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
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

Undeads Offense doesn't die on attacks you make Successful land attacks convert specialists to elites. The convert will be a 10% base on
successful trad marches against non-hit opponents of similar networth in a similar sized kingdom when you do not oversend.
We will also significantly boost it if your total offense is specialists, on a sliding scale.

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


trads count as 2 points
all other hits count as 1 point
The reduction factor is built into all attacks.
Meter Cap 200 points:
Throttling: Occurs after 100 points and slides linearly to 200 points having - 50% gains.


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:

-50% gains hitting in (slides in over a period of 24 hours)
-25% Training time and cost
+25% draft speed
-25% Construction time and cost

-50% gains hitting out
+100% Explore costs
No Paradise spell available
Science limited to "Active"

removed the double points to meter penalty

+10% Combat Gains
10% Lower Attack Time

+30% Military Wages (increased from 15%)
+10% Military losses (new: affects hits in and out)

The Actual Numbers: The Personalities
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

Disable Music