Personality

Each Player gets to choose a Personality for their province. Many Kingdoms choose to make their Race and Personality choices as a team, and finding the right balance is important to successfully implement a Kingdom strategy.
Each personality has different benefits and spellbooks. These are independent of Race bonuses.
== Personalities (Age 107) ==
Artisan	Cleric	Heretic	Mystic
* +50% Building Capacity and Production (Homes, Banks, Farms, Stables, Towers, Dungeons)
* 100% successful Intel operations (double stealth costs)
* -20% Building Damage taken from Arson, Greater Arson, Tornadoes, Raze Attacks
* +50% Building Credits gained in Combat
* +20% Artisan Science Efficiency
* Starts with +600 Soldiers, +600 Specialist Credits and +200 Building Credits	
* 50% of military casualties returned as soldiers
* -10% self military casualties
* Soldiers covert to specs (2% / 2% each tick)
* Immune to the Plague
* Access to Divine Shield and Illuminate Shadows
* +25% Resilience Science Efficiency	
* +20% Spell Damage
* +20% Sabotage Damage
* +50% Wizard Production
* -50% Thieves Lost on Thievery Operations
* Access to Fool's Gold, Nightmares
* +20% Channeling Science Efficiency
* +20% Crime Science Efficiency
* Starts with +400 Wizards and +400 Thieves	
* +50% Guilds Effectiveness
* +1 Mana Recovery per Tick
* Access to Guile, Magic Ward, Meteor Showers, Mind Focus
* +25% Channeling Science Efficiency
* Starts with +800 Wizards
Rogue	Sage	Shepherd	Tactician
* +80% Thieves' Dens Effectiveness
* +1 Stealth Recovery per Tick
* Access to all Thievery Operations
* +25% Crime Science Efficiency
* Starts with +800 thieves	
* +15% Science Efficiency
* +10% Science Book Generation
* Access to Revelation
* Starts with 1 extra Scientist
* Starts with +800 Soldiers and +800 Specialist Credits	
* -15% Combat Resource Losses
* -15% Damage taken from Instant Spells and Sabotage Operations
* +1 General
* Immune to Droughts, Storms
* Access to Reflect Magic
* +20% Production Science Efficiency
* Starts with +800 Soldiers and +800 Specialist Credits	
* -15% Attack Time
* No thief losses on intel ops
* +25% Credits gained in Combat
* +25% Siege Science Efficiency
* Starts with +800 soldiers and +800 specialist credits
War Hero	Warrior		
* +75% Bonuses from Honor
* -30% Honor Loss in Combat
* Converts Specialists to Elites on Successful Trad March and Conquest
* Access to Animate Dead, Clear Sight, Mist
* +25% Strategy Science Efficiency
* Starts with +800 soldiers and +800 specialist credits	
* +15% Offensive Military Efficiency
* +2 Mercenary Strength
* -50% Mercenary Cost
* +25% Tactics Science Efficiency
* Starts with +800 soldiers and +800 specialist credits		
== History of Personalities ==
The Personalities available in utopia have changes over different ages and their benefits and penalties change each age. For more information on races and changes see personality history or specific age details.