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 six 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
+30% Income
+30% Science Effectiveness
+25% Spell Strength
+1 Mana Recovery / Hour
+50% Honor Bonuses
-50% Offensive Combat Losses

-1 Mana Recovery / Hour
-25% Magic Effectiveness
No Access to Dungeons
6/4 Elite - $900 6/5 Elite - $800
Dwarves Orcs
+20% Building Efficiency
Free Building Construction
Immunity to Fog
+30% Gains on Attacks
-50% Draft Costs & Wages
+1 Defensive Specialist Strength
Spreads & is Immune to the Plague
-1 Stealth Recovery / Hour
-50% Thievery Effectiveness
Can't use Accelerated Construction
No Bonuses from Honor
-15% Science Effectiveness
6/6 Elite - $1200 8/2 Elite - $800
Gnomes Dark Elves
+40% Thievery Effectiveness
50% Cost of Thieves
+10% Population
+25% Magic Effectiveness
No Runes Needed
+1 Offensive Specialist Strength
-15% Birth Rates
No Access to Hospitals
+20% Exploration Costs
5/5 Elite - $300 4/6 Elite - $1000
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
Immunity to Storms & Droughts
The Sage 50% lower science research costs
50% Protection from Learn Attacks
Immunity to the Plague
The Rogue +1 Stealth per Hour
Access to all thievery operations, including three unique to Rogues
The Mystic Access to Meteor Shower spell
All Guilds are twice as effective
The Warrior 15% Lower Attack Time
Cannot be Ambushed
The War Hero Access to enhanced Conquest Attack at all times
50% higher effectiveness on intelligence ops & spells
+20% Enemy Casualties on Attacks
The Freak Large randomness in all attacks.
Every 7 Elites take up the population space of only 6 peasants