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
+10% Population
+ 50% Thievery Damage (Sabotage Ops)
+ 50% Spell Damage (Instant Spells)
+ 1 Offense specialist strength
 
+50% WPA
+1 mana in war
+ 1 defence specialist strength
+ 15% BE
+ 30% Spell Damage (Instant Spells)
Free Building Construction
Can use credits to raze buildings
+ 50% Food consumption
Accelerated Construction not available
+20% gains
Can train elites with credits
-75% Sabotage Damage
-75% Combat Instant Spell Damage and Duration
Elite Unit - Knight (5/5, $500, 5 nw) Elite Unit - Elf Lord (6/4, $700, 6 nw) Elite Unit - Berserker (7/3, $750, 6.5 nw) Elite Unit - Ogre (9/2, $850, 7.25 nw)
Spell book: Tree of Gold, Fountain of Knowledge, War Spoils Spell book: Pitfalls, Mages Fury, Amnesia, Nightmare Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight Spell book: Bloodlust, Fanaticism, Aggression, Shadowlight, Reflect Magic
Faeries Halflings Avians Undead
+30% damage on spells and ops
+30% WPA and TPA
-10% Population
Offensive Specialist Strength -2
+50% TPA
+1 stealth
- 50% thief cost
-15% Birth Rate
-25% Attack Time
+40% Sabotage damage
- 10% attack gains
No Access to Stables
No food needed
-25% science effectiveness
Spreads and is immune to The Plague
-50% Offensive losses on attacks
Successful land attacks convert specialists to elites
Elite Unit - Beastmasters (3/8, $1000,7.5) Elite Unit - Brutes (5/6, $550, 5.75 nw) Elite Unit - Drake (7/2, $600, 6.25 nw) Elite Unit - Ghoul (9/3, $1000, 7.5 nw)
Spell book: All racial spells Spell book: Invisibility, Town Watch Spell book: Town Watch, Vermin, Mystic Aura Spell book: Greater Protection, Town Watch, Animate Dead, Chastity

 
Game mechanic changes

If you have a reservation with a kingdom it will not be possible to create a random province in another kingdom.

Failed attacks have a chance to move the meter 1 point proportional to the amount of offense sent. An attack that fails by sending 70% of the offense required to break has a 70% chance to move the meter 1 point.

Plunder, Learn, Massacre and Raze are now worth 2 points on the meter

The war declaration range for kingdoms will be changed to 25% smaller or 33% larger

War will end automatically if your opponents networth drops to 50% of yours. This will only occur after a minimum of 7 days of warring and is calculated on tick.

A war ending will grant, for both kds:
All land currently out with armies at war end returns home immediately.
Instant population growth of 20% of your max pop if you are under 50% of your max pop
+500% Birthrate
30% reduction in training costs of all troops.
Draft cost reduced 50%

Winning a war will grant the following:
+10% honor taken from the opponents honor pool
100 books of science per acre based on your median province
3 times your median provinces acres in spec credits
Free building credits to the total of your current unbuilt acres
 


The Actual Numbers: The Personalities
The Merchant +30% Income
-50% Money Losses on Plunder Attacks
Immunity to all Income Penalties (Riots, Plagues, etc.)
The War Hero+50% more bonuses from honor
-50% draft cost
-50% train time
-50% Land Losses on Ambush Attacks
The Sage + 25% Science effectiveness
-66% Losses on Learn Attacks
Immune to The Plague
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 Access to Meteor Showers
All Guilds and Towers are twice as effective
+50% Spell Duration (For Duration Spells Only)
+1 mana per tick in War
The Tactician Gain 50% more Specialist and Building Credits
-15% Attack Time
Accurate Espionage (in war)
The Warrior +1 General
+15% OME in war
Enhanced Conquest range
The Cleric - 50% Your Military Casualties (on attack or defense)
Animate Dead spell always active

Activate Music