The Races of Utopia

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. There are currently eight Utopian races - you will be required to choose one upon signing up. Their individual characteristics are described below.

The Role of Personalities

Your Utopian Race defines some of the fundamental strengths and weaknesses of your province. However, your background also plays a part in how your citizens grow and learn. When you create your account, you will also select from one of eight Personalities, each with unique benefits. This further defines the basics of your province. You can select a Personality to help further develop a strength of your race or possibly counter a weakness. Your strategy is up to you.

The Role of Race & Personality

FOR NEW PLAYERS: The combination of race & personality you choose will guide how you play the game. The first time you play, it is probably best to pick a combination that seems to complement each other - for example, a race and personality that are good at Magic. As you gain more experience in the game, you will better understand the benefits and drawbacks to various combinations. Do not worry if you make a less-than-ideal selection, as your first exposure to Utopia will serve as a learning experience for the future.


The Numbers: Utopian Races
Humans Elves
+10% Income
+1 Offensive Specialist Strength
Capture Science on Traditional Marches
Access to All Spells
+1 Mana Recovery / Hour
-20% Military Wages

-1 Mana Recovery / Hour
No Building Credits from Combat
No Access to Dungeons
+15% Exploration Costs
4/6 Elite - $1000 6/2 Elite - $900
Dwarves Orcs
+20% Building Efficiency
Free Building Construction
+25% Gains on Attacks
No Draft Costs
Extra Damage on Massacre Attacks
-20% Magic Effectiveness
+25% Food Consumption
No Bonuses from Honor
6/5 Elite - $1000 7/3 Elite - $900
Faeries Halflings
+50% Magic Effectiveness
No Runes Needed
+1 Stealth Recovery / Hour
15% Enemy Spells Fail
-50% Thief Losses
+50% Thievery Effectiveness
Mercenaries & Prisoners fight as 5 Soldiers
-10% Max Population No Access to Hospitals
3/6 Elite - $1200 5/4 Elite - $150
Avians Undead
+60% Birth Rates
-25% Attack Time
Immunity to Fog
+1 Defense Specialist Strength
+10% Maximum Population
Some Specialists trained into Elites in Combat
No Food Needed
Spreads The Plague
+25% Military Losses in Combat
No Specialist Credits from Combat
-50% Science Effects
Cannot train Elite Units
6/4 Elite - $800 8/2 Elite - $---
* Elite Values are the Offensive Strength / Defensive Strength

The Numbers: Personalities
The Merchant +15% Income
Immunity to all Income Penalties (Riots, Plagues, etc.)
The Shepherd 30% faster military training, building construction, exploring, and scientific research
All lands generate 4 bushels of food per acre daily
The Sage 50% lower science research costs
Immune to the Plague
The Rogue +1 Stealth per Hour
Access to all thievery operations, including three unique to Rogues
The Mystic +20% Rune Production
All Guilds are twice as effective
The War Hero +50% Bonuses from Honor
One Additional General
The Warrior 50% Cheaper Mercenaries
Cannot be Ambushed
The General Access to enhanced Conquest Attack at all times
50% higher effectiveness on intelligence ops & spells
The Freak Large randomness in all attacks.
Every 10 Elites take up the population space of only 9 peasants