RACES & PERSONALITIES SUMMARY

The Races
The Utopian world consists of a number of different races, each of which has benefits and drawbacks. When you create an account, you will select one - this cannot be changed during the game. Down below is a summary of the bonuses and penalties for each race; if you're new to Utopia, skim that section before selecting your race and then simply pick one which feels most appealing.


The Personalities
Personalities function similarly to the races. You can choose a personality to help counter some of your race's weaknesses or select one to enhance its strengths. The combination of races & personalities creates an immense diversity of playstyles within the game.

The Races of Utopia
Ahh, one of the most intriguing features of the Utopian world is the diverse creatures that inhabit its lands. While many creatures live amongst the woods and seas of the world, only a few live in societies, in communities which you can lead. Here is an overview of the many peoples which you will encounter. If you have not already done so, you will also choose one of these fine races to lead when you create your own Province.
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.
Elves An intelligent group of individuals, Elves have always been known for their magical abilities combined with strong of military skills. Their love of nature gives them an instinct for survival, and excellent knowledge of how to use the tools available to them.
Dwarves Dwarves are a friendly but powerful race of individuals. Efficient at everything they do, the dwarf race is known for their disproportionate strength unmatched by most other races. Unfortunately, that strength and efficiency is matched by a love of eating.
Orcs The most evil of the races, Orcs are cruel, selfish, and arrogant. Lovers of destruction and chaos, they are the most ferocious warriors on the planet. Because of their nature, they require little individual space and can grow quite quickly. Unfortunately, their weak abilities in the arts of Magic and Thievery leave much to be desired.
Faeries A race of creatures unbeknownst to many, the Faeries excel at magic and subterfuge, 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.
Halflings A race resembling tiny humans, Halflings are famous for their quickness and looting skills. Their small stature makes them weak warriors, but also creates many unique advantages.
Avians A mix of bird and man, Avians have the unique ability to fly. Their natural wildnerness lifestyle makes them efficient and powerful warriors, but they have few other strengths.
Undead The Undead are an unnatural species with amazingly unique abilities. Unfortunately, their nature makes it difficult to understand the arts of science, possibly preventing them from true greatness.
The Personalities Within Utopia
Your races defines some of the fundamental strengths and weaknesses of your province. However, how you lead -- your background, knowledge, and experience -- also plays a part in how your citizens grow and learn. Each personality also produces a unique benefit for your Elite military units. When entering the Utopian world, you are asked to select a Personality for your leader. This helps to further define your lands, possibly countering a weakness or building upon a natural strength. That, of course, is up to you.
The Merchant Merchants are the masters of money. Known for their intuition and expertise when dealing with cash, Merchants are able to turn gold into even more gold, as well as protect the gold they already have. Anyone with a desire for money should consider a background in Merchantry.
The Shepherd The Shepherd is an expert of the lands, with extensive experience in farming and hunting. Their ability to live off the land surrounding them helps your people generate food from all types of land. Having come from humble origins, Shepherds are also masters of managing their resources and reducing waste.
The Sage The Sage has the wisdom of the ages. 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 a wide array of tasks. Sages are also very much in tune with life and death, and are uniquely effective when fighting the Undead.
The Rogue Widely considered to be evil to the core, the Rogue is a far more complex persona than many realize. Rogues have extensive experience in the arts of fraud, crime, and terror -- 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.
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.
The War Hero 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, keeping the peasants from turning on their leadership.
The Warrior Aggressive, ruthless, and cunning are all adjectives that come to mind when describing the Warrior. Leadership through military power is what being a Warrior is all about. Choosing this personality gives you the ability to hire more mercenaries to work for your kingdom far more cheaply than otherwise.
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 in War. 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.
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.


The Actual Numbers: The Races
Humans Elves Dwarves Orcs
+30% Income
+25% Science Maximum
+10% Offense vs. Orcs
Horses are double strength
-30% Training Time
+40% Magic Effectiveness
-35% Military Losses
-30% Military Costs
Cast Self Spells
on Kingdom Members
-40% Construction Time
+100% Birth Rate
-25% Military Maintenance
+25% Combat Gains
+15% Max Population
+10% Enemy Losses
Strong Massacre Attack
+50% Spell Costs
-5% Max Population
-1 General +40% Food Consumption
Cannot use Mercenaries
-50% Thievery Effectiveness
-50% Magic Effectiveness
+15% Military Losses
+10% Combat Losses
4/5 Elite - $1000 5/4 Elite - $1000 5/5 Elite - $1100 7/2 Elite - $1000
Faeries Halflings Avians Undead
Access to All Spells
+25% Magic Effectiveness
+20% Thievery Effectiveness
-15% Exploration Costs
+1 Happiness Level
-50% Construction Cost
+50% Thievery Effectiveness
+10% Building Effectiveness
$300 Thieves
-25% Attack Time
Immune to Enemy Forts
Immune to Ambush Attack
Homes hold 35 people
No Food Needed
No Offensive Combat Losses
Spreads The Plague
Immune to The Plague
WAR: +10% Military Strength
-20% Income
$5 Elite Maintenance
  +10% Military Costs
20% Failure on Spells
Cannot Use War Horses
-25% Science Maximum
OUT OF WAR: -10% Attack Gains
*** (See Below)
3/6 Elite - $1100 4/4 Elite - $100 6/4 Elite - $900 6/3 Elite - $1300
* Elite Values are the Offensive Strength / Defensive Strength

*** = Undeads only have access to basic spy-related thievery operations

The Actual Numbers: The Personalities
The Merchant ~5% monthly interest on gold in your coffers
Protection of 25% of your gold from theft and destruction
Immunity to all Income Penalties (Riots, Plagues, etc.)
Peasant taxes does not drop below 3.0gc/peasant
ELITE UNIT: Elites have 50% maintenance costs
The Shepherd All lands generate 3 bushels of food per acre daily
50% Lower Rune & Food Decay
Immune to food losses from Vermin & Drought Spells and Dragons
ELITE UNIT: Every 3 elites at home will generate 1 bushel of food daily
The Sage 20% faster military training, building construction, exploring, and scientific research
Immune to the Plague
+10% Gains when attacking the Undead
+20% Rune Production
ELITE UNIT: Every 20 elites at home will generate 1 science point daily
The Rogue +1 Stealth per Hour
Access to all thievery operations, including three unique to Rogues
(Assassinate Wizards, Torch Farms, Propaganda)
Enhanced version of Night Strike Op
ELITE UNIT: Every 10 elite units at home will function as 1 thief on thievery defense
The Mystic +1 Mana per Hour
All Guilds are twice as effective
ELITE UNIT: Every 10 elite units at home will generate 1 rune daily
The War Hero Double Bonuses from Honor
Peasant attitudes will never fall below Disgruntled
ELITE UNIT: Armies with elite units gain more in battle; a 100% Elite Army will have +15% gains
The Warrior 50% Cheaper Mercenaries
1 Mercenary per 4 loyal troops (normally 5)
Pay only 75% of normal military upkeep expenses
ELITE UNIT: Each elite in combat increases the strength of 1 Specialist by 1 point
The General Access to the Conquest Attack during HOSTILE relations
Conquest attacks gain additional land
One additional General
50% cheaper soldier draft during War
50% higher effectiveness on intelligence ops & spells
ELITE UNIT: Elite units die at the rate of 50% of other troops
The Freak Large randomness in all attacks.
ELITE UNIT: Every 5 elites take up the population space of 4 peasants