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Swirve Blog: Age 73 Final Changes
Posted by Utopia Temple, 39 days, 20 hours and 28 minutes ago
Category: Swirve Related
Races

Greetings Utopians! Age 73: The Age of Tricksters and Mischiefs will begin on August 14th 18:00 GMT +00:00

After much deliberation and consideration of all the feedback received (thank you everyone!) we would like to present to you the Final changes for Age 73.

We have implemented quite a few major mechanics changes over the past couple ages and would like to utilize this next age to balance the races and personalities a bit while everyone is still adjusting to the new mechanics and trying to fully understand how they work.

The mechanics section is important to take a look at once again as we are adjusting quite a few things, mostly for balance purposes and gameplay enhancement.

You’ll notice we are adding 2 new races and removing 2 races. Our goal here is to introduce new elements to the gameplay that have only always been a subtle undertone, such as good vs evil. Eventually this may lead into a grand scale Utopian War between all of the races both Good and Evil, but that is for another time! For now, we remove 2 of the current races and provide to you their counter-part. 


Avian

Bonuses
-25% Attack travel time
+40% Birth Rate
Can Train Elites with Credits
Penalties
-5% Combat Gains
-2000 Starting Credits
-20% Training Credits
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 9/4, 775gc, 10.5NW


Dark Elf

Bonuses
+1 Offensive Specialist strength
+25% Spell Success (WPA)
+30% Combat Instant Spell Damage
35% Runes Refunded on Successful Spells
Penalties
-1 Defensive Spec Strength
Spell book: Nightmare, Mage’s Fury
Elite: 4/7, 750gc, 10.0 NW

Dwarf

Bonuses
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
Penalties
Can’t use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 7/4, 900gc, 10NW

Faery

Bonuses
All Spells (Except Paladin Only & Paradise)
Penalties
-15% Income
Spell book: All Spells (Except Paladin Only & Paradise)
Elite:2/8, 900gc, 10.5NW

Human

Bonuses
+30% Income
-25% Wages
Immune to Income Penalties
Increase Sci Spawn +25%
Penalties
-15% Spell Success (WPA)
+30% Rune Costs
Spell book: Greater Protection
Elite: 8/3, 900gc, 10NW

Orc

Bonuses
+30% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 10/1, 900gc, 9.5NW

Undead

Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful land attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+2 Offensive Specialist strength
+1 Mana per tick
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-15% Science Effectiveness
Spell book: Town Watch, Nightmares
Elite: 11/2, 10.5NW

Bocan

Bonuses
Ignores Watchtowers
+1 Stealth per tick
+50% Effects from Honor
Penalties
-15% Sabotage Damage
Spell book: Invisibility
Elite: 4/6, 450gc, 7.0 NW

Dryad

Bonuses
All land produces food
Mercenaries & Prisoners 7/0
War Horses 3/0
Penalties
+25% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression, Quick Feet
Elite: 12/2, 950gc, 11.0 NW

Personalities

The Cleric

  • -35% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Pop Sci Effectiveness +15%
  • Access to Animate Dead
  • Starts with +800 soldiers and +800 specialist credits
  • Access to Greater Protection

The Heretic

  • Wizards do not die on failed spells
  • Reduced thief losses on failed operations (-50%)
  • +10% Magic and Thievery Science Effectiveness
  • Spell and Operation Damage +15%
  • Access to Nightmares and Blizzard and Revelation
  • Starts with +150 Wizards and +300 thieves

The Mystic

  • All Guilds are 100% more effective
  • +75% Magic Science Effectiveness
  • Spell Damage +20%
  • Access to Meteor Showers, Chastity, Revelation and Paradise
  • Starts with +800 Wizards

The Paladin

  • Can cast Fading Self Spells on Kingdom Mates
  • Troops attack dragon with +25% increased power
  • Starting Soldiers +400
  • Starting Specialist Credits +400
  • Starting Wizards +400
  • All Paladin Only Spells & Fool’s Gold

The Rogue

  • +1 Stealth recovery per tick
  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Thieves Dens are 50% more effective
  • +50% Thievery Science Effectiveness
  • Access to Gluttony
  • Access to Revelation
  • Access to Paradise
  • Starts with +800 thieves

The Sage

  • -30% Abduct Losses
  • Sci Effectiveness +30%
  • Starting Scientists +50%
  • Access to Amnesia

The Tactician

  • Attack Time -15%
  • Accurate Espionage
  • Starting Soldiers +800
  • Starting Specialist Credits +800
  • Access to Clear Sight

The War Hero

  • Battle Gains +5%
  • Honor Bonuses +100%
  • Income Penalty Protection
  • Dragon Immunity
  • Convert Specs into Elites
  • Starting Elites +800
  • Access to War Spoils and Pitfalls

The Warrior

  • +10% Off Military Efficiency
  • Military Science Efficiency +15%
  • Full Conquest Access
  • Starting Soldires +800
  • Spec Credits +800
  • Access to Fanaticism
Mechanics
  • Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
  • Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
  • Paladin Spells - Increase all Paladin only spell durations
  • Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier.  A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins.  In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won’t be as significant a part of the formula as previously.
  • Fortified Stance Removed - A new stance called “Prosperous” will replace it.  Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%) and scientists will gain experience during Prosperous.
  • Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points.  Max meter will remain at 150
  • Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom.  This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days.  The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War.  You must also be OUT of war declaration range in order to have this button available to you.
  • War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
  • Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
  • Ritual Life - Rituals will now be destroyable.  There will be a new spell used specifically for Ritual destruction.  The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%.  A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces.  Once a Ritual reaches 0% strength it will be removed, unless it has not reached it’s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
  • Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now.  Elites that go into retraining from Nightmare will also increase closer to that of specialists.  Propaganda has also seen an increase to elite damage closer to that of Specialists.  Military Casualties will be unchanged.
  • Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%
  • Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom.  75% of the acres transferred will be destroyed.  Acres will not be available for transfer during protection.  Acres will have a Trade Balance cost of 500 gc each.  
  • Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal.  Once this point is reached additional scientists will yield diminishing returns.
  • Ritual Types - New rituals added and adjustments made to existing rituals to balance the effects
  1. Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
  2. Barrier: +10% DME & Spell/Thief damage -10%
  3. Affluent: Income +10%, Draft Speed +15%, BR +20%, +5% BE (not WAR only)
  4. Havoc: +OTPA +15% & +OPWA +15% & +Spell/Thief damage +5%
New Features

These don’t necessarily fall under Mechanics changes but are new to the game:

  • Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
  • Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you’ve logged in and the total minutes you’ve been active in Utopia.  There may also be a “Most Log-Ins” & “Most Minutes in Game” displaying the information of the highest stats acheived at that time.
  • In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords.  Messages displayed will be increased from 10 to 25 (or 50)
  • Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
  • New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day.  The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income.  The bonus will provided will be based on your previous day’s activity and will be generated on your first log in of the day (Utopian day).  Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.  
Bug Fixes
  • Kingdom Espionage sort issues will be fixed
  • Scientist networth will now reflect the previously announced networth values
(Original post)

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Swirve Blog: Age 73 Final Changes
Posted by Utopia Temple, 40 days, 16 hours and 24 minutes ago
Category: Swirve Related
Races

Greetings Utopians! Age 73: The Age of Tricksters and Mischiefs will begin on August 14th 18:00 GMT +00:00

After much deliberation and consideration of all the feedback received (thank you everyone!) we would like to present to you the Final changes for Age 73.

We have implemented quite a few major mechanics changes over the past couple ages and would like to utilize this next age to balance the races and personalities a bit while everyone is still adjusting to the new mechanics and trying to fully understand how they work.

The mechanics section is important to take a look at once again as we are adjusting quite a few things, mostly for balance purposes and gameplay enhancement.

You’ll notice we are adding 2 new races and removing 2 races. Our goal here is to introduce new elements to the gameplay that have only always been a subtle undertone, such as good vs evil. Eventually this may lead into a grand scale Utopian War between all of the races both Good and Evil, but that is for another time! For now, we remove 2 of the current races and provide to you their counter-part. 


Avian

Bonuses
-25% Attack travel time
+40% Birth Rate
Can Train Elites with Credits
Penalties
-5% Combat Gains
-2000 Starting Credits
-20% Training Credits
Cannot Use War Horses
Spell book: Fanaticism, Greater Protection, Blood Lust
Elite: 9/4, 775gc, 10.5NW


Dark Elf

Bonuses
+1 Offensive Specialist strength
+25% Spell Success (WPA)
+30% Combat Instant Spell Damage
35% Runes Refunded on Successful Spells
Penalties
-1 Defensive Spec Strength
Spell book: Nightmare, Mage’s Fury
Elite: 4/7, 750gc, 10.0 NW

Dwarf

Bonuses
+20% Building Efficiency
Free Building Construction and Can Use Credits to Raze Buildings
-50% Building Construction Time
Penalties
Can’t use Accelerated Construction
+100% Food consumption
Spell book: Mystic Aura
Elite: 7/4, 900gc, 10NW

Faery

Bonuses
All Spells (Except Paladin Only & Paradise)
Penalties
-15% Income
Spell book: All Spells (Except Paladin Only & Paradise)
Elite:2/8, 900gc, 10.5NW

Human

Bonuses
+30% Income
-25% Wages
Immune to Income Penalties
Increase Sci Spawn +25%
Penalties
-15% Spell Success (WPA)
+30% Rune Costs
Spell book: Greater Protection
Elite: 8/3, 900gc, 10NW

Orc

Bonuses
+30% Battle Gains
Free draft
+20% Enemy casualties when attacking
Penalties
+10% Military Casualties
-15% Thievery Effectiveness (TPA)
Spell book: Reflect Magic, Blood Lust
Elite: 10/1, 900gc, 9.5NW

Undead

Bonuses
-50% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required
Successful land attacks convert Offensive Specialists into Elites
Defensive losses automatically convert to soldiers(Permanent Animate Dead)
+2 Offensive Specialist strength
+1 Mana per tick
Penalties
Basic Thievery (Intel Operations Only)
No Elite Training
-15% Science Effectiveness
Spell book: Town Watch, Nightmares
Elite: 11/2, 10.5NW

Bocan

Bonuses
Ignores Watchtowers
+1 Stealth per tick
+50% Effects from Honor
Penalties
-15% Sabotage Damage
Spell book: Invisibility
Elite: 4/6, 450gc, 7.0 NW

Dryad

Bonuses
All land produces food
Mercenaries & Prisoners 7/0
War Horses 3/0
Penalties
+25% Attack Travel Time
-15% Enemy Military Casualties
Spell book: Aggression, Quick Feet
Elite: 12/2, 950gc, 11.0 NW

Personalities

The Cleric

  • -35% Your Military Casualties (on attack or defense)
  • Immune to The Plague
  • Pop Sci Effectiveness +15%
  • Access to Animate Dead
  • Starts with +800 soldiers and +800 specialist credits
  • Access to Greater Protection

The Heretic

  • Wizards do not die on failed spells
  • Reduced thief losses on failed operations (-50%)
  • +10% Magic and Thievery Science Effectiveness
  • Spell and Operation Damage +15%
  • Access to Nightmares and Blizzard and Revelation
  • Starts with +150 Wizards and +300 thieves

The Mystic

  • All Guilds are 100% more effective
  • +75% Magic Science Effectiveness
  • Spell Damage +20%
  • Access to Meteor Showers, Chastity, Revelation and Paradise
  • Starts with +800 Wizards

The Paladin

  • Can cast Fading Self Spells on Kingdom Mates
  • Troops attack dragon with +25% increased power
  • Starting Soldiers +400
  • Starting Specialist Credits +400
  • Starting Wizards +400
  • All Paladin Only Spells & Fool’s Gold

The Rogue

  • +1 Stealth recovery per tick
  • Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
  • Thieves Dens are 50% more effective
  • +50% Thievery Science Effectiveness
  • Access to Gluttony
  • Access to Revelation
  • Access to Paradise
  • Starts with +800 thieves

The Sage

  • -30% Abduct Losses
  • Sci Effectiveness +30%
  • Starting Scientists +50%
  • Access to Amnesia

The Tactician

  • Attack Time -15%
  • Accurate Espionage
  • Starting Soldiers +800
  • Starting Specialist Credits +800
  • Access to Clear Sight

The War Hero

  • Battle Gains +5%
  • Honor Bonuses +100%
  • Income Penalty Protection
  • Dragon Immunity
  • Convert Specs into Elites
  • Starting Elites +800
  • Access to War Spoils and Pitfalls

The Warrior

  • +10% Off Military Efficiency
  • Military Science Efficiency +15%
  • Full Conquest Access
  • Starting Soldires +800
  • Spec Credits +800
  • Access to Fanaticism
Mechanics
  • Mana Costs - Flat cost - 3% self spell, 3% offensive spell (2% with relations) & 2% flat rate for all Paladin self spells on others & Ritual Spell casts will also be a flat cost of 2%
  • Stealth Costs - Flat cost - 3% stealth (2% with relations), 2% intel (1% SoT)
  • Paladin Spells - Increase all Paladin only spell durations
  • Paladin Self Spells - The formula used to calculate success rate will be adjusted to make casting self spells on your allies easier.  A WPA vs WPA calculation will still be made which will require Paladins to have WPA but the new formula will make it so that all Kingdom members have an opportunity to receive the self spell bonuses from their Paladins.  In other words, a significant increase in the success rate of Paladin spells, although you still need WPA it won’t be as significant a part of the formula as previously.
  • Fortified Stance Removed - A new stance called “Prosperous” will replace it.  Prosperous stance will be almost identical to Fortified. The main difference will be: Attacks into Prosperous will have no gains penalty; Attacks while your Kingdom is Prosperous will have reduced gains of -20% (instead of -50%) and scientists will gain experience during Prosperous.
  • Gains Throttling will be significantly more effective - Once the meter variance between Kingdoms is 50 points, each point over 50 will reduce gains by 1% up to a maximum of 75% at a variance of 125 meter points.  Max meter will remain at 150
  • Auto-CeaseFire (Surrender) - Once a meter variance of 100 points occurs between 2 Kingdoms, the Kingdom with lower meter points will have the option to Surrender to the aggressor Kingdom.  This will create an in-game CeaseFire between both kingdoms that cannot be cancelled by either side for a minimum of 7 days.  The surrendering Kingdom will be required to not have any attacks for at least 12 hours similar to the restriction on Withdraw during War.  You must also be OUT of war declaration range in order to have this button available to you.
  • War Gains Formula - The top-feed minimum gains is being reduced slightly to accommodate the LBG top-feed bonuses from Age 72 (note this is only for Top Feed gains, all other gains remain the same)
  • Rituals Length - Rituals will have a minimum length of 48 hours (120 max remains)
  • Ritual Life - Rituals will now be destroyable.  There will be a new spell used specifically for Ritual destruction.  The spell will be in the upper tier of difficulty and will reduce strength of the Ritual by a flat rate of 2%.  A Ritual destruction spell can only be cast on a single province a maximum of 10 times such that in order to destroy a Ritual from 100% to 0% you would need to cast the spell 10x on 5 different provinces.  Once a Ritual reaches 0% strength it will be removed, unless it has not reached it’s minimum duration of 48 hours, at which point it will remain until the 48th tick and be removed at that time.
  • Elite Longevity - Elite losses via NightStrike will be closer to losses of Specialists seen now.  Elites that go into retraining from Nightmare will also increase closer to that of specialists.  Propaganda has also seen an increase to elite damage closer to that of Specialists.  Military Casualties will be unchanged.
  • Universities - Effects from Universities will be reduced to a maximum reduction of 50%, and the rate of effect will begin at 2.5%
  • Aid Explorable Acres - Explorable acres will now have the option to be sent to other members of your Kingdom.  75% of the acres transferred will be destroyed.  Acres will not be available for transfer during protection.  Acres will have a Trade Balance cost of 500 gc each.  
  • Science Caps - Science will no longer have a hard maximum for all categories. The purpose of this is to allow players more freedom to make your province unique and provide further bonuses to the areas you choose. Science will scale in a linear fashion similar to Age 72 up to the previously stated maximums as normal.  Once this point is reached additional scientists will yield diminishing returns.
  • Ritual Types - New rituals added and adjustments made to existing rituals to balance the effects
  1. Onslaught: +10% OME, +15% enemy casualties on attacks, +20% honor gains
  2. Barrier: +10% DME & Spell/Thief damage -10%
  3. Affluent: Income +10%, Draft Speed +15%, BR +20%, +5% BE (not WAR only)
  4. Havoc: +OTPA +15% & +OPWA +15% & +Spell/Thief damage +5%
New Features

These don’t necessarily fall under Mechanics changes but are new to the game:

  • Interactive Player Sign-Up: We are developing a method through which Kingdom Monarchs will have a better opportunity to have players join their Kingdom that fit what they are looking for, and respectively new players will have a better opportunity to join Kingdoms that fit what they are looking for in terms of experience, competitiveness, and play style
  • Log-In Statistics: Once logged into your Master Account, on the World Chooser page there will be a display of your current age log-in statistics which will include the amount of times you’ve logged in and the total minutes you’ve been active in Utopia.  There may also be a “Most Log-Ins” & “Most Minutes in Game” displaying the information of the highest stats acheived at that time.
  • In-Game Mail: There will be a search function added to the in-game mail area to allow you to search keywords.  Messages displayed will be increased from 10 to 25 (or 50)
  • Utopia-Game.com Landing Page: The landing page will show the total users currently logged into the game
  • New Log-In Bonuses: To encourage activity there will be a new log in bonus (in addition to the 5 free acres) that will be based on activity throughout the entire day.  The bonus will vary based on your activity, with 3 possible bonuses available, 50% income, 100% income, 200% income of one hours income.  The bonus will provided will be based on your previous day’s activity and will be generated on your first log in of the day (Utopian day).  Example, if you qualify for 100% income for activity throughout January Yr 0 you will receive an instant bonus of 100% your current income for that hour the first time you log in on during February Yr 0.  
Bug Fixes
  • Kingdom Espionage sort issues will be fixed
  • Scientist networth will now reflect the previously announced networth values
(Original post)

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Swirve Blog: Age 72 End Schedule
Posted by Utopia Temple, 53 days, 15 hours and 34 minutes ago
Category: Swirve Related

It is that time once again! The end of Age 72: The Era of Venerated Bastions of Utopia-Game.com the free to play browser based strategy game draws near and we prepare to start Age 73.

We would like to announce our expected schedule for the end of Age 72 and the exciting beginning of Age 73.

Schedule

Age 73 Proposed Changes: August 04, 2017 
Age 73 Final Changes: August 09, 2017 

Age 72 End: Friday August 11, 2017 @ 12:00 Noon GMT
Age 73 Open: Friday August 11, 2017 @ 18:00 GMT
Age 73 Start: Monday August 14, 2017 @ 18:00 GMT 


Age 72 has proved to be quite exciting for us and we’ve had a chance to make a lot of improvements throughout. We hope you have enjoyed playing Age 72 and look forward to a great Age 73 as we take your feedback and suggestions and turn them into the next great Utopian Age!

(Original post)

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Swirve Blog: Summertime Bonus Credit Extravaganza!
Posted by Utopia Temple, 53 days, 15 hours and 42 minutes ago
Category: Swirve Related

That’s right! We at Utopia-Game.com would like to offer bonus credits to anyone who completes a credit purchase of 20 credits or more for the next 3 days AND a chance to win double your original purchase! In order to qualify your credit purchase must confirm before August 1st GMT! If you haven’t been here in a while, this is a great opportunity to get back into the game, with free stuff! So how is this going to work?

Let’s get right to the good stuff, what do you get!?

Make any purchase of 20 or more credits and get more!
Purchase 20 credits and we will top you up with 2 additional credits
Purchase 40 credits and we will top you up with 5 additional credits AND a FREE Taunt!
Purchase 100 credits and we will top you up with 12 additional credits AND a FREE Taunt AND a FREE Rename your province!

In addition to these great freebies, for each purchase of 20 credits or more your transaction will be entered for a chance to win double your original transaction!
How it works:
Each transaction made will be assigned a number
Upon completion of the qualification period (August 1st) a random number will be chosen
The transaction linked to the random number will have that transaction credit purchased doubled!



In addition to these great offers I would also like to begin our first installment (with many more to come) of The Greatest Taunt Competition.
With Age 72 drawing to a close, let’s rile your enemies and taunt them into one final conflict to end all conflicts.
What is this?
Any Taunt displayed from now until the close of Age 72 will be entered into The Greatest Taunt Competition.
Each Taunt that is uploaded during this time will be posted in The Greatest Taunt Competition thread.
Once the age concludes, voting will begin.
Positive discussion will be welcomed throughout!
Once voting concludes (Start of Age 73) the winning Kingdom will be determined and all players that confirmed reservation for that Kingdom will be rewarded with 5 credits and a free Taunt to welcome more of their creative talents to grace (or mock) us once again throughout Age 73!

Please remember that all Taunts must adhere to the Game Rules, any entries that violate the Game Rules will be disqualified and the offender punished appropriately.


We would like to thank everyone for your continued support of this great free to play game and wish everyone luck who participates in The Greatest Taunt Competition! Utopia-Game.com is the longest running free to play massively multiplayer browser based strategy game for a reason! Let’s see why!

(Original post)

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Swirve Blog: Summertime Bonus Credit Extravaganza!
Posted by Utopia Temple, 53 days, 16 hours and 24 minutes ago
Category: Swirve Related

That’s right! We at Utopia-Game.com would like to offer bonus credits to anyone who completes a credit purchase of 20 credits or more for the next 3 days AND a chance to win double your original purchase! In order to qualify your credit purchase must confirm before August 1st GMT! If you haven’t been here in a while, this is a great opportunity to get back into the game, with free stuff! So how is this going to work?

Let’s get right to the good stuff, what do you get!?

Make any purchase of 20 or more credits and get more!
Purchase 20 credits and we will top you up with 2 additional credits
Purchase 40 credits and we will top you up with 5 additional credits AND a FREE Taunt!
Purchase 100 credits and we will top you up with 12 additional credits AND a FREE Taunt AND a FREE Rename your province!

In addition to these great freebies, for each purchase of 20 credits or more your transaction will be entered for a chance to win double your original transaction!
How it works:
Each transaction made will be assigned a number
Upon completion of the qualification period (August 1st) a random number will be chosen
The transaction linked to the random number will have that transaction credit purchased doubled!



In addition to these great offers I would also like to begin our first installment (with many more to come) of The Greatest Taunt Competition.
With Age 72 drawing to a close, let’s rile your enemies and taunt them into one final conflict to end all conflicts.
What is this?
Any Taunt displayed from now until the close of Age 72 will be entered into The Greatest Taunt Competition.
Each Taunt that is uploaded during this time will be posted in The Greatest Taunt Competition thread.
Once the age concludes, voting will begin.
Positive discussion will be welcomed throughout!
Once voting concludes (Start of Age 73) the winning Kingdom will be determined and all players that confirmed reservation for that Kingdom will be rewarded with 5 credits and a free Taunt to welcome more of their creative talents to grace (or mock) us once again throughout Age 73!

Please remember that all Taunts must adhere to the Game Rules, any entries that violate the Game Rules will be disqualified and the offender punished appropriately.


We would like to thank everyone for your continued support of this great free to play game and wish everyone luck who participates in The Greatest Taunt Competition! Utopia-Game.com is the longest running free to play massively multiplayer browser based strategy game for a reason! Let’s see why!

(Original post)

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Swirve Blog: New Age, New Race/Personality, New Excitement!
Posted by Utopia Temple, 113 days, 16 hours and 24 minutes ago
Category: Swirve Related

Greetings Everyone!!

We are very excited with the start of Age 72: The Era of Venerated Bastions! Age 72 is not just another Age rolling in, oh no.  We’ve revamped the gains system significantly, we’ve added a new race, a new personality, a completely new mechanic called Kingdom Rituals, we altered the way science is generated, and wow…just too much to list in a short paragraph!

For these are the reasons I write you now!  The game administration is proud to announce that we will be partnering with John Sargent (JoRo to some Utopians) to present to you a fortnightly (maybe more!) live broadcast via twitch!! The first broadcast is scheduled for Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast / 4pm East Coast / 9pm UK / 10pm EU)

On this first broadcast all the game administrators are expected to be in attendance, which includes Bishop, DavidC, Jeff and Munk (especially Munk I mean!!) with your host JoRo. We will begin by covering a wealth of topics that will include things such as: our synopsis of Age 71, brief overview of our objectives coming into Age 72 changes, some details about specific changes made for Age 72, new features that may be rolling out soon, timelines and goals for our team during Age 72 (Genesis!?), and perhaps some other topics not yet decided. However, the part we’re most excited about, after we bore you with our own ramblings, we would like to open up the floor to our listeners and speak with you directly, answer questions you might have and let the conversation go in the direction you’d like to hear! We have planned to go for about an hour to see how things shake up the first time through. 

We encourage everyone to tune in and provide your comments, feedback and questions.  

Event Details:

Location: http://twitch.tv/jorosar
Date: Thursday June 1, 2017
Time: Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast, 4pm East Coast, 9pm UK, 10pm EU)

(Original post)

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Swirve Blog: New Age, New Race/Personality, New Excitement!
Posted by Utopia Temple, 113 days, 18 hours and 36 minutes ago
Category: Swirve Related

Greetings Everyone!!

We are very excited with the start of Age 72: The Era of Venerated Bastions! Age 72 is not just another Age rolling in, oh no.  We’ve revamped the gains system significantly, we’ve added a new race, a new personality, a completely new mechanic called Kingdom Rituals, we altered the way science is generated, and wow…just too much to list in a short paragraph!

For these are the reasons I write you now!  The game administration is proud to announce that we will be partnering with John Sargent (JoRo to some Utopians) to present to you a fortnightly (maybe more!) live broadcast via twitch!! The first broadcast is scheduled for Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast / 4pm East Coast / 9pm UK / 10pm EU)

On this first broadcast all the game administrators are expected to be in attendance, which includes Bishop, DavidC, Jeff and Munk (especially Munk I mean!!) with your host JoRo. We will begin by covering a wealth of topics that will include things such as: our synopsis of Age 71, brief overview of our objectives coming into Age 72 changes, some details about specific changes made for Age 72, new features that may be rolling out soon, timelines and goals for our team during Age 72 (Genesis!?), and perhaps some other topics not yet decided. However, the part we’re most excited about, after we bore you with our own ramblings, we would like to open up the floor to our listeners and speak with you directly, answer questions you might have and let the conversation go in the direction you’d like to hear! We have planned to go for about an hour to see how things shake up the first time through. 

We encourage everyone to tune in and provide your comments, feedback and questions.  

Event Details:

Location: http://twitch.tv/jorosar
Date: Thursday June 1, 2017
Time: Thursday June 1, 2017 @ 20:00 GMT (1pm West Coast, 4pm East Coast, 9pm UK, 10pm EU)

(Original post)

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Swirve Blog: Age 72 Final Changes
Posted by Utopia Temple, 122 days, 21 hours and 55 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age 71: The Metamorphosis has come to an end, and Age 72: The Era of Venerated Bastions  will begin shortly.

We would like to thank everyone for their feedback and help devising what are now the final changes for Age 72.  

Schedule

Age 72 Freeze Start: Saturday 20th May at 12:00 GMT

Age 72 Protection Start: Tuesday 23rd May at 18:00 GMT

Age 72 Protection End: Wednesday 24th May at 18:00 GMT

Mechanics

NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.

SOT change - we are considering adding a ‘last seen’ line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual

Scientists - generated on a flat ratio similar to wizards instead of via RNG.

Explore pool - remove kingdom wide explore pool and replace it with province level exploration pools.

Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)

Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.

Networth Protection - Significantly reduced for spells and sabotage operations.

Op success rate - Success rates made significantly easier to achieve

OOW honor gains - Significantly reduced.

WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.

WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdom page based on the number of WW points they achieve. Each additional 'tier’ that they obtain will also increase their WW bonus – land, honor, credits, etc – by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.

Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.

The War Win bonus will also include a provision of additional land to every province’s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.

WAR - Exploration during End Of War Cease-Fire will have reduced cost penalties (from 500% to 250% of normal cost).

Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.

Several New Spells dedicated to the Paladin Personality Only

Kingdom Rituals

Kingdom Rituals (KR) are a new mechanic that serve as a kingdom-wide bonus.

- The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)

- To complete the ritual the Kingdom must cast a new 'ritual spell’ 100 times within 48 hours of the ritual being started

- The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell

- A successful KR will last for 120 hours

- Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced

- All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR

- The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary

- For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength

There are three kinds of KRs, we do not yet have names for them, and the numbers are likely to change drastically:

1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME

2) Affluent (WAR ONLY) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%

3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%

Note: The Prosperity KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.

Spells

Self Spells

Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin’s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)

New Spells:

Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)

Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)

Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)

Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)

Sorcery

Magic Ward (Unf Only) (Paladin Only) - Increase target’s spell cost in runes by 25% for duration (moderate difficulty)

Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)

Races

Avian

Attack time -25%

Birth Rate +40%

Can Train Elites with Credits

Penalties

Battle Gains -10%

Can’t Use Stables

Minus 2000 Starting Spec Training Credits

20% fewer credits generated

Spell book: Fanaticism, Greater Protection, Bloodlust

Elite: 11/4, 775 gc, 10.5 NW

Dwarf

Bonuses

Building Efficiency +25%

Construction Cost -100%

Construction Time -50%

Use Credits to Raze

Access to Greater Arson

Penalties

Food Consumption +100%

Can’t Accelerate Construction

Spell book: Mystic Aura

Elite: 8/9, 900 gc, 10 NW

Elf

Bonuses

Instant Spell Damage +25%

WPA +35%

Towers Efficiency +20%

+2 dspec strength

Penalties

Wages +50%

Spell book: Clear Sight

Elite: 9/7, 1000 gc, 10 NW

Faery

Bonuses

All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Penalties

-10% income

-5% population

Spell book: All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Elite: 5/10, 1050 GC, 11 NW

Halfling

Bonuses

Max Population +10%

Thief Cost -50%

TPA + 40%

Extra Stealth +1

+1 ospec strength

Penalties

Birth Rate -10%

BE - 5%

Spell book: Aggression, Mage’s Fury

Elite: 6/8, 700 gc, 9 nw

Human

Bonuses

Income +30%

Immune to Income Penalties

Increase Scientist Generation Rate +25%

+1 general

Penalties

WPA -10%

Spell Cost +50% Runes

Spell book: Greater Protection, Quick Feet

Elite: 11/5, 1050 gc, 11 NW

Orc

Bonuses

Battle Gains +20%

Draft Cost -100%

Enemy Casualties on Attack +15%

Penalties

Military Casualties +10%

TPA -10%

Spell book: Bloodlust, Reflect Magic

Elite: 12/1, 1000 gc, 11.5

Undead

Bonuses

Carries & Immune to Plague

No Food Required

Offensive Casualties -50%

Def Troop Losses 50% to solds

Convert Specs to Elites

Ospec strength +2

Mana +1

Penalties

Science Effectiveness -15%

Can’t Train Elites

Basic Thievery Only

Spell book: Town Watch, Nightmares

Elite: 11/3, 11.5 NW


New Race - Dryad

Bonuses
Double Strength War Horses
Mercenaries fight with 7 strength
Each acre produces food

Penalties
+25% attack time
-15% opponent kills

Elite (Will O’ The Wisp) 14/2, 1100 GC, 12.5 NW
Offensive Specialist (Huldra) 6/0, 350 GC
Defensive Specialist (Nymph) 0/6, 350 GC

Spellbook
Aggression



Personalities

Cleric

Bonuses

Military Casualties -35%

Plague Immunity

Starting Bonus

Soldiers +800

Spec Credits +800

Spellbook

Animate Dead

Greater Protection

Heretic

Bonuses

Magic & Crime Science Effectiveness +20%

WPA +20%

Runes Refunded 35%

No Wiz Killed on Failed Spells

No Thieves lost on Failed Ops

Spell and Op Damage +10%

Starting Bonus

Starting Wizards +100

Starting Thieves +200

Spellbook

Nightmare

Blizzard

Revelation

Mystic

Bonuses

Guild Effect +100%

Magic Sci Eff +75%

Spell Damage +15%

Starting Bonus

Starting Wizards +600

Spellbook

Chastity

Meteor Showers

Revelation

Rogue

Bonuses

Thievery Sci Eff +50%

Thieves’ Dens Eff +50%

Extra Stealth / Tick +1

Access to ALL Thief Ops

Starting Bonus

Starting Thieves +400

Spellbook

Gluttony

Revelation

Sage

Bonuses

Abduct Protection +30%

Science Effectiveness +25%

Starting Bonus

Starting Scientists +25%

Spellbook

Amnesia

Tactician

Bonuses

Attack Time -20%

Accurate Espionage

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Clear Sight

Warrior

Bonuses

Off Military Eff +5%

Full Conquest Access

OME in war +10%

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Fanaticism

War Hero

Bonuses

Battle Gains +5%

Honor Bonuses +100%

Income Penalty Protection

Dragon Immunity

Convert Specs into Elites

Starting Bonus

Starting Elites +800

Spellbook

War Spoils

Pitfalls

Paladin

Bonuses

Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)

Troops attacks dragon with 20% more strength

Spellbook

Fool’s Gold

Paladin’s Inspiration

Scientific Insights

Illuminate Shadows

Wrathful Smite

Divine Shield

Magic Ward

Barrier of Integrity

(Original post)

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Swirve Blog: Age 72 Final Changes
Posted by Utopia Temple, 123 days, 16 hours and 24 minutes ago
Category: Swirve Related

Welcome Utopians!  The Age 71: The Metamorphosis has come to an end, and Age 72: The Era of Venerated Bastions  will begin shortly.

We would like to thank everyone for their feedback and help devising what are now the final changes for Age 72.  

Schedule

Age 72 Freeze Start: Saturday 20th May at 12:00 GMT

Age 72 Protection Start: Tuesday 23rd May at 18:00 GMT

Age 72 Protection End: Wednesday 24th May at 18:00 GMT

Mechanics

NW Changes - Peasants will now be 0.25 NW, and soldiers will be 0.5 NW and 1/1.

SOT change - we are considering adding a ‘last seen’ line to SOTs that will show most recent activity in addition to displaying information related to any active Kingdom Ritual

Scientists - generated on a flat ratio similar to wizards instead of via RNG.

Explore pool - remove kingdom wide explore pool and replace it with province level exploration pools.

Paradise - will still consume explore pool, will be available only to Mystic or Rogue personality (Not Faery)

Gains - Replace Networth Based Gains (NWBG) with a hybrid Land Based Gains (LBG) system that incorporates NW.

Networth Protection - Significantly reduced for spells and sabotage operations.

Op success rate - Success rates made significantly easier to achieve

OOW honor gains - Significantly reduced.

WW Chart Chains - In order to incentivize conflict between top WW kingdoms, we have altered the formula to provide additional WW points (scaling from the current if the kingdom you war is outside of the top 50 for land, honor, NW, and warwins) to double the current points.

WW Bonus - Additionally, we are adding a new set of WW bonuses. Kingdoms will receive recognition on their kingdom page based on the number of WW points they achieve. Each additional 'tier’ that they obtain will also increase their WW bonus – land, honor, credits, etc – by 10%. This is capped at a WW bonus that is 50% larger than the baseline bonus.

Finally the WW bonus will scale with kingdom size under 20 provinces to reduce the potential for abuse with kingdoms that remain intentionally small in the number of provinces.

The War Win bonus will also include a provision of additional land to every province’s individual explore pool in both kingdoms, this is mainly aimed at helping provinces that are destroyed in war to have a chance to grow back to a functional size.

WAR - Exploration during End Of War Cease-Fire will have reduced cost penalties (from 500% to 250% of normal cost).

Explore Penalty - Kingdoms smaller than 10 provinces will see an increased explore penalty.

Several New Spells dedicated to the Paladin Personality Only

Kingdom Rituals

Kingdom Rituals (KR) are a new mechanic that serve as a kingdom-wide bonus.

- The Monarch or Steward will select one of 3 rituals the kingdom will begin (similar to the starting of a dragon)

- To complete the ritual the Kingdom must cast a new 'ritual spell’ 100 times within 48 hours of the ritual being started

- The ritual spell will have a very expensive rune casting cost; and have a difficulty similar to the most difficult self spell

- A successful KR will last for 120 hours

- Only one KR can be active, another KR can be started before the active KR ends, very similar to Dragons. Once the KR is completed, the previous KR will be replaced

- All users will have a KR page; on this page only you will have the KR spell available to help initiate the KR

- The KR page will also display various information such as: current KR status (type and strength), whether a new ritual is being cast, how many more successful casts are necessary

- For enemies: an active KR will be displayed via Spy on Throne, where you will see which KR is active and current strength

There are three kinds of KRs, we do not yet have names for them, and the numbers are likely to change drastically:

1) Barrier - Increases defensive TPA and WPA by 25%; reduces gains via attacks against the kingdom by 10% (similar to Guard Stations); +10% DME

2) Affluent (WAR ONLY) - Increases income by 25%, Birth Rate by 20%, and draft speed by 25%

3) Onslaught - Increases OME by 10% and enemy casualties on your offensive attacks by 15%

Note: The Prosperity KR can be initiated and completed at any time regardless of your stance (relations) however, if it is active and you are NOT in war you will receive no effects from it.

Spells

Self Spells

Inspire Army is no longer a baseline spell, it is being replaced by a Paladin Only spell called Paladin’s Inspiration and has ~25% increased effects (low difficulty;moderate/high duration)

New Spells:

Scientific Insights (Paladin Only) - This spell will increase the science effectiveness of target province by +10% (moderate difficulty/short duration)

Illuminate Shadows (Paladin Only) - Provide target with -20% damage from thievery operations (moderate/high difficulty;moderate duration)

Wrathful Smite (Paladin Only) - Attacks against province while this spell is active will result in higher casualties for the attacker (moderate difficulty;low/moderate duration)

Divine Shield (Paladin Only) - Increase magic defense of target (will stack with Magic Shield;low/moderate difficulty;moderate duration)

Sorcery

Magic Ward (Unf Only) (Paladin Only) - Increase target’s spell cost in runes by 25% for duration (moderate difficulty)

Barrier of Integrity (Unf Only) (Paladin Only) - Stops all drafting that would normally take place in target province (moderate/high difficulty;very short duration)

Races

Avian

Attack time -25%

Birth Rate +40%

Can Train Elites with Credits

Penalties

Battle Gains -10%

Can’t Use Stables

Minus 2000 Starting Spec Training Credits

20% fewer credits generated

Spell book: Fanaticism, Greater Protection, Bloodlust

Elite: 11/4, 775 gc, 10.5 NW

Dwarf

Bonuses

Building Efficiency +25%

Construction Cost -100%

Construction Time -50%

Use Credits to Raze

Access to Greater Arson

Penalties

Food Consumption +100%

Can’t Accelerate Construction

Spell book: Mystic Aura

Elite: 8/9, 900 gc, 10 NW

Elf

Bonuses

Instant Spell Damage +25%

WPA +35%

Towers Efficiency +20%

+2 dspec strength

Penalties

Wages +50%

Spell book: Clear Sight

Elite: 9/7, 1000 gc, 10 NW

Faery

Bonuses

All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Penalties

-10% income

-5% population

Spell book: All Spells (Including Tree of Gold; Excluding Paradise & Paladin Spells)

Elite: 5/10, 1050 GC, 11 NW

Halfling

Bonuses

Max Population +10%

Thief Cost -50%

TPA + 40%

Extra Stealth +1

+1 ospec strength

Penalties

Birth Rate -10%

BE - 5%

Spell book: Aggression, Mage’s Fury

Elite: 6/8, 700 gc, 9 nw

Human

Bonuses

Income +30%

Immune to Income Penalties

Increase Scientist Generation Rate +25%

+1 general

Penalties

WPA -10%

Spell Cost +50% Runes

Spell book: Greater Protection, Quick Feet

Elite: 11/5, 1050 gc, 11 NW

Orc

Bonuses

Battle Gains +20%

Draft Cost -100%

Enemy Casualties on Attack +15%

Penalties

Military Casualties +10%

TPA -10%

Spell book: Bloodlust, Reflect Magic

Elite: 12/1, 1000 gc, 11.5

Undead

Bonuses

Carries & Immune to Plague

No Food Required

Offensive Casualties -50%

Def Troop Losses 50% to solds

Convert Specs to Elites

Ospec strength +2

Mana +1

Penalties

Science Effectiveness -15%

Can’t Train Elites

Basic Thievery Only

Spell book: Town Watch, Nightmares

Elite: 11/3, 11.5 NW


New Race - Dryad

Bonuses
Double Strength War Horses
Mercenaries fight with 7 strength
Each acre produces food

Penalties
+25% attack time
-15% opponent kills

Elite (Will O’ The Wisp) 14/2, 1100 GC, 12.5 NW
Offensive Specialist (Huldra) 6/0, 350 GC
Defensive Specialist (Nymph) 0/6, 350 GC

Spellbook
Aggression



Personalities

Cleric

Bonuses

Military Casualties -35%

Plague Immunity

Starting Bonus

Soldiers +800

Spec Credits +800

Spellbook

Animate Dead

Greater Protection

Heretic

Bonuses

Magic & Crime Science Effectiveness +20%

WPA +20%

Runes Refunded 35%

No Wiz Killed on Failed Spells

No Thieves lost on Failed Ops

Spell and Op Damage +10%

Starting Bonus

Starting Wizards +100

Starting Thieves +200

Spellbook

Nightmare

Blizzard

Revelation

Mystic

Bonuses

Guild Effect +100%

Magic Sci Eff +75%

Spell Damage +15%

Starting Bonus

Starting Wizards +600

Spellbook

Chastity

Meteor Showers

Revelation

Rogue

Bonuses

Thievery Sci Eff +50%

Thieves’ Dens Eff +50%

Extra Stealth / Tick +1

Access to ALL Thief Ops

Starting Bonus

Starting Thieves +400

Spellbook

Gluttony

Revelation

Sage

Bonuses

Abduct Protection +30%

Science Effectiveness +25%

Starting Bonus

Starting Scientists +25%

Spellbook

Amnesia

Tactician

Bonuses

Attack Time -20%

Accurate Espionage

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Clear Sight

Warrior

Bonuses

Off Military Eff +5%

Full Conquest Access

OME in war +10%

Starting Bonus

Starting Soldiers +800

Spec Credits +800

Spellbook

Fanaticism

War Hero

Bonuses

Battle Gains +5%

Honor Bonuses +100%

Income Penalty Protection

Dragon Immunity

Convert Specs into Elites

Starting Bonus

Starting Elites +800

Spellbook

War Spoils

Pitfalls

Paladin

Bonuses

Can Cast Fading Self Spells on Kingdom Members (success will be based on WPA)

Troops attacks dragon with 20% more strength

Spellbook

Fool’s Gold

Paladin’s Inspiration

Scientific Insights

Illuminate Shadows

Wrathful Smite

Divine Shield

Magic Ward

Barrier of Integrity

(Original post)

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Swirve Blog: Utopia Target Finder Contest
Posted by Utopia Temple, 158 days, 19 hours and 54 minutes ago
Category: Swirve Related

Put your name on Utopia and receive in-game recognition, among other things, by creating the best target finder to replace Utopia’s current tool.  Find more details here: http://forums.utopia-game.com/showthread.php?635682-Target-Finder-Contest

(Original post)

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