Difference between revisions of "Personality"
From The Utopian Encyclopedia
m (re-wording) |
(Updated table formatting and instructions) |
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Using the wrong template number will result in either extra or absent cells. | 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. | 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 8 | {{ptt 8 | ||
| 1a = Merchant | | 1a = Merchant | ||
− | | 1b = + 30% Income | + | | 1b = |
− | + | * + 30% Income | |
+ | * - 25% Money Losses from Plunders | ||
+ | * Immunity to Income Penalties | ||
+ | * Each Bank functions as Two | ||
| 2a = Shepherd | | 2a = Shepherd | ||
− | | 2b = - 30% Explore Time and Costs | + | | 2b = |
+ | * - 30% Explore Time and Costs | ||
+ | * - 30% Building Construction Time and Costs | ||
+ | * Immunity to Droughts, Storms, the Plague and Dragon effects | ||
+ | * Each Acre generates 4 Bushels / Tick | ||
| 3a = Sage | | 3a = Sage | ||
− | | 3b = + 30% Science Effectiveness | + | | 3b = |
+ | * + 30% Science Effectiveness | ||
+ | * - 30% Book Costs | ||
+ | * - 30% Research Time | ||
+ | * - 50% Losses on Learn Attacks | ||
+ | * Every 4 Acres produces 1 Book / Tick | ||
| 4a = Rogue | | 4a = Rogue | ||
− | | 4b = + 1 Stealth Recovery / Tick | + | | 4b = |
+ | * + 1 Stealth Recovery / Tick | ||
+ | * Access to all Thievery Operations | ||
+ | * Each Thieves' Den functions as Two | ||
| 5a = Mystic | | 5a = Mystic | ||
− | | 5b = Access to Meteor Showers spell | + | | 5b = |
+ | * Access to Meteor Showers spell | ||
+ | * All Guilds and Towers are twice as effective | ||
+ | * + 30% Spell Duration | ||
| 6a = Warrior | | 6a = Warrior | ||
− | | 6b = - 50% Land Losses when Ambushed | + | | 6b = |
+ | * - 50% Land Losses when Ambushed | ||
+ | * + 15% Enemy Casualties | ||
+ | * - 15% Own Casualties | ||
+ | * + 10% Offensive Military Efficiency in war | ||
| 7a = Tactician | | 7a = Tactician | ||
− | | 7b = + 30% Specialist and Building Credits | + | | 7b = |
+ | * + 30% Specialist and Building Credits | ||
+ | * - 15% Attack Time | ||
+ | * - 30% Military Training Time | ||
+ | * Access to Enhanced Conquest at all times | ||
| 8a = Cleric | | 8a = Cleric | ||
− | | 8b = - 50% Own Casualties | + | | 8b = |
+ | * - 50% Own Casualties | ||
+ | * Troop Losses converted to Soldiers | ||
+ | * + 1 General | ||
}} | }} | ||
Revision as of 12:21, 6 November 2011
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
For previous bonuses, see WoL Personalities (Age 51)
For Race bonuses, see Race
Contents
Comparison Table
Merchant | Shepherd | Sage | Rogue |
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Mystic | Warrior | Tactician | Cleric |
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Current Personalities
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. They are also known for their unique ability to deal with economical problems and to ignore them without hassle.
Title: The Wealthy [RulerName]
* +30% Income * -25% Money Losses on Plunder Attacks * Immunity to all Income Penalties (Riots, Plagues, etc.) * Banks are twice as effective (subject to DBE)
The Shepherd
- 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 * Immune to Droughts, Storms, the Plague and Dragons. * -30% Explore time and costs * -30% Building Construction Time and costs
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]
* + 30% Science effectiveness * - 30% Book Costs * -30% Research Time * -50% Losses on Learn Attacks * Every 4 Acres of land produces 1 Science Book per Hour
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
* +1 Stealth recovery per tick * Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda * Thieves Dens are twice as effective (subject to DBE)
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
* Meteor Showers spell * All Guilds and Towers are twice as effective * +30% Spell Duration (For Duration Spells Only)
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.
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
- 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
- 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
* - 50% Your Military Casualties (on attack or defense) * Troops losses on attacks or defense converted to soldiers * 1 extra General
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 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.
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
- 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.
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