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 |
+15% Offensive Military Efficiency In War -30% defensive losses Every 3 acres generates 1 book of science +30% Cost of Science |
+30% Combat Instant Spell Damage +30% Sabotage Operation Damage +30% Spell Duration +1 mana per tick in war +1 defensive specialist strength |
+30% Building Efficiency Free Building Construction and Can Use Credits To Raze Buildings 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, 1100gc, 6.5 nw) | Elite Unit - Elf Lord (5/4, 700gc, 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, Quick Feet | Spell book: Nightmares, Pitfalls, Mages Fury | Spell book: Fools Gold, Mystic Aura, Pitfalls | Spell book: Reflect Magic, Clear Sight |
Faeries | Halflings | Avians | Undead |
+30% WPA +30% TPA |
+1 Stealth -50% thief cost +15% population -10% Gains |
-25% Attack Time +30% Birth Rate -30% Building Construction Time -30% Military training time +1 offensive specialist strength Cannot Use Stables |
-75% Offensive losses on attacks you make Spreads and is Immune to The Plague No Food Required Basic Thievery (Intel operations only) |
Elite Unit - Beastmasters (3/5, 950gc, 5.25 nw) | Elite Unit - Brutes (4/4, 355gc, 5 nw) Soldiers (2/2) |
Elite Unit - Drake (6/2, 600gc, 5 nw) | Elite Unit - Ghoul (7/2, 900gc, 6.25 nw) |
Spell book: Access to All Racial Spells | Spell book: Invisibility, Aggression | Spell book: Fanaticism, Greater Protection | Spell book: Town Watch, Animate Dead |
Game mechanic changes Kingdom and Islands Kingdoms will fill to 22 players, rather than 20 Kingdom allocation per island will increase Discovery of islands will be every 2 hours after OOP, rather than every 3 hours Vacation Mode Cannot interact with a dragon for 24 hours after leaving VM. Cannot send aid for 24 hours after leaving VM. Admin Lots of admin interface improvements and fixes Protection duration for invited provs Fixed a subtle bug causing the duration to be incorrect for certain provs. |
The Actual Numbers: The Personalities | |
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The Merchant | Gain 50% more Specialist and Building Credits Immune to Income Penalties Access to Tree of Gold Starts with +1600 specialist credits |
The War Hero | +100% Honor Effects Converts some Specialists into Elites on successful land attacks Immune to Dragon effects Access to War Spoils Starts with 400 elites |
The Sage | +40% Science Effectiveness Access to Amnesia Starts with 40000 science books |
The Rogue | +1 Stealth recovery per tick +100% land effect from Thieves Dens 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 Effectiveness 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% Offensive Military Efficiency 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 |