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
+30% Science Effectiveness
-10% population
+30% wpa
Revives dead troops
-50% defensive losses
+30% Building Efficiency
Free Building Construction
Can use credits to raze buildings
-10% attack gains
Can't use Accelerated Construction
+30% Attack Gains
+15% Enemy casualties when attacking
-20% science effectiveness
Free draft
Elite Unit - Knight (6/4, 1000gc, 5.5 nw) Elite Unit - Elf Lord (5/3, 600gc, 5 nw) Elite Unit - Berserker (6/3, 700gc, 5.25 nw) Elite Unit - Ogre (7/1, 700gc, 5.75 nw)
Spell book: Tree of Gold, Fountain of Knowledge, Clear Sight Spell book: Nightmares, Amnesia, Pitfalls, Mages Fury Spell book: Fools Gold, Quick Feet Spell book: Reflect Magic
Faeries Halflings Avians Undead
+20% Spell damage (instant spells)
+20% Sabotage damage
All racial spells
+10% population
+50% TPA
-50% thief cost
-20% Birth Rate
Soldiers: 2/2
-30% attack time
+30% birth rate
No Access to Stables
-50% Offensive losses on attacks you make
Converts some Specialists into Elites on successful land attacks
Spreads and is Immune to The Plague
No Food Required
Basic Thievery (Intel operations only)
-1 General
Elite Unit - Beastmasters (3/5, 800gc, 5.25 nw) Elite Unit - Brutes (4/4, 300gc, 4 nw) Elite Unit - Drake (6/2, 525gc, 5 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: Fanaticism, Greater Protection Spell book: Town Watch

Game mechanic changes

Explore formula: We've moved away from an exponential formula to something that is curved more gently. Increases and reductions to cost based on a provinces size relative to the kingdom are still in effect.

Honor: The formulas have been changed significantly both in war and out of war and on ops and attacks. Honor gains and losses should be a less spikey and honor gains out of war are increased.

 - [* ]Population mod on honor is reduced to 1%
 - Attacking honor gains/losses in war have been reduced
 - Attacking honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
 - Op and spell honor gains/losses in war have been unchanged
 - Op and spell honor gains/losses out of war have been increased for normal relations with a further increase for hostile relations
 - The honor gains curve has been significantly changed to address top/bottom feeding issues

TF/Intel display: Columns will be sortable where applicable and you can filter out provinces in war.

Sitting: The minimum is changed from 3 days to 1 day.

War Win Chart: New formula in effect that considers your opponents war wins.

Hostile meter: Reduced to from 200 points to 150.


The Actual Numbers: The Personalities
The Merchant +20% Income
Gain 50% more Specialist and Building Credits
The War Hero-50% train time
Immune to Dragon effects
Immune to The Plague
The Sage Every 4 acres generates 1 book
-50% cost of science
The Rogue +1 Stealth recovery per tick
Access to all thievery operations, including 3 unique to rogues:
Greater Arson, Assassinate Wizards and Propaganda
The Mystic Access to Meteor Showers
All Guilds are twice as effective
+1 mana per tick in War
The Tactician -15% Attack Time
Accurate Espionage
The Warrior +1 General
+10% OME in war
Enhanced Conquest range
The Cleric -50% Your Military Casualties (on attack or defense)

Disable Music