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
+5% Population
+30% Spell Duration
+10% Offensive Military Efficiency In War
+50% Cost of Science
+30% wpa
-33% defensive losses
+1 defensive specialist strength
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings
+30% Combat Instant Spell Damage
Can't use Accelerated Construction
+100% food consumption
+20% Attack Gains
Free draft
+20% Enemy casualties when attacking
-10% science effectiveness
Elite Unit - Knight (6/4, 1250gc, 7 nw) Elite Unit - Elf Lord (5/4, 950gc, 5.75 nw) Elite Unit - Berserker (6/3, 900gc, 5.5 nw) Elite Unit - Ogre (7/1, 800gc, 5.75 nw)
Spell book: Tree of Gold, Fountain of Knowledge Spell book: Nightmares, Pitfalls, Mages Fury Spell book: Fools Gold, Quick Feet, Mystic Aura Spell book: Reflect Magic
Faeries Halflings Avians Undead
+40% Spell damage (instant spells)
+40% Sabotage damage
+1 mana per tick in war
+50% TPA
-50% thief cost
+1 Stealth
-10% Gains
-25% Attack Time
+30% Sabotage Operation Damage
-50% Military Training Time*
-20% Birth Rate
Cannot Use 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
+1 offensive specialist strength
Basic Thievery (Intel operations only)
Cannot Train Elites
Elite Unit - Beastmasters (4/5, 1150gc, 5.5 nw) Elite Unit - Brutes (5/5, 900gc, 6.5 nw) Elite Unit - Drake (6/2, 650gc, 5 nw) Elite Unit - Ghoul (7/2, 6.5 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


Mills will also reduce exploration soldier costs by % * 2
Forts will increase DME from 1.5 to 2 per %
Schools will protect science by 5 per %, up from 3.5, the effects cap is unchanged.


Protection from subsequent hits will fire more aggressively when provinces are Learned.


Gains science will be removed and replaced with a base military efficiency science bonus which will scale similarly to Population science.


Is unchanged.


Players will be able to create and share custom game themes. More details to follow. Basically you can edit the games colours, fonts, images etc and share (or not) these changes with the community.

* specialists and elites

The Actual Numbers: The Personalities
The Merchant Gain 50% more Specialist and Building Credits
Access to Tree of Gold
Starts with +1600 specialist credits
The War Hero+100% Honor Effects
Immune to Dragon effects
Immune to The Plague
Access to War Spoils
Starts with 400 elites
The Sage Every 4 acres generates 1 book
+40% Science Effectivness
Access to Amnesia
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
+100% Thievery Science Effectivness
Access to Vermin
Starts with +400 thieves
The Mystic All Guilds are twice as effective
+1 mana per tick in War
+75% Magic Science Effectivness
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
+10% OME
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits
The Cleric -40% Your Military Casualties (on attack or defense)
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits

Disable Music