Races and Personalities
Appearance
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.
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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