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 Actual Numbers: The Races | |||
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Humans | Elves | Dwarves | Orcs |
+30% income +40% Thievery Effectiveness -20% magic effectiveness Offensive Specialist Strength -1 |
+2 mana per tick in war +30% Spell Effects (Instant Spells Only) Defensive Specialist Strength +1 cannot use Dungeons |
+20% BE Free Building Construction (accelerated not available) Can use credits to raze buildings -20% thievery effectiveness food consumption doubled |
+30% gains Trains elites with credits -30% Draft Cost -50% effects from honor -40% thievery and magic effectiveness |
Elite Unit - Knight (8/3, $800, 6.5 nw) | Elite Unit - Elf Lord (7/3, $600, 6 nw) | Elite Unit - Berserker (7/4, $800, 6 nw) | Elite Unit - Ogre (9/2, $800, 6.75 nw) |
Spell book: Greater Protection, Aggression | Spell book: Mystic Aura, Clear Sight, Fountain of Knowledge, Pitfalls, Amnesia, Reflect Magic, Mages Fury | Spell book: Quickfeet, Animate Dead | Spell book: Fanaticism, Aggression, Bloodlust |
Faeries | Halflings | Avians | Undead |
+ 50% magic effectivness + 1 stealth per tick - 10% population |
+40% thievery effectiveness -50% thief cost +5% population Espionage is 100% accurate in war cannot use hospitals |
-25% attack times cant use stables -25% birthrate |
Spreads and is immune to The Plague No Food required -15% science effectiveness Access to basic thievery only |
Elite Unit - Beastmasters (4/7, $900,7 nw) | Elite Unit - Brutes (6/5, $500, 5.0 nw) | Elite Unit - Drake (8/3, $650, 6.5 nw) | Elite Unit - Ghoul (9/3, can't train, 7 nw) |
Spell book: All | Spell book: Vermin, Town Watch, Quick Feet, War Spoils | Spell book: Clearsight, Town Watch | Spell book: War Spoils, Nightmares, Chastity |
Game mechanic changes Undeads will not convert any troops if they hit out of the end of war ceasefire period Fog is removed from the game Honor generation will be reduced End of War Ceasefire period can be extended up to 4 days
Meter Your Kingdom's stance is a statement to the world of your intentions and is controlled by the Monarch. With each stance comes unique bonuses and drawbacks as follows:
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The Actual Numbers: The Personalities | |
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The Merchant | +30% Income -25% Money Losses on Plunder Attacks Immunity to all Income Penalties (Riots, Plagues, etc.) Banks are twice as effective (effects subject to DBE) |
The Shepherd | Land generates 4 bushels of food per acre daily Immune to Droughts, Storms and the Plague and Dragons -30% Explore time and costs -30% Building Construction Time and costs |
The Sage | +30% science effectiveness -30% Book Costs -30% Research Time -50% Losses on Learn Attacks Every 4 Acres of land produces 1 Science Book per Hour |
The Rogue | +1 Stealth recovery per tick Access to all thievery operations, including 3 unique to rogues: Greater Arson Assassinate Wizards Propaganda Thieves Dens are twice as effective (effects subject to DBE) |
The Mystic | Meteor Showers spell All Guilds are twice as effective +30% Spell Duration (For Duration Spells Only) |
The Tactician | Access to enhanced Conquest Attack at all times Gain 30% more Specialist and Building Credits -30% Military Training Time -15% Attack Time |
The Warrior | -50% Land Losses when Ambushed +15% Enemy Casualties (on attack or defense) -15% Your Military Casualties (on attack or defense) 10% more OME in war |
The Cleric | 50% less troop losses (on attack or defense) Troops losses on attacks converted to soldiers 1 extra General |