to [[Mystics#Revelation|Revelation]]
 +
* Starts with 1 extra Scientist
 +
* Starts with +800 Soldiers and +800 Specialist Credits-->
  
== Faeries ==
+
| 6a = Shepherd
*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.
+
| 6b =  
 +
* Land generates 4 bushels of Food per Acre daily
 +
* +30% Scientist Generation
 +
* -30% Explore Time
 +
* -30% Build Time
 +
* -30% Train Time
 +
* Immune to [[Mystics#Droughts|Droughts]], [[Mystics#Gluttony|Gluttony]], [[Mystics#Vermin|Vermin]]
 +
* Access to [[Mystics#Reflect_Magic|Reflect Magic]]
 +
* +25% Resilience Science Efficiency
 +
* Starts with +800 Soldiers and +800 Specialist Credits
  
Lived at: Age 1 ... Age 35, [[Age 50]] ... now
+
| 7a = Tactician
 +
| 7b =
 +
* -15% Attack Time
 +
* +25% Credits gained in Combat
 +
* Immune to Dragons
 +
* No Thief losses on Espionage Operations
 +
* +25% Siege Science Effectiveness
 +
* Starts with +800 soldiers and +800 specialist credits
  
== Halflings ==
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| 8a = War Hero
*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 thievery operations.
+
| 8b =  
 +
* +30% Enemy Military Casualties on Attacks
 +
* Converts Offensive Specialists to Elites on Successful Trad March and Conquest
 +
* Access to [[Mystics#Animate_Dead|Animate Dead]], [[Mystics#Mist|Mist]]
 +
* +25% Housing Science Efficiency
 +
* Starts with +800 soldiers and +800 specialist credits
  
Lived at: Age 3 ... Age 35, [[Age 47]] ... [[Age 72]], [[Age 76]] ... [[Age 86]], [[Age 90]] ... [[Age 95]] ... [[Age 97]] ... now
+
| 9a = Warrior
 +
| 9b =
 +
* +15% Offensive Military Efficiency
 +
* -50% Mercenary Cost
 +
* +2 Prisoner and Mercenary Offensive Strength
 +
* +25% Science Effectiveness - Tactics
 +
* Starts with +800 soldiers and +800 specialist credits
  
== 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, but humans do know how to make money extremely well. Overall, Humans are versatile.
 
 
 
Lived at: Age 1 ... now
 
 
 
== 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. 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.
 
 
 
Lived at: Age 1 ... now
 
 
 
 
 
=Retired Races=
 
 
 
 
 
== Bocans ==
 
*The malevolent Bocan can take any form, from a satyr to a cat. The only way to spot a Bocan is their eyes, which will glow red, blue, or green. This characteristic makes them excellent thieves. But be careful, they are fiercely independent creatures and may not follow your orders as effectively as you may wish.
 
Lived at: [[Age 73]]... [[Age 76]]
 
 
 
== 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 science, resulting in them having trouble remembering things they had learned and holding back their ability to progress.-->
 
 
 
Lived at: Age 6 ... Age 35, Age 43, [[Age 50]] ... [[Age 73]], [[Age 80]] ... [[Age 86]], [[Age 88]] ... [[Age 94]], [[Age 96]] ... [[Age 107]]
 
 
 
 
 
 
 
 
 
{{PreviousNext| [[Creating a province]] | [[Personality]]}}
 
{{Ages}}
 
{{Races}}
 
{{Guide navigation}}
 
 
 
 
 
[[Category:Main]]
 
[[Category:Guide]]
 
[[Category:WoL]]
 

Latest revision as of 06:28, 22 February 2025

Comparison Table (Age 108)

 Avian  Dark Elf  Dryad
  • -25% Attack Time
  • +50% Birth Rate
  • Immunity to Ambush
  • No Rune Cost (excluding Ritual)
  • +10% Magic Effectiveness (WPA)
  • Can Train Thieves with Specialist Credits
  • +15% Military Casualties
  • No Access to Stables and War Horses
  • +25% Exploration Costs
  • +25% Military Wages
  • +20% Attack Time
  • -20% Enemy Military Casualties on Attack and Defense
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 13/4, 900gc, 6.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - n/a
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 12/0, 4.8nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 10/10, 1050gc, 8.0nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 4/0, 1.0nw
  • Offensive Specialist - 12/0, 4.8nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 18/2, 1050gc, 7.5nw
  • Mercenary - 10/0, 0nw
  • Prisoner - 10/0, 2.0nw
  • War Horse - 3/0, 0.9nw
 
 Dwarf  Elf  Faery
  • +30% Building Efficiency
  • -50% Construction Time
  • +25% Magic Effectiveness (WPA)
  • -30% Military Casualties
  • +1 Mana per Tick
  • +25% Self Spell Duration
  • +25% Offensive Spell Duration
  • +1 Mana Recovery per Tick in War


All Racial Spells

  • +100% Food Consumption
  • Cannot use Accelerated Construction
  • +30% Military Wages
  • No Access to Dungeons and Prisoners
  • -10% Population
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 13/6, 1000gc, 7.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 12/5, 900gc, 6.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 4/12, 850gc, 6.75nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.0nw
 
 Halfling  Human  Orc
  • +10% Population
  • +25% Thievery Effectiveness (TPA)
  • +35% Science Efficiency
  • +15% Income
  • +30% Battle (Resource) Gains
  • -25% Draft Cost
  • Can Train Elites with Specialist Credits
  • -25% Birth Rate
  • -30% Magic Effectiveness (WPA)
  • -30% Science Efficiency
  • +15% Military Casualties
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 11/5, 850gc, 6.25nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 11/0, 4.4nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 12/5, 900gc, 6.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/8, 4.0nw
  • Elite Unit - 15/3, 950gc, 6.75nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw


Personalities (Age 108)

 Artisan  Cleric  Heretic
  • +50% Building Capacity (Homes, Stables, Dungeons)
  • +50% Building Production (Banks, Farms, Stables, Towers)
  • +50% Building Credits gained in Combat
  • -20% Buildings Destroyed by Arson/Tornado/Raze
  • 100% Successful Espionage Operations for double Stealth cost
  • +20% Science Effectiveness - Artisan
  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  • +1 Elite Defensive Value
  • +1 Defensive Specialist Strength
  • -25% Instant Spell Damage taken
  • Access to Divine Shield, Revelation, Salvation
  • Starts with +800 Soldiers and +800 Specialist Credits
  • +20% Instant Spell Damage
  • +20% Sabotage Damage
  • +50% Wizard Production
  • -50% Thief Losses
  • +15% Channeling Science Efficiency
  • +10% Crime Science Efficiency
  • Access to Fool's Gold, Nightmares
  • Starts with +400 Wizards and +400 Thieves
 
 Mystic  Rogue  Shepherd
  • +80% Thieves' Dens Effectiveness
  • +1 Stealth Recovery per Tick
  • Access to All Thievery Operations
  • +25% Crime Science Efficiency
  • Starts with +800 thieves
  • Land generates 4 bushels of Food per Acre daily
  • +30% Scientist Generation
  • -30% Explore Time
  • -30% Build Time
  • -30% Train Time
  • Immune to Droughts, Gluttony, Vermin
  • Access to Reflect Magic
  • +25% Resilience Science Efficiency
  • Starts with +800 Soldiers and +800 Specialist Credits
 
 Tactician  War Hero  Warrior
  • -15% Attack Time
  • +25% Credits gained in Combat
  • Immune to Dragons
  • No Thief losses on Espionage Operations
  • +25% Siege Science Effectiveness
  • Starts with +800 soldiers and +800 specialist credits
  • +30% Enemy Military Casualties on Attacks
  • Converts Offensive Specialists to Elites on Successful Trad March and Conquest
  • Access to Animate Dead, Mist
  • +25% Housing Science Efficiency
  • Starts with +800 soldiers and +800 specialist credits
  • +15% Offensive Military Efficiency
  • -50% Mercenary Cost
  • +2 Prisoner and Mercenary Offensive Strength
  • +25% Science Effectiveness - Tactics
  • Starts with +800 soldiers and +800 specialist credits