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
+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)
+30% Sabotage damage*
-3 generals
-50% effects from honor

+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
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
Reawaken 50% Casualties
Enhanced Conquest range

The Cleric -50% Your Military Casualties (on attack or defense)
+1 General

Disable Music