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Swirve Blog: Age 66 Potential Changes and Schedule
Posted by Utopia Temple, 1554 days, 23 hours and 4 minutes ago
Category: Swirve Related

Hi all, please find the potential changes for age 66 below. Please feel free to comment here, due to developer schedules I am looking to lock these down asap so please do express your opinions.

Schedule

   Age 65 End: Sunday 30th August at Noon GMT
   Age 66 Freeze Start: Sunday 30th August at 6PM GMT
   Age 66 Protection Start: Wednesday 2nd September at 6PM GMT
   Age 66 Protection End: Thursday 3rd September at 6PM GMT

Race

Avian
-30% Attack Time
+50% Birth Rate
Ambush Immunity
+ 1 General

Cannot use Stables

Elite: 6/1, 550gc, 5.5 nw
Spellbook: Fanaticism, Greater Protection

Dwarf
+30% Building Efficiency
Free Building Construction and Can Use Credits To Raze Buildings

Can’t use Accelerated Construction
+ 50% food consumption

Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 750gc, 6.5NW


Elf
+ 30% Spell Success (WPA)
+1 defensive specialist strength

Spellbook: Nightmares, Pitfalls, Invisibility
Elite: 5/4, 700gc, 6NW

Faery

+ 20% Combat Instant Spell Damage
+ 20% Sabotage Operation Damage
+ 20% Spell Duration
+1 mana per tick in war
+1 stealth per tick

Spellbook: All racial spells
Elite: 3/5, 650gc, 6.25NW

Halfling
+50% Thievery Operation Success (TPA)
-50% thief cost
+10% population
+1 offensive specialist strength

Cannot use hospitals

Spellbook: Aggression, Mages Fury
Soldiers 2:2 Elite: 4/4, 350gc, 5.25NW

Human
+ 20% Offensive Military Efficiency
Every 3 acres generates 1 book of science

- 20% battle gains

Spellbook: Fountain of Knowledge, Quick Feet
Elite: 6/3, 750, 5.75NW


Orc
+30% Attack Gains
Free draft
+25% Enemy casualties when attacking

-20% science effectiveness

Spellbook: Reflect Magic, Clear Sight
Elite: 7/1, 750gc, 6NW


Undead
-75% Offensive losses on attacks you make
Spreads and is Immune to The Plague
No Food Required

Basic Thievery (Intel operations only)

Spellbook: Town Watch, Animate Dead
Elite: 7/2, 800gc, 6.5NW


Personality

The Merchant
Gain 20% more Specialist and Building Credits
Immune to Income Penalties
Access to Tree of Gold
Starts with +1600 specialist credits


The Sage
+40% Science Effectiveness
Access to Amnesia
Starts with 40000 science books


The Rogue
+1 Stealth recovery per tick
+ 100% land effect from Thieves Dens
Access to all thievery operations, including 3 unique to rogues: Greater Arson, Assassinate Wizards and Propaganda
+75% Thievery Science Effectiveness
Access to Vermin
Starts with +400 thieves


The Mystic
All Guilds are twice as effective
+1 mana per tick
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity, Nightmares
Starts with +200 Wizards


The Warrior
+20% Offensive Military Efficiency in War
Enhanced Conquest range
Access to Bloodlust
Starts with +800 soldiers and +800 specialist credits


The Tactician
-15% Attack Time
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits


The Cleric
-30% Your Military Casualties (on attack or defense)
Immune to The Plague
Access to Pitfalls
Starts with +800 soldiers and +800 specialist credits


The War Hero
+100% Honor Effects
Converts some Specialists into Elites on successful land attacks
Immune to Dragon effects
Access to War Spoils
Starts with 400 elites

(Original post)

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