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Swirve Blog: Age 67 potential changes
Posted by Utopia Temple, 1618 days, 10 hours and 2 minutes ago
Category: Swirve Related
Hi all - here’s what we are looking at for next ages changes. Please give feedback here.
-25% Attack Time [Was -30%]
+66% Birth Rate [Was +50%]
Ambush Immunity
+ 1 General

Cannot use Stables

Elite: 6/2, 650gc, 5.5 nw [Was 600gc]
Spellbook: Fanaticism, Greater Protection

+20% Building Efficiency [Was +30%]
Free Building Construction and Can Use Credits To Raze Buildings

Can’t use Accelerated Construction
+ 100% food consumption [Was +50%]

Spellbook: Fools Gold, Mystic Aura, Pitfalls
Elite: 6/3, 600gc, 6.5NW [Was 750gc]

+ 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: 4/5, 800gc, 6.75NW [Was 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
Can train elites with Specialist credits [Was every 3 acres produces 1 book]

-10% battle gains [Was -20%]

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

+20% Battle Gains [Was +30%]
Free draft
+25% Enemy casualties when attacking

-10% science effectiveness [Was -20%]

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
Protect 100% of science on attacks [New]
Every 2 acres generates 1 book of science [New] [Lost +Sci Eff]
Access to Amnesia
Starts with 40000 science books

The Tactician
-10% Attack Time [Was -15%]
Accurate Espionage
Access to Clear Sight
Starts with +800 soldiers and +800 specialist credits

The Warrior
+10% Offensive Military Efficiency in War [Was +20%]
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

Mechanics - TBC, probably something with sitting, espionage pages and war win sci. Will update with more info later (Original post)

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