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Races and Personalities

From Utopia Game

In Utopia, players choose a race that determines their province's inherent strengths, weaknesses, unique abilities, and available spells — such as fast-attacking Avians, magic-resistant Elves, or economically strong Dwarves. They also select a personality, which layers on specialized bonuses, starting advantages, and tactical perks — from aggressive Warrior boosts to powerful mystic benefits. Together, race and personality shape a player’s playstyle, strategic options, and role within their kingdom.


Age 113

Races

Race Bonuses Penalties Unique Ability Soldier Off. Specialist Def. Specialist Elite (Off/Def) Cost (gc) Networth Spellbook
Avian
  • –25% Attack Time
  • +20% Birth Rates
  • +15% Military Casualties
  • Cannot use Barracks
  • No Access to Stables / War Horses
Skybound Strike
   (War/Hostile) Next attack automatically succeeds with –50% losses; gains scale by offense vs. defence; 0 Honour gains. 23 Hour Cooldown.
3 / 0 12 0 / 10 15 / 3 900 6.75 Town Watch, Reflect Magic
Dark Elf
  • +20% Magic Effectiveness (WPA)
  • +10% Offensive Military Efficiency (OME)
  • Can train Thieves with Specialist Credits
  • +20% Military Wages
  • +20% Thief Costs
Shadow Surge
   When activated, all offensive spells (excluding Ritual) cost –60% runes for the next 2 ticks. 23 Hour Cooldown.
3 / 0 10 0 / 11 13 / 6 900 7.5 Blizzard, Guile, Mage's Fury, Invisibility
Dwarf
  • +25% Building Efficiency
  • +25% Military Credits gained in combat
  • –25% Construction Time
  • –25% Training Time
  • +50% Food Consumption
  • –10% WPA
  • +20% Exploration Costs
Molten Anvil
   Upon activation, for 6 ticks gain +15% Building Efficiency, +15% Income, and +25% Draft Speed. 23 Utopian Days Cooldown.
3 / 0 10 0 / 10 13 / 6 1000 7.5 Miner's Mystique
Elf
  • +25% Magic Effectiveness (WPA)
  • +20% Rune Production
  • +1 Mana Regeneration per tick
  • No Access to Training Grounds
  • No Access to Dungeons
Arcane Surge
   Passive — whenever your province’s mana drops below 30%, all spells you cast while under that threshold deal +25% spell damage. Boost disappears as soon as mana rises above 30%.
3 / 0 10 0 / 12 12 / 7 1000 7.5 Pitfalls, Wrath, Mist
Faery
  • +25% Offensive Spell Duration
  • +25% WPA
  • +1 Mana Recovery per tick in War
  • +30% Rune Cost
  • –5% Building Efficiency
Ethereal Mirage
   Upon activation, for 2 ticks, successful casts of Mystic Vortex will remove all active spells from the target enemy province. 23 Hour Cooldown.
3 / 0 10 0 / 10 4 / 13 1200 7.25 Tree of Gold, Quick Feet, Town Watch, Vermin, Mist, Wrath, Blizzard, Guile, Mage's Fury, Greater Protection, Fountain of Knowledge, Miner's Mystique, Pitfalls, Revelation, Animate Dead, Invisibility, Fools Gold
Halfling
  • +15% Max Population
  • +1 Stealth per Tick
  • +30% Thievery Effectiveness (TPA)
  • –25% Birth Rate
  • +25% Building Costs
  • Suffers +1% additional Stealth loss per tick from Expose Thieves
Sneak Attack
   Upon activation, for 2 ticks, Thievery operations incur –50% losses. 23 Hour Cooldown.
3 / 0 10 0 / 10 12 / 7 950 7.5 Quick Feet, Town Watch, Vermin, Invisibility
Human
  • +30% Income
  • Immune to Riots & Greed
  • –50% Mercenary Costs
  • –25% Training Costs
  • +25% Training Time
First Aid
   Upon activation, removes all negative statuses from your province, including Bribed Generals, Riots, Bribed Thieves, Plague, and all hostile “red” spells. 23 Hour Cooldown.
3 / 0 13 0 / 10 7 / 12 1050 8.0 Fountain of Knowledge, Revelation
Orc
  • +5% Gains
  • +10% Gains (in War)
  • –50% Draft Cost
  • –20% Book Production
  • –20% Thievery Effectiveness (TPA)
Carnage
   Passive — every time an Orc makes a successful attack, a random bonus effect is applied to that attack (examples: +20% Enemy Casualties; +10% Gains; –25% Military Losses).
3 / 0 10 0 / 10 15 / 2 1000 6.25 Aggression, Bloodlust
Undead
  • –40% Military Losses
  • Immune to Plague
  • No Food Needed
  • Converts Specialists to Elites on Traditional March
  • Only access to Thievery Intel Operations
Necrotic Burst
   Once activated, for 2 ticks, all successful Undead attacks have a 100% chance to spread Plague. 23 Hour Cooldown.
3 / 3 10 0 / 10 15 / 4 900 7.25 Animate Dead, Aggression, Hero's Inspiration
Gnome
  • –10% Attack Time (War/Hostile only)
  • +15% Enemy Military Casualties
  • +15% Thievery Effectiveness (TPA)
  • +25% Rune Cost
  • –15% WPA
Cunning Assault
   Passive — each successful attack has a chance to provide all the following thievery boosts for 6 days: +20% TPA; –30% Thief Losses; +25% Sabotage Damage. These boosts can stack and display timers on your Throne.
3 / 0 11 0 / 10 14 / 4 900 6.5 Quick Feet, Aggression

Personalities

Personality Bonuses Starting Bonuses Unique Ability Spell Book
Artisan
  • +40% Building Capacity (Homes, Stables, Dungeons)
  • +40% Building Production (Banks, Farms, Stables, Towers)
  • +40% Building Credits gained in Combat
  • +100% Successful Espionage Operations (double stealth cost)
  • +10% Economy Science Efficiency
  • +600 Starting Soldiers
  • +600 Starting Specialist Training Credits
  • +200 Starting Building Credits
Demolition Mastery
   In War, Raze attacks destroy 40% of target buildings (base 30%).
Ghost Workers
Cleric
  • +1 Elite Defensive Strength
  • +1 Defensive Specialist Strength
  • -1 Self-Spell Mana Cost
  • +35% Hospital Efficiency
  • Immune to Plague
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Divine Favour
   50% chance to double duration on self-spells.
Heretic
  • +50% Wizard Production
  • -50% Thieves lost on ops
  • +20% Spell Damage
  • +20% Sabotage Damage
  • +15% Arcane Arts Efficiency
  • Access to Nightmares, Fools Gold
  • +400 Starting Wizards
  • +400 Starting Thieves
Chaotic Affliction
   2 ticks, +10–30% spell & sabotage damage. 23-day cooldown.
Mystic
  • +85% Guild Effectiveness
  • +1 Mana Recovery per tick
  • +25% Channeling Science Efficiency
  • +800 Starting Wizards
Mana Well
   Passive — regain 15% mana instantly. 23-hour cooldown.
Rogue
  • +70% Thieves' Den Effectiveness
  • +1 Stealth Recovery per tick
  • +25% Kidnap & Assassinate Wizards damage
  • +25% Crime Science Efficiency
  • Access to all thievery ops
  • +800 Starting Thieves
Shadows in the Night
   +25% sabotage damage at ≥50% stealth.
Tactician
  • -15% Attack Time
  • No thieves lost on intel ops
  • Immune to Greater Arson & Steal War Horses
  • +25% Siege Science Efficiency
  • Enhanced Conquest
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Dragons Wrath
   3% raw offense also damages dragons.
Warrior
  • +15% Offensive Military Efficiency
  • +4 Mercenary & Prisoner Strength
  • -40% Mercenary Cost
  • +25% Tactics Science Efficiency
  • Access to Righteous Aggressor
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Battle Cry
   Successful attacks kill 0.5% of target population.
Righteous Aggressor
Paladin
  • +20% Military kills when defending
  • +1 Horse Strength (attracts NW)
  • Immune to Dragon effects
  • +25% Valor Science Efficiency
  • Access to Righteous Aggressor, Salvation, Hero's Inspiration
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Smite
   War/Hostile, 23h CD: Next TM destroys 25% guilds/towers/TDs OR Holy Massacre (15% peasants + +15% specialist losses).
Necromancer
  • +25% WPA
  • +25% military losses return as soldiers
  • +25% Resilience Science Efficiency
  • Reclaim 30% of enemy military losses as soldiers on successful attacks
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
Grave Harvest
   Successful attack grants +20% instant spell damage for 2 days (non-stacking in War).
General
  • +1 General
  • +20% Specialist Credits gained in combat
  • -20% Military Training Time
  • Can train elites with Specialist Credits (War only)
  • +800 Starting Soldiers
  • +800 Starting Specialist Training Credits
General's Command
   2 ticks, +60% honour gains (War only). 23h cooldown.