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 | ||
+20% 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 - $800 | 6/2 Elite - $900 | ||
Dwarves | Orcs | ||
+25% Building Efficiency
Free Building Construction |
+25% Gains on Attacks
No Draft Costs Extra Damage on Massacre Attacks |
||
-20% Magic Effectiveness
+20% 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 |
-30% Science Effects
Cannot train Elite Units |
||
6/4 Elite - $800 | 8/2 Elite - $--- |
The Numbers: Personalities | |
---|---|
The Merchant | +10% 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 Learn Attacks & 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 | 75% Cheaper Mercenaries Cannot be Ambushed |
The General | Access to enhanced Conquest Attack at all times 50% higher effectiveness on intelligence ops & spells -10% Casualties for each General sent on an Attack |
The Freak | Large randomness in all attacks.
Every 7 Elites take up the population space of only 6 peasants |