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 +30% Cost of Science |
+30% wpa -50% 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 +50% food consumption |
+30% Attack Gains Free draft +25% Enemy casualties when attacking -10% science effectiveness |
Elite Unit - Knight (6/3, 1200gc, 6.5 nw) | Elite Unit - Elf Lord (5/4, 750gc, 5.75 nw) | Elite Unit - Berserker (6/3, 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 +50% 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 (3/5, 1050gc, 5.25 nw) | Elite Unit - Brutes (4/5, 600gc, 5.5 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 Kingdom page: Sat provs will be highlighted to the monarch. Kingdom honor and rank will also be displayed to kingdom members. Spells: Mystic Vortex: Rune cost and difficulty reduced. Builders Boon: Time reduction buffed from 90% to 75% Greater Protection: Now stacks with Minor Protection Thief Ops Snatch News: Easier and takes less stealth Spy On military: takes less stealth Monarch throne room message: Now with line breaks. War wins Acre reward capped at 20k Selecting land as a bonus will also result in a smaller honor bonus and vice versa. Science Extreme, Rushed, Intensive and Accelerated cost reduced. Bug Fixes: Fort to fort credits and honor gains tweaked Greater Arson will now remember the building type on subsequent ops. Admin backend fixes. |
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 -75% Military Training Time (lost Plague Immunity) Immune to Dragon effects Immune to Drought and Storms Immune to Income Penalties Access to War Spoils Starts with 400 elites |
The Sage | Every 4 acres generates 1 book +40% 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 | -15% 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) Immune to The Plague Access to Pitfalls Starts with +800 soldiers and +800 specialist credits |