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Avian -30% Attack Time +50% Birth Rate Ambush Immunity + 1 General
Cannot use Stables
Elite: 6/2, 600gc, 5.5 nw Spellbook: Fanaticism, Greater Protection
Dwarf +30% Building Efficiency Free Building Construction and Can Use Credits To Raze Buildings
Can't use Accelerated Construction + 50% food consumption
Spellbook: Fools Gold, Mystic Aura, Pitfalls Elite: 6/3, 750gc, 6.5NW
Elf + 40% Spell Success (WPA) +1 defensive specialist strength -30% defensive losses
Spellbook: Nightmares, Pitfalls, Invisibility Elite: 5/4, 700gc, 6NW
Faery
+ 20% Combat Instant Spell Damage + 20% Sabotage Operation Damage + 20% Spell Duration +1 mana per tick in war +1 stealth per tick
Spellbook: All racial spells Elite: 3/5, 650gc, 6.25NW
Halfling +50% Thievery Operation Success (TPA) -50% thief cost +10% population +1 offensive specialist strength
Cannot use hospitals
Spellbook: Aggression, Mages Fury Soldiers ##:## Elite: 4/4, 350gc, 5.25NW
Human + 20% Offensive Military Efficiency Every 3 acres generates 1 book of science
- 20% battle gains
Spellbook: Fountain of Knowledge, Quick Feet Elite: 6/3, 750, 5.75NW
Orc +30% Attack Gains Free draft +25% Enemy casualties when attacking
-20% science effectiveness
Spellbook: Reflect Magic, Clear Sight Elite: 7/1, 750gc, 6NW
Undead -75% Offensive losses on attacks you make Spreads and is Immune to The Plague No Food Required
Basic Thievery (Intel operations only)
Spellbook: Town Watch, Animate Dead Elite: 7/2, 800gc, 6.5NW
Personality
The Merchant Gain 20% more Specialist and Building Credits Immune to Income Penalties Access to Tree of Gold Starts with +1600 specialist credits
The Mystic All Guilds are twice as effective +1 mana per tick +50% Magic Science Effectiveness Access to Meteor Showers, Chastity, Nightmares Starts with +200 Wizards
The Rogue +1 Stealth recovery per tick + 100% land effect from Thieves Dens Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda +75% Thievery Science Effectiveness Access to Vermin Starts with +400 thieves
The Sage +33% Science Effectiveness Access to Amnesia Starts with 40000 science books
The Tactician -15% Attack Time Accurate Espionage Access to Clear Sight Starts with +800 soldiers and +800 specialist credits
The Warrior +20% Offensive Military Efficiency in War Enhanced Conquest range Access to Bloodlust Starts with +800 soldiers and +800 specialist credits
The Cleric -30% Your Military Casualties (on attack or defense) Immune to The Plague Access to Pitfalls Starts with +800 soldiers and +800 specialist credits
The War Hero +100% Honor Effects Converts some Specialists into Elites on successful land attacks Immune to Dragon effects Access to War Spoils Starts with 400 elites | [ Rate this article ] [ Add Comment ] |
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http://myplayground.hostei.com/utopiahelper I need users (Utopia players) to test this application. Thank you in advance. | [ Rate this article ] [ Add Comment ] |
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How the hell can these idiots be having down time just as the first buildings come in?
I've wasted a shit load of money speed building. I have money idle, and now my Mills are built, I can't damn well take advantage of it.
Bring back the old regime. This one stinks. | [ Rate this article ] [ Add Comment ] |
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!The specified CGI application misbehaved by not returning a complete set of HTTP headers. "
Ok im trying login at 8 hours my kingdom is at war and server keeps sending me that msg up there, any reason of it, or its a bug or is my fault, how the hell i solve it? i want play the game, or my province will be ravaged grrrrrrrrrrrrrrrrr!!!!!!!!!!!!!!!!! | [ Rate this article ] [ Add Comment ] |
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