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 | |||
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Humans | Elves | Dwarves | Orcs |
+10% Population +20% Sabotage damage* +30% Spell Damage (Instant Spells) +1 Offense specialist strength |
+1 Mana Recovery in War +30% WPA +1 defence specialist strength |
+20% Building Efficiency Free Building Construction Can use credits to raze buildings +20% Spell Damage (Instant Spells) +75% Food Consumption Can't use Accelerated Construction |
+25% Gains Earns Elite Credits -50% Combat Instant Spell Damage and Duration -50% Sabotage Damage |
Elite Unit - Knight (4/4, 700gc, 4 nw) | Elite Unit - Elf Lord (5/3, 650gc, 4.75 nw) | Elite Unit - Berserker (6/2, 750gc, 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 | Spell book: Fanaticism, Fools Gold, Quick Feet | Spell book: Bloodlust, Fanaticism, Reflect Magic |
Faeries | Halflings | Avians | Undead |
+40% Spell Damage (Instant Spells) |
+40% TPA +1 stealth -50% thief cost -15% Attack Gains Soldiers: 2/2** |
-25% attack time +20% Sabotage damage* -20% birth rate 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 Basic Thievery (Intel operations only) -30% science effectiveness |
Elite Unit - Beastmasters (3/6, 800gc,6nw) | Elite Unit - Brutes (5/5, 500gc, 5.5 nw) | Elite Unit - Drake (6/3, 650gc, 5.25 nw) | Elite Unit - Ghoul (7/2, 1000gc, 6 nw) |
Spell book: Access to All Racial Spells | Spell book: Invisibility, Town Watch, Aggression, Animate Dead | Spell book: Town Watch, Vermin, Mystic Aura | Spell book: Greater Protection, Town Watch, Chastity, Clearsight |
Game mechanic changes The explore formula base cost is increased, with modifications on cost for provinces above and below the median. War (including End of War Ceasefires period) and Fortified stance will have a cost multiplier of 5. In War the minimum gains will be reduced by 50% Attack times in the War Room will be displayed in a more understandable format and with greater accuracy Players will be able to choose to extend or reduce their attack times to allow greater schedule flexibility. Additional hours will result in greater gains while minus hours will result in less gains and less enemy kills. The modified gains etc will be derived from the modification in attack time and will also be displayed. You can see a pic of the war room here |
The Actual Numbers: The Personalities | |
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The Merchant | +20% Income -50% Money Losses on Plunder Attacks Gain 20% more Specialist and Building Credits |
The War Hero | +50% more bonuses from honor -50% train time Immune to Dragon effects Immune to The Plague |
The Sage | +25% Science effectiveness -25% cost of science -50% Losses on Learn Attacks |
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 +30% Spell Duration (For Duration Spells Only) +1 mana per tick in War |
The Tactician | -15% Attack Time Immune to Ambush Accurate Espionage (in war) |
The Warrior |
+20% OME in war |
The Cleric | -50% Your Military Casualties (on attack or defense) +1 General |