Difference between revisions of "Personality"

From The Utopian Encyclopedia
Jump to: navigation, search
(The Freak)
m (Personalities (Age 108))
 
(225 intermediate revisions by 15 users not shown)
Line 1: Line 1:
Utopia currently has 8 personalities. This is a list of the bonuses and penalties for the Utopian Personalities on the [[WoL]] server for [[Age]] 52
+
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 [[Age_51#Personalities|Personalities (Age 51)]]
+
For Race bonuses, see [[Race]].
  
 
+
= Personalities (Age 108) =
For Race bonuses, see [[Race]]
 
 
 
=Comparison Table=
 
  
 
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
Line 26: Line 23:
 
-->
 
-->
  
{{ptt 8
+
{{ptt 9
| 1a = Merchant
+
| 1a = Artisan
| 1b =
+
| 1b =  
* + 30% Income
+
* +50% Building Capacity (Homes, Stables, Dungeons)
* - 25% Money Losses from Plunders
+
* +50% Building Production (Banks, Farms, Stables, Towers)
* Immunity to Income Penalties
+
* +50% Building Credits gained in Combat
* Each Bank functions as Two
+
* -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 = Shepherd
+
| 2a = Cleric
 
| 2b =  
 
| 2b =  
* - 30% Explore Time and Costs
+
* +1 Elite Defensive Value
* - 30% Building Construction Time and Costs
+
* +1 Defensive Specialist Strength
* Immunity to Droughts, Storms, the Plague and Dragon effects
+
* -25% Instant Spell Damage taken
* Each Acre generates 4 Bushels / Tick
+
* Access to [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Revelation|Revelation]], [[Mystics#Salvation|Salvation]]
 +
* Starts with +800 Soldiers and +800 Specialist Credits
  
| 3a = Sage
+
| 3a = Heretic
| 3b =  
+
| 3b =
* + 30% Science Effectiveness
+
* +20% Instant Spell Damage
* - 30% Book Costs
+
* +20% Sabotage Damage
* - 30% Research Time
+
* +50% Wizard Production
* - 50% Losses on Learn Attacks
+
* -50% Thief Losses
* Every 4 Acres produces 1 Book / Tick
+
* +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 = Rogue
+
| 4a = Mystic
 
| 4b =  
 
| 4b =  
* + 1 Stealth Recovery / Tick
+
* +75% Land Effect - Guilds
* Access to all Thievery Operations
+
* +1% Extra Mana Per Tick
* Each Thieves' Den functions as Two
+
* +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
  
| 5a = Mystic
+
<!--| 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 =  
 
| 5b =  
* Access to Meteor Showers spell
+
* +80% Thieves' Dens Effectiveness
* All Guilds and Towers are twice as effective
+
* +1 Stealth Recovery per Tick
* + 30% Spell Duration
+
* 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 = Warrior
+
| 6a = Shepherd
 
| 6b =  
 
| 6b =  
* - 50% Land Losses when Ambushed
+
* Land generates 4 bushels of Food per Acre daily
* + 15% Enemy Casualties
+
* +30% Scientist Generation
* - 15% Own Casualties
+
* -30% Explore Time
* + 10% Offensive Military Efficiency in war
+
* -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
 
| 7a = Tactician
 
| 7b =  
 
| 7b =  
* + 30% Specialist and Building Credits
+
* -15% Attack Time
* - 15% Attack Time
+
* +25% Credits gained in Combat
* - 30% Military Training Time
+
* Immune to Dragons
* Access to Enhanced Conquest at all times
+
* No Thief losses on Espionage Operations
 +
* +25% Siege Science Effectiveness
 +
* Starts with +800 soldiers and +800 specialist credits
  
| 8a = Cleric
+
| 8a = War Hero
 
| 8b =  
 
| 8b =  
* - 50% Own Casualties
+
* +30% Enemy Military Casualties on Attacks
* Troop Losses converted to Soldiers
+
* Converts Offensive Specialists to Elites on Successful Trad March and Conquest
* + 1 General
+
* 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 -->
 
<!-- 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 (subject to [[Declining_building_efficiency#Building_Effects|DBE]])
 
  
== 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, the Plague and Dragons.
+
* 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]
 
  
* + 30% 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 (subject to [[Declining_building_efficiency#Building_Effects|DBE]])
+
== 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. <!--Shepherds are also able to ignore all diseases and climatic anomalies affecting their province.-->
  
== The Mystic ==
+
Title: The Humble  [RulerName]
*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
+
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<!--protect their gained land-->.
 +
 
 +
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
  
* Meteor Showers spell
+
Lived at: Age 13 ... [[Age 45]], [[Age 54]] ... now
* All Guilds and Towers are twice as effective
 
* +30% Spell Duration (For Duration Spells Only)
 
  
 
== The Warrior ==
 
== The Warrior ==
*Aggressive, ruthless, and cunning are all adjectives that come to mind when describing the Warrior. Warriors have developed unique warring skills that allows them to conduct their military operations very aggressively with high losses to the enemy whilst protecting their own troops. They are also able to control recently captured land more efficiently.
+
*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
 
Title: [RulerName] the Warrior
* -50% Land Losses when Ambushed
 
* +15% Enemy Casualties (on attack or defense)
 
* -15% Your Military Casualties (on attack or defense)
 
* 10% more OME in war
 
  
== The Tactician ==
+
Lived at: Age 13 ... now
*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 and to conduct attacks swiftly.
 
  
Title: The Conniving [RulerName]
 
* Access to enhanced Conquest Attack at all times
 
* Gain 30% more Specialist and Building Credits
 
* -15% Attack Time
 
* -30% Military Training Time
 
  
== The Cleric ==
+
= Previous Personalities =
*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 Freak ==
* - 50% Your Military Casualties (on attack or defense)
+
*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.
* Troops losses on attacks or defense converted to soldiers
+
Title: The Crazy [RulerName]
* 1 extra General
 
  
= Previous Personalities =
+
Lived at: Age 13 ... Age 38
== 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.
 
Title: [RulerName] the Craftsman/Craftswomen
 
  
 
== The General ==
 
== The General ==
Line 165: Line 211:
 
Title: The Great [RulerName]
 
Title: The Great [RulerName]
  
Lived at: Age 13 ... Age 42
+
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
  
== The Freak ==
+
Lived at: [[Age 87]], [[Age 102]]
*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]
+
== 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]]
  
Lived at: Age 13 ... Age 39
 
  
== The War Hero ==
 
*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.
 
Title: The Heroic [RulerName]
 
  
  
 
{{PreviousNext| [[Race]] | [[Throne]]}}
 
{{PreviousNext| [[Race]] | [[Throne]]}}
 +
{{Guide navigation}}
 +
{{Races}}
 
{{Ages}}
 
{{Ages}}
{{Races}}
+
 
{{Guide navigation}}
+
[[Category:Main]]
 +
[[Category:Guide]]
 
[[Category:WoL]]
 
[[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



« Previous: Race Next: Throne »
The Utopia Guide
Introduction Getting Started with Utopia  • Creating a province  • Race & Personality
The Menus Throne  • Kingdom  • News

Explore  • Growth  • Science  • Military

Mystics  • Thievery  • War Room • Aid  • Dragon  • Ritual  • Stances

Mail & Forums

Politics  • Relations  • Rankings  • Preferences

Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules
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