Difference between revisions of "Race"

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(Comparison Table (Age 106))
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The population of Utopia is currently made up of a mix of 8 Races. I advise you to pick your Race carefully. Consider also your Kingdom, as they will be an important part of your experience in Utopia. Many Kingdoms choose to make their Race and [[Personality]] choices as a team, and finding the right mix can be an important part of developing your Kingdom strategy.
+
The population of Utopia is currently made up of a mix of 9 Races. I advise you to pick your Race carefully. Consider also your Kingdom, as they will be an important part of your experience in Utopia. Many Kingdoms choose to make their Race and [[Personality]] choices as a team, and finding the right mix can be an important part of developing your Kingdom strategy.
  
This is a list of the current benefits, limitations, Spellbooks, and army information for the Utopian Races on the World of Legends server for the current age, [[Age 103|Age 103]]. <!--For previous bonuses, see [[Age 101|Age 101]].-->
+
This is a list of the current benefits, limitations, Spellbooks, and army information for the Utopian Races on the World of Legends server for the current age, [[Age 106|Age 106]]. <!--For previous bonuses, see [[Age 105|Age 105]].-->
  
 
For personality bonuses, see [[Personality]].
 
For personality bonuses, see [[Personality]].
  
=Comparison Table (for Age 103)=
+
=Comparison Table (Age 106)=
  
 
<!--* Elite Net Worth values don't have a fixed value. Elite Net Worth will be calculated as 0.36*off_points + 0.45*def_points, rounded to the nearest .25
 
<!--* Elite Net Worth values don't have a fixed value. Elite Net Worth will be calculated as 0.36*off_points + 0.45*def_points, rounded to the nearest .25
Line 30: Line 30:
 
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 
  When listing advantages/disadvantages, make sure to start a new line for each and precede each with a * and space, to ensure consistent formatting.
 
-->
 
-->
{{rtt 8
+
{{rtt 9
  
 
| 1a = Avian
 
| 1a = Avian
 
| 1b =  
 
| 1b =  
* +20% Birth Rate
+
* -15% Attack Time
* Can train Elites with Specialist Credits (double cost)
+
* +35% Birth Rate
 +
* Ambush Immunity
 
| 1c =  
 
| 1c =  
 
* No Access to Stables and War Horses
 
* No Access to Stables and War Horses
| 1d = [[Mystics#Bloodlust|Bloodlust]], [[Mystics#Town Watch|Town Watch]]
+
* -10% Battle (Resource) Gains (Resources are defined as: Land, Gold Coins, Food, Runes, Science Books)
 +
| 1d = [[Mystics#Greater_Protection|Greater Protection]]
 
| 1e =  
 
| 1e =  
* Soldier - 3/3, 1.5nw
+
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 11/0, 4.4nw
+
* Offensive Specialist - 11/0, 4.0nw
* Defensive Specialist - 0/11, 5.5nw
+
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 17/8, 4000gc, 9.75nw
+
* Elite Unit - 15/4, 1000gc, 7.25nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
 
* War Horse - n/a
 
* War Horse - n/a
  
<!--| a = Dark Elf
+
| 2a = Dark Elf
| b =  
+
| 2b =  
* +20% Magic Effectiveness (WPA)
+
* +6 Runes Produced each acre of Guilds
* Successful Spell Casts return 50% of Runes (excluding Ritual)
+
* -50% Spell Rune Cost (excluding Ritual)
| c =  
+
* Can Train Thieves with Specialist Credits
* +25% Explore Costs
+
| 2c =  
| d =  
+
* Can't Use Towers
[[Mystics#Blizzard|Blizzard]], [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Mind_Focus|Mind Focus]]
+
| 2d =  
 +
[[Mystics#Blizzard|Blizzard]], [[Mystics#Chastity|Chastity]], [[Mystics#Guile|Guile]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Mage's_Fury|Mage's Fury]]
 
| 2e =  
 
| 2e =  
* Soldier - 3/3, 1.5nw
+
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
+
* Offensive Specialist - 12/0, 4.8nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 5/11, 800gc, 6.75nw
+
* Elite Unit - 6/12, 950gc, 7.5nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw-->
+
* War Horse - 2/0, 0.6nw
  
 
<!--| a = Dryad
 
<!--| a = Dryad
 
| b =  
 
| b =  
* Each 2 Acres generate 6 Bushels and 1 Rune
+
*  
* -12.5% Military Training Time
 
 
| c =  
 
| c =  
* No Access to Barracks
+
*  
 
| d =  
 
| d =  
[[Mystics#Mist|Mist]]
+
 
 
| e =  
 
| e =  
 
* Soldier - 3/3, 1.5nw
 
* Soldier - 3/3, 1.5nw
Line 82: Line 84:
 
* War Horse - 2/0, 0.6nw-->
 
* War Horse - 2/0, 0.6nw-->
  
| 2a = Dwarf
+
| 3a = Dwarf
| 2b =
 
* +30% Income
 
* +25% Building Efficiency
 
* -25% Construction Time
 
| 2c =
 
* +25% Food Consumption
 
* No Access to Mercenaries
 
| 2d =
 
[[Mystics#Mystic Aura|Mystic Aura]], [[Mystics#Wrath|Wrath]]
 
| 2e =
 
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Elite Unit - 13/6, 850gc, 7.5nw
 
* Mercenary - n/a
 
* Prisoner - 8/0, 1.6nw
 
* War Horse - 2/0, 0.6nw
 
 
 
| 3a = Elf
 
 
| 3b =  
 
| 3b =  
* -20% Military Wages
+
* +30% Building Efficiency
* -25% Train Time
+
* -50% Construction & Raze Cost
* Converts some Specialists to Elites on successful Traditional March and Conquest
+
* +5% Military Efficiency
 
| 3c =  
 
| 3c =  
* +20% Military Train Cost
+
* +50% Food Consumption
 
| 3d =  
 
| 3d =  
[[Mystics#Clear Sight,|Clear Sight]], [[Mystics#Ghost Workers|Ghost Workers]], [[Mystics#Mist|Mist]]
+
[[Mystics#Miners_Mystique|Miner's Mystique]]
 
| 3e =  
 
| 3e =  
* Soldier - 3/3, 1.5nw
+
* Soldier - 3/0, 0.75nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/12, 6.0nw
+
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 12/5, 775gc, 6.5nw
+
* Elite Unit - 13/6, 1000gc, 7.5nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
 
* War Horse - 2/0, 0.6nw
 
* War Horse - 2/0, 0.6nw
  
| 4a = Faery
+
| 4a = Elf
| 4b =
+
| 4b =  
* +20% Magic Effectiveness (WPA)
+
* -25% Damage Received on Massacre Attacks
* +25% Rune Production
+
* +5% Max Population
 +
*-50% Reduced Damage from Assassinate Wizards
 +
* +50% Increased Wizard Production
 
| 4c =  
 
| 4c =  
* -5% Population
+
* +25% Military Train Time
 
| 4d =  
 
| 4d =  
[[Mystics#Fool's_Gold|Fool's Gold]], [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Meteor Showers|Meteor Showers]], [[Mystics#Sloth|Sloth]]
+
[[Mystics#Mist|Mist]], [[Mystics#Pitfalls|Pitfalls]], [[Mystics#Salvation|Salvation]], [[Mystics#Wrath|Wrath]]
 
| 4e =  
 
| 4e =  
* Soldier - 3/3, 1.5nw
+
* Soldier - 3/0, 0.75nw
 +
* Offensive Specialist - 10/0, 4.0nw
 +
* Defensive Specialist - 0/12, 6.0nw
 +
* Elite Unit - 12/5, 900gc, 6.5nw
 +
* Mercenary - 8/0, 0nw
 +
* Prisoner - 8/0, 1.6nw
 +
* War Horse - 2/0, 0.6nw
 +
 
 +
| 5a = Faery
 +
| 5b =
 +
* +20% Self Spell Duration
 +
* +20% Offensive Spell Duration
 +
* +25% Land Effect - Towers
 +
* +15 War Horse Capacity Per Acre
 +
* +5 War Horses Generated Every 10 Acres
 +
| 5c =
 +
* -10% Population
 +
* Can't Build Stables
 +
| 5d =
 +
All Racial Spells
 +
| 5e =
 +
* Soldier - 3/0, 0.75nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 4/12, 800gc, 6.75nw
+
* Elite Unit - 4/13, 900gc, 6.75nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
Line 138: Line 144:
 
<!--| a = Gnome
 
<!--| a = Gnome
 
| b =  
 
| b =  
* Military Attacks will randomly get 90-130% Gains
+
*
* Instant Spells will randomly do 90%-130% Damage
 
* Sabotage Operations will randomly do 90%-130% Damage
 
 
| c =  
 
| c =  
* No Access to Dungeons
+
*
 
| d =  
 
| d =  
[[Mystics#Invisibility|Invisibility]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Tree_of_Gold|Tree of Gold]]
+
 
 
| e =  
 
| e =  
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/11, 5.5nw
 
* Elite Unit - 13/5, 800gc, 7.0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - N/A
 
* War Horse - 2/0, 0.6nw-->
 
 
| 5a = Halfling
 
| 5b =
 
* +10% Population
 
* +20% Thievery Effectiveness (TPA)
 
* -30% Military Train Cost
 
| 5c =
 
 
| 5d =
 
[[Mystics#Quick Feet|Quick Feet]], [[Mystics#Vermin|Vermin]]
 
| 5e =
 
 
* Soldier - 3/3, 1.5nw
 
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 11/5, 725gc, 6.25nw
+
* Elite Unit - 11/5, 850c, 6.25nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw
+
* War Horse - 2/0, 0.6nw-->
  
| 6a = Human
+
| 6a = Halfling
 
| 6b =  
 
| 6b =  
* +10% Science Efficiency
+
* +10% Population
* +1 General
+
* -10% Military Training Cost
 +
* Land Effect - Thieves Dens Also Count as Watchtowers
 
| 6c =  
 
| 6c =  
* +20% Military Wages
+
* Can't Use Watchtowers
 
| 6d =  
 
| 6d =  
[[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Invisibility|Invisibility]], [[Mystics#Tree of Gold|Tree of Gold]]
+
[[Mystics#Quick Feet|Quick Feet]], [[Mystics#Town_Watch|Town Watch]], [[Mystics#Vermin|Vermin]]
 
| 6e =  
 
| 6e =  
* Soldier - 3/3, 1.5nw
+
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 12/0, 4.8nw
+
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/10, 5.0nw
+
* Defensive Specialist - 0/11, 5.0nw
* Elite Unit - 8/12, 975gc, 8.25nw
+
* Elite Unit - 11/5, 850gc, 6.25nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw
+
* War Horse - 2/0, 0.6nw
  
| 7a = Orc
+
| 7a = Human
 
| 7b =  
 
| 7b =  
* +20% Combat Gains
+
* +10 Prisoner Capacity per Acre
* +15% Enemy Military Casualties
+
* +15% Enemy casualities when attacking
* Free Draft
+
* +15% Enemy casualities when defending
 +
* +10% Science Effectiveness
 +
* Prisoners convert into Elites over time
 
| 7c =  
 
| 7c =  
* -20% Magic Effectiveness (WPA)
+
* Can't Use Dungeons
* -20% Thievery Effectiveness (TPA)
+
* +20% Spell Rune Cost (excluding Ritual)
 
| 7d =  
 
| 7d =  
[[Mystics#Aggression|Aggression]]
+
[[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Tree of Gold|Tree of Gold]]
 
| 7e =  
 
| 7e =  
* Soldier - 3/3, 1.5nw
+
* Soldier - 3/0, 0.75nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 15/4, 850gc, 7.25nw
+
* Elite Unit - 13/5, 950gc, 7.25nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw
+
* War Horse - 3/0, 0.9nw
  
| 8a = Undead
+
| 8a = Orc
 
| 8b =  
 
| 8b =  
* +20% Spell Damage
+
* +20% Battle Gains - Resources (Resources are defined as: Land, Gold Coins, Food, Runes, Science Books)
* +20% Offensive Spell Duration
+
* +20% Massacre Efficiency (Peasants, Thieves, Wizards)
* No Food Needed
 
* Immune to the Plague
 
 
| 8c =  
 
| 8c =  
* -10% Combat (Resource) Gains
+
* Homes Hold 5 Population
* No Access to Hospitals
 
 
| 8d =  
 
| 8d =  
[[Mystics#Chastity |Chastity]], [[Mystics#Nightmares |Nightmares]]
+
[[Mystics#Aggression|Aggression]], [[Mystics#Bloodlust|Bloodlust]]
 
| 8e =  
 
| 8e =  
* Soldier - 3/3, 1.5nw
+
* Soldier - 3/0, 0.75nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 13/5, 850gc, 7.25nw
+
* Elite Unit - 14/4, 950gc, 6.75nw
 +
* Mercenary - 8/0, 0nw
 +
* Prisoner - 8/0, 1.6nw
 +
* War Horse - 2/0, 0.6nw
 +
 
 +
| 9a = Undead
 +
| 9b =
 +
* -100% Food Consumption
 +
* -25% Own casualities when attacking
 +
* -25% Own casualities when defending
 +
* Always Carries and is Immune to the Plague
 +
* Train Elites with Credits
 +
| 9c =
 +
* +50% Battle Losses - Ambush
 +
| 9d =
 +
[[Mystics#Ghost Workers|Ghost Workers]]
 +
| 9e =
 +
* Soldier - 3/0, 0.75nw
 +
* Offensive Specialist - 9/0, 4.4nw
 +
* Defensive Specialist - 0/12, 5.5nw
 +
* Elite Unit - 14/1, 500gc, 6.5nw
 
* Mercenary - 8/0, 0nw
 
* Mercenary - 8/0, 0nw
 
* Prisoner - 8/0, 1.6nw
 
* Prisoner - 8/0, 1.6nw
Line 238: Line 244:
 
*A mix of bird and man, Avians have the unique ability to fly. Their natural wilderness lifestyle and speed make them efficient and powerful warriors, and they breed at a ferocious rate.
 
*A mix of bird and man, Avians have the unique ability to fly. Their natural wilderness lifestyle and speed make them efficient and powerful warriors, and they breed at a ferocious rate.
 
Lived at: Age 3 ... Age 35, [[Age 45]]... [[Age 86]], [[Age 88]] ... now
 
Lived at: Age 3 ... Age 35, [[Age 45]]... [[Age 86]], [[Age 88]] ... now
 +
 +
== Dark Elves ==
 +
*Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average, as well as resisting enemy magic!
 +
 +
Lived at: Age 36 ... [[Age 49]], [[Age 73]] ... [[Age 76]], [[Age 85]], [[Age 86]], [[Age 89]] ... [[Age 94]], [[Age 96]] ... [[Age 99]], [[Age 102]], [[Age 104]]
  
 
== Dwarves ==
 
== Dwarves ==
Line 279: Line 290:
 
*The malevolent Bocan can take any form, from a satyr to a cat. The only way to spot a Bocan is their eyes, which will glow red, blue, or green. This characteristic makes them excellent thieves. But be careful, they are fiercely independent creatures and may not follow your orders as effectively as you may wish.
 
*The malevolent Bocan can take any form, from a satyr to a cat. The only way to spot a Bocan is their eyes, which will glow red, blue, or green. This characteristic makes them excellent thieves. But be careful, they are fiercely independent creatures and may not follow your orders as effectively as you may wish.
 
Lived at: [[Age 73]]... [[Age 76]]
 
Lived at: [[Age 73]]... [[Age 76]]
 
== Dark Elves ==
 
*Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average, as well as resisting enemy magic!
 
 
Lived at: Age 36 ... [[Age 49]], [[Age 73]] ... [[Age 76]], [[Age 85]], [[Age 86]], [[Age 89]] ... [[Age 94]], [[Age 96]] ... [[Age 99]], [[Age 102]]
 
  
 
== Dryads ==
 
== Dryads ==
Line 293: Line 299:
 
*One of the most mysterious races, the Gnomes are short legged individuals who live in natural areas close to the Earth and care for wildlife. <!--Because of their extremely small size, Gnomes are genetically well suited for the tasks of thievery and excel at espionage operations. Alas, their specific magical nature makes them immune to the healing techniques used by the other races. Overall, Gnomes are by far the best intelligence gatherers in the game.--> Gnomes are versatile and will be a good pick for players who want to focus on combining Attacking with Thievery or Magic.
 
*One of the most mysterious races, the Gnomes are short legged individuals who live in natural areas close to the Earth and care for wildlife. <!--Because of their extremely small size, Gnomes are genetically well suited for the tasks of thievery and excel at espionage operations. Alas, their specific magical nature makes them immune to the healing techniques used by the other races. Overall, Gnomes are by far the best intelligence gatherers in the game.--> Gnomes are versatile and will be a good pick for players who want to focus on combining Attacking with Thievery or Magic.
  
Lived at: Age 36 ... [[Age 49]], [[Age 87]] ... [[Age 89]] ... [[Age 94]] ... [[Age 96]], [[Age 99]], [[Age 101]] ... [[Age 102]]
+
Lived at: Age 36 ... [[Age 49]], [[Age 87]] ... [[Age 89]] ... [[Age 94]] ... [[Age 96]], [[Age 99]], [[Age 101]] ... [[Age 102]], [[Age 104]]
 +
 
  
  

Revision as of 16:11, 24 May 2024

The population of Utopia is currently made up of a mix of 9 Races. I advise you to pick your Race carefully. Consider also your Kingdom, as they will be an important part of your experience in Utopia. Many Kingdoms choose to make their Race and Personality choices as a team, and finding the right mix can be an important part of developing your Kingdom strategy.

This is a list of the current benefits, limitations, Spellbooks, and army information for the Utopian Races on the World of Legends server for the current age, Age 106.

For personality bonuses, see Personality.

Comparison Table (Age 106)

 Avian  Dark Elf  Dwarf
  • -15% Attack Time
  • +35% Birth Rate
  • Ambush Immunity
  • +6 Runes Produced each acre of Guilds
  • -50% Spell Rune Cost (excluding Ritual)
  • Can Train Thieves with Specialist Credits
  • +30% Building Efficiency
  • -50% Construction & Raze Cost
  • +5% Military Efficiency
  • No Access to Stables and War Horses
  • -10% Battle (Resource) Gains (Resources are defined as: Land, Gold Coins, Food, Runes, Science Books)
  • Can't Use Towers
  • +50% Food Consumption
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 11/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 15/4, 1000gc, 7.25nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - n/a
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 12/0, 4.8nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 6/12, 950gc, 7.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 13/6, 1000gc, 7.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
 
 Elf  Faery  Halfling
  • -25% Damage Received on Massacre Attacks
  • +5% Max Population
  • -50% Reduced Damage from Assassinate Wizards
  • +50% Increased Wizard Production
  • +20% Self Spell Duration
  • +20% Offensive Spell Duration
  • +25% Land Effect - Towers
  • +15 War Horse Capacity Per Acre
  • +5 War Horses Generated Every 10 Acres
  • +10% Population
  • -10% Military Training Cost
  • Land Effect - Thieves Dens Also Count as Watchtowers


All Racial Spells

  • +25% Military Train Time
  • -10% Population
  • Can't Build Stables
  • Can't Use Watchtowers
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/12, 6.0nw
  • Elite Unit - 12/5, 900gc, 6.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 4/13, 900gc, 6.75nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/11, 5.0nw
  • Elite Unit - 11/5, 850gc, 6.25nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
 
 Human  Orc  Undead
  • +10 Prisoner Capacity per Acre
  • +15% Enemy casualities when attacking
  • +15% Enemy casualities when defending
  • +10% Science Effectiveness
  • Prisoners convert into Elites over time
  • +20% Battle Gains - Resources (Resources are defined as: Land, Gold Coins, Food, Runes, Science Books)
  • +20% Massacre Efficiency (Peasants, Thieves, Wizards)
  • -100% Food Consumption
  • -25% Own casualities when attacking
  • -25% Own casualities when defending
  • Always Carries and is Immune to the Plague
  • Train Elites with Credits
  • Can't Use Dungeons
  • +20% Spell Rune Cost (excluding Ritual)
  • Homes Hold 5 Population
  • +50% Battle Losses - Ambush
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 13/5, 950gc, 7.25nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 3/0, 0.9nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Elite Unit - 14/4, 950gc, 6.75nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw
  • Soldier - 3/0, 0.75nw
  • Offensive Specialist - 9/0, 4.4nw
  • Defensive Specialist - 0/12, 5.5nw
  • Elite Unit - 14/1, 500gc, 6.5nw
  • Mercenary - 8/0, 0nw
  • Prisoner - 8/0, 1.6nw
  • War Horse - 2/0, 0.6nw


Current Races in Utopia

Avians

  • A mix of bird and man, Avians have the unique ability to fly. Their natural wilderness lifestyle and speed make them efficient and powerful warriors, and they breed at a ferocious rate.

Lived at: Age 3 ... Age 35, Age 45... Age 86, Age 88 ... now

Dark Elves

  • Subterranean counterpart of the Elves, the Dark Elves are also known for their magical abilities and are evil individuals that like suffering and pain. Their hostile underground environment has allowed the Dark Elves to develop special offensive maneuvers, their offensive spells are more efficient than average, as well as resisting enemy magic!

Lived at: Age 36 ... Age 49, Age 73 ... Age 76, Age 85, Age 86, Age 89 ... Age 94, Age 96 ... Age 99, Age 102, Age 104

Dwarves

  • Dwarves are a friendly but powerful race of individuals, and by far the most technologically advanced race in Utopia. They have always had huge skills in engineering, mining and metallurgy, and with time and experience they have become excellent at building and using their land.

Lived at: Age 1 ... now

Elves

  • An intelligent group of individuals, Elves have always been known for their magical abilities and grant a high priority to the research of the arcane powers. Elves master the mystical energies easier than other race. They also have learned many and powerful spells. Overall, Elves are naturally oriented towards Magic, but are very versatile and can be used for attacking also. They can be good Mages or supporting Attacker/Mages.

Lived at: Age 1 ... Age 72, Age 74 ... Age 101, Age 103

Faeries

  • A race of creatures unbeknownst to many, the Faeries excel at magic (as they are beings of magic themselves) and subterfuge (largely due to their small size), but are often known as the most peaceful of the Utopian races. These creatures are considered fragile but noble, and much about these tiny forest dwellers remains a mystery.

Lived at: Age 1 ... Age 35, Age 50 ... now

Halflings

  • A race resembling tiny humans, Halflings are famous for their quickness and Thievery skills. Their small stature makes them mediocre warriors, but also creates many unique advantages. Their petite size also results in the natural ability to substantially increase their effectiveness on thievery operations.

Lived at: Age 3 ... Age 35, Age 47 ... Age 72, Age 76 ... Age 86, Age 90 ... Age 95 ... Age 97 ... now

Humans

  • The most scholarly and noble of the races, Humans have always taken the greatest interest in learning about their world, and developing better tools and machines to make life easier. Alas, they are often considered a greedy and selfish bunch, but humans do know how to make money extremely well. Overall, Humans are versatile.

Lived at: Age 1 ... now

Orcs

  • The most evil of the races, the Orcs are cruel, selfish, and arrogant. Lovers of destruction and chaos, they are one of the most ferocious and efficient warriors on the planet and their ranks are filled with one of the most powerful units in the game, the dreadful Ogre. Overall, Orcs tend to be focused Attackers and are a good pick for players who do not want to bother with heavy magic or thievery.

Lived at: Age 1 ... now

Undead

  • The Undead are an unnatural species with amazingly unique abilities. They are generally rotting to pieces and carry the plague (a highly contagious disease that will kill the living but seems to provide them the strength they need to survive) with them wherever they walk.

Lived at: Age 6 ... Age 35, Age 43, Age 50 ... Age 73, Age 80 ... Age 86, Age 88 ... Age 94, Age 96

Retired Races

Bocans

  • The malevolent Bocan can take any form, from a satyr to a cat. The only way to spot a Bocan is their eyes, which will glow red, blue, or green. This characteristic makes them excellent thieves. But be careful, they are fiercely independent creatures and may not follow your orders as effectively as you may wish.

Lived at: Age 73... Age 76

Dryads

  • A recently discovered race of magical treefolk, the Dryads have are caretakers of nature and have a unique connection to the land. This affinity allows them to produce bountiful harvests from their own lands, even if they don't have farms. This link also extends to the creatures of their woodlands, most notably the horses they breed and care for, who possess a fierceness of spirit not found amongst those of other races.

Lived at: Age 72 ... Age 76 ... Age 92, Age 94, Age 95, Age 99

Gnomes

  • One of the most mysterious races, the Gnomes are short legged individuals who live in natural areas close to the Earth and care for wildlife. Gnomes are versatile and will be a good pick for players who want to focus on combining Attacking with Thievery or Magic.

Lived at: Age 36 ... Age 49, Age 87 ... Age 89 ... Age 94 ... Age 96, Age 99, Age 101 ... Age 102, Age 104


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Ages
Ages 1998 - 1999 : The first generation of Utopia (1)  • The Second Age of Utopia (2)  • The Third Age of Utopia (3)  • The Fourth Age of Utopia (4)  • The Fifth Age of Utopia (5)  • The Sixth Age of Utopia (6)  •

2000 - 2001 : The Seventh Age of Utopia (7)  • The Age of Chaos (8)  • The Renaissance Age (9)  • The Age of Conflict (10)  • The Age of Nobility (11)  • The Era of Magic (12)  • The Era of Mystery (13)  • The Era of Strife (14)  •

2002 - 2003 : The Age of Valour (15)  • The Age of Discovery (16)  • The Age of the People (17)  • The Age of Heroes (18)  • An Era of Hope (19)  • An Age of Dreams (20)  • An Age of Wonders (21)  • An Age of Conquerors (22)  • The Revolution (23)  •

2004 - 2005 : An Age of Glory (24)  • An Age of Tranquility (25)  • An Age of Turmoil (26)  • An Age of Courage (27)  • An Age of Intrigue (28)  • An Age of War (29)  • An Age of Unity (30)  •

2006 - 2007 : An Age of Reason (31)  • An Age of Kings (32)  • An Age of Prosperity (33)  • The Age of the Dragon (34)  • An Age of Triumph (35)  • An Age of Bravery (36)  • The Age of Darkness (37)  •

2008 - 2009 : The Age of Angels (38)  • The Age of the Scholar (39)  • The Awakening (40)  • The Age of Renewal (41)  • The Age of Hope (42)  • The Age of Rebirth (43)  • The Age of Change (44)  • The Age of Light (45)  •

2010 - 2011 : The Age of Distinction (46)  • The Age of Justice (47)  • The Age of Peril (48)  • The Age of Conspiracy (49)  • The Age of Resurrection (50)  • The Age of Domination (51)  • An Era of Supremacy (52)  •

2012 - 2013 : The Age of Havoc (53)  • A Call to Arms (54)  • Veil of Shadows (55)  • Strength in Union (56)  • Relentless Onslaught (57)  • Art of War (58)  • An Honorable Proposition (59)  • A Battle Joined (60)  •

2014 - 2015 : Age of Destruction (61)  • Books of War (62)  • Iron Walls, Iron Heart (63)  • The Spoils of War (64)  • The Isles of Legion (65)  • Thunder and Bedlam (66)  •

2016 - 2017 : The Age of Perception (67)  • The Age of Heresy (68)  • The Age of Scholars and Scoundrels (69)  • The Age of Daunting Judgement (70)  • The Metamorphosis (71)  • The Era of Venerated Bastions (72)  • The Age of Tricksters and Mischief (73)  • The Age of Affinity (74)  •

2017 - 2018 : The Age of Empowering Enchantments (75)  • The Age of the Empyrean Advent (76)  • The Age of Accession and Abrogation (77)  • The Age of Insight (78)  • The Age of Vanguards Acquiescence (79)  •

2019 - 2020 : The Age of Reconnaissance (80)  • The Emergence (81)  • The Grimoires of Glory (82)  • Age of Adjudication (83)  • Bethink the Fray (84)  • Intuition (85)  • Global Viction (86)  • Age of the Sword (87)  • Swift Strife (88)  • Reformation (89)

2021 - 2022 : Age of Exile 90  • Age of Remembrance 91  • Age of Ancestry 92  • Occult Ordination 93  • Ascent 94  • Age of the Omen 95  • The Eternal Rift 96  • Dominance 97  • Keen Transformation 98  •

2023 - 2024 : Crossing Boundaries 99  • Equilibrium 100  • Crusades 101  • Godsend 102  • Unbound Dominion 103  • Renascence 104  • Devout Fervor 105

Races & Personalities
Races Avians  • Dark Elves  • Dwarves  • Elves  • Faeries  • Halflings  • Humans  • Orcs  • Undead
Extinct Races Bocans  • Dryads  • Gnomes
Personalities The Artisan  • The Cleric  • The Heretic  • The Merchant  • The Mystic  • The Rogue  • The Sage  • The Shepherd  • The Tactician  • The War Hero  • The Warrior
Extinct Personalities The Freak  • The General  • The Paladin  • The Raider  • The Undead  • The Necromancer
The Utopia Guide
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