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Swirve Blog: Age 66 Changes
Posted by Utopia Temple, 1972 days, 16 hours and 5 minutes ago
Category: Swirve Related
Below please find the final changes for Age 66. Thanks to all that contributed ideas and opinions.


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


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

Cannot use Stables

Elite: 6/2, 600gc, 5.5 nw
Spellbook: Fanaticism, Greater Protection

+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

+ 40% Spell Success (WPA)
+1 defensive specialist strength
-30% defensive losses

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


+ 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

+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

+ 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

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

-20% science effectiveness

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

-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


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

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 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 Sage
+33% Science Effectiveness
Access to Amnesia
Starts with 40000 science books

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

The Warrior
+20% Offensive Military Efficiency in War
Enhanced Conquest range
Access to Bloodlust
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

Bug fixes

There have been fixes implemented for some issues with the shop, espionage page and intra-kingdom attacks (this one is speculative). (Original post)

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