Difference between revisions of "Race"

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The population of Utopia is made up of a mix of 10 races. I advise you to pick your race carefully. Consider also your Kingdom, as they will be an important part of your experience in Utopia. Many Kingdoms choose to make their race and personality choices as a team, and finding the right mix can be an important part of developing your Kingdom strategy.
+
The population of Utopia is made up of a mix of 9 Races. I advise you to pick your race carefully. Consider also your Kingdom, as they will be an important part of your experience in Utopia. Many Kingdoms choose to make their Race and {ersonality choices as a team, and finding the right mix can be an important part of developing your Kingdom strategy.
  
This is a list of the current benefits, limitations, Spellbooks, and army information for the Utopian Races on the WoL server for the current age, [[Age 94|Age 94]]
+
This is a list of the current benefits, limitations, Spellbooks, and army information for the Utopian Races on the World of Legends server for the current age, [[Age 96|Age 96]]
  
For previous bonuses, see [[Age 93|Age 93]].
+
For previous bonuses, see [[Age 95|Age 95]].
  
 
For personality bonuses, see [[Personality]].
 
For personality bonuses, see [[Personality]].
  
=Comparison Table (for Age 94)=
+
=Comparison Table (for Age 96)=
  
* Primary Race pick determines the Base Military Units (listed in each Race's units entry)<!--and the racial Building bonus--->, Spell Lists are combined
+
<!--* Elite Net Worth values don't have a fixed value. Elite Net Worth will be calculated as 0.36*off_points + 0.45*def_points, rounded to the nearest .25
* Elite Unit values are determined by the primary pick Base Elite plus the secondary pick adjustment<!--; secondary pick does not grant the racial Building bonus--->
+
**For example: Elite Value of 15/6 => 15*.36 + 6*.45 = 8.1, therefore the final NW is 8
* Only gain the Penalties of the primary Race pick
 
* Elite Net Worth values don't have a fixed value. Elite Net Worth will be calculated as 0.36*off_points + 0.45*def_points, rounded to the nearest .25
 
**For example: Elite Value of 15/6 => elite offensive strength 15*.36 + 6*.45 = 8.1, therefore the final NW is 8
 
  
 
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
 
<!-- IMPORTANT - DO NOT EDIT THIS TABLE WITHOUT READING THIS:
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  Each number corresponds to a major cell position reading left-right, top-bottom
 
  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:
+
  Each letter corresponds to segments within each cell, which should be organized as follows:
 
   #a = Race's name
 
   #a = Race's name
 
   #b = Race's advantages
 
   #b = Race's advantages
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  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 
-->
 
-->
{{rtt 11
+
{{rtt 9
 
| 1a = Avian
 
| 1a = Avian
 
| 1b =  
 
| 1b =  
* Primary pick: +1 General
+
* -20% Attack Time
* Secondary pick: Elite Unit gains +4/+0 Strength
+
* +20% Birth Rate
* -15% Attack Time
 
* +35% Birth Rate
 
 
 
* Starts with 200 Elites
 
 
| 1c =  
 
| 1c =  
 
* No Access to Stables and War Horses
 
* No Access to Stables and War Horses
 
| 1d = [[Mystics#Clear_Sight|Clear Sight]]
 
| 1d = [[Mystics#Clear_Sight|Clear Sight]]
 
| 1e =  
 
| 1e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
* Offensive Specialist - 12/0, 4.8nw
+
* Offensive Specialist - 11/0, 4.4nw
* Defensive Specialist - 0/10, 5.0nw
+
* Defensive Specialist - 0/11, 5.5nw
* Base Elite Unit - 11/5, 1500gc
+
* Base Elite Unit - 15/4, 1325gc, 7.25nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
 
* War Horse - N/A
 
* War Horse - N/A
  
 
| 2a = Dark Elf
 
| 2a = Dark Elf
 
| 2b =  
 
| 2b =  
* Primary pick: -33% Spell Rune Cost (excluding Ritual)
+
* +15% Instant Spell Damage
* Secondary pick: Elite Unit gains +2/+3 Strength
+
* +15% Thievery Effectiveness (TPA)
* +20% Instant Spell Damage
 
* -1 Self Spells Mana Cost
 
 
 
* Starts with +100 Thieves and +100 Wizards
 
 
| 2c =  
 
| 2c =  
* +50% Explore Costs
+
* -15% Birth Rate
| 2d = [[Mystics#Fool's Gold|Fool's Gold]], [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Nightmare|Nightmare]], [[Mystics#Pitfalls|Pitfalls]]
+
| 2d = [[Mystics#Chastity|Chastity]], [[Mystics#Fools_Gold|Fool's Gold]], [[Mystics#Gluttony|Gluttony]], [[Mystics#Sloth|Sloth]]
 
| 2e =  
 
| 2e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
* Offensive Specialist - 11/0, 4.4nw
+
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Base Elite Unit - 8/8, 1500gc
+
* Base Elite Unit - 13/4, 1200gc, 6.5nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
  
| 3a = Dryad
+
| 3a = Dwarf
 
| 3b =  
 
| 3b =  
* Primary pick: -15% Damage from Enemy Sabotage Operations and Instant Spell Damage
+
* +20% Building Efficiency
* Secondary pick: Elite Unit gains +3/+2 Strength
+
* -50% Construction Cost
* Every 2 acres produces 5 bushels, 1 rune, 1 gc
 
* Can Cast Support Spells on Kingdom Members
 
 
 
* Starts with 200 Elites
 
 
| 3c =  
 
| 3c =  
* -10% Combat Gains
+
* +100% Food Consumption
| 3d = Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows, Wrathful Smite
+
| 3d = [[Mystics#Mist|Mist]]
 
| 3e =  
 
| 3e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Base Elite Unit - 7/9, 1500gc
+
* Base Elite Unit - 13/6, 1400gc, 7.5nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 4/0, 1.2nw
+
* War Horse - 2/0, 0.6nw
  
| 4a = Dwarf
+
| 4a = Elf
 
| 4b =  
 
| 4b =  
* Primary pick: -30% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
+
* +1 Mana Recovery per Tick
* Secondary pick: Elite Unit gains +2/+2 Strength
+
* +20% Spell Duration
* +20% Building Efficiency
 
* -50% Building Construction and Raze Cost
 
 
 
* Starts with +100 Soldiers, +100 Specialist Credits and +100 Building Credits
 
 
| 4c =  
 
| 4c =  
* +100% Food Consumption
+
* -15% Sabotage Damage
| 4d = [[Mystics#Gluttony|Gluttony]], [[Mystics#Mist|Mist]]
+
| 4d = [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Greater_Protection|Greater Protection]], [[Mystics#Mages_Fury|Mage’s Fury]]
 
| 4e =  
 
| 4e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/10, 5.0nw
+
* Defensive Specialist - 0/11, 5.5nw
* Base Elite Unit - 10/6, 1500gc
+
* Base Elite Unit - 12/6, 1200gc, 7nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
  
| 5a = Elf
+
| 5a = Faery
| 5b =  
+
| 5b =
* Primary pick: +1 Mana Recovery per Tick
+
* +15% Arcane Science Efficiency
* Secondary pick: Elite Unit gains +1/+3 Strength
+
* -50% Wizards Lost on Failed Spell Casts
* +20% Magic Effectiveness (WPA)
+
* -50% Thieves Lost on Thievery Operations
* +50% Guilds Land Effects
 
 
 
* Starts with +200 Wizards
 
 
| 5c =  
 
| 5c =  
* -30% Birth Rate
+
* -5% Population
| 5d = [[Mystics#Blizzard|Blizzard]], [[Mystics#Meteor_Showers|Meteor Showers]]
+
| 5d = [[Mystics#Blizzard|Blizzard]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Quick_Feet|Quick Feet]]
 
| 5e =  
 
| 5e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
* Offensive Specialist - 10/0, 4.0nw
+
* Offensive Specialist - 9/0, 3.6nw
* Defensive Specialist - 0/12, 6.0nw
+
* Defensive Specialist - 0/10, 5.0nw
* Base Elite Unit - 9/6, 1500gc
+
* Base Elite Unit - 5/13, 1300gc, 7.75nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
  
| 6a = Faery
 
| 6b =
 
* Primary pick: +50% Spell Duration
 
* Secondary pick: Elite Unit gains +0/+4 Strength
 
* +35% Wizard Production
 
* -50% Thieves Lost on Thievery Operations
 
* -50% Wizards Lost on Failed Spell Casts
 
  
* Starts with +100 Thieves and +100 Wizards
+
| 6a = Gnome
 +
| 6b =
 +
* +15% Population
 +
* Can Train Thieves with Specialist Credits
 
| 6c =  
 
| 6c =  
* -5% Population
+
* No Access to Hospitals
| 6d = [[Mystics#Chastity|Chastity]], [[Mystics#Mages_Fury|Mages Fury]], [[Mystics#Revelation|Revelation]], [[Mystics#Sloth|Sloth]], [[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Guile|Guile]]
+
| 6d = [[Mystics#Town_Watch|Town Watch]]
 
| 6e =  
 
| 6e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Base Elite Unit - 6/9, 1500gc
+
* Base Elite Unit - 8/8, 1100gc, 6.5nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
  
| 7a = Gnome
+
| 7a = Human
 
| 7b =  
 
| 7b =  
* Primary pick: +10% Population
+
* +10% Science Efficiency
* Secondary pick: Elite Unit gains +3/+2 Strength
+
* +10% Dragon Slaying Strength
* +25% Sabotage Operation Damage
+
* Immune to all Income Penalties
* +50% Credits Gained in Combat
 
* Can Train Thieves with Specialist Credits
 
* Accurate Intel
 
 
 
* Starts with +100 Soldiers, +100 Specialist Credits and +100 Thieves
 
 
| 7c =  
 
| 7c =  
* +10% Military Casualties
+
* +20% Military Wages
| 7d = [[Mystics#Invisibility|Invisibility]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#War_spoils|War Spoils]]
+
| 7d = [[Mystics#Ghost Workers|Ghost Workers]]
 
| 7e =  
 
| 7e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
* Offensive Specialist - 9/0, 3.6nw
+
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Base Elite Unit - 7/6, 1500gc
+
* Base Elite Unit - 13/5, 1300gc, 7.0nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
  
| 8a = Halfling
+
| 8a = Orc
 
| 8b =  
 
| 8b =  
* Primary pick: +75% Thieves' Dens Land Effects
+
* +15% Enemy Military Casualties
* Secondary pick: Elite Unit gains +1/+3 Strength
+
* -20% Military Wages
* +20% Thievery Effectiveness (TPA)
 
* +1 Stealth Recovery per Tick
 
* Access to ALL Thievery Operations (overrides No Access to Sabotage Operations)
 
 
 
* Starts with +200 Thieves
 
 
| 8c =  
 
| 8c =  
* -50% Hospital Effectiveness
+
* No Bonuses from Honor
| 8d = [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Vermin|Vermin]]
+
| 8d = [[Mystics#Bloodlust|Bloodlust]]
 
| 8e =  
 
| 8e =  
* Soldier - 2/2, 1.0nw
+
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Base Elite Unit - 7/8, 1500gc
+
* Base Elite Unit - 15/2, 1500gc, 6.25nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
  
| 9a = Human
+
| 9a = Undead
 
| 9b =  
 
| 9b =  
* Primary pick: +10% Science Efficiency
+
* Spreads and is Immune to the Plague
* Secondary pick: Elite Unit gains +3/+2 Strength
+
* Converts Specialists to Elites on Successful Traditional Marches & Conquest
* +10% Income
 
* -30% Science Book Losses on Learn Attacks
 
* Each Acre holds 1 Prisoner
 
 
 
* Starts with 2500 Science Books in each Category
 
 
| 9c =  
 
| 9c =  
* -20% Magic Effectiveness (WPA)
+
* -15% Income
| 9d = [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Heros_Inspiration|Hero's Inspiration]]
+
* Cannot Train Elite Units
 +
| 9d = [[Mystics#Animate Dead|Animate Dead]]
 
| 9e =  
 
| 9e =  
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Base Elite Unit - 10/6, 1500gc
 
* Mercenary - 6/0, 0nw
 
* Prisoner - 6/0, 1.2nw
 
* War Horse - 3/0, 0.9nw
 
 
| 10a = Orc
 
| 10b =
 
* Primary pick: +20% Enemy Military Casualties
 
* Secondary pick: Elite Unit gains +5/-1 Strength
 
* +15% Combat Gains
 
* -25% Draft Cost
 
 
* Starts with +200 Soldiers and +200 Specialist Credits
 
| 10c =
 
* +25% Military Wages
 
| 10d = [[Mystics#Aggression|Aggression]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Sloth|Sloth]]
 
| 10e =
 
 
* Soldier - 3/3, 1.5nw
 
* Soldier - 3/3, 1.5nw
* Offensive Specialist - 10/0, 4.0nw
+
* Offensive Specialist - 11/0, 4.4nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Base Elite Unit - 11/4, 1500gc
+
* Base Elite Unit - 15/5, 7.75nw
* Mercenary - 6/0, 0nw
+
* Mercenary - 8/0, 0nw
* Prisoner - 6/0, 1.2nw
+
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
 
 
| 11a = Undead
 
| 11b =
 
* Primary pick: No Food Needed
 
* Secondary pick: Elite Unit gains +4/+0 Strength
 
* -30% Military Losses
 
* Spreads and is Immune to the [[The Plague|Plague]]
 
  
* Starts with +200 Soldiers and +200 Specialist Credits
 
| 11c =
 
* -10% Science Efficiency
 
* No Access to Sabotage Operations
 
| 11d = [[Mystics#Ghost_workers|Ghost Workers]]
 
| 11e =
 
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 11/0, 4.4nw
 
* Defensive Specialist - 0/11, 5.5nw
 
* Base Elite Unit - 10/4, 1500gc
 
* Mercenary - 6/0, 0nw
 
* Prisoner - 6/0, 1.2nw
 
* War Horse - 3/0, 0.9nw
 
  
 
}}
 
}}
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*Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average<!--, as well as resisting enemy magic-->!
 
*Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average<!--, as well as resisting enemy magic-->!
  
Lived at: Age 36 ... [[Age 49]], [[Age 73]] ... [[Age 76]], [[Age 85]], [[Age 86]], [[Age 89]] ... now
+
Lived at: Age 36 ... [[Age 49]], [[Age 73]] ... [[Age 76]], [[Age 85]], [[Age 86]], [[Age 89]] ... [[Age 94]], [[Age 96]]
 
 
== Dryads ==
 
*A recently discovered race of magical treefolk, the Dryads have are caretakers of nature and have a unique connection to the land. This affinity allows them to produce bountiful harvests from their own lands, even if they don't have farms. This link also extends to the creatures of their woodlands, most notably the horses they breed and care for, who possess a fierceness of spirit not found amongst those of other races. Despite the strength of their woods and it's creatures, the dryads themselves are rather peaceable and shy away from combat unless absolutely necessary. Even then, their aversion to bloodshed makes them reluctant to enter battle or even slay those who would bear arms against them. But when they decide to fight, they are very strong.
 
 
 
Lived at: [[Age 72]] ... [[Age 76]] ... [[Age 92]], [[Age 94]]
 
  
 
== Dwarves ==
 
== Dwarves ==
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*The most mysterious of the races, the Gnomes are short legged individuals who live in natural areas close to the Earth and care for wildlife. <!--Because of their extremely small size, Gnomes are genetically well suited for the tasks of thievery and excel at espionage operations. Alas, their specific magical nature makes them immune to the healing techniques used by the other races. Overall, Gnomes are by far the best intelligence gatherers in the game.---> Gnomes are versatile and will be a good pick for players who want to focus on combining Attacking with Thievery or Magic.
 
*The most mysterious of the races, the Gnomes are short legged individuals who live in natural areas close to the Earth and care for wildlife. <!--Because of their extremely small size, Gnomes are genetically well suited for the tasks of thievery and excel at espionage operations. Alas, their specific magical nature makes them immune to the healing techniques used by the other races. Overall, Gnomes are by far the best intelligence gatherers in the game.---> Gnomes are versatile and will be a good pick for players who want to focus on combining Attacking with Thievery or Magic.
  
Lived at: Age 36 ... [[Age 49]], [[Age 87]] ... [[Age 89]] ... now
+
Lived at: Age 36 ... [[Age 49]], [[Age 87]] ... [[Age 89]] ... [[Age 94]] ... [[Age 96]]
 
 
== Halflings ==
 
*A race resembling tiny humans, Halflings are famous for their quickness and Thievery skills. Their small stature makes them mediocre warriors, but also creates many unique advantages. Their petite size also results in the natural ability to substantially increase their effectiveness on thievery operations.
 
 
 
Lived at: Age 3 ... Age 35, [[Age 47]] ... [[Age 72]], [[Age 76]] ... [[Age 86]], [[Age 90]] ... now
 
  
 
== Humans ==
 
== Humans ==
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*The Undead are an unnatural species 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 them the strength they need to survive) with them wherever they walk. <!--Unfortunately, their zombie-like nature (their brains are literally falling apart) makes it difficult for them to understand science, resulting in them having trouble remembering things they had learned and holding back their ability to progress.-->
 
*The Undead are an unnatural species 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 them the strength they need to survive) with them wherever they walk. <!--Unfortunately, their zombie-like nature (their brains are literally falling apart) makes it difficult for them to understand science, resulting in them having trouble remembering things they had learned and holding back their ability to progress.-->
  
Lived at: Age 6 ... Age 35, Age 43, [[Age 50]] ... [[Age 73]], [[Age 80]] ... [[Age 86]], [[Age 88]] ... now
+
Lived at: Age 6 ... Age 35, Age 43, [[Age 50]] ... [[Age 73]], [[Age 80]] ... [[Age 86]], [[Age 88]] ... [[Age 94]], [[Age 96]]
 +
 
  
 
=Retired Races=
 
=Retired Races=
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*The malevolent Bocan can take any form, from a satyr to a cat. The only way to spot a Bocan is their eyes, which will glow red, blue, or green. This characteristic makes them excellent thieves. But be careful, they are fiercely independent creatures and may not follow your orders as effectively as you may wish.
 
*The malevolent Bocan can take any form, from a satyr to a cat. The only way to spot a Bocan is their eyes, which will glow red, blue, or green. This characteristic makes them excellent thieves. But be careful, they are fiercely independent creatures and may not follow your orders as effectively as you may wish.
 
Lived at: [[Age 73]]... [[Age 76]]
 
Lived at: [[Age 73]]... [[Age 76]]
 +
 +
== Dryads ==
 +
*A recently discovered race of magical treefolk, the Dryads have are caretakers of nature and have a unique connection to the land. This affinity allows them to produce bountiful harvests from their own lands, even if they don't have farms. This link also extends to the creatures of their woodlands, most notably the horses they breed and care for, who possess a fierceness of spirit not found amongst those of other races. Despite the strength of their woods and it's creatures, the dryads themselves are rather peaceable and shy away from combat unless absolutely necessary. Even then, their aversion to bloodshed makes them reluctant to enter battle or even slay those who would bear arms against them. But when they decide to fight, they are very strong.
 +
 +
Lived at: [[Age 72]] ... [[Age 76]] ... [[Age 92]], [[Age 94]], [[Age 95]]
 +
 +
== Halflings ==
 +
*A race resembling tiny humans, Halflings are famous for their quickness and Thievery skills. Their small stature makes them mediocre warriors, but also creates many unique advantages. Their petite size also results in the natural ability to substantially increase their effectiveness on thievery operations.
 +
 +
Lived at: Age 3 ... Age 35, [[Age 47]] ... [[Age 72]], [[Age 76]] ... [[Age 86]], [[Age 90]] ... [[Age 95]]
  
  

Revision as of 04:20, 20 May 2022

The population of Utopia is made up of a mix of 9 Races. I advise you to pick your race carefully. Consider also your Kingdom, as they will be an important part of your experience in Utopia. Many Kingdoms choose to make their Race and {ersonality choices as a team, and finding the right mix can be an important part of developing your Kingdom strategy.

This is a list of the current benefits, limitations, Spellbooks, and army information for the Utopian Races on the World of Legends server for the current age, Age 96

For previous bonuses, see Age 95.

For personality bonuses, see Personality.

Comparison Table (for Age 96)

 Avian  Dark Elf  Dwarf
  • -20% Attack Time
  • +20% Birth Rate
  • +15% Instant Spell Damage
  • +15% Thievery Effectiveness (TPA)
  • +20% Building Efficiency
  • -50% Construction Cost
  • No Access to Stables and War Horses
  • -15% Birth Rate
  • +100% Food Consumption
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 11/0, 4.4nw
  • Defensive Specialist - 0/11, 5.5nw
  • Base Elite Unit - 15/4, 1325gc, 7.25nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - N/A
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 13/4, 1200gc, 6.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 13/6, 1400gc, 7.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
 
 Elf  Faery  Gnome
  • +1 Mana Recovery per Tick
  • +20% Spell Duration
  • +15% Arcane Science Efficiency
  • -50% Wizards Lost on Failed Spell Casts
  • -50% Thieves Lost on Thievery Operations
  • +15% Population
  • Can Train Thieves with Specialist Credits
  • -15% Sabotage Damage
  • -5% Population
  • No Access to Hospitals
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/11, 5.5nw
  • Base Elite Unit - 12/6, 1200gc, 7nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 9/0, 3.6nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 5/13, 1300gc, 7.75nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 8/8, 1100gc, 6.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
 
 Human  Orc  Undead
  • +10% Science Efficiency
  • +10% Dragon Slaying Strength
  • Immune to all Income Penalties
  • +15% Enemy Military Casualties
  • -20% Military Wages
  • Spreads and is Immune to the Plague
  • Converts Specialists to Elites on Successful Traditional Marches & Conquest
  • +20% Military Wages
  • No Bonuses from Honor
  • -15% Income
  • Cannot Train Elite Units
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 13/5, 1300gc, 7.0nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 15/2, 1500gc, 6.25nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 11/0, 4.4nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 15/5, 7.75nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw


Current Races in Utopia

Avians

  • A mix of bird and man, Avians have the unique ability to fly. Their natural wilderness lifestyle and speed make them efficient and powerful warriors, and they breed at a ferocious rate.

Lived at: Age 3 ... Age 35, Age 45... Age 86, Age 88 ... now

Dark Elves

  • Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average!

Lived at: Age 36 ... Age 49, Age 73 ... Age 76, Age 85, Age 86, Age 89 ... Age 94, Age 96

Dwarves

  • Dwarves are a friendly but powerful race of individuals, and by far the most technologically advanced race in Utopia. They have always had huge skills in engineering, mining and metallurgy, and with time and experience they have become excellent at building and using their land.

Lived at: Age 1 ... now

Elves

  • An intelligent group of individuals, Elves have always been known for their magical abilities and grant a high priority to the research of the arcane powers. Elves master the mystical energies easier than other race. They also have learned many and powerful spells. Overall, Elves are naturally oriented towards Magic, but are very versatile and can be used for attacking also. They can be good Mages or supporting Attacker/Mages.

Lived at: Age 1 ... Age 72, Age 74 ... now

Faeries

  • A race of creatures unbeknownst to many, the Faeries excel at magic (as they are beings of magic themselves) and subterfuge (largely due to their small size), but are often known as the most peaceful of the Utopian races. These creatures are considered fragile but noble, and much about these tiny forest dwellers remains a mystery.

Lived at: Age 1 ... Age 35, Age 50 ... now

Gnomes

  • The most mysterious of the races, the Gnomes are short legged individuals who live in natural areas close to the Earth and care for wildlife. Gnomes are versatile and will be a good pick for players who want to focus on combining Attacking with Thievery or Magic.

Lived at: Age 36 ... Age 49, Age 87 ... Age 89 ... Age 94 ... Age 96

Humans

  • The most scholarly and noble of the races, Humans have always taken the greatest interest in learning about their world, and developing better tools and machines to make life easier. Alas, they are often considered a greedy and selfish bunch, but humans do know how to make money extremely well. Overall, Humans are versatile.

Lived at: Age 1 ... now

Orcs

  • The most evil of the races, the Orcs are cruel, selfish, and arrogant. Lovers of destruction and chaos, they are one of the most ferocious and efficient warriors on the planet and their ranks are filled with one of the most powerful units in the game, the dreadful Ogre. Overall, Orcs tend to be focused Attackers and are a good pick for players who do not want to bother with heavy magic or thievery.

Lived at: Age 1 ... now

Undead

  • The Undead are an unnatural species 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 them the strength they need to survive) with them wherever they walk.

Lived at: Age 6 ... Age 35, Age 43, Age 50 ... Age 73, Age 80 ... Age 86, Age 88 ... Age 94, Age 96


Retired Races

Bocans

  • The malevolent Bocan can take any form, from a satyr to a cat. The only way to spot a Bocan is their eyes, which will glow red, blue, or green. This characteristic makes them excellent thieves. But be careful, they are fiercely independent creatures and may not follow your orders as effectively as you may wish.

Lived at: Age 73... Age 76

Dryads

  • A recently discovered race of magical treefolk, the Dryads have are caretakers of nature and have a unique connection to the land. This affinity allows them to produce bountiful harvests from their own lands, even if they don't have farms. This link also extends to the creatures of their woodlands, most notably the horses they breed and care for, who possess a fierceness of spirit not found amongst those of other races. Despite the strength of their woods and it's creatures, the dryads themselves are rather peaceable and shy away from combat unless absolutely necessary. Even then, their aversion to bloodshed makes them reluctant to enter battle or even slay those who would bear arms against them. But when they decide to fight, they are very strong.

Lived at: Age 72 ... Age 76 ... Age 92, Age 94, Age 95

Halflings

  • A race resembling tiny humans, Halflings are famous for their quickness and Thievery skills. Their small stature makes them mediocre warriors, but also creates many unique advantages. Their petite size also results in the natural ability to substantially increase their effectiveness on thievery operations.

Lived at: Age 3 ... Age 35, Age 47 ... Age 72, Age 76 ... Age 86, Age 90 ... Age 95


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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

Races & Personalities
Races Avians  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct Races Bocans  • Dark Elves  • Dryads  • Gnomes
Personalities The Cleric  • The Mystic  • The Necromancer  • The Rogue  • The Sage  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Artisan  • The Freak  • The General  • The Heretic  • The Merchant  • The Paladin  • The Raider  • The Shepherd  • The Undead
The Utopia Guide
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