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Swirve Blog: Age 68 Changes
Posted by Utopia Temple, 1748 days, 3 hours and 10 minutes ago
Category: Swirve Related
Here are the changes for Age 68. Thank you to everyone that gave feedback, we have made some changes based on your ideas to mechanics and races/personalities. We’ve also decided to not go with any change to science. When we looked at it in more detail we decided that a more drastic overhaul to science was required and that’s something we will address in a future age.


Age 67 End: Saturday 16th April at 12PM GMT
Age 68 Freeze Start: Saturday 16th April at 6PM GMT
Age 68 Protection Start: Sunday 17th April at 6PM GMT
Age 68 Protection End: Monday 18th April at 6PM GMT

-25% Attack travel time
Cannot be ambushed
+30% Birth rates
+1 General

Elite: 9/3, 725gc, 8.75 NW
Spellbook: Fanaticism, Greater Protection

Free Building Construction and Can Use Credits To Raze Buildings
-50% Building Construction Time
-50% food consumption

Can’t use Accelerated Construction

Spellbook: Mystic Aura, Clear Sight
Elite: 7/7, 700gc, 10NW

+2 defensive specialist strength
+30% Spell Success
- 30% defensive losses
+100% land effect from Towers

Spellbook: Pitfalls, Invisibility, Fools Gold
Elite: 7/6, 750gc, 8.5NW


+ 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 and Tree of Gold
Elite: 5/9, 1200gc, 11NW

+50% Thievery Operation Success (TPA)
-50% thief cost
+12% population
+2 offensive specialist strength

Spellbook: Aggression, Mages Fury
Soldiers 3/3 Elite: 6/6, 500gc, 8.5NW

+ 30% income
Immune to Income Penalties

-15% Spell Success

Spellbook: Fountain of Knowledge, Quick Feet
Elite: 9/4, 750gc, 9.25NW

+20% Battle Gains
Free draft
+25% Enemy casualties when attacking

-10% science effectiveness

Spellbook: Reflect Magic
Elite: 12/2, 800gc, 10.5NW

-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: 11/3, 950gc, 10NW


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 Heretic - new
Wizards do not die on failed spells
Thieves do not die on failed operations
Successful spell casts get 50% of rune cost refunded
Access to Nightmares
Starts with +100 Wizards and +200 thieves

Merchant - removed

The Mystic
All Guilds are twice as effective
+50% Magic Science Effectiveness
Access to Meteor Showers, Chastity
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 Gluttony
Starts with +400 thieves

The Sage
Protect 75% of science on attacks
Every 2 acres generates 1 book of science
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
+15% Offensive Military Efficiency
Enhanced Conquest range
Access to Bloodlust
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 and Income penalty effects
Access to War Spoils
Starts with 400 elites


Unit Strength:
Buffing unit strengths as below
Specialists to 6
Mercs/prisoners to 5
Horses to 2
Soldiers to 2

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