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
 
+20% BE
Free Building Construction
(accelerated not available)
Can use credits to raze buildings
-25% thievery effectiveness
food consumption doubled
+25% gains
Trains elites with credits
- 10% BE
-50% 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 (6/5, $700, 6 nw) Elite Unit - Ogre (9/2, $800, 6.75 nw)
Spell book: Greater Protection, Fountain of Knowledge Spell book: Mystic Aura, Clear Sight, Pitfalls, Amnesia, Reflect Magic, Mages Fury Spell book: Vermin, Quick feet Spell book: Fanaticism, Aggression, Bloodlust
Faeries Halflings Avians Undead
+ 50% magic effectivness
+ 50% thievery effectiveness
- 10% population
Offensive Specialist Strength -1
+ 1 extra stealth per tick
-50% thief cost
+10% population
Espionage is 100% accurate in war
-20% birthrate
Soldiers: 2/2
-30% attack times
- 10% attack gains
Defensive Specialist Strength +1
No access to stables
Spreads and is immune to The Plague
No Food required
-20% science effectiveness
Access to basic thievery only
-50% Offensive losses
land attacks convert specialists to elites
Elite Unit - Beastmasters (3/8, $1000,8 nw) Elite Unit - Brutes (5/6, $500, 6.25 nw) Elite Unit - Drake (7/4, $650, 6.5 nw) Elite Unit - Ghoul (9/3, $1000, 7 nw)
Spell book: All Spell book: Animate Dead, Town Watch, Quick Feet, War Spoils, Aggression Spell book: Clearsight, Town Watch, Fanaticism Spell book: War Spoils, Nightmares, Chastity

 
Game mechanic changes

Fortified stance will be limited in duration. After 4 days you will be moved into Normal stance with the normal restrictions of any stance change.
Explore costs will increase more drastically the more you explore.
Construction and raze costs will be reduced significantly at larger acres.
Mages Fury has been changed to now modify magic offensive and defensive efficiency by 20%


The Actual Numbers: The Personalities
The Merchant +40% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)
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 +20% science effectiveness
-20% Book Costs
-20% Research Time
-75% 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 Gain 30% more Specialist and Building Credits
-30% Military Training Time
-15% Attack Time
-50% Land Losses when Ambushed
The Warrior +50% bonuses from honor
+15% Enemy Casualties (on attack or defense)
-15% Your Military Casualties (on attack or defense)
+10% OME in war
The Cleric 50% less troop losses (on attack or defense)
1 extra General

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