Age 108

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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