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
+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.

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.

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
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

Disable Music