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
+5% Population
+30% Sabotage damage*
+40% Spell Damage (Instant Spells)
+1 Offense specialist strength
+1 Mana Recovery / Tick in war
+50% WPA
+1 defence specialist strength
+20% Building Efficiency
Free Building Construction
Can use credits to raze buildings
+30% Spell Damage (Instant Spells)
+50% Food Consumption
Can't use Accelerated Construction
+20% Gains
Earns Elite Credits
-75% Combat Instant Spell Damage and Duration
-75% Sabotage Damage
Elite Unit - Knight (4/4, 600gc, 4 nw) Elite Unit - Elf Lord (5/3, 650gc, 4.75 nw) Elite Unit - Berserker (6/2, 650gc, 5 nw) Elite Unit - Ogre (7/1, 850gc, 5.75 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, Reflect Magic
Faeries Halflings Avians Undead
+30% Spell Damage (Instant Spells)
+20% Sabotage damage*
+30% WPA and TPA
-3 generals
-5% population
+50% TPA
+1 stealth
-50% thief cost
-15% birthrate
Soldiers: 2/2**
-30% attack time
+20% Sabotage damage*
-10% attack gains
No Access to Stables
-50% Offensive losses on attacks
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
-25% science effectiveness
Elite Unit - Beastmasters (3/6, 800gc,6nw) Elite Unit - Brutes (4/5, 550gc, 5 nw) Elite Unit - Drake (6/3, 700gc, 5.25 nw) Elite Unit - Ghoul (7/2, 1000gc, 6 nw)
Spell book: Access to 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

Specialists now defend and attack at 4 points respectively.

The explore formula is revised. It is now significantly cheaper to explore at smaller sizes compared to both previous ages.

The reduced gains protection afforded to smaller kingdom when attacked by larger kingdoms will be removed when the smaller kingdom reaches 50 points on the meter.

Towards a similar end, when both kingdom reach max hostility the option to declare will appear regardless of the kingdoms networth.

Winning a war will not grant any honor taken from your opponents honor pool. Monarchs will instead be able to set a kingdom reward for winning wars, this reward will be honor or land and will be a combination based on both kingdoms relevant resources.

Intra kingdom hits will remove some honor from the attacked province.

Attacks in war will not take extra acres from the exploration pool.

Entering Fortified stance will result in -50% magic and thief operation effectiveness and gains. This kicks in immediately for the fortified kingdom and slides in over 24 hours for the rest.

* Sabotage damage mods will increase the thievery damage cap, watchtowers will decrease it.
** halfling soldiers will be double networth (.ie 3NW) due to their higher power.

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 +30% 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

Disable Music