Difference between revisions of "Personality"

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Utopia currently has 8 personalities. This is a list of the current bonuses and penalties for the Utopian Personalities on the [[WoL]] server for [[Age]] 50
+
Utopia currently has 10 Personalities. This is a list of the bonuses and penalties for the Utopian Personalities on the [[WoL]] server for the current age, [[Age 108|Age 108]]. <!--For previous bonuses, see [[Age 0|Age 0]].-->
  
For previous bonuses, see [[WoL Personalities|WoL Personalities age 49]]
+
For Race bonuses, see [[Race]].
  
For Race bonuses, see [[Race]]
+
= Personalities (Age 108) =
 +
 
 +
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 +
The ptt (Personality-table template) number must be equivalent to the total number of personalities.
 +
For example: if there are 8 personalities, use ptt 8
 +
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.
 +
 
 +
Each number corresponds to a major cell position reading left-right, top-bottom
 +
Each letter corresponds to segments within each cell, which should be organised as follows:
 +
  #a = Personality's name
 +
  #b = Personality's attributes
 +
 
 +
When listing attributes, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 +
-->
 +
 
 +
{{ptt 9
 +
| 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
 +
 
 +
| 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
 +
 
 +
| 3a = Heretic
 +
| 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
 +
 
 +
| 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
 +
 
 +
<!--| a = Necromancer
 +
| 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-->
 +
 
 +
<!--| 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-->
 +
 
 +
| 5a = Rogue
 +
| 5b =
 +
* +80% Thieves' Dens Effectiveness
 +
* +1 Stealth Recovery per Tick
 +
* Access to All Thievery Operations
 +
* +25% Crime Science Efficiency
 +
* Starts with +800 thieves
 +
 
 +
<!--| 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-->
 +
 
 +
| 6a = Shepherd
 +
| 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
 +
 
 +
| 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
 +
 
 +
| 8a = War Hero
 +
| 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
 +
 
 +
| 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
 +
 
 +
}}
 +
<!-- IMPORTANT - DO NOT EDIT THE ABOVE TABLE WITHOUT READING THE NOTICE ABOVE -->
  
 
= Current Personalities =  
 
= Current Personalities =  
  
== The Merchant ==
+
== The Artisan ==
*Merchants are the masters of trade and finance. Known for their intuition and expertise when dealing with cash, Merchants are able to generate more gold than the other personas. They are also known for their unique ability to deal with economical problems and to ignore them without hassle.
+
*An artisan is a skilled manual worker who crafts items that may be functional or strictly decorative, items, and tools. The Artisan buildings work more efficiently in their production.
Title: The Wealthy [RulerName]
+
Title: [RulerName] the Craftsman/Craftswoman
 +
 
 +
Lived at: Age 39 ... Age 42, [[Age 45]] ... [[Age 49]] ... [[Age 80]] ... [[Age 88]], [[Age 90]] ... [[Age 99]], [[Age 105]] ... now
 +
 
 +
== The Cleric ==
 +
*<!--Well versed in the anatomy of their race, those led by a Cleric have a superior ability to heal and protect their troops.--> Clerics assist their armies on the battlefield personally by healing wounded soldiers to reduce overall troop casualties. They support their comrades with magical blessings.
 +
 
 +
Title: [RulerName] the Blessed
 +
 
 +
Lived at: Age 43, [[Age 44]], [[Age 50]] ... [[Age 73]], [[Age 80]] ... [[Age 86]], [[Age 88]] ... [[Age 95]], [[Age 97]], [[Age 98]], [[Age 100]]... now
 +
 
 +
== The Heretic ==
 +
*The Heretic goes against the fundamental norms and does not care. They are perfectly happy dissenting from acceptable arcane beliefs and doctrine.
  
* +30% Income
+
Title: [RulerName] the Skeptic
* -25% Money Losses on Plunder Attacks
 
* Immunity to all Income Penalties (Riots, Plagues, etc.)
 
* Banks are twice as effective
 
  
== The Shepherd ==
+
Lived at: [[Age 68]] ... [[Age 102]], [[Age 104]] ... now
*The Shepherd is an expert of the lands and a master of the environment, with extensive experience in farming, fishing and hunting. Their ability to live off the land surrounding them helps their people generate food from all types of land. Shepherds are also able to ignore all diseases and climatic anomalies affecting their province.
 
Title: The Humble  [RulerName]
 
  
* Land generates 4 bushels of food per acre daily
+
== The Mystic ==
* Immune to Droughts, Storms and the Plague
+
* A master of magic, the Mystic has experience with getting the most out of the world of sorcery. Being led by "one of their own" gives a province extraordinary abilities in the mystic arts. Mystics will find themselves having access to one of the most deadly spell that others can simply never experience.
* -30% Explore time and costs
 
* -30% Building Construction Time and costs
 
  
== The Sage ==
+
Title: [RulerName] the Sorcerer/Sorceress
*The Sage has the wisdom of the ages and an infinite knowledge. Understanding so much about life, the world, and history, the Sage can provide unique guidance in a world consisting of so many different areas. Provinces led by Sages will find themselves more efficient in the domains of arts and sciences.
 
Title: The Wise [RulerName]
 
  
* + 25% Science effectiveness
+
Lived at: Age 13 ... now
* - 30% Book Costs
 
* -30% Research Time
 
* -50% Losses on Learn Attacks
 
* Every 4 Acres of land produces 1 Science Book per Hour
 
  
 
== The Rogue ==
 
== The Rogue ==
 
*Widely considered to be evil to the core, the Rogue is a very enigmatic persona. Rogues have extensive experience in the arts of thievery, fraud and crime - but in the Utopian World, this can be used for both good and evil. Rogues will find themselves having access to deadly thievery operations that others can simply never experience.
 
*Widely considered to be evil to the core, the Rogue is a very enigmatic persona. Rogues have extensive experience in the arts of thievery, fraud and crime - but in the Utopian World, this can be used for both good and evil. Rogues will find themselves having access to deadly thievery operations that others can simply never experience.
 +
 
Title: [RulerName] the Rogue
 
Title: [RulerName] the Rogue
  
* +1 Stealth recovery per tick
+
Lived at: Age 13 ... now
* Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
 
* Thieves Dens are twice as effective
 
  
== The Mystic ==
+
== The Shepherd ==
*A master of magic, the Mystic has experience with getting the most out of the world of sorcery. Being led by "one of their own" gives a province extraordinary abilities in the mystic arts. Mystics will find themselves having access to one of the most deadly spell that others can simply never experience.
+
*The Shepherd knows how to protect the land and people from the ceaseless onslaught of the enemies. Their ability to live off the land helps generate food from all types of land. <!--Shepherds are also able to ignore all diseases and climatic anomalies affecting their province.-->
Title: [RulerName] the Sorcerer
 
  
  * Meteor Showers spell
+
Title: The Humble [RulerName]
* All Guilds are twice as effective
 
* +30% Spell Duration (For Duration Spells Only)
 
* +30% Spell Effects (For Instant Spells Only) (Excludes Mystic Vortex, Tree of Gold, and Paradise)
 
  
== The Warrior ==
+
Lived at: Age 13 ... [[Age 53]], [[Age 97]] ... [[Age 102]], [[Age 105]] ... now
*Aggressive, ruthless, and cunning are all adjectives that come to mind when describing the Warrior. Warriors have developped unique warring skills that allows them to conduct their military operations faster than the others and to control the recently captured land more efficiently.
 
Title: [RulerName] the Warrior
 
* -50% Land Losses when Ambushed
 
* +15% Enemy Casualties (on attack or defense)
 
* -15% Your Military Casualties (on attack or defense)
 
* -15% Attack Time
 
  
 
== The Tactician ==
 
== The Tactician ==
The Tactician 's focus is on the strategic side of war. Leadership is its own reward, and the Tactician 's cunning gives you the unique ability to conduct Conquest Attacks at all times. Tacticians thrive in war and use their strategic advantage to wrest more troops and buildings from their opponents.
+
*The Tactician's focus is on the strategic side of war, allowing swift and accurate movement of troops. Leadership is its own reward and the Tactician's cunning gives you the unique ability use their strategic advantage to gather information<!--protect their gained land-->.
  
 
Title: The Conniving [RulerName]
 
Title: The Conniving [RulerName]
* Access to enhanced Conquest Attack at all times
 
* Gain 30% more Specialist and Building Credits
 
* 10% more OME in war
 
* -30% Military Training Time
 
  
== The Cleric ==
+
Lived at: [[Age 46]] ... now
*Well versed in the anatomy of their race, those led by a Cleric have a superior ability to heal and protect their troops. Clerics assist their armies on the battlefield personally and can miraculously return the dead to life and reduce overall troop losses.
+
 
Title: [RulerName] the Blessed
+
== The War Hero ==
* - 50% Your Military Casualties (on attack or defense)
+
*Great military leaders, the War Heroes are amongst the finest commanders in Utopia. A background in war and a legacy of heroism creates an aura of legitimacy around any leader. The War Hero gains enormous respect for his or her position.
* Troops losses on attacks or defense converted to soldiers
+
 
* 1 extra Generals
+
Title: [RulerName] the Hero
 +
 
 +
Lived at: Age 13 ... [[Age 45]], [[Age 54]] ... now
 +
 
 +
== The Warrior ==
 +
*Aggressive, powerful and forceful are all adjectives that come to mind when describing the Warrior. Leadership through military power is what being a Warrior is all about. <!--The Warriors aggressive nature allows them to conduct Conquest attacks against a greater range of opponents.-->
 +
 
 +
Title: [RulerName] the Warrior
 +
 
 +
Lived at: Age 13 ... now
 +
 
  
 
= Previous Personalities =
 
= Previous Personalities =
== The Artisan ==
+
 
*An artisan is a skilled manual worker who crafts items that may be functional or strictly decorative, items, and tools. The Artisan buildings work more efficently in their production.
+
== The Freak ==
 +
*How the Freaks come to power, no one knows. Freaks can be ruthless, headstrong, impressive, or foolish. The freak adds a great deal of chance to every attack you make. It includes the ability to succeed in otherwise impossible attacks or fail in fairly easy assaults. You never really know what will happen when choosing this background.
 +
Title: The Crazy [RulerName]
 +
 
 +
Lived at: Age 13 ... Age 38
  
 
== The General ==
 
== The General ==
 
*Unlike the above personalities, the General's focus is on the strategic side of war. Leadership is its own reward, and the General's cunning gives you the unique ability to conduct Conquest Attacks at all times. The benefits of this attack are simple: failure can still yield positive results. Military tact is about far more than winning vs. losing for the General -- it is about gaining strategic advantage and taking bits and pieces of land.
 
*Unlike the above personalities, the General's focus is on the strategic side of war. Leadership is its own reward, and the General's cunning gives you the unique ability to conduct Conquest Attacks at all times. The benefits of this attack are simple: failure can still yield positive results. Military tact is about far more than winning vs. losing for the General -- it is about gaining strategic advantage and taking bits and pieces of land.
 +
Title: The Great [RulerName]
 +
 +
Lived at: Age 13 ... Age 35
 +
 +
== The Merchant ==
 +
*Merchants are the masters of trade and finance. Known for their intuition and expertise when dealing with cash, Merchants are able to generate more gold than the other personas.
 +
 +
Title: The Wealthy [RulerName]
 +
 +
Lived at: Age 13 ... Age 67, [[Age 100]], [[Age 104]] ... [[Age 106]]
 +
 +
== The Necromancer ==
 +
*Necromancers specialize in bringing back the dead, thus effectively lowering their casualties in battle. They are also spreading the Plague, a highly contagious disease that will kill or debilitate others, wherever they walk.
 +
 +
Title: [RulerName] the Reanimator
 +
 +
Lived at: [[Age 87]], [[Age 102]]
 +
 +
== The Paladin ==
 +
*The Paladin is a holy warrior dedicated to smiting evil and protecting the innocent. They support their comrades with divine blessings and fight with increased fervor against dragons.
 +
 +
Title: [RulerName] the Chivalrous
 +
 +
Lived at: [[Age 72]] ... [[Age 80]], [[Age 96]], [[Age 99]]
 +
 +
== The Raider ==
 +
*Raiders combine cunning and ruthlessness to main the enemies or capture their resources.
 +
 +
Title: [RulerName] the Merciless
 +
 +
Lived at: [[Age 87]], [[Age 99]], [[Age 104]]
 +
 +
== The Sage ==
 +
*The Sage has the wisdom of the ages and an infinite knowledge. Understanding so much about life, the world, and history, the Sage can provide unique guidance in a world consisting of so many different areas. Provinces led by Sages will find themselves more efficient in the domains of Arts and Sciences.
 +
 +
Title: The Wise [RulerName]
 +
 +
Lived at: Age 13 ... [[Age 77]], [[Age 85]], [[Age 86]], [[Age 90]] ... [[Age 103]], [[Age 107]]
 +
 +
== The Undead ==
 +
*The Undead will turn any race into unnatural beings 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 the Undead the strength they need to survive) with them wherever they walk. This strength allows them to continue fighting through even the most grievous of wounds, effectively lowering their casualties in battle.
 +
 +
Title: [RulerName] the Undying
 +
 +
Lived at: [[Age 74]]... [[Age 79]]
 +
 +
  
== The Freak ==
 
*How the Freaks come to power, no one knows. Freaks can be ruthless, headstrong, impressive, or foolish. The freak adds a great deal of chance to every attack you make. It includes the ability to succeed in otherwise impossible attacks or fail in fairly easy assaults. You never really know what will happen when choosing this background.
 
  
== The War Hero ==
+
{{PreviousNext| [[Race]] | [[Throne]]}}
*Great military leaders, the War Heroes are amongst the finest commanders in Utopia. Their own military tactics allow them to attack larger enemies and to inflict them much more casualties in combat while protecting a larger amount of infrastructures on the land they capture.
+
{{Guide navigation}}
 +
{{Races}}
 +
{{Ages}}
  
[[Category:Guides|Personality Selection]]
+
[[Category:Main]]
 +
[[Category:Guide]]
 +
[[Category:WoL]]

Latest revision as of 20:29, 26 October 2024

Utopia currently has 10 Personalities. This is a list of the bonuses and penalties for the Utopian Personalities on the WoL server for the current age, Age 108.

For Race bonuses, see Race.

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

Current Personalities

The Artisan

  • An artisan is a skilled manual worker who crafts items that may be functional or strictly decorative, items, and tools. The Artisan buildings work more efficiently in their production.

Title: [RulerName] the Craftsman/Craftswoman

Lived at: Age 39 ... Age 42, Age 45 ... Age 49 ... Age 80 ... Age 88, Age 90 ... Age 99, Age 105 ... now

The Cleric

  • Clerics assist their armies on the battlefield personally by healing wounded soldiers to reduce overall troop casualties. They support their comrades with magical blessings.

Title: [RulerName] the Blessed

Lived at: Age 43, Age 44, Age 50 ... Age 73, Age 80 ... Age 86, Age 88 ... Age 95, Age 97, Age 98, Age 100... now

The Heretic

  • The Heretic goes against the fundamental norms and does not care. They are perfectly happy dissenting from acceptable arcane beliefs and doctrine.

Title: [RulerName] the Skeptic

Lived at: Age 68 ... Age 102, Age 104 ... now

The Mystic

  • A master of magic, the Mystic has experience with getting the most out of the world of sorcery. Being led by "one of their own" gives a province extraordinary abilities in the mystic arts. Mystics will find themselves having access to one of the most deadly spell that others can simply never experience.

Title: [RulerName] the Sorcerer/Sorceress

Lived at: Age 13 ... now

The Rogue

  • Widely considered to be evil to the core, the Rogue is a very enigmatic persona. Rogues have extensive experience in the arts of thievery, fraud and crime - but in the Utopian World, this can be used for both good and evil. Rogues will find themselves having access to deadly thievery operations that others can simply never experience.

Title: [RulerName] the Rogue

Lived at: Age 13 ... now

The Shepherd

  • The Shepherd knows how to protect the land and people from the ceaseless onslaught of the enemies. Their ability to live off the land helps generate food from all types of land.

Title: The Humble [RulerName]

Lived at: Age 13 ... Age 53, Age 97 ... Age 102, Age 105 ... now

The Tactician

  • The Tactician's focus is on the strategic side of war, allowing swift and accurate movement of troops. Leadership is its own reward and the Tactician's cunning gives you the unique ability use their strategic advantage to gather information.

Title: The Conniving [RulerName]

Lived at: Age 46 ... now

The War Hero

  • Great military leaders, the War Heroes are amongst the finest commanders in Utopia. A background in war and a legacy of heroism creates an aura of legitimacy around any leader. The War Hero gains enormous respect for his or her position.

Title: [RulerName] the Hero

Lived at: Age 13 ... Age 45, Age 54 ... now

The Warrior

  • Aggressive, powerful and forceful are all adjectives that come to mind when describing the Warrior. Leadership through military power is what being a Warrior is all about.

Title: [RulerName] the Warrior

Lived at: Age 13 ... now


Previous Personalities

The Freak

  • How the Freaks come to power, no one knows. Freaks can be ruthless, headstrong, impressive, or foolish. The freak adds a great deal of chance to every attack you make. It includes the ability to succeed in otherwise impossible attacks or fail in fairly easy assaults. You never really know what will happen when choosing this background.

Title: The Crazy [RulerName]

Lived at: Age 13 ... Age 38

The General

  • Unlike the above personalities, the General's focus is on the strategic side of war. Leadership is its own reward, and the General's cunning gives you the unique ability to conduct Conquest Attacks at all times. The benefits of this attack are simple: failure can still yield positive results. Military tact is about far more than winning vs. losing for the General -- it is about gaining strategic advantage and taking bits and pieces of land.

Title: The Great [RulerName]

Lived at: Age 13 ... Age 35

The Merchant

  • Merchants are the masters of trade and finance. Known for their intuition and expertise when dealing with cash, Merchants are able to generate more gold than the other personas.

Title: The Wealthy [RulerName]

Lived at: Age 13 ... Age 67, Age 100, Age 104 ... Age 106

The Necromancer

  • Necromancers specialize in bringing back the dead, thus effectively lowering their casualties in battle. They are also spreading the Plague, a highly contagious disease that will kill or debilitate others, wherever they walk.

Title: [RulerName] the Reanimator

Lived at: Age 87, Age 102

The Paladin

  • The Paladin is a holy warrior dedicated to smiting evil and protecting the innocent. They support their comrades with divine blessings and fight with increased fervor against dragons.

Title: [RulerName] the Chivalrous

Lived at: Age 72 ... Age 80, Age 96, Age 99

The Raider

  • Raiders combine cunning and ruthlessness to main the enemies or capture their resources.

Title: [RulerName] the Merciless

Lived at: Age 87, Age 99, Age 104

The Sage

  • The Sage has the wisdom of the ages and an infinite knowledge. Understanding so much about life, the world, and history, the Sage can provide unique guidance in a world consisting of so many different areas. Provinces led by Sages will find themselves more efficient in the domains of Arts and Sciences.

Title: The Wise [RulerName]

Lived at: Age 13 ... Age 77, Age 85, Age 86, Age 90 ... Age 103, Age 107

The Undead

  • The Undead will turn any race into unnatural beings 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 the Undead the strength they need to survive) with them wherever they walk. This strength allows them to continue fighting through even the most grievous of wounds, effectively lowering their casualties in battle.

Title: [RulerName] the Undying

Lived at: Age 74... Age 79



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Races & Personalities
Races Avians  • Dark Elves  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct Races Bocans  • Dryads  • Gnomes
Personalities The Artisan  • The Cleric  • The Heretic  • The Merchant  • The Mystic  • The Rogue  • The Sage  • The Shepherd  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Freak  • The General  • The Paladin  • The Raider  • The Undead  • The Necromancer
Ages
Ages 1998 - 1999 : The first generation of Utopia (1)  • The Second Age of Utopia (2)  • The Third Age of Utopia (3)  • The Fourth Age of Utopia (4)  • The Fifth Age of Utopia (5)  • The Sixth Age of Utopia (6)  •

2000 - 2001 : The Seventh Age of Utopia (7)  • The Age of Chaos (8)  • The Renaissance Age (9)  • The Age of Conflict (10)  • The Age of Nobility (11)  • The Era of Magic (12)  • The Era of Mystery (13)  • The Era of Strife (14)  •

2002 - 2003 : The Age of Valour (15)  • The Age of Discovery (16)  • The Age of the People (17)  • The Age of Heroes (18)  • An Era of Hope (19)  • An Age of Dreams (20)  • An Age of Wonders (21)  • An Age of Conquerors (22)  • The Revolution (23)  •

2004 - 2005 : An Age of Glory (24)  • An Age of Tranquility (25)  • An Age of Turmoil (26)  • An Age of Courage (27)  • An Age of Intrigue (28)  • An Age of War (29)  • An Age of Unity (30)  •

2006 - 2007 : An Age of Reason (31)  • An Age of Kings (32)  • An Age of Prosperity (33)  • The Age of the Dragon (34)  • An Age of Triumph (35)  • An Age of Bravery (36)  • The Age of Darkness (37)  •

2008 - 2009 : The Age of Angels (38)  • The Age of the Scholar (39)  • The Awakening (40)  • The Age of Renewal (41)  • The Age of Hope (42)  • The Age of Rebirth (43)  • The Age of Change (44)  • The Age of Light (45)  •

2010 - 2011 : The Age of Distinction (46)  • The Age of Justice (47)  • The Age of Peril (48)  • The Age of Conspiracy (49)  • The Age of Resurrection (50)  • The Age of Domination (51)  • An Era of Supremacy (52)  •

2012 - 2013 : The Age of Havoc (53)  • A Call to Arms (54)  • Veil of Shadows (55)  • Strength in Union (56)  • Relentless Onslaught (57)  • Art of War (58)  • An Honorable Proposition (59)  • A Battle Joined (60)  •

2014 - 2015 : Age of Destruction (61)  • Books of War (62)  • Iron Walls, Iron Heart (63)  • The Spoils of War (64)  • The Isles of Legion (65)  • Thunder and Bedlam (66)  •

2016 - 2017 : The Age of Perception (67)  • The Age of Heresy (68)  • The Age of Scholars and Scoundrels (69)  • The Age of Daunting Judgement (70)  • The Metamorphosis (71)  • The Era of Venerated Bastions (72)  • The Age of Tricksters and Mischief (73)  • The Age of Affinity (74)  •

2017 - 2018 : The Age of Empowering Enchantments (75)  • The Age of the Empyrean Advent (76)  • The Age of Accession and Abrogation (77)  • The Age of Insight (78)  • The Age of Vanguards Acquiescence (79)  •

2019 - 2020 : The Age of Reconnaissance (80)  • The Emergence (81)  • The Grimoires of Glory (82)  • Age of Adjudication (83)  • Bethink the Fray (84)  • Intuition (85)  • Global Viction (86)  • Age of the Sword (87)  • Swift Strife (88)  • Reformation (89)

2021 - 2022 : Age of Exile 90  • Age of Remembrance 91  • Age of Ancestry 92  • Occult Ordination 93  • Ascent 94  • Age of the Omen 95  • The Eternal Rift 96  • Dominance 97  • Keen Transformation 98  •

2023 - 2024 : Crossing Boundaries 99  • Equilibrium 100  • Crusades 101  • Godsend 102  • Unbound Dominion 103  • Renascence 104  • Devout Fervor 105