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Races and Personalities

From Utopia Game
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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 117 Final Changes
« Previous: Age 116 Next: Age 118 »

Races

Avian

  • Bonuses:
    • -20% Attack Time
    • +25% Birth Rate
  • War Doctrine (In War): Provides up to -7.5% Attack Time, -0.75% ea
  • Unique Passive: Opportunistic Raider
    • Plunder and learn attacks take 1 tick less time
  • Spells:
    • Town Watch
  • Penalties:
    • No Access to Stables and War Horses
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 12/0, 4.8nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 14/3, 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: n/a

Dark Elf

  • Bonuses:
    • +20% Instant Spell Damage
    • -25% Spell Rune Costs (excluding ritual)
    • Immune to Sabotage Wizards
  • War Doctrine (In War): Provides up to +10% Instant Spell Damage (1% each)
  • Unique Passive: Mystic Enthusiasts
    • Successful offensive instant spells refund 30% of the rune cost
  • Spells:
    • Blizzard
  • Penalties:
    • -20% Sabotage Damage
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.8nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 13/4, 900gc, 6.25nw
    • Mercenary: 8/0, 0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dryad

  • Bonuses:
    • +10% Offensive Military Efficiency
    • +25% Increased Dragon Slaying Strength
  • War Doctrine (In War): Provides up to +7.5% OME (0.75% each)
  • Unique Passive - Interdiction
    • Successful Attacks in War destroy 15% of enemy gold, 15% of enemy runes, and 15% of enemy food:
    • Fanaticism
  • Penalties:
    • -10% Building Efficiency
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/9, 5.5nw
    • Elite Unit: 15/3 925gc, 6.75nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Dwarf

  • Bonuses:
    • +20% Building Efficiency
    • -50% Construction Cost
    • +25% Building Credits Gained from Combat
    • -20% Damage Taken from Raze Attacks
  • War Doctrine (In War): Provides up to +10% Building Efficiency (1% each)
  • Unique Passive: Construction Delays
  • For 3 ticks after a successful attack, the target's building efficiency is reduced by 10% (does not stack with multiple attacks).
  • Spells:
    • Miner’s Mystique
  • Penalties:
    • +50% Food Consumption
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 13/5, 950gc, 6.5nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.9nw

Elf

  • Bonuses:
    • +25% Magic Effectiveness (WPA)
    • +50% Rune Production
    • +1 Mana Per tick
  • War Doctrine (In War): Provides up to +25% Defensive WPA (2.5% each).
  • Unique Passive: Arcane Respite
    • Once activated, for the next 6 ticks, regenerate +2 mana per tick.
  • Spells:
    • Pitfalls, Greater Protection
  • Penalties:
    • -20% Offensive TPA
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 9/0, 3.6nw
    • Defensive Specialist: 0/11 , 5.5nw
    • Elite Unit: 5/12 1000gc, 7.0nw
    • Mercenary:8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse:2/0, 0.6nw

Faery

  • Bonuses:
    • +25% Self Spell Duration
    • +1 Mana per tick (in war)
    • -1% Mana on Self Spells
  • War Doctrine (In War): Provides up to +7.5% DME (.075% each)
  • Unique Passive - Arcane Overflow
  • (In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.15%.
  • Spells:
    • Lightning Strike, Town Watch, Invisibility, Ghost Workers, Miner's Mystique
  • Penalties:
    • -5% Population
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 9/0, 3.6nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 4/13, 1000gc, 7.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Gnome

  • Bonuses
    • +10% Sabotage Damage
    • Can Train Thieves with Specialist Credits
    • Immune to Expose Thieves
    • -25% Thief Losses
  • War Doctrine - (In War): Provides up to +25% Birth Rate (2.5% each)

Unique Passive - Cunning Assault

    • Each successful attack will provide one of the following thievery boosts, which last for 6 ticks: +25% offensive thievery effectiveness, -25% thief losses, or +10% sabotage damage. All of these can be active at the same time.
  • Spells
    • Quick Feet
  • Penalties
    • +20% Combat Instant Spell Damage Received
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4nw
    • Defensive Specialist: 0/11, 5.5nw
    • Elite Unit: 13/3 850gc, 6.0nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Halfling

  • Bonuses:
    • +10% Population
    • +1 Stealth Per tick in War
    • +25% Offensive Thievery Effectiveness (TPA)
  • War Doctrine (In War): Provides up to +5% Population (.05% each)
  • Unique Active: Overgrowth
    • Once activated, your maximum population increases by +25% for 5 ticks.
  • Spells:
    • Invisibility
  • Penalties:
    • −20% Offensive WPA
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 9/0, 3.6nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 6/11, 1000gc, 6.75nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Human

  • Bonuses:
    • +25% Income
    • -20% Military Training Cost
    • -20% Military Wages
    • Incite Riot Immunity
  • War Doctrine (In War): Provides up to +15% Income (1.5% each)
  • Unique Passive - Civil Administration
    • Prisoners generate an additional 2.0 gold coins per tick. Mercenary costs are reduced by 40%.
  • Spells:
    • Tree of Gold
  • Penalties:
    • +1 mana self spell cost
  • Units:
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10, 5.0nw
    • Elite Unit: 13/4 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Orc

  • Bonuses:
    • +20% Battle Resource Gains
    • -50% Draft Cost
  • War Doctrine (In War): Provides up to +15% Enemy casualties when attacking (1.5% each).
  • Unique Passive - General’s Authority
    • When attacking with 2 or more generals, enemy military casualties are increased by +15%.
  • Spells:
    • Bloodlust
  • Penalties:
    • -5% Defensive Military Efficiency
  • Units
    • Soldier: 3/0, 0.75nw
    • Offensive Specialist: 11/0, 4.4 nw
    • Defensive Specialist: 0/10, 5nw
    • Elite Unit: 14/3, 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw

Undead

  • Bonuses:
    • -40% Military Losses
    • Plague Immunity
    • No Food Requirement
  • War Doctrine (In War): Provides up to -20% Own casualties when attacking (-2.0% each)
  • Unique Passive: Plaguebearers
    • All successful attacks have a 33% chance to spread plague to the target province.
  • Spells:
    • Ghost Workers
  • Penalties:
    • -15% Birth Rate
  • Units
    • Soldier 3/0, 0.75nw
    • Offensive Specialist: 10/0, 4.0nw
    • Defensive Specialist: 0/10 5.0nw
    • Elite Unit: 13/4, 900gc, 6.25nw
    • Mercenary: 8/0, 0.0nw
    • Prisoner: 8/0, 1.6nw
    • War Horse: 2/0, 0.6nw