Skip to content

Race

The population of Utopia is made up of 9 Races. Choose carefully — many kingdoms coordinate Race and Personality picks as a team to develop a shared strategy.

Last updated: Age 115


Unique Abilities

Each Race has a Unique Ability reflecting its core strengths. Abilities are categorised as:

  • Passive — always active, consistent effect
  • Active (Duration) — activated, lasts a set number of days (same mechanic as Self Spells)
  • Active (Consumable) — activated, lasts until used or the next day
  • Cooldown — starts when activated, exact duration

War Doctrines

Each Race provides a War Doctrine bonus when your kingdom is at war. Strength scales with how many provinces of that race are in your kingdom.

  • 1st Province — +2.0% starting bonus
  • Per Additional Province — +1.5% per province
  • Maximum — 12.5% cap (reached at 8 provinces)

No doctrine may exceed 12.5% total. Additional provinces beyond the cap provide no further benefit.


Avian

Bonuses:

  • -20% Attack Time
  • -25% Training Time
  • -25% Military Wage Cost

Penalties:

  • No Access to Stables and War Horses
  • -5% Building Efficiency

Spell Book:

  • Town Watch
  • Illuminate Shadows

War Doctrine — Attack Time / Birth Rates: Up to -10% Attack Time and +12.5% Birth Rates to your kingdom

Unique — Dive Bomb (Passive) Offensive specialists gain +2 offense (War only, does not affect NW).

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Griffins (off spec) 12/0 4.8 350gc
Harpies (def spec) 0/10 5.0 350gc
Drakes (elite) 16/3 7.0 750gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse n/a 2
Thief 500gc

Dark Elf

Bonuses:

  • +35% Instant Spell Damage
  • -35% Rune Cost (excluding Rituals)
  • Can train Thieves using Specialist Credits

Penalties:

  • -15% Birth Rates

Spell Book:

  • Blizzard
  • Mage's Fury
  • Illuminate Shadows
  • Pitfalls
  • Mind Focus

War Doctrine — Instant Spell Damage / Rune Costs: Up to +12.5% Instant Spell Damage and -12.5% Rune Costs to your kingdom

Unique — Mystic Enthusiasts (Passive) Successful offensive instant spells refund 40% of the rune cost.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Night Rangers (off spec) 15/0 6.0 350gc
Druids (def spec) 0/11 5.5 350gc
Drows (elite) 4/12 7.0 750gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Dwarf

Bonuses:

  • +30% Building Efficiency
  • -50% Construction Time

Penalties:

  • Cannot Accelerate Construction
  • +10% Attack Time

Spell Book:

  • Miner's Mystique
  • Town Watch
  • Reflect Magic

War Doctrine — Construction Costs / Income: Up to -12.5% Construction Costs and +12.5% Income to your kingdom

Unique — Architect's Revenge (Passive) Incoming Raze damage is reduced by 15%. Your Raze attacks deal 20% more damage.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Warriors (off spec) 10/0 4.0 350gc
Axemen (def spec) 0/10 5.0 350gc
Berserkers (elite) 15/5 7.0 800gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Elf

Bonuses:

  • +40% Magic Effectiveness (WPA)
  • +1 Mana Per Tick in War
  • +40% Rune Production

Penalties:

  • -20% TPA

Spell Book:

  • Pitfalls
  • Wrath
  • Vermin
  • Sloth

War Doctrine — Offensive WPA / Spell Duration: Up to +12.5% Offensive WPA and +12.5% Spell Duration to your kingdom

Unique — Arcane Surge (Passive) While mana is below 40%, offensive spells deal +25% spell damage. The boost disappears as soon as mana climbs back above 40%.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Rangers (off spec) 10/0 4.0 350gc
Archers (def spec) 0/13 6.5 350gc
Elf Lords (elite) 15/4 6.0 750gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Faery

Bonuses:

  • +25% Spell Duration (offensive and self)
  • +20% WPA
  • +1 Mana Recovery per Tick

Penalties:

  • -5% Population

Spell Book:

  • All Racial Spells

War Doctrine — Defensive WPA / Thievery Damage: Up to +12.5% Defensive WPA and -12.5% Damage from Enemy Thievery Operations to your kingdom

Unique — Leyline Interference (Passive) Enemy spells cast against Faery provinces have a 20% chance to fail completely.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Magicians (off spec) 10/0 4.0 350gc
Druids (def spec) 0/10 5.0 350gc
Beastmasters (elite) 4/16 8.5 1,000gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Halfling

Bonuses:

  • +10% Population
  • +1 Stealth Regeneration Per Tick
  • +20% Thievery Effectiveness (TPA)

Penalties:

  • +10% Military Casualties (attack and defence)

Spell Book:

  • Tree of Gold
  • Greater Protection

War Doctrine — Sabotage Damage / Offensive TPA: Up to +12.5% Sabotage Damage and +12.5% Offensive TPA to your kingdom

Unique — Silent Assault (Passive) Sabotage operations suffer 50% fewer thievery losses.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Strongarms (off spec) 10/0 4.0 350gc
Slingers (def spec) 0/10 5.0 350gc
Brutes (elite) 6/12 7.5 700gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Human

Bonuses:

  • All Lands hold Prisoners — 2 per Acre
  • +1 Stealth Regeneration Per Tick
  • -30% Damage from Learn Attacks
  • +10% Science Efficiency

Penalties:

  • Military wage increases take twice as long to fully apply (reductions apply normally)
  • +40% Rune Cost (excluding Rituals)

Spell Book:

  • Fountain of Knowledge
  • Revelation
  • Invisibility
  • Guile
  • Steal War Horses

War Doctrine — Book Generation / Science Effectiveness: Up to +12.5% Book Generation and +12.5% Science Effectiveness to your kingdom

Unique — Civil Administration (Passive) Prisoners generate an additional 2.0gc per tick. Mercenary costs are reduced by 40%.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Swordsmen (off spec) 12/0 4.8 350gc
Archers (def spec) 0/10 5.0 350gc
Knights (elite) 16/3 6.5 750gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Orc

Bonuses:

  • +5% Battle Gains (OOW) / +15% Battle Gains (In War)
  • -50% Draft Cost

Penalties:

  • -15% Defensive Military Efficiency (DME)

Spell Book:

  • Bloodlust
  • Wrath

War Doctrine — Offensive Military Efficiency / Raze Damage: Up to +10% Offensive Military Efficiency and +12.5% Raze Damage to your kingdom

Unique — Carnage (Passive) Every successful attack applies one random bonus effect:

  • Destroy 25% of enemy resources (gold, runes, food)
  • Increase Military Wages by 25% for 4–6 ticks
  • -30% Military Losses
Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Goblins (off spec) 13/0 5.2 350gc
Trolls (def spec) 0/10 5.0 350gc
Ogres (elite) 18/2 7.0 800gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

Undead

Bonuses:

  • -45% Military Losses (attack and defence)
  • Plague Immunity
  • Always carries Plague and spreads it through combat, including on defense
  • No Food Requirement

Penalties:

  • -10% Science Efficiency

Spell Book:

  • Animate Dead
  • Aggression

War Doctrine (In War): Provides up to -12.5% Enemy Battle Gains and +12.5% Increased Plague spread chance (does not grant the ability to spread Plague)

Unique — Death March (Passive) Converts 45% of offensive losses into Soldiers instantly.

Unit Off/Def NW Cost
Soldier 3/0 0.75 Varies1
Skeletons (off spec) 11/0 4.4 350gc
Zombies (def spec) 0/10 5.0 350gc
Ghouls (elite) 17/4 7.0 800gc
Mercenary 8/0 0.0 300gc
Prisoner 8/0 1.6 2
War Horse 2/0 0.6 2
Thief 500gc

  1. Varies means the unit is not trained at a single fixed gc cost. Soldiers come from the draft

  2. marks units that are not directly trained or purchased for a standard fixed gc cost. See Units for shared unit costs and mechanics.