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 |
+20% Science Effectiveness -5% population |
+30% wpa -50% defensive losses +1 defensive specialist strength |
+30% Building Efficiency Free Building Construction Can use credits to raze buildings Can't use Accelerated Construction -5% gains on attacks |
+30% Attack Gains Free draft +20% Enemy casualties when attacking -20% science effectiveness |
Elite Unit - Knight (6/4, 1000gc, 5.5 nw) | Elite Unit - Elf Lord (5/3, 600gc, 5.25 nw) | Elite Unit - Berserker (6/1, 500gc, 4.75 nw) | Elite Unit - Ogre (7/1, 750gc, 5.75 nw) |
Spell book: Tree of Gold, Fountain of Knowledge | Spell book: Nightmares, Amnesia, Pitfalls, Mages Fury | Spell book: Fools Gold, Quick Feet, Mystic Aura | Spell book: Reflect Magic |
Faeries | Halflings | Avians | Undead |
+30% Spell damage (instant spells) +30% Sabotage damage |
+10% population +50% TPA -50% thief cost +1 offensive specialist strength -20% Birth Rate |
-30% Attack Time +15% 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) |
Elite Unit - Beastmasters (3/5, 700gc, 5.25 nw) | Elite Unit - Brutes (4/4, 400gc, 4 nw) | Elite Unit - Drake (6/2, 550gc, 5 nw) | Elite Unit - Ghoul (7/2, 800gc, 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 Protection will be changed to last for 24 hours and provinces starting resources will be modified to take this into account. Provinces will begin with 400 acres of which 200 will be built (10% farms, 25% banks, 10% guilds and 5% towers) 200 building credits and an army that is 50% drafted with credits to train the soldiers. The personality resources below are additional to this. Provinces over the median will not be able to explore more than 50% of their acres at a time. Personalities will grant bonus resources. For example: Mystics will get +200 wizards, Sages start with +40000 books of science, War Hero has +200 elites. (edit: added all starting resources above) Draft will unlock after 3 days rather than 7 |
The Actual Numbers: The Personalities | |
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The Merchant | +30% Income Gain 50% more Specialist and Building Credits Starts with +1600 specialist credits |
The War Hero | -50% train time Immune to Dragon effects Immune to The Plague Access to War Spoils Starts with 200 elites |
The Sage | Every 3 acres generates 1 book -50% cost of science Starts with 40000 science books |
The Rogue | +1 Stealth recovery per tick Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda Access to Vermin Starts with +400 thieves |
The Mystic | All Guilds are twice as effective +1 mana per tick in War Access to Meteor Showers, Chastity, Nightmares Starts with +200 Wizards |
The Tactician | -20% Attack Time Accurate Espionage Access to Clear Sight Starts with +800 soldiers and +800 specialist credits |
The Warrior |
+1 General +15% OME in war Enhanced Conquest range Access to Bloodlust Starts with +800 soldiers and +800 specialist credits |
The Cleric | -35% Your Military Casualties (on attack or defense) Access to Pitfalls Starts with +800 soldiers and +800 specialist credits |