Difference between revisions of "Race"

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m (Comparison Table (for Age 94))
(Comparison Table (for Age 94))
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For personality bonuses, see [[Personality]].
 
For personality bonuses, see [[Personality]].
  
=Comparison Table (for Age 94)=
+
=Comparison Table (for Age 95)=
  
 
* Primary Race pick determines the Base Military Units (listed in each Race's units entry)<!--and the racial Building bonus--->, Spell Lists are combined
 
* Primary Race pick determines the Base Military Units (listed in each Race's units entry)<!--and the racial Building bonus--->, Spell Lists are combined
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  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 11
+
{{rtt 8
 
| 1a = Avian
 
| 1a = Avian
 
| 1b =  
 
| 1b =  
Line 56: Line 56:
 
* War Horse - N/A
 
* War Horse - N/A
  
| 2a = Dark Elf
+
 
 +
| 2a = Dryad
 
| 2b =  
 
| 2b =  
* Primary pick: -33% Spell Rune Cost (excluding Ritual)
 
* Secondary pick: Elite Unit gains +2/+3 Strength
 
* +20% Instant Spell Damage
 
* -1 Self Spells Mana Cost
 
 
* Starts with +100 Thieves and +100 Wizards
 
| 2c =
 
* +50% Explore Costs
 
| 2d = [[Mystics#Fool's Gold|Fool's Gold]], [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Mind_Focus|Mind Focus]], [[Mystics#Nightmare|Nightmare]], [[Mystics#Pitfalls|Pitfalls]]
 
| 2e =
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 11/0, 4.4nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Base Elite Unit - 8/8, 1500gc
 
* Mercenary - 6/0, 0nw
 
* Prisoner - 6/0, 1.2nw
 
* War Horse - 3/0, 0.9nw
 
 
| 3a = Dryad
 
| 3b =
 
 
* Primary pick: -15% Damage from Enemy Sabotage Operations and Instant Spell Damage
 
* Primary pick: -15% Damage from Enemy Sabotage Operations and Instant Spell Damage
 
* Secondary pick: Elite Unit gains +3/+2 Strength
 
* Secondary pick: Elite Unit gains +3/+2 Strength
Line 84: Line 65:
  
 
* Starts with 200 Elites
 
* Starts with 200 Elites
| 3c =  
+
| 2c =  
 
* -10% Combat Gains
 
* -10% Combat Gains
| 3d =  Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows, Wrathful Smite
+
| 2d =  Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows, Wrathful Smite
| 3e =  
+
| 2e =  
 
* Soldier - 2/2, 1.0nw
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
Line 96: Line 77:
 
* War Horse - 4/0, 1.2nw
 
* War Horse - 4/0, 1.2nw
  
| 4a = Dwarf
+
| 3a = Dwarf
| 4b =  
+
| 3b =  
 
* Primary pick: -30% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
 
* Primary pick: -30% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
 
* Secondary pick: Elite Unit gains +2/+2 Strength
 
* Secondary pick: Elite Unit gains +2/+2 Strength
Line 104: Line 85:
  
 
* Starts with +100 Soldiers, +100 Specialist Credits and +100 Building Credits
 
* Starts with +100 Soldiers, +100 Specialist Credits and +100 Building Credits
| 4c =  
+
| 3c =  
 
* +100% Food Consumption
 
* +100% Food Consumption
| 4d = [[Mystics#Gluttony|Gluttony]], [[Mystics#Mist|Mist]]
+
| 3d = [[Mystics#Gluttony|Gluttony]], [[Mystics#Mist|Mist]]
| 4e =  
+
| 3e =  
 
* Soldier - 2/2, 1.0nw
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
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* War Horse - 3/0, 0.9nw
 
* War Horse - 3/0, 0.9nw
  
| 5a = Elf
+
| 4a = Elf
| 5b =  
+
| 4b =  
 
* Primary pick: +1 Mana Recovery per Tick
 
* Primary pick: +1 Mana Recovery per Tick
 
* Secondary pick: Elite Unit gains +1/+3 Strength
 
* Secondary pick: Elite Unit gains +1/+3 Strength
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* Starts with +200 Wizards
 
* Starts with +200 Wizards
| 5c =  
+
| 4c =  
 
* -30% Birth Rate
 
* -30% Birth Rate
| 5d =  [[Mystics#Blizzard|Blizzard]], [[Mystics#Meteor_Showers|Meteor Showers]]
+
| 4d =  [[Mystics#Blizzard|Blizzard]], [[Mystics#Meteor_Showers|Meteor Showers]]
| 5e =  
+
| 4e =  
 
* Soldier - 2/2, 1.0nw
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
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* War Horse - 3/0, 0.9nw
 
* War Horse - 3/0, 0.9nw
  
| 6a = Faery
+
| 5a = Faery
| 6b =
+
| 5b =
 
* Primary pick: +50% Spell Duration
 
* Primary pick: +50% Spell Duration
 
* Secondary pick: Elite Unit gains +0/+4 Strength
 
* Secondary pick: Elite Unit gains +0/+4 Strength
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* Starts with +100 Thieves and +100 Wizards
 
* Starts with +100 Thieves and +100 Wizards
| 6c =  
+
| 5c =  
 
* -5% Population
 
* -5% Population
| 6d = [[Mystics#Chastity|Chastity]], [[Mystics#Mages_Fury|Mages Fury]], [[Mystics#Revelation|Revelation]], [[Mystics#Sloth|Sloth]], [[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Guile|Guile]]
+
| 5d = [[Mystics#Chastity|Chastity]], [[Mystics#Mages_Fury|Mages Fury]], [[Mystics#Revelation|Revelation]], [[Mystics#Sloth|Sloth]], [[Mystics#Tree_of_Gold|Tree of Gold]], [[Mystics#Guile|Guile]]
| 6e =  
+
| 5e =  
 
* Soldier - 2/2, 1.0nw
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
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* War Horse - 3/0, 0.9nw
 
* War Horse - 3/0, 0.9nw
  
| 7a = Gnome
 
| 7b =
 
* Primary pick: +10% Population
 
* Secondary pick: Elite Unit gains +3/+2 Strength
 
* +25% Sabotage Operation Damage
 
* +50% Credits Gained in Combat
 
* Can Train Thieves with Specialist Credits
 
* Accurate Intel
 
  
* Starts with +100 Soldiers, +100 Specialist Credits and +100 Thieves
+
| 6a = Halfling
| 7c =
+
| 6b =  
* +10% Military Casualties
 
| 7d = [[Mystics#Invisibility|Invisibility]], [[Mystics#Quick_Feet|Quick Feet]], [[Mystics#War_spoils|War Spoils]]
 
| 7e =
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 9/0, 3.6nw
 
* Defensive Specialist - 0/10, 5.0nw
 
* Base Elite Unit - 7/6, 1500gc
 
* Mercenary - 6/0, 0nw
 
* Prisoner - 6/0, 1.2nw
 
* War Horse - 3/0, 0.9nw
 
 
 
| 8a = Halfling
 
| 8b =  
 
 
* Primary pick: +75% Thieves' Dens Land Effects
 
* Primary pick: +75% Thieves' Dens Land Effects
 
* Secondary pick: Elite Unit gains +1/+3 Strength
 
* Secondary pick: Elite Unit gains +1/+3 Strength
Line 188: Line 148:
  
 
* Starts with +200 Thieves
 
* Starts with +200 Thieves
| 8c =  
+
| 6c =  
 
* -50% Hospital Effectiveness
 
* -50% Hospital Effectiveness
| 8d = [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Vermin|Vermin]]
+
| 6d = [[Mystics#Magic_Ward|Magic Ward]], [[Mystics#Reflect_Magic|Reflect Magic]], [[Mystics#Vermin|Vermin]]
| 8e =  
+
| 6e =  
 
* Soldier - 2/2, 1.0nw
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
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* War Horse - 3/0, 0.9nw
 
* War Horse - 3/0, 0.9nw
  
| 9a = Human
+
| 7a = Human
| 9b =  
+
| 7b =  
 
* Primary pick: +10% Science Efficiency
 
* Primary pick: +10% Science Efficiency
 
* Secondary pick: Elite Unit gains +3/+2 Strength
 
* Secondary pick: Elite Unit gains +3/+2 Strength
Line 209: Line 169:
  
 
* Starts with 2500 Science Books in each Category
 
* Starts with 2500 Science Books in each Category
| 9c =  
+
| 7c =  
 
* -20% Magic Effectiveness (WPA)
 
* -20% Magic Effectiveness (WPA)
| 9d = [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Heros_Inspiration|Hero's Inspiration]]
+
| 7d = [[Mystics#Fountain_of_Knowledge|Fountain of Knowledge]], [[Mystics#Heros_Inspiration|Hero's Inspiration]]
| 9e =  
+
| 7e =  
 
* Soldier - 2/2, 1.0nw
 
* Soldier - 2/2, 1.0nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
Line 221: Line 181:
 
* War Horse - 3/0, 0.9nw
 
* War Horse - 3/0, 0.9nw
  
| 10a = Orc
+
| 8a = Orc
| 10b =  
+
| 8b =  
 
* Primary pick: +20% Enemy Military Casualties
 
* Primary pick: +20% Enemy Military Casualties
 
* Secondary pick: Elite Unit gains +5/-1 Strength
 
* Secondary pick: Elite Unit gains +5/-1 Strength
Line 229: Line 189:
  
 
* Starts with +200 Soldiers and +200 Specialist Credits
 
* Starts with +200 Soldiers and +200 Specialist Credits
| 10c =  
+
| 8c =  
 
* +20% Military Wages
 
* +20% Military Wages
| 10d = [[Mystics#Aggression|Aggression]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Sloth|Sloth]]
+
| 8d = [[Mystics#Aggression|Aggression]], [[Mystics#Mystic_Aura|Mystic Aura]], [[Mystics#Sloth|Sloth]]
| 10e =  
+
| 8e =  
 
* Soldier - 3/3, 1.5nw
 
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 10/0, 4.0nw
 
* Offensive Specialist - 10/0, 4.0nw
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* War Horse - 3/0, 0.9nw
 
* War Horse - 3/0, 0.9nw
  
| 11a = Undead
 
| 11b =
 
* Primary pick: No Food Needed
 
* Secondary pick: Elite Unit gains +4/+0 Strength
 
* -30% Military Losses
 
* Spreads and is Immune to the [[The Plague|Plague]]
 
  
* Starts with +200 Soldiers and +200 Specialist Credits
 
| 11c =
 
* -10% Science Efficiency
 
* No Access to Sabotage Operations
 
| 11d = [[Mystics#Ghost_workers|Ghost Workers]]
 
| 11e =
 
* Soldier - 3/3, 1.5nw
 
* Offensive Specialist - 11/0, 4.4nw
 
* Defensive Specialist - 0/11, 5.5nw
 
* Base Elite Unit - 10/4, 1500gc
 
* Mercenary - 6/0, 0nw
 
* Prisoner - 6/0, 1.2nw
 
* War Horse - 3/0, 0.9nw
 
  
 
}}
 
}}

Revision as of 09:38, 29 January 2022

The population of Utopia is made up of a mix of 10 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 WoL server for the current age, Age 94

For previous bonuses, see Age 93.

For personality bonuses, see Personality.

Comparison Table (for Age 95)

  • Primary Race pick determines the Base Military Units (listed in each Race's units entry), Spell Lists are combined
  • Elite Unit values are determined by the primary pick Base Elite plus the secondary pick adjustment
  • Only gain the Penalties of the primary Race pick
  • 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
    • For example: Elite Value of 15/6 => elite offensive strength 15*.36 + 6*.45 = 8.1, therefore the final NW is 8


 Avian  Dryad  Dwarf  Elf
  • Primary pick: +1 General
  • Secondary pick: Elite Unit gains +4/+0 Strength
  • -15% Attack Time
  • +35% Birth Rate
  • Starts with 200 Elites
  • Primary pick: -15% Damage from Enemy Sabotage Operations and Instant Spell Damage
  • Secondary pick: Elite Unit gains +3/+2 Strength
  • Every 2 acres produces 5 bushels, 1 rune, 1 gc
  • Can Cast Support Spells on Kingdom Members
  • Starts with 200 Elites
  • Primary pick: -30% Building Damage taken from Arson, Greater Arson, Tornadoes and Raze Attacks
  • Secondary pick: Elite Unit gains +2/+2 Strength
  • +20% Building Efficiency
  • -50% Building Construction and Raze Cost
  • Starts with +100 Soldiers, +100 Specialist Credits and +100 Building Credits
  • Primary pick: +1 Mana Recovery per Tick
  • Secondary pick: Elite Unit gains +1/+3 Strength
  • +20% Magic Effectiveness (WPA)
  • +50% Guilds Land Effects
  • Starts with +200 Wizards

Divine Shield, Fanaticism, Greater Protection, Illuminate Shadows, Wrathful Smite

  • No Access to Stables and War Horses
  • -10% Combat Gains
  • +100% Food Consumption
  • -30% Birth Rate
  • Soldier - 2/2, 1.0nw
  • Offensive Specialist - 12/0, 4.8nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 11/5, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - N/A
  • Soldier - 2/2, 1.0nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 10/4, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - 4/0, 1.2nw
  • Soldier - 2/2, 1.0nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 10/6, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - 3/0, 0.9nw
  • Soldier - 2/2, 1.0nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/12, 6.0nw
  • Base Elite Unit - 9/6, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - 3/0, 0.9nw
 
 Faery  Halfling  Human  Orc
  • Primary pick: +50% Spell Duration
  • Secondary pick: Elite Unit gains +0/+4 Strength
  • +35% Wizard Production
  • -50% Thieves Lost on Thievery Operations
  • -50% Wizards Lost on Failed Spell Casts
  • Starts with +100 Thieves and +100 Wizards
  • Primary pick: +75% Thieves' Dens Land Effects
  • Secondary pick: Elite Unit gains +1/+3 Strength
  • +20% Thievery Effectiveness (TPA)
  • +1 Stealth Recovery per Tick
  • Access to ALL Thievery Operations (overrides No Access to Sabotage Operations)
  • Starts with +200 Thieves
  • Primary pick: +10% Science Efficiency
  • Secondary pick: Elite Unit gains +3/+2 Strength
  • +10% Income
  • -30% Science Book Losses on Learn Attacks
  • Each Acre holds 1 Prisoner
  • Starts with 2500 Science Books in each Category
  • Primary pick: +20% Enemy Military Casualties
  • Secondary pick: Elite Unit gains +5/-1 Strength
  • +15% Combat Gains
  • -25% Draft Cost
  • Starts with +200 Soldiers and +200 Specialist Credits
  • -5% Population
  • -50% Hospital Effectiveness
  • -20% Magic Effectiveness (WPA)
  • +20% Military Wages
  • Soldier - 2/2, 1.0nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 6/9, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - 3/0, 0.9nw
  • Soldier - 2/2, 1.0nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 7/8, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - 3/0, 0.9nw
  • Soldier - 2/2, 1.0nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 10/6, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - 3/0, 0.9nw
  • Soldier - 3/3, 1.5nw
  • Offensive Specialist - 10/0, 4.0nw
  • Defensive Specialist - 0/10, 5.0nw
  • Base Elite Unit - 11/4, 1500gc
  • Mercenary - 6/0, 0nw
  • Prisoner - 6/0, 1.2nw
  • War Horse - 3/0, 0.9nw


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!

Lived at: Age 36 ... Age 49, Age 73 ... Age 76, Age 85, Age 86, Age 89 ... now

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. Despite the strength of their woods and it's creatures, the dryads themselves are rather peaceable and shy away from combat unless absolutely necessary. Even then, their aversion to bloodshed makes them reluctant to enter battle or even slay those who would bear arms against them. But when they decide to fight, they are very strong.

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

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 ... now

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

Gnomes

  • The most mysterious of the 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 ... 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 ... 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 ... now

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


« Previous: Creating a province Next: Personality »
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
Introduction Getting Started with Utopia  • Creating a province  • Race & Personality
The Menus Throne  • Kingdom  • News

Explore  • Growth  • Science  • Military

Mystics  • Thievery  • War Room • Aid  • Dragon  • Ritual  • Stances

Mail & Forums

Politics  • Relations  • Rankings  • Preferences

Advanced MunkBot  • Invitations  • Reservations  • Utopia  • Province  • World of Legends  • Formulas
Rules Game Rules