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 |
+5% Population +20% Spell Duration +10% Offensive Military Efficiency In War +50% Cost of Science |
+30% wpa -33% defensive losses +1 defensive specialist strength |
+25% 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 |
+25% Attack Gains Free draft +25% Enemy casualties when attacking -10% science effectiveness |
Elite Unit - Knight (6/3, 1250gc, 6.5 nw) | Elite Unit - Elf Lord (5/4, 850gc, 5.75 nw) | Elite Unit - Berserker (6/2, 800gc, 5.25 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 |
+40% TPA +1 Stealth +100% land effect from Thieves Dens -10% Gains |
-25% Attack Time +30% Sabotage Operation Damage Can train Elites with Specialist Credits +20% Birth Rate Cannot Use Stables |
-75% 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 (3/5, 600gc, 5.25 nw) Soldiers (2/2) |
Elite Unit - Drake (6/1, 700gc, 4.75 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, Clear Sight | Spell book: Town Watch |
Game mechanic changes Military Science: More points now required for the same effect. Arson and Greater Arson: GA increased moderately, Arson damage increased significantly. Fortified: Max duration decreased by 24 hours but effects on troop cost, speed and building rate increased, birth rate bonus added. 50% gains hitting in (slides in over a period of 24 hours) -50% gains on magic and thievery ops (slides in over a period of 24 hours) -40% Military training time and cost +40% draft speed -50% Construction time and cost +200% Birth Rate 3 days maximum duration -50% gains hitting out -50% gains on magic and thievery ops +500% Explore costs No Paradise spell available Science limited to "Active" Specialist Credits: These will decay while out of war at a rate of 10% per RL day. Elite Wages: Increased across the board to .7 gc. War Win Chart: Opponent net worth far less significant in determining points. Vacation Mode: Cannot be entered near age end. |
The Actual Numbers: The Personalities | |
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The Merchant | Gain 75% more Specialist and Building Credits Access to Tree of Gold Starts with +1600 specialist credits |
The War Hero | +100% Honor Effects -50% Military Training Time Immune to Dragon effects Immune to The Plague Access to War Spoils Starts with 400 elites |
The Sage | Every 4 acres generates 1 book +30% Science Effectiveness Access to Amnesia Starts with 40000 science books |
The Rogue | -50% thief cost +1 Stealth recovery per tick Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda +75% Thievery Science Effectiveness Access to Vermin Starts with +400 thieves |
The Mystic | All Guilds are twice as effective +1 mana per tick in War +50% 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 | -50% Your Military Casualties (on attack or defense) Access to Pitfalls Starts with +800 soldiers and +800 specialist credits |