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
+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
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

Activate Music