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|
+30% Sabotage damage*
+40% Spell Damage (Instant Spells)
+1 Offense specialist strength
+1 Mana Recovery in War
+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
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, 800gc, 5.75 nw)|
|Spell book: Tree of Gold, Fountain of Knowledge, War Spoils||Spell book: Pitfalls, Mages Fury, Amnesia, Nightmare, Quick Feet||Spell book: Fanaticism, Fools Gold, Clearsight||Spell book: Bloodlust, Fanaticism, Reflect Magic|
+30% Spell Damage (Instant Spells)
-50% thief cost
|-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
-20% science effectiveness
|Elite Unit - Beastmasters (3/6, 800gc,6nw)||Elite Unit - Brutes (4/5, 400gc, 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, Aggression||Spell book: Town Watch, Vermin, Mystic Aura||Spell book: Greater Protection, Town Watch, Animate Dead, Chastity|
Game mechanic changes|
The explore formula will be tweaked to relate to the size of the kingdoms provinces. The more you are over the median the more expensive it will be to explore. If you are the only province in your kingdom it will be more expensive.
Paradise will remove acres from the explore pool, which will now grow 5 times faster (i.e 100 acres an hour) and also decay .5% an hour. This decay will not occur during war or end of war ceasefire.
Winning a war and selecting land as a reward will grant a minimum of 5k acres to the kingdom.
Players will be able to abandon and leave their province to the kingdom even if that kingdom has no invitations left.
The war room will be updated to better help players calculate their attacks. I'll provide more detail on this when I have it.
Espionage operations will be completely accurate if players send 10% of their thieves. This accuracy will be conveyed in some way to the player (yet to be decided but probably via the espionage message, updates will follow when they are available).
Espionage operations will be able to be conducted through in game ceasefires.
Monarch bonuses will be removed
Monarchs can set a fellow kingdom mate as their Steward (replaces Chamberlain). The Steward can conduct diplomacy such as extend/accept ceasefires, declare war and update the throne room messaging for the kingdom as well as the old Chamberlain options.
The Anonymity spell has been modified. This spell will result in minus attack gains rather than additional attack time. Apart from this the spell works as before.
Honor phase-in at age start has had the amount per tick doubled and the overall time halved.
|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
Immune to dragon effects
|The Sage||+30% Science effectiveness|
-66% Losses on Learn Attacks
Generates 1 point of science for every 4 acres
|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)|