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Personalities

Races define some of the basic strengths and weaknesses of your province. Your leadership, background, knowledge, and experience play a part in how your province fares. The choice of Personality may counteract race weaknesses or improve individual race strengths. The combination of Races and Personalities results in 72 different playing styles.

Types

You can choose from one of nine Personalities: Merchant, Shepherd, Sage, Rogue, Mystic, War Hero, Warrior, General, and Freak. Each Personality is characterized by a unique benefit for Elite military units.

Race and Personality combinations may determine the building layout of your province. For example, by choosing Dwarf/Merchant, you may build less Banks and Homes and instead devote acreage to a different type of building depending on your style of play.

Quick Personality Reference

Merchant

+15% Income, Immunity to all Income Penalties (Riots, Plagues, etc.)

Elite Benefit: Every 20 Elites at home fill one job.

Shepherd

30% faster military training, building construction, exploring, and scientific research. All lands generate 4 bushels of food per acre per day.

Elite Benefit: Every 3 Elites at home generate 1 bushel of food per day.

Sage

40% lower science research costs, Immune to the Plague.

Elite Benefit: Every 15 Elites at home generate 1 science point per day.

Rogue

+1 Stealth Recovery per Hour, Access to all thievery operations, including three unique to Rogues (Assassinate Wizards, Torch Farms, and Propaganda).

Elite Benefit: Every 10 Elites at home function as 1 thief on thievery defense.

Mystic

+20% Rune Production, All Guilds are twice as effective.

Elite Benefit: Every 10 Elites at home generate 1 rune daily.

War Hero

+50% Bonuses from Honor, One Additional General.

Elite Benefit: Every 50 Elites in battle capture 1 extra prisoner.

Warrior

50% Cheaper Mercenarie, 50% Protection from Ambush.

Elite Benefit: Armies with Elites gain more in battle; a 100% Elite Army has +15% gains.

General

Access to enhanced Conquest Attack at all times. 50% higher effectiveness on intelligence operations and spells.

Elite Benefit: Elites die at the rate of 50% of other troops.

Freak

Large randomness in all attacks.

Elite Benefit: Every 5 Elites take up the population space of 4 peasants.

 

 

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Trivia

Some of the least chosen Race and Personality combinations for the Age of Reason were: Human/Mystic, Elf/Freak, Dwarf/Rogue, Orc/Sage, Faery/Warrior, Halfling/General, Avian/Rogue, and Undead/Sage.

Did you know?

During the Age of Reason on World of Legends, the most chosen Personalities were: Merchant (16.8%), War Hero (16.8%), Mystic (15.4%), Rogue (13.5%), General (10.5%), Warrior (9.1%), Shepherd (7.5%), Sage (5.7%), and Freak (4.8%).