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
+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
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

Disable Music