Difference between revisions of "Personality"

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Utopia currently has 8 personalities. This is a list of the bonuses and penalties for the Utopian Personalities on the [[WoL]] server for [[Age]] 62
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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 105|Age 105]]. <!--For previous bonuses, see [[Age 100|Age 100]].-->
  
For previous bonuses, see [[Age_61#Personalities|Personalities (Age 61)]]
+
For Race bonuses, see [[Race]].
  
 
+
= Personalities (Age 106) =
For Race bonuses, see [[Race]]
 
 
 
=Comparison Table=
 
  
 
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<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
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{{ptt 8
+
{{ptt 10
| 1a = Merchant
+
| 1a = Artisan
| 1b =
+
| 1b =  
* Gain 50% more Specialist and Building Credits
+
* +50% Building Credits
* Access to Tree of Gold
+
* +50% Flat Rate Capacity and Building Production
 
+
* -20% Buildings Destroyed by Arson/Tornado/Raze
* Starts with +1600 specialist credits
+
* +20% Science Effectiveness - Artisan
 +
* +20% Science Effectiveness - Bookkeeping
 +
* Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  
| 2a = Sage
+
| 2a = Cleric
 
| 2b =  
 
| 2b =  
* +40% Science Effectiveness
+
* +100% Battle casualties convert to soldiers
* Every 4 acres generates 1 science point
+
* +25% Science Effectiveness - Resilience
* Access to Amnesia
+
* Soldiers convert into Specialists over time
 +
* Plague Immunity
 +
* Access to [[Mystics#Divine_Shield|Divine Shield]], [[Mystics#Illuminate_Shadows|Illuminate Shadows]]
 +
* +25% Resilience Science Efficiency
 +
* Starts with +800 Soldiers and +800 Specialist Credits
  
* Starts with 40000 science books
+
| 3a = Heretic
 +
| 3b = 
 +
* +20% Combat Instant Spell Damage
 +
* +20% Science Effectiveness - Channeling
 +
* +20% Science Effectiveness - Crime
 +
* +20% Sabotage Damage
 +
* -50% Thief Losses
 +
* +50% Increased Wizard Production
 +
* Access to [[Mystics#Fool's_Gold|Fool's Gold]], [[Mystics#Nightmares|Nightmares]]
 +
* Starts with +400 Wizards and +400 Thieves
  
| 3a = Rogue
+
| 4a = Merchant
| 3b =  
+
| 4b =  
* + 1 Stealth Recovery / Tick
+
* +30% Income
* Access to all Thievery Operations
+
* +25% Science Effectiveness - Alchemy
* +100% Thievery Science Effectiveness
+
* Espionage is always successful with double stealth
* Access to Vermin
+
* Income Penalty Protection
 +
* Access to [[Mystics#Clear Sight|Clear Sight]]
 +
* Starts with +800 Soldiers and +800 Specialist Credits
  
* Starts with +400 thieves
+
| 5a = Mystic
 +
| 5b =
 +
* +50% Land Effect - Guilds
 +
* +25% Science Effectiveness - Channeling
 +
* +1% Extra Mana Per Tick
 +
* Access to [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Meteor Showers|Meteor Showers]], [[Mystics#Mind Focus|Mind Focus]]
 +
* Starts with +800 Wizards
  
| 4a = Mystic
+
<!--| a = Necromancer
| 4b =  
+
| b =  
* All Guilds are twice as effective
+
* -15% Offensive Military Casualties
* + 1 mana per tick in War
+
* Spreads and is Immune to the Plague
* +75% Magic Science Effectiveness
+
* 30% of Military Casualties return as Soldiers
* Access to Meteor Showers, Chastity, Nightmares
+
* Prisoners convert to Offensive and Defensive Specialists over time (2%/2%)
 +
* Starts with +800 Soldiers and +800 Specialist Credits-->
  
* Starts with +200 Wizards
+
<!--| 5a = Raider
 +
| 5b =
 +
* +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 = Warrior
+
| 6a = Rogue
| 5b =  
+
| 6b =  
* + 1 General
+
* +50% Thieves' Dens Effectiveness
* + 10% OME
+
* +1 Stealth Recovery per Tick
* Enhanced Conquest range
+
* Access to all Thievery Operations
* Access to Bloodlust
+
* +25% Crime Science Efficiency
 +
* Starts with +800 thieves
  
* Starts with +800 soldiers and +800 specialist credits
+
<!--| a = Sage
 +
| b =
 +
* -30% Science Book Losses on Learn Attacks
 +
* +10% Science Book Production
 +
* Immune to Amnesia
 +
* Access to [[Mystics#Revelation|Revelation]], [[Mystics#Scientific_Insights|Scientific Insights]]
 +
* Starts with +600 Soldiers, +600 Specialist Credits and 3000 Science Books in each Category-->
  
| 6a = Tactician
+
| 7a = Shepherd
| 6b =  
+
| 7b =  
* - 20% Attack Time
+
* -15% Battle Losses
* Accurate Espionage
+
* -15% Combat Instant Spell Damage Received
* Access to Clear Sight
+
* +1 Army generals
 +
* +20% Science Effectiveness - Production
 +
* -15% Sabotage Damage Received
 +
* Immune to [[Mystics#Droughts|Droughts]], [[Mystics#Storms|Storms]]
 +
* Access to [[Mystics#Reflect_Magic|Reflect Magic]]
 +
* Starts with +800 Soldiers and +800 Specialist Credits
  
 +
| 8a = Tactician
 +
| 8b =
 +
* -50% Battle Losses - Ambush
 +
* -15% Attack Travel Time
 +
* +25% Building Credits
 +
* +25% Science Effectiveness - Siege
 +
* +25% Specialist Training Credits
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
  
| 7a = Cleric
+
| 9a = War Hero
| 7b =  
+
| 9b =  
* - 40% Your Military Casualties (on attack or defense)
+
* +50% Honor Bonus
* Access to Pitfalls
+
* -25% Reduce Honor Losses in Combat
 +
* +25% Science Effectiveness - Strategy
 +
* Convert Specialists into Elites
 +
* Access to [[Mystics#Hero's_Inspiration|Hero's Inspiration]]
 +
* Starts with +800 soldiers and +800 specialist credits
  
 +
| 10a = Warrior
 +
| 10b =
 +
* -75% Mercenary Cost
 +
* +15% Offensive Military Efficiency
 +
* +25% Science Effectiveness - Tactics
 +
* Access Conquest regardless of Net Worth
 +
* +2 Prisoner and Mercenary Offensive Strength
 
* Starts with +800 soldiers and +800 specialist credits
 
* Starts with +800 soldiers and +800 specialist credits
  
| 8a = War Hero
 
| 8b =
 
* + 100% Honor Effects
 
* Immune to all dragon effects
 
* Immune to The Plague (but can carry/spread)
 
* Access to War Spoils
 
 
* Starts with 400 elites
 
 
}}
 
}}
 
 
<!-- 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.  
+
*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]]
 +
 
 +
== 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: The Wealthy [RulerName]
+
Title: [RulerName] the Blessed
  
Lived at: Age 13 ... now
+
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 Sage ==
+
== The Heretic ==
*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.  
+
*The Heretic goes against the fundamental norms and does not care. They are perfectly happy dissenting from acceptable arcane beliefs and doctrine.
  
Title: The Wise [RulerName]
+
Title: [RulerName] the Skeptic
  
Lived at: Age 13 ... now
+
Lived at: [[Age 68]] ... [[Age 102]], [[Age 104]]
  
== The Rogue ==
+
== The Merchant ==
*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.
+
*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: [RulerName] the Rogue
+
Title: The Wealthy [RulerName]
  
Lived at: Age 13 ... now
+
Lived at: Age 13 ... Age 67, [[Age 100]], [[Age 104]]
  
 
== The Mystic ==
 
== 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.
+
* 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
 
Title: [RulerName] the Sorcerer/Sorceress
Line 126: Line 181:
 
Lived at: Age 13 ... now
 
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
  
== The Warrior ==
+
Lived at: Age 13 ... now
*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
+
== 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.-->
  
Lived at: Age 13 ... now
+
Title: The Humble  [RulerName]
  
 +
Lived at: Age 13 ... [[Age 53]], [[Age 97]] ... [[Age 102]], [[Age 105]]
  
 
== The Tactician ==
 
== 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 protect their gained land.
+
*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]
  
 
Lived at: [[Age 46]] ... now
 
Lived at: [[Age 46]] ... 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 losses.
 
 
Title: [RulerName] the Blessed
 
 
Lived at: Age 43, [[Age 44]], [[Age 50]] ... now
 
  
 
== The War Hero ==
 
== The War Hero ==
Line 157: Line 209:
 
Lived at: Age 13 ... [[Age 45]], [[Age 54]] ... now
 
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.
 
Title: [RulerName] the Craftsman/Craftswomen
 
  
Lived at: Age 39 ... Age 42, [[Age 45]] ... [[Age 49]]
+
== 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 ==
Line 171: Line 230:
 
Lived at: Age 13 ... Age 35
 
Lived at: Age 13 ... Age 35
  
== The Freak ==
+
== The Necromancer ==
*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.
+
*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: The Crazy [RulerName]
+
 
 +
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 38
+
Lived at: Age 13 ... [[Age 77]], [[Age 85]], [[Age 86]], [[Age 90]] ... [[Age 103]]
  
== The Shepherd ==
+
== The Undead ==
*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.
+
*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: The Humble  [RulerName]
+
Title: [RulerName] the Undying
  
Lived at: Age 13 ... [[Age 53]]
+
Lived at: [[Age 74]]... [[Age 79]]
  
  
 
{{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 21:50, 10 May 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 105.

For Race bonuses, see Race.

Personalities (Age 106)

 Artisan  Cleric  Heretic  Merchant
  • +50% Building Credits
  • +50% Flat Rate Capacity and Building Production
  • -20% Buildings Destroyed by Arson/Tornado/Raze
  • +20% Science Effectiveness - Artisan
  • +20% Science Effectiveness - Bookkeeping
  • Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits
  • +100% Battle casualties convert to soldiers
  • +25% Science Effectiveness - Resilience
  • Soldiers convert into Specialists over time
  • Plague Immunity
  • Access to Divine Shield, Illuminate Shadows
  • +25% Resilience Science Efficiency
  • Starts with +800 Soldiers and +800 Specialist Credits
  • +20% Combat Instant Spell Damage
  • +20% Science Effectiveness - Channeling
  • +20% Science Effectiveness - Crime
  • +20% Sabotage Damage
  • -50% Thief Losses
  • +50% Increased Wizard Production
  • Access to Fool's Gold, Nightmares
  • Starts with +400 Wizards and +400 Thieves
  • +30% Income
  • +25% Science Effectiveness - Alchemy
  • Espionage is always successful with double stealth
  • Income Penalty Protection
  • Access to Clear Sight
  • Starts with +800 Soldiers and +800 Specialist Credits
 
 Mystic  Rogue  Shepherd  Tactician
  • +50% Thieves' Dens Effectiveness
  • +1 Stealth Recovery per Tick
  • Access to all Thievery Operations
  • +25% Crime Science Efficiency
  • Starts with +800 thieves
  • -15% Battle Losses
  • -15% Combat Instant Spell Damage Received
  • +1 Army generals
  • +20% Science Effectiveness - Production
  • -15% Sabotage Damage Received
  • Immune to Droughts, Storms
  • Access to Reflect Magic
  • Starts with +800 Soldiers and +800 Specialist Credits
  • -50% Battle Losses - Ambush
  • -15% Attack Travel Time
  • +25% Building Credits
  • +25% Science Effectiveness - Siege
  • +25% Specialist Training Credits
  • Starts with +800 soldiers and +800 specialist credits
 
 War Hero  Warrior
  • +50% Honor Bonus
  • -25% Reduce Honor Losses in Combat
  • +25% Science Effectiveness - Strategy
  • Convert Specialists into Elites
  • Access to Hero's Inspiration
  • Starts with +800 soldiers and +800 specialist credits
  • -75% Mercenary Cost
  • +15% Offensive Military Efficiency
  • +25% Science Effectiveness - Tactics
  • Access Conquest regardless of Net Worth
  • +2 Prisoner and Mercenary Offensive Strength
  • 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

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

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

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

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 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

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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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 Shepherd  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Freak  • The General  • The Paladin  • The Raider  • The Undead  • The Necromancer  • The Sage
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