From The Utopian Encyclopedia
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
|
|
|
|
- +100% Food Consumption
- Cannot use Accelerated Construction
|
- +30% Military Wages
- No Access to Dungeons and Prisoners
|
|
- 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
|
|
|
|
|
- -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
|